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Topic: Additional weapons and backrounds
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- This topic has 20 replies, 10 voices, and was last updated 9 years, 7 months ago by GOD.
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26. April 2015 at 13:55 #1974SarissofoiParticipant
So there is already plenty of weapons and background in the game but more is always better.
Some new weapons propositions:
Sling – cheap low profile ranged weapon, very cheap ammo, low damage but can stun
Skull on the stick(Skullmasher) – orc version of morgenstern
#Overall make orcs not to use human weapons at all, make them use their own version, sturdy heavy and deadly orcish tools of war
Flail – twohanded heavy peasant weapon
Heavy Hammer – twohanded heavy crushing weapon
Hammer – one handed crushing weapon similar to maceSome new backgrounds:
Shepard – start with stick or sling, small bonus to ranged combat
Stonemason – start with hammer and decent clothes, bonus fatigue or HP
Student – young former university member, armed with knife or dagger, decent clothes, bonus to exp gained low HP and fatigue
Blacksmith Apprentice – start with hammer or decent weapon, HP bonus27. April 2015 at 00:53 #2001tomme25ParticipantSling could be really cool. Those things were deadly as hell, and could even puncture armor.
27. April 2015 at 01:02 #2006TrigParticipantSling could be really cool. Those things were deadly as hell, and could even puncture armor.
Hmmm… never heard of them puncturing armour. Got any source?
They could probably stun, like Sar suggested, but only if it’s a headshot.27. April 2015 at 01:07 #2008tomme25ParticipantHmm, I might be wrong, I could swear I have read it somewhere that trained slingers with metal bullets could penetrate roman armor. But I might be wrong, will look for a source if I can find some. But this is the medieval times so the armor should be stronger and deflect easily.
27. April 2015 at 01:11 #2009RapKeymasterI like the idea of the sling as well, though I have no idea of its effectiveness. Warhammers are already in, as is an orc variant of the two-handed flail. A two-handed hammer is planned.
It’s only young orcs that use raided human weapons sometimes. The reason why is explained in the blog post that introduced the orc faction. We’ll probably add some more orc weapons and equipment in general in time.
Shepard, Stonemason, Student and Apprentice backgrounds are all in, but the last two are combined into a single background. We’d like to add more background-specific starting gear (e.g. a cleaver for butchers), but just didn’t have the time yet to work on that.
27. April 2015 at 01:15 #2010tomme25Participant@Trig It seems you are right, can’t find any info on this. I guess I thought the sling was more powerful that it is. Interesting discussion here about is: http://www.twcenter.net/forums/showthread.php?367033-Lethality-of-the-sling
@Rap If you make that injury system a sling could be good for breaking arms and crushing kneecaps on non-armored combatants :)27. April 2015 at 01:32 #2012TrigParticipantA goedendag would make an interesting addition too.
http://arbaletriersflamands.e-monsite.com/medias/images/dscf5372-2.jpg
Somesort of a combination of a mace’s and a spear’s functions.27. April 2015 at 02:24 #2013SarissofoiParticipantSling vs bow
http://www.lloydianaspects.co.uk/weapons/sling.html
>More mobility(can shoot when moving)
>Can be used with one hand(so can use shields or bucklers in other)
>Less affected by weather
>Can out range the bow(greater effective range)
>Hit harder, cause more terrible wounds, give more impact compared to arrow
>>Need skill and training from young age
>>Bow can be used in big formations
#Great skirmisher weapon, deadly in the hands of skilled slinger.Staff sling
http://www.lloydianaspects.co.uk/weapons/staffsling.html
>Can use heavier ammo
>>Problems with fighting at short range
#Probably used in sieges mostly.27. April 2015 at 09:04 #2015PsenBattleKeymasterI’d like to get to work on all these new weapons right away :) I personaly want to add everything from the very rough timeframe of 900 to 1300 or so.
Slings sound like a nice addition. On top of that more “exotic” weapons like the Godendag Trig mentioned are always high up on my list. The more “crazy but authentic” the better :)27. April 2015 at 09:39 #2018GODParticipantHaving slings in the game would be really cool. It’s rarely used, so it would makes for something that sets the game apart from others. It would also add another tactical option that’s different from the bows and javelins. The biggest difference with bows would probably be that it’s less effective against armour – especially when it diverts impact or absorbs it – though it can definitely shatter or puncture stuff. The relevant attributes seem to roughly amount to:
-Cheap and easy to make. Cheap ammo – even if you use lead or clay bullets.
-Suffers from rain, but not as much as a bow.
-Can be used one-handed. Is more easily used on the move than a bow. Excellent weapon for a skirmisher.
