Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 4 5 [6] 7

Author Topic: Weapons discussion panel, lets make this work! :D  (Read 7439 times)

Iden

  • Bay Watcher
  • Legendary Speardwarf
    • View Profile
Re: Weapons discussion panel, lets make this work! :D
« Reply #75 on: October 15, 2009, 02:56:37 pm »

I would just like to point out this thread was from 2007 and weapons and their uses may have changed dramatically in the past years.

BTW I am not saying it was wrong to necro the thread, just be real careful to make sure the information is still relevant.

Well, there may be elements within the thread that are outdated. But the initial topic appears to be a discussion about weapons in the game. I admit I didn't really pay much attention to the year when I was posting. I just felt the discussion of weapons was relevant to this thread and that the original concept of the thread, the discussion of weapons, was not outdated. I felt like expanding on it and adding my own opinion.

Maybe I should have started a new thread. *shrug*

If anyone else feels it appropriate to start a new thread, please speak up so I may do so.
Logged
Legendary Conversationalist
Legendary Persuader
Legendary Writer of Epics

I support AMMDF!

Granite26

  • Bay Watcher
    • View Profile
Re: Weapons discussion panel, lets make this work! :D
« Reply #76 on: October 15, 2009, 03:20:02 pm »

I think it was less 'No Necro!!!', and more 'hey new people reading this'  Although to my knowledge, nothing interesting has happened to weapons ever, much less the last two years.

profit

  • Bay Watcher
  • Finely Crafted Engravings... Or it didn't happen.
    • View Profile
Re: Weapons discussion panel, lets make this work! :D
« Reply #77 on: October 15, 2009, 05:08:42 pm »

Yeah, that's exactly it.  The thread could still be as valid today as it ever was, just wanted to make sure everything was up to date and not already been determined in some manner.  I have not read the thread so.. I can not pass judgment one way or the other.
Logged
Mods and the best utilities for dwarf fortress
Community Mods and utilities thread.

Funk

  • Bay Watcher
    • View Profile
Re: Weapons discussion panel, lets make this work! :D
« Reply #78 on: October 15, 2009, 06:54:18 pm »

no not much has happen to weapons thare still simple stand ins.

i think that if weapons are made from parts like bodys with tags to set i.e.: where you can hold it ,if and how that part can be used to attack,if and which decorations it can have,if that part is core or a addon,Materials you can make it from.

addons work just like Decorations but make your weapons better.
addon can be made by the right craft dwarf with the fit weapon addon job.
the higher the weapons quality the more addons it starts with.
 
i.e. a roman Gladius has:
the hilt handle main,
buttcan attack second blunt,can have decorations,
hand guardcan have decorations
bladeset Materials(all weapon metals),can attack main Slash/Pierce, can have decorations,two-edged.

weapon 2 brass kuckles
handlehandle main,can have decorations
blunt facecan attack main Bludgeon ,can have decorations
*spiked facecan attack main Gore/Bludgeon ,can have decorations*
note that the * shows a addon to the weapon

some addons
spike,the weapon gets a pierce attack,
large pomel, the weapon gets a Bludgeon attack,


note that set up lets you make any weapon you care to.
 
Logged
Agree, plus that's about the LAST thing *I* want to see from this kind of game - author spending valuable development time on useless graphics.

Unofficial slogan of Bay 12 Games.  

Death to the false emperor a warhammer40k SG

Sabre_Justice

  • Bay Watcher
    • View Profile
Re: Weapons discussion panel, lets make this work! :D
« Reply #79 on: October 16, 2009, 08:59:27 am »

My dwarves will wield Bat'Leths.
Logged

sonerohi

  • Bay Watcher
    • View Profile
Re: Weapons discussion panel, lets make this work! :D
« Reply #80 on: October 16, 2009, 05:49:12 pm »

Or, to make it much less complex, and therefore simpler for Toady, just being able to assign percentages to different attack tags. This way, we could set a weak, not too-often used pommel smash, and at the same time have a stronger semi-used attack with the flat of the blade, in addition to it slashing most commonly.
Logged
I picked up the stone and carved my name into the wind.

