A system for customizable dual weapon configurations

so over in that other thread about weapons I was poking around with an idea for customizable loadouts with regards to holding two weapons at a time.

Here’s the basic pitch:
Obviously Warhammer 40,000 has a very long history of people holding two weapons at once, two swords, two axes, or a gun in one hand and a sword in the other. It’s like one of the more iconic looks of the whole franchise. Basically every book or box art has some guy front and center shooting his bolt pistol at something while holding a power sword up high.

So it’d be pretty neat if we could do that in Darktide. The precedent is also there in Vermintide; Saltzpyre’s got his Rapier + Pistol weapon, and everybody (except poor Sienna) has some type of dual melee weapons, plus Saltzpyre’s got dual pistols and Bardin has dual drakefires.

However, Darktide has a lot of very similar weapons, with all the different types and all their different marks. If it were to work like it did in Vermintide where Kruber’s ‘Sword And Shield’ was a completely different item from his ‘Mace And Shield’ and also his ‘Spear And Shield’ and his ‘Sword And Mace,’ then Fatshark would need to pump out something to the order of several hundred new weapons to account for every possible combination of weapon + other weapon. So instead of doing that, I’ve come up with an idea for customizable weapon loadouts that would allow players to select a main weapon and another weapon for their off hand. This would open up some better tactical diversity, since it would effectively allow players to bring two guns into battle instead of only one (though the second gun would have significant penalties attached, which I’ll get to below), or two different kinds of melee attack, similar to how there are already melee attacks attached to some guns, like the helbore’s bayonet stab, or the heavy stubber’s bash, or the force staff’s utterly useless boop attack that really needs to be replaced with something more interesting.

The Mechanics
Main points:

  • As before, you have two weapon spaces, one melee and one ranged.
  • Both weapon spaces are now comprised of a Main Hand Slot and an Off Hand Slot.
  • All weapons are categorized as either Two Handed, Main Hand Only, One Handed, or Off Hand Only.
  • Most melee weapons are Main Hand Only.
  • Smaller melee weapons, including the combat knives, combat swords, and tactical axes, (and maaaaybe chain swords and combat axes? not really sure.) as well as all one handed guns (laspistols, revolvers, autopistol, the upcoming bolt pistol, and the ogryn’s grenade gauntlet) are One Handed. One Handed weapons and can be placed in either the Main Hand Slot or the Off Hand Slot.
  • Two handed weapons take up both Main Hand and Off Hand slots; they are unchanged in this system. This includes heavy swords, eviscerators, thunder hammers, and every gun not mentioned above.
  • Currently the only Off Hand Only item is the ogryn’s shield.

If you equip a One Handed gun in your Main Hand, you can equip one of the same gun in the Off Hand, or you can equip a One Handed melee weapon in the Off Hand, or you can leave the Off Hand slot empty.

If you equip a Main Hand Only or One Handed melee weapon in your Main Hand, you can equip any One Handed melee weapon in the Off Hand, or you can equip a One Handed gun in the Off Hand, or you can leave the Off Hand slot empty.

Leaving the Off Hand slot empty will play exactly like these weapons currently do.

Zealots could possibly be allowed to carry Main Hand Only melee weapons in their Off Hand, so zealots can run in swinging two axes but veterans and psykers can’t, because zealots are bonkers.

Controls
Dual Melee
With two melee weapons equipped, the weapon is changed to a new distinct moveset similar to how Vermintide handles dual weapons. The stats of each individual strike depend on which weapon made the hit. There are three such dual weapon movesets, shared across all combinations of two melee weapons:

  • “Medium + Medium” axe and falchion style, for any Main Hand weapon (including the combat knife) plus any Off Hand weapon that isn’t a knife.
  • “Medium + Light” sword and dagger style, for any Main Hand non-knife weapon plus a knife in the Off Hand.
  • “Light + Light” dual daggers style, exclusively for using two knives.
    These styles all attack slightly faster than one handed weapons.

The function of the Special Action button remains whatever it normally is for the Main Hand Weapon, except for the combat knife. Special Action with a combat knife in the main hand and something else in the off hand changes to be a disruptive quick jab with the off hand weapon.

Melee and Ranged
With one melee weapon and one gun equipped, Left Click attacks with whichever weapon is in the Main Hand. Right Click braces both weapons together, aiming with the gun (or bracing it in the case of the autopistol and fanning revolver) and blocking with the melee weapon at the same time. Blocking an attack very briefly disables your ability to fire your gun.

