Dual Wielding

i think dual wielding would really benefit the fantasy and add a lot to this games layers of mechanical skill expression. restrict it to just a onehanded melee and onehanded ranged weapon, obviously, and block the player from using heavy attacks (since those mostly use two hands for the animation anyway) and alternate fire for the gun (such as autogun bracing, revolver fanning, or aiming with the las- and boltpistols), and keeping the special input for the melee weapon so you can still rev a chainsword or punch with a dagger.

fantasy-wise i think having the ability to run a bolt pistol and chainsword, or a combat knife and autopistol, or a shock maul and revolver would add so much to the fantasy of the game while also giving us new avenues of expressing mechanical skills and buildcrafting without just bogging us down in even more weapons and even more talent tree branches like some suggest, and it’s got a lot of possible tuning points for balancing it right.

you might even extend the system to psykers’ blitzes, since most builds for that don’t involve a gun. force sword in one hand, and a assail/smite/headburst in the other without needing to switch. you’d lose out on the ability to aim the assail or do the broader cone on smite or pre-charge your headburst but in return you’d have your melee at the ready. could even help a lot with making smite a more enjoyable build if you could carve up your own enemies while smiting them.

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I thought the same thing lmao
edit: go play skyrim or dark souls or something @OP

I think the idea is cool. It could work like zealot throwing knife, but on special attack. I don’t think it needs to limit heavy attacks. It could be a passive that overrules the normal weapon special and only work with small fire arms.

As the other have said, making that system wouldn’t let dual/paired weapons shine as much as they could.

Vermintide 2 has 3 ranged (Saltz’ Brace of Pistols, Saltz’ Brace of Duckfoot-Pistols, and Bardin’s Drakefire Pistols), and 9 melees (Kruber’s Mace and Sword; Bardin’s Dual Axes and Dual Hammers, Kerillian’s Dual Daggers, Dual Swords and Sword and Dagger, and Saltz’s Rapier and Pistol, Axe and Falchion, and Paired Skull-Splitters)

Those are ‘strict’/bespoken weapon sets, and each have both weapon active at the same time, where certain attacks will use both weapon at the same time.

Instead of having the (imho) lamer option of Skyrim’s system, where holding a 2nd weapon doesn’t really do much.

Within this, I think we should see 4 different ways to make Dual/Paired weapons:

  • Paired Pistols: As 2nd-3rd Mark (Laspistol, Revolver, Bolt Pistol, and in the future, Hand Flamer and Plasma Pistols)
    → Action 1: Shoot either gun alternating each shot
    → Action 2: Braced, shooting faster, or shooting in a different way (Shooting both at the same time, kinda like Drakefire Pistols for a Plasma Pistols)
    → Action 3:Same as their regular/single variants (Revolver bash, Plasma vent…)
    → Reload: As usual, but reload both weapons

  • Paired melee weapons: New separate weapon family (with their potential 3 marks)
    → Action 1: Melee attacks mixing either or both weapon at the same time, can be held for heavy attacks
    → Action 2: Block, using both weapon, action 1 to push\push attack
    → Action 3: Special, dependent on the weapon set
    Eg (Restricting to current weapons): Catachan Sword and Dagger; Catachan Swords; Catachan Daggers; Dual Chain Axes; Dual Power Swords; Ogryn Club and Knife; Ogryn Dual Knives; Dual Force Sword…

  • Melee + Ranged: Melee sets with a ranged weapon added to it
    → Action 1: Melee attack, can be held for heavy attacks
    → Action 2: Block
    → Action 3: Either shooting directly, or held for Braced/ADS (shooting with Action 1)
    → Reload: As usual
    Eg (Restricting to current weapons): Catachan Sword and Laspistol
    → No weapon where it would need the special to work (Think Power Swords)

  • Ranged + Melee: Ranged set with a melee weapon added to it (Think Grenadier Gauntlet
    → Action 1: Melee attack, can be held for heavy attacks
    → Action 2: Either shooting directly, or held for Braced/ADS (shooting with Action 1)
    → Action 3: Special, could be weapon activation or something different:
    Eg (Restricting to current weapons): Power Sword and Bolt Pistol

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Yeah, did a double-take there myself.

To clarify OP (because you never specified), I imagine everyone’s concern is, you can’t design a primary weapon that can’t block in this game specifically. Ranged weapon with a melee special attack sure, but a primary melee weapon that can’t block is worthless above Malice.

Also I don’t see them mashing blitzes into weapon sets, they would likely just make new powers entirely that are tied to weapons

Although I will refrain repeating what cactus said above me, since those are pretty much the only viable ways to do it.

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well ok so the reason i suggested not being able to block was just cause i cant really see how you’d map it to the mouse buttons obviously i dont have any personal vendetta against blocking lmao i was just thinking well if you got block on RMB how would you shoot? i also obviously have nothing against heavy attacks but it has to be balanced against the benefit of not needing to swap weapons and almost all the heavy attack animations use two hands to swing it and you got a gun in the other hand

You could have something like the rapier and pistol in VT2, where the pistol is the weapon special attack and is has very high fall off damage and is mostly used for mid range stagger.

I think dual wielding weapons would be fine and function like other melee weapons. Things like mace and sword from VT2. One hand has a weapon that has more cleave, another anti-armor on light for example.

I would also like to see options where I can have two melee weapons and no range. Zealot with Hammer and dagger for example. And with Ogyrn’s grenadier gauntlet, two range weapons.

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We understand each other

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Crusader Oath for Zealot should do something like that

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Always loved the idea of the rapier and pistol, but the implementation is just awful, if the pistol got removed you’d lose less than 1% power of rapier.

imho such weapons need to be directly part of the moveset and not delegated to an extra button (they can keep that) but being part of the attack chain would be sick

Have you tried it in Vt1 ? I very much preferred it there, where while mechanically the same, the Pistol was stronger, and was balanced by having an ammo count (which didn’t replenish iirc).

This is what I would prefer to go back to than the Vt2 system.

As for melee combo that use the Pistol, if it has ammo that would be quite bad. And if it doesn’t it still would end up strange.

havent played v1 in 7 years so cant remember

well i disagree, there are lots of fun things you can do, it just needs to fulfil the requirements that you need from your melee weapon

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