Neonivek

  • Bay Watcher
    • View Profile
Re: Weapons discussion panel, lets make this work! :D
« Reply #81 on: October 16, 2009, 06:48:55 pm »

My dwarves will wield Bat'Leths.

And in their memory the Dwarves will never know how to use them.

Which drove me nuts.
Logged

Atarlost

  • Bay Watcher
    • View Profile
Re: Weapons discussion panel, lets make this work! :D
« Reply #82 on: October 16, 2009, 08:56:39 pm »

Or, to make it much less complex, and therefore simpler for Toady, just being able to assign percentages to different attack tags. This way, we could set a weak, not too-often used pommel smash, and at the same time have a stronger semi-used attack with the flat of the blade, in addition to it slashing most commonly.

Hitting with the flat of the blase is stupid.  In fact it's exactly the sort of stupidity one would expect from a raw recruit with a sword.  Not a bad idea at all to implement if it's skill linked.  The pommel strike isn't so bad, but there's never a good reason to strike with the flat of the blade.  Maybe something unskilled dwarves would do on accident.  Legendary dwarves would never strike incorrectly while neophytes would do it about half the time.  Pommel strikes would be a wrestling thing.  No reason to do that whatever your skill unless your opponent is grappling you, or you're an adventurer or guard who wants to subdue someone without killing them. 

Say for common swords
pierce 50% slash 25%-50%, bash 25%-0% but replace pierce with pommel bash if someone's grappling you. 

All swords would have the pommel bash, but some would lack either or the pierce or slash (but not both or it's just a hilt)

common Axes would probably just slash with 50% slash 50% bash when being grappled. 

Specialty axes would basically be either axe/hammers, axe/spears, or axe/spear/hammers.    Axe/picks would be functionally the same as axe/spears. 

common Spears pierce only normally, but bash only in wrestling. 

maces would I guess do either gore or bash depending on if they're spiked or flanged.  Maybe bash only in wrestling, and a weaker version. 

Swords are pretty much swords, and maces are pretty much maces, but axes, hammers, picks, and spears can be unified.  You can reduce a lot of polearms to some combination of those. 
Logged

John Hopoate

  • Bay Watcher
    • View Profile
Re: Weapons discussion panel, lets make this work! :D
« Reply #83 on: October 16, 2009, 11:13:48 pm »

Javelins and Throwing Axes, we already have the throwing skill in the game but it's only used in Single Player and this needs to change.

http://en.wikipedia.org/wiki/Throwing_axe
http://en.wikipedia.org/wiki/Javelin

Logged

Iden

  • Bay Watcher
  • Legendary Speardwarf
    • View Profile
Re: Weapons discussion panel, lets make this work! :D
« Reply #84 on: October 17, 2009, 06:28:39 pm »

Spoiler (click to show/hide)

Doesn't hurt to read up and educate yourselves, or to be open to debate..
But just incase....

tl;dr You can skip to the bottom: "All in All"


Flat of the Blade I wouldn't ever say that striking with the flat of the blade is stupid. Sure, it is something novices may do on accident due to a lack of experience with the weapon. Is it stupid? In that case, it is, but not always. It may not be an effective way of causing damage, but that does not make it stupid. It is only stupid when you are trying to deal damage and you flat out and fail to cause any.

In a normal combat situation, it may be useless. But what if I want to whack somebody and take them by surprise (to feint, throw their balance off, surprise them as to create an opening)? What about a backhand snap that lightly flats against the target so I can use the momentum to rebound off my target and throw his game out of whack while I quickly attack with an on-hand attack?

Against a heavily armored opponent it would be ineffective in creating damage, however the force and the feint may be enough to stall them for a moment while you take the upper hand. What if I were under orders to take an unarmored target (gobo? kobo?) prisoner and not to use deadly force? What if I were to detain an insane dwarf friend, or a dwarf throwing a tantrum without the use of deadly force? The flat of the blade could easily and quite effectively be use to my advantage. While still dangerous, it poses a possible solution to a problem and could be an effective tool to the well-trained swordsdwarf.