The Special Action button attacks with whichever weapon is on the Off Hand: firing the gun just like Saltzpyre’s rapier and pistol, or a quick jab with a melee weapon just like mentioned above with the combat knife. This can be done while holding right click. Doing so will either fire the gun while aiming/blocking, or will shove with the melee weapon.

Dual Guns
With two guns, controls are unchanged from normal.

Drawbacks
The Main Hand weapon’s stats are used for stamina and dodging. Whatever is held in the off hand applies a small penalty to Mobility, Finesse, Stability, and Accuracy, so generally dual weapons will have slightly lower dodge distance, dodge count, movement speed, and accuracy than their individual counterparts. Smaller off hand weapons like laspistols and combat knives apply a smaller penalty than larger off hand weapons like tactical axes or revolvers.

Dual Melee
The individual damage and armor piercing of each weapon’s heavy attack is slightly reduced.

Gun + Melee
Guns held in the Main Hand while a melee weapon is in the Off Hand have slightly reduced accuracy while hip firing, and take slightly longer to reload. Additionally, their Special Actions cannot be used.

Melee + Gun
Guns held in the off hand have drastically reduced maximum ammunition, take considerably longer to reload, have reduced stability, have slightly reduced accuracy while aiming, and higher reduced accuracy when firing from the hip. Additionally, their Special Actions cannot be used.

Main Hand melee weapons while a gun is held in the Off Hand have slightly reduced damage and armor piercing for their heavy attacks, and have very slightly reduced stamina.

Dual Guns
Dual guns have reduced accuracy, longer reload times, reduced stability, and lower zoom distance while aiming. Also, having two guns does not increase your maximum ammunition, only your magazine size and fire rate, so while you will be able dish out damage much faster, you will spend your ammo much faster too.

Perks and Blessings
While holding two weapons at once, Perk values are averaged between them. IE, if your sword has +2 stamina and your pistol has +1 stamina, when both are equipped you get +1.5 stamina. If the two weapons have different perks on them, then you get half of all four.

Only the Blessings on the Main Hand weapon are applied. The Blessings of whatever you are holding in the Off Hand are disabled.

Ability Items
A related idea, other equipment items that are Off Hand Only. They would act similarly to off hand alternate weapons; reducing the main hand melee weapon’s heavy attack power a bit as if the item were an off hand gun, and reducing the main hand gun’s accuracy and such as if the item were an off hand melee weapon.

These items would add some kind of unique buff to the player carrying them, or could change the main weapon’s Special Action to some other ability, a little like having a second weaker Blitz. They would all likely run on cooldowns, or perhaps have their own “ammunition” that gets charged up/replenished in various ways, like when the player takes a certain amount of damage or gets a certain number of crits or headshots/kills/elite kills/whatever.

  • Holy Relic or Blessed Tome - For Zealots. Could do stuff like knock adjacent enemies down, maybe ignite enemies in front of you, shine a light that blinds enemy shooters for a short time, or just some basic buffs like faster toughness regen or whatever. Maybe throw in some of those Acts of Faith.

  • Psionic Focus or Spellbook - For Psykers. There are all kinds of other more support-y psyker powers in the lore and books and whatnot. It’d be neat to be able to point some kind of glowy skull artifact at people and cast Terrifying Visions and make them all cower and run away for a few seconds.

and some other stuff,

  • Torch - Just like, a regular flashlight. Usable by anybody. So that you can like, carry a flashlight and a revolver at the same time. Or a flashlight and a sword at the same time.

  • Lantern - Also usable by anybody. Like a flashlight, except it illuminates an area around yourself instead of a beam in front of you. Might be more useful than a flashlight for melee focused guys on Lights Out missions.

  • Shield - Something like a riot shield for the Veteran and those big fancy Crusader shields for the Zealot would be awesome.

So that’s my idea for a dual wielding system. It would let Veterans carry chainswords and bolt pistols. Psykers with force swords and laspitols. Ogryn with shield and grenade gauntlet. Zealots with dual swords like a deathcult assassin.

it makes me sad because i know it’ll never happen

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Now they would not need to pump out that many new weapons, but they would have to consider the balancing of all of those combinations.
And they still would have to make new attack animations for all weapons used in the offhand as well as for many of the main hand attacks.

Overall it would probably be easier to just release certain dual wielded weapons as separate items, than to balance all kinds of weapons in all kinds of combinations with each other, while also keeping them balanced when used by themselves.


This doesn’t quite work.
You can’t really ads with 2 weapons at the same time.