-Impact damage. Can shatter bones. Causes debilitating internal injuries. Very deadly when it hits the skull. This would be pretty relevant to the
upcoming injury system. Best against lightly armoured or unarmoured opponents.-Less penetration than arrows, leading to usually being less effective against armour.
-Harder to learn and master. Has it roots in hunting like the bow and not really used in urban areas.
-Not suited to tight formations or tight spaces (fortifications). Can’t fire over allies in a formation. Needs space.
So as a weapon you could have it be less effective against armour than a bow or crossbow, but it’s still deadly when a hit gets through. It’s also cheap, maybe with a special ability to scrounge for somewhat weaker ammo on the battlefield? Being one-handed also means that you can also use a slinger as a skirmishers, while having it use less fatigue and having more ammo than a javelin – though less damaging. It would also be affected somewhat less by poor weather conditions than a bow.
You could have the ‘hard to learn’ and ‘need for space’ aspects reflected by giving it a greater chance at friendly fire when firing into the lines. That way the player can organically overcome the problem by raising the ranged skill.You can use it pretty well for hit-and-run without giving up the protection of a shield, so it might make for a good weapon for the Goblins. They seem like the type to use skirmishers and ranged weapons, with this one being a nice way to harass a formation of heavily armoured mercenaries to lure them into some traps.
27. April 2015 at 11:12 #2023AktenschredderParticipantDo you have poleaxes (“Mordaxt” in German – which sounds really awesome) in the game. It’s definitively a late Medieval weapon but as far as I know it appeared during the 13th century. For medieval carnage it seems like the best of all worlds: a hammerhead for stunning, a spike for poking people and an axeblade allowing to chop things. No wonder that thing became popular once medieval combatants started to resemble tinned cans.
27. April 2015 at 12:46 #2035PsenBattleKeymasterI think that one wouldnt bee too far out to be implemented. The Billhook or the one handed warhammer are also a bit out of era and they are in game anyways.
So basically we implement what we want, call it “artistic freedom” :)
First I’d like to stuff some gaps in the weapon range we have. Some more low power weaons like pitchforks, wooden flails, woodcutter axes and so forth. It would also add a lot of style if more recruits would bring their own, specific items just like the witchhunter with his hat.27. April 2015 at 13:51 #2041GODParticipantWell it does basically translate to murder-axe :P
Pole weapons in general were just devastating – there’s a reason why swords were meant as side-arms. So many good ones that could be implemented:
Quarterstaff
Fauchard
Guisarme
Voulge
Pike
Glaive
Winged Spear
Sparths
Spetum (13th century, so just on the edge)
Bardiche
HalberdAs for other weapons:
Recurve bow
Viking sword – precursor to arming sword
Francisca – throwing axe
Danish axe
Falchions – might be in the game already? Don’t remember precisely.I think that one wouldnt bee too far out to be implemented. The Billhook or the one handed warhammer are also a bit out of era and they are in game anyways.
So basically we implement what we want, call it “artistic freedom”
First I’d like to stuff some gaps in the weapon range we have. Some more low power weaons like pitchforks, wooden flails, woodcutter axes and so forth. It would also add a lot of style if more recruits would bring their own, specific items just like the witchhunter with his hat.The afformentioned sling would fit as a peasant weapon, being simple to make and scaling up to military grade versions. The quarterstaff is also something that someone who’s just starting out might have, being both versatile and simple to make compared to swords and such. More powerful versions could be reinforced and of better quality wood. Improvised weapons based on farming tools are also a good source, like the afforementioned pitchforks or sickles. You also have stuff like the cudgel or reinforced versions of weapons that can serve as an inbetween step (like a reinforced club between the club and mace).
Then there’s craftsmen bringing their own tools: like a blacksmith bringing a hammer or chisel, a tanner bringing a knife, a fisher bringing a net or fish spear, butcher with a cleaver, a miner with a pickaxe. Lots of those should make for great, relatively low-power weapons while being specifically related to the background of the recruit.28. April 2015 at 13:37 #2172BinkusParticipanti am wondering about weapons, making a wooden club for example i would not need to go into a village and buy one of these
I could wander around the woods and grab something
loving the sling idea with this also i would only need a decent strip of hide of strong cloth to make this and ammo is free and all around
maybe some weapons could be made with a skill like the above
also like the 2 handed hammer, pretty much does away with opponent shield or at least damages through shield
i know it is early days, and the game still has a bit to go, and it is looking great!
28. April 2015 at 14:36 #2179screegParticipantI love me some polearms, but I wouldn’t want to see fourteen different ones implemented just for the sake of a dozen different graphics. It’s nice when different weapons have different use cases, special attacks, etc., different reasons to use them. Otherwise it would just look like filler.
I’ve always had a soft spot for pitchforks though (anyone ever play Phantasie II?)
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