Pommel - The Pommel is only so effective. A pommel bash is pretty ineffective. In close-combat it could maybe crack a skull, at least probably get your foe off of you. Only useful in very-close combat, probably only if your enemy is trying to wrestle/grapple you. To be honest, it's not very effective. Small damage, maybe knocking the person back or causing him to lose his grapple on you. It can be done with any weapon, just bash them with what you're holding, or a piece of it. Which leads me to my next...

Butt-Spike - Similar to a pommel strike, but more deadly. Butt-spike is a small pointy piece of metal (doesn't even need to be very pointy, just enough to focus the force into a smaller, more deadly, point) that's added to just about any weapon. Pommel of a sword. Haft of an axe, mace, hammer, bottom of a spear. Anything. Butt-spike now takes a mediocre strike and turns it into a much more deadly blunt strike. Only useful in very close combat again when your movement is limited. Great way to surprise a foe who intends to tie your weapon up in order to gain the advantage. You can now much more effectively add dents to heavy armor and pierce skulls for maximum blunt trauma.

Spear - As i've said. Anything can make a quick blunt attack in close-combat for little damage. A Spear, as we all know is primarily piercing damage. Against heavy armor or light/no armor, it pierces very effectively. What most people disregard is the fact that a spear is also a slashing weapon. It is never a primarily slashing tool. It is primarily a piercing tool. However, unless you simply are wielding a sharpened stake, it can be used for slashing!

The majority of spearheads are designed for piercing. But for serious use the edges would be sharpened. As in my last discussion I pointed out that slashing is simply ineffective against armored targets. The same here. The spearhead has a limited sharpened blade, and can only be so effective in cutting. But if you thrust and miss, you can easily swipe your blade in and make a cut. Obviously, as cutting/slashing does not work against well-armored targets, this won't hurt a dwarf who is a walking tank. On the other hand, a target that is unarmored or lightly armored (gobo/kobo?) will be susceptible to slashing attacks, and will thus be effective. Thrust-slash. Keep your opponent at bay. If you're always thrusting... if you miss, or your opponent knocks your spearhead down or away, recoiling to strike again gives your enemy time to close for an attack, whereas if you swing a slashing attack at him, you can make an attempt to keep the upper hand and keep him on the defensive so you don't lose the upper hand.

Likewise, defending against spears: Knock spear-point to ground. Step on spear. Hit target. Profit. I know this because I have a 6foot shortspear for Heavy Armored Combat, and one of my friends did just that to me.

Polearms - Polearms are just that. Arms on a pole. A spear is a form of a polearm. The spear we are most familiar with in Dwarf Fort is a short-spear, which is approximately the size of the wielder, give or take a foot or two maybe. Long-spears, or pikes, are often up to twice the size of the wielder. These are used from behind the main line of battle to be reached over those in the front to either create openings in the enemy lines or to take advantage of openings and attack enemies.

Pikes are probably the most familiar polearms. Halberd also being a common polearm, adding an axe blade to a pike to give an additional attack slash/hack, and also adding an appendage with which to hook enemy weapons and shields to create openings.  Hammerheads, maceheads, and generally any combination of weapons can be, and were, attached to a polearm.

An overlooked polearm, which I believe somebody referenced at one point, is the naginata. Basically a sword at the end of a pole. The European version of this was the Glaive (though the precise shape and length of the blade varied from that of a Naginata). It was quite similar and could be used for slashing. Lengths varied. As having done some Heavy-Armored Combat in the SCA for a while, I knew some folks who used 6-foot glaives for combat, and even one who had a 6-foot earspoon. I wish there was a picture of this somewhere, or that I had one of my old friend's. Similar in nature to the boar spear, it had a cross-shape to the end of it. The cross-piece larger than that of a typical boar spear. Good for tying up weapons and giving combatants a challenging time. Sharpened cross-piece could be used for unexpected attacks.

Misc. I'm too long-winded for my own good. I know this. It is but my nature. I'm spent. I don't know what else there is to comment on. Axes are axes. Pick is a pick. Pickax is not really an axe, but i suppose is wielded similarly, except that it causes hell of a piercing attack. Pick and a Hammer are similar. It actually depends on what kind of hammer DF uses. I'm not entirely sure, to be honest. Military picks and hammers are often the same. War hammers, while I prefer to picture them as something more dwarfy like this....... a war hammer is actually this, and typically has a pick/spike on the reverse side. A pickaxe is technically not a weapon, but a mining tool that can be used in the same fashion as a war hammer could be.