In my experience, games usually handle dual wielded guns by having each mouse button be the trigger for one of the two guns. This seems to make more sense to me as well, especially when combining two different types of gun, which you might not always want to fire at the same time.

So two guns at the same time, which you can fire either at the same time or separately.
With the downside of not being able to aim properly.


Upon reading that you intended to equip two separate items for dual wielding, i immediately wondered if you had thought about this aspect.
Glad you did.


Overall it sounds like a pretty interesting idea, but it would probably come with a lot of balancing issues, when combining certain weapons with each other.
Despite it probably seeming counter intuitive, i really think that it would be easier for them to just release certain dual wielded combinations as separate items.

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Space HUlk Deathwing Mechanic, but better!

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I’d still rather see them do specialised sets.

Skyrim system while being able to pair any 1h weapon with any other weapon (Or shield, Spell and other) isn’t as great as VT2’s system.

Heck, even comparing Skyrim 1h weapons to VT1-2/DT 1h weapons isn’t the same thing, Skyrim and other games that do the same things have much simpler move sets that are made to be paired up, most 1h weapons still have the unarmed weapon used in the attack move sets (Usually aiding in the strike and such)

Who the hell is Skyrim and why’s he comparing my dual weapon system idea?

Didn’t you read what I said about control schemes?

Still remain that making the dual weapons into combined “1h” weapons is going to be a worse idea than simply picking a weapon set and making 3 variants in those unrelated to the 1h weapons.

The only thing that I wish they improved compared to Vt2 is the ability to change the skins separately.

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However they implement it, i dont really care too much. I mainly want a pistol/melee dual wield capability. It is just so thematically cool. Especially now that we have voice of command, it would just fit so well. This is actually one of my personal top things that im hoping they add. It is just so 40k.

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okay but why

Let’s make a count of 1h melee weapons, let’s ignore the melee/ranged pairings.

Normal human:
3 Combat Axes
3 Tactical Axes
3 Catachan Blades
3 Heavy Sword (1.5h)
3 Duel Swords
2 Combat Knife (+1 remaining variant)
2 Chain Axe (+1 remaining variant)
2 Chain Sword (+1)
3 Force Sword
2 Power Sword (+1)
3 Shovels.
Total: 29 (+4) → permutation if variants: 841, if not: 121

Ogryn:
3 Clubs
1 Powermaul (+2)
3 Knives
3 Shovels
Total: 10 (+1) → Permuation if variant: 100, if not: 12

If they want to make weapon pairable, even if they give them dedicated move sets that lead to a lot of weapons animation needing to either be fixed, or a lot of weapons whose move pattern would be utterly sh¡t. And would require a lot of work, which could be used more smartly.

On the other hand, making the dual weapons into their own unrelated kits like how the Battle Maul and Shield is compared to the Clubs or the Powermaul.

Do we need to be able to pair Tactical Axes, not really, Twin Chain Axe on the other hand is quite requested. Do we need to be able to be able to pair Chainswords with a Combat Dagger, not really. But Catachan Sword and Dagger (Mostly taking hints from Kerillian’s Sword and Dagger)…

Considering weapons that share models in certain sense but work very differently as being able to switch from one form to another is only going to slow things, and create further clutter.

Vt2 system I great, tbh its one of the greatest dual weapons that I’ve used (The Surge for example is another I quite liked)

Ohh, I see. I thought you were saying making dedicated dual weapon sets for every weapon is less work than making three new dual weapon sets that can be largely ported over from Vermintide (axe/falchion, sword/dagger, dagger/dagger). But you mean you want to basically get rid of all the possible permutations except the “best” ones.

Yeah I don’t think that’s a good design philosophy. Like I said in the other thread I linked to in the OP,

Someone will want twin tactical axes or chainsword and dagger, and since we’re dealing in hypothetical ideas, one of the goals of my system was explicitly to allow as many combinations as possible. Like that was the premise, “how might a mechanics system allow for players to use any combination they want.” Like yeah I know that’s an awful lot of work, that’s why I said I’m sad because I know it will never happen. Your counter proposal boils down to ‘no forget all that, just focus on making the ones that I want’ I guess?

And speaking of it being a hypothetical, you’re assuming that a bunch of weapons would have bad move patterns (not that it’s an unreasonable assumption to think Fatshark will muck it up of course) but like none of it’s real, I did not in fact create and implement this system. You could instead just imagine that it’s well executed and examine what it would have to be like to get there, in more detail than “more work.” What’s more work? What’s utterly sh¡t about these move patterns and how does one fix it?

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