Remaking the whip

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Boltersam
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Remaking the whip

Post by Boltersam » 02 Jul 2017, 14:57

The whip is a very weak weapon, I feel. It's essentially a poor copy of the sword, including the ability. So instead I suggest that it be given an extended range, where you can attack, instead of the standard melee distance of one, but two tiles away, which would be much more unique and useful than the current knockdown, which is really a lesser version of the sword's ability.

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Nubs
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Re: Remaking the whip

Post by Nubs » 02 Jul 2017, 15:50

I would suggest it have an ability to disarm human opponents. The whip also falls flat against xenos. As in my pred rework suggestion, i said: Chain whip: now has a chance to force a xeno to 'stalk' speed, for 10 secs upon attacking in melee (You snare the xenomorphs legs!)
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Renomaki
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Re: Remaking the whip

Post by Renomaki » 02 Jul 2017, 23:32

Honestly, I wouldn't mind a 2-tile range for it.

The whip should be a weak weapon that makes up for it with more reach. As is, it is a weapon that is very hard to take because it is only designed with marines in mind, not xenos. Using it on them is like trying to use a mere bootknife on them.
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