All in all, I don't actually believe there is a wrong way for a weapons master to wield a weapon. If you are a master with that weapon (ie Legendary Status) you are perfectly fluent in the use of this weapon, and should therefore also be perfectly fluent in using this weapon to your advantage in not-traditional situations, using it as an effective tool for just about any kind of damage (assuming it has a mode to provide said damage type).

It's like my reference to the sword with a rounded tip. It can still be used very effectively for thrusting. It no longer does piercing damage, but against an unarmored foe, thrusting with a rounded/dull tip still can be quite painful and damaging. It could easily bruise, and you could probably crush a mans windpipe pretty easily like that. Assuming they were unarmored. Blunt tip would have no effect on heavy armor.

Limiting yourself to not thrusting just because it's not a sharpened tip is just limiting the possibilities of your own successful combat. Likewise, don't sell other weapons short simply because they weren't designed specifically for something. It doesn't mean you can't adapt the weapon and use it in interestingly unique and successfully strange manners. I could hold the blade of a sword and wield it like a baseball bat, using the guard and pommel to easily bat someone and crack a skull, maybe daze someone with a helmet on (I would know, a good solid smack to a helmet can ring you like a bell and this is quite unsettling. The force of the impact could leave you jostled for a second, and the noise is AWFUL). I could use the guard to tie up a weapon and bodyslam/trip a person to the ground so that I can stab him with the tip of the sword while he is prone.

Actual combat isn't always pretty and perfect like one might think it is. Things go wrong, situations change. Unexpected things happen. You drop your weapon, your weapon breaks. Combat is not ideal like combat-training often can be. People tire and technique slips into a contest of worry, intimidation, and fear as two contestants struggle to find the upper hand. A tired parry is an imperfect, slow parry. A tired riposte is an off-target weaker riposte. A tired man might not have the strength to hold his shield up all the way after a long time, or to keep his sword as raised as it should be. Form fails, technique fades. What is proper and improper begin to blur as you worry more about surviving.

Combat is survival of the fittest. It doesn't always mean using a hammer for bashing, or a spear for piercing, or an axe for hacking. Likewise: it doesn't mean you should ignore the obvious either. A master of a given weapon would use all of his options, even those not readily apparent.

I don't mean to propose the total recreation of combat and all things weapon. I just wish to share knowledge of weaponry and combat with the community, and with Toady, with the intention of progressing towards more realistic combat and use of weaponry in Dwarf Fort. I feel the expansion of additional attack/damage types should be invested in.
« Last Edit: October 17, 2009, 08:01:11 pm by Iden »
Logged
Legendary Conversationalist
Legendary Persuader
Legendary Writer of Epics

I support AMMDF!

Neonivek

  • Bay Watcher
    • View Profile
Re: Weapons discussion panel, lets make this work! :D
« Reply #85 on: October 17, 2009, 09:23:10 pm »

I should probably say that trying to safely knock someone unconscious in real life is a rather risky buisness.

Quote
It's like my reference to the sword with a rounded tip. It can still be used very effectively for thrusting. It no longer does piercing damage, but against an unarmored foe, thrusting with a rounded/dull tip still can be quite painful and damaging. It could easily bruise, and you could probably crush a mans windpipe pretty easily like that. Assuming they were unarmored. Blunt tip would have no effect on heavy armor.

It isn't that, it is using the most effective attack you can. Thrusting a Not all that heavy blunt weapon (like a Chopping sword) isn't all that effective and leaves you open for counter attack.

One method of bashing with a Chopping sword (not the official name) is instead to strike with the flat end (side) rather then the rounded edge. You can even put your body into it if you can place it properly. More importantly it gives you protection doing this.

Most Chopping Swords I am aware of are either Tools or created from tools (Usually Saws). The reason you don't sharpen the end is because it was made to be capable of resting on the ground without hurting the floor or the weapon itself.
Logged

ManaUser

  • Bay Watcher
    • View Profile
Re: Weapons discussion panel, lets make this work! :D
« Reply #86 on: October 17, 2009, 11:44:42 pm »

I should probably say that trying to safely knock someone unconscious in real life is a rather risky buisness.

Quote
It's like my reference to the sword with a rounded tip. It can still be used very effectively for thrusting. It no longer does piercing damage, but against an unarmored foe, thrusting with a rounded/dull tip still can be quite painful and damaging. It could easily bruise, and you could probably crush a mans windpipe pretty easily like that. Assuming they were unarmored. Blunt tip would have no effect on heavy armor.

It isn't that, it is using the most effective attack you can. Thrusting a Not all that heavy blunt weapon (like a Chopping sword) isn't all that effective and leaves you open for counter attack.

One method of bashing with a Chopping sword (not the official name) is instead to strike with the flat end (side) rather then the rounded edge. You can even put your body into it if you can place it properly. More importantly it gives you protection doing this.

That's not it either. The point is Ngebzo McUgly is squaring off against Urist McChoppysword. He steps in and tries to grab the flat side of Urist's blade. But in doing so he brings his neck awful close to the end of it. Urist spots the opening and POKE! Good thing too, because McUgly is pretty tough looking goblin wrestler, had he got a hold of the weapon, things could have turned nasty.
Logged
Akur Akir Akam!

Neonivek

  • Bay Watcher
    • View Profile
Re: Weapons discussion panel, lets make this work! :D
« Reply #87 on: October 18, 2009, 12:11:49 am »

Quote
He steps in and tries to grab the flat side of Urist's blade. But in doing so he brings his neck awful close to the end of it

So basically the situation is that the Goblin walked into the weapon, he didn't care to close the distance between himself and the attacker, and gave the opponent ample time to retract his weapon and thrust? Your sort of stretching the situation. Unlike Axes and Hammers where the handle is elongated and thus the user can put his hand closer to the weighted end in order to give himself a better thrust usually accompanied by their body weight, a chopping sword doesn't share that quality (though like the Scythe there is a reason why they arn't all that great).

A good Tackle would do the trick here. Though simply "Revolving" the weapon could also help (If it was large enough he could strike with it simply by shifting his body weight).

The Poke wouldn't have done anything anyhow. I doubt Urist could have done a Zero Point thrust with that much devistating power against such an experienced opponent who is actually concentrating squarely on his weapon. A Dodge or Deflection later and he would have the weapon.

Though In my oppinion the Goblin was being somewhat odd. I'd personally would think you would go after the opponent's arm and not his weapon.

As for Goring Damage, I believe it is supposed to represent a sort of abbrasive attack meant to flay, break appart, or erode rather then any sort of deep penetration. (Yes I know that to "Gore" is to impale so to speak...)

A Cheese Grater would be Goring damage for example. A weapon that deals goring damage would be one that would mangle muscle and flesh but leave organs alone so to speak (unless they were already destroyed). So a Spiked Mace wouldn't really apply as those spikes could easily hit brain tissue and other vital organs. A Deadly Gore attack would simply shred the opponent to bits like being run over by Military Ants.
« Last Edit: October 18, 2009, 12:31:10 am by Neonivek »
Logged

Iden

  • Bay Watcher
  • Legendary Speardwarf
    • View Profile
Re: Weapons discussion panel, lets make this work! :D
« Reply #88 on: October 18, 2009, 11:57:29 am »

It isn't that, it is using the most effective attack you can. Thrusting a Not all that heavy blunt weapon (like a Chopping sword) isn't all that effective and leaves you open for counter attack.

Well... the point I was after was not necessarily to say that it's most effective. Sometimes it's not a matter of doing what's most effective as it is doing whats most readily available to you and easily attainable. Waiting a whole fight for the most effective attack opportunity to arise isn't always ideal, and sometimes simply attacking and taking an opportunity that arises, even if it's thrusting a blunt tip or striking with the flat of the blade.

Injuring your opponent even slightly can potentially give you an incredible advantage. Passing up opportunities to do so might not always be the wisest of choices.

And a thrust doesn't necessarily need to be very powerful, sometimes a simple extension of the arm(s) is all that's required to run someone through. A simple extend probably won't cause too much damage with the round tip though, but unarmored advancing at you as you extend could do some damage to vital areas -- at least keep them at bay. A simple extension shouldn't over-extend you or cause you to lose balance, or really cause you to leave yourself open at all. From there you should be able to easily recover, and then parry (and ideally riposte) or just parry from the extend.

That's not it either. The point is Ngebzo McUgly is squaring off against Urist McChoppysword. He steps in and tries to grab the flat side of Urist's blade. But in doing so he brings his neck awful close to the end of it. Urist spots the opening and POKE! Good thing too, because McUgly is pretty tough looking goblin wrestler, had he got a hold of the weapon, things could have turned nasty.

That doesn't sound like a very experienced Goblin Wrestler if he's going for the weapon and leaving himself so blatantly open. No risk, no reward? Maybe. But that sounds like a stupid gamble to me. Not much of a tough goblin wrestler at all, imo. To be honest, wrestlers should stand little to no chance 1v1 against an experienced weapon user.

There are basically three melee ranges. Close-quarters, mid-range, and long-range.
The goblin wrestler would obviously start at long range. He now needs to close the gap and literally make quite a leap from long-range straight into close-range melee combat where he can try to wrestle his opponent. The problem is while you are in that medium-range you are exposed to being attacked. It's difficult to close that gap unless you create an opening, and a very good weapon-user might play defensively and wouldn't open himself up in order to let you in. If he does, hopefully he has opportunity to use a butt-spike, a headbutt, or to simply try to rail you with his gauntlet.

The reach of the weapon really makes a huge difference, and if a swordsman can keep a wrestler at medium range (or even long range) the wrestler is in for a lot of trouble. Even a tackle might be dangerous. Sure, the swordsman might overextend but the wrestler would need to be far quicker than the swordsman and hope that the swordsman can't recover in the time it takes him to tackle effectively. Still a dangerous gamble unless you're already close-in.

Grouping up and multiple wrestlers/combatants focusing on one target while the target is distracted would be a good tactic here. The group distracting one target... eventually someone will get in and they all can pounce in and tear him apart.
Logged
Legendary Conversationalist
Legendary Persuader
Legendary Writer of Epics

I support AMMDF!

Neonivek

  • Bay Watcher
    • View Profile
Re: Weapons discussion panel, lets make this work! :D
« Reply #89 on: October 18, 2009, 12:22:39 pm »

Quote
wrestlers should stand little to no chance 1v1 against an experienced weapon user

That isn't exactly true. Quite a few weapons have an effective weapon range that doesn't include point blank.

So what some people did is that they would go right up to the opponent preventing them from attacking and they would usually stab them with a smaller weapon like a dagger or Javalin. (usually this was done because... well... it was the only thing you could do)

Quote
Injuring your opponent even slightly can potentially give you an incredible advantage. Passing up opportunities to do so might not always be the wisest of choices

Not saying that, I am saying that there are better options to the point where an experienced practitioner shouldn't be using his weapon in such a way. He is just as likely to connect a thrust as he is to connect with a slash or a saw.

A Spear user would never hold enemies at bay with the blunt end of the spear (assuming it was blunt) unless he wasn't intending to harm them or if he had no other option.

Your not supposed to "Wait for the most effective attack" your supposed to "Make the most effective attack" while preventing the opponent from doing the same

Quote
A simple extension shouldn't over-extend you or cause you to lose balance, or really cause you to leave yourself


The thing is that I assume that the person with the chopping sword had been using it previously to attack, meaning all his power is in full extended swipes. Meaning he needs to make room to extend meaning he would have to retract his arms..

Were it at rest then he could do a rather devistating thrust, well more like a stab... Stabbing the opponent with the blunt end.

Quote
he has opportunity to use a butt-spike, a headbutt, or to simply try to rail you with his gauntlet.


Kick, tackle, and something I don't know what it is but a cutting slam (Holding the dull part of the blade in one hand, the handle in the other, then putting your bodyweight into a short range slam with the bladed end into the opponent)
« Last Edit: October 18, 2009, 12:24:16 pm by Neonivek »
Logged
Pages: 1 ... 4 5 [6] 7