Make throwing knives more viable.
- Monoo
- Registered user
- Posts: 736
- Joined: 16 Apr 2016, 14:38
- Location: Deep in the salt mines
- Byond: MonocledGerbil
Make throwing knives more viable.
Summary (a quick, 2-3 sentence summary): I'm putting this forward tentatively, since I'm not sure how many people carry throwers. Me, I usually have 10-12 m4 mags on me at any given time, so as a standard I always have two throwers in my armor pouch in case of crushers. Now, for something that's essentially single use and hard to aim, they're pretty underpowered. I'm a good shot with them, but xenos that I hit just shrug them off.
Benefits (How this will benefit the server and game as a whole): This will stop throwing knives from being a total waste of space 99% of the time. As it stands both of mine weren't enough to seriously damage a runner.
Details (Description of how you think this would work, the benefits, etc): This would make marines more likely to carry what I believe is a potentially badass side weapon, and could make T3s like crushers less of menaces.
Implementation (Optional, if you have an idea how to implement it): A couple ideas. Give throwing knives a 90-100% chance to embed in xenos, so that they do some additional damage after the fact (keep in mind that once thrown, you probably won't get it back). On top of this, make the knife armor piercing or otherwise more effective against the big slow guys. Lastly, maybe just buff the damage a bit?
I'm curious to hear whether anyone else wants to see the throwing knife shine.
Benefits (How this will benefit the server and game as a whole): This will stop throwing knives from being a total waste of space 99% of the time. As it stands both of mine weren't enough to seriously damage a runner.
Details (Description of how you think this would work, the benefits, etc): This would make marines more likely to carry what I believe is a potentially badass side weapon, and could make T3s like crushers less of menaces.
Implementation (Optional, if you have an idea how to implement it): A couple ideas. Give throwing knives a 90-100% chance to embed in xenos, so that they do some additional damage after the fact (keep in mind that once thrown, you probably won't get it back). On top of this, make the knife armor piercing or otherwise more effective against the big slow guys. Lastly, maybe just buff the damage a bit?
I'm curious to hear whether anyone else wants to see the throwing knife shine.
I play as this guy, proudly being dismembered by extraterrestrials since 2015.
Sometimes I might play other guys, you never know.
“It is good to have an end to journey toward, but it is the journey that matters in the end.” —Ursula K. Le Guin
Sometimes I might play other guys, you never know.
“It is good to have an end to journey toward, but it is the journey that matters in the end.” —Ursula K. Le Guin
- The Respected Man
- Registered user
- Posts: 18
- Joined: 16 Apr 2016, 21:04
Re: Make throwing knives more viable.
Yeah they should definitely stick deep when thrown at the lower castes, can't say i agree that they should be more effective against the big ones though, they're thick, knife should just bounce off.
James McCallister
- LocalizedDownpour
- Registered user
- Posts: 403
- Joined: 15 Apr 2016, 04:02
Re: Make throwing knives more viable.
Honestly I like the idea. As it stands say...taking the knife rig or throwing knives is useless. I would say hitting a Xeno with it gives a 75% chance to slow it permanently, maybe a lower percent? but it would reward good shots with it, but it still isn't viable enough to only take knives.
- Jeser
- Registered user
- Posts: 1119
- Joined: 04 Mar 2015, 00:47
- Location: Donetsk, Ukraine
Re: Make throwing knives more viable.
+1 for chance of being stuck in T1, but no damage boost for T3. You shouldn't be able to T3's armor at all, it's too thick for knife, that you throw with your hands.
- Registered user
- Posts: 24
- Joined: 20 Mar 2016, 10:26
Re: Make throwing knives more viable.
Personally I think they should have it that if you take the rig, you should be able to automatically toss the knives, like hoe carriers do, instead putting in hand and tossing.
- Infernus
- Registered user
- Posts: 985
- Joined: 16 Oct 2014, 17:02
- Location: Croatia
Re: Make throwing knives more viable.
Emm, acid should instantly melt them if the stick inside. Maybe buffed damage and more of them per belt?
- Monoo
- Registered user
- Posts: 736
- Joined: 16 Apr 2016, 14:38
- Location: Deep in the salt mines
- Byond: MonocledGerbil
Re: Make throwing knives more viable.
Make them embed. It's sooo unsatisfying to bullseye a runner and have the knife fall on the ground. They can melt after being embedded for a minute; I don't care as long as I can stick 'em in there.Infernus wrote:Emm, acid should instantly melt them if the stick inside. Maybe buffed damage and more of them per belt?
I'd also like to point to the fact that melee weapons like predator wristblades have rarely been outright destroyed by stabbing a xenomorph.
I play as this guy, proudly being dismembered by extraterrestrials since 2015.
Sometimes I might play other guys, you never know.
“It is good to have an end to journey toward, but it is the journey that matters in the end.” —Ursula K. Le Guin
Sometimes I might play other guys, you never know.
“It is good to have an end to journey toward, but it is the journey that matters in the end.” —Ursula K. Le Guin
- LocalizedDownpour
- Registered user
- Posts: 403
- Joined: 15 Apr 2016, 04:02
Re: Make throwing knives more viable.
Pred weapons lore wise have been known to decay under Xeno blood, albeit it's made of sterner stuff then anything the marines have.Monoo wrote: Make them embed. It's sooo unsatisfying to bullseye a runner and have the knife fall on the ground. They can melt after being embedded for a minute; I don't care as long as I can stick 'em in there.
I'd also like to point to the fact that melee weapons like predator wristblades have rarely been outright destroyed by stabbing a xenomorph.
- Boltersam
- Registered user
- Posts: 1548
- Joined: 22 Feb 2015, 05:43
- Location: Tipperary, Ireland
- Byond: Boltersam
- Steam: Boltersam
Re: Make throwing knives more viable.
Isn't this only the Unbloodeds' weapons?LocalizedDownpour wrote: Pred weapons lore wise have been known to decay under Xeno blood, albeit it's made of sterner stuff then anything the marines have.
- LocalizedDownpour
- Registered user
- Posts: 403
- Joined: 15 Apr 2016, 04:02
Re: Make throwing knives more viable.
Don't quote me on this but I am fairly sure all the pred equipment was susceptible to being corroded.Boltersam wrote: Isn't this only the Unbloodeds' weapons?
- Adjective
- Registered user
- Posts: 684
- Joined: 25 May 2015, 17:53
- Location: A6 454 (Xenomorph Prime)
- Contact:
Re: Make throwing knives more viable.
Throwing knives right now deal the same damage as one stab from a combat knife would do, which is 35 brute. They are also limited to three per belt. I can see this being improved to being around 45-50 brute per throw and possibly 5-6 per belt. However, I can see people cutting their hands off when they play "Catch the knife" with their friends in briefing.
- ParadoxSpace
- Registered user
- Posts: 237
- Joined: 03 Oct 2015, 23:00
Re: Make throwing knives more viable.
Only unblooded gear, higher tier stuff is immune to the acid.LocalizedDownpour wrote: Don't quote me on this but I am fairly sure all the pred equipment was susceptible to being corroded.
- Monoo
- Registered user
- Posts: 736
- Joined: 16 Apr 2016, 14:38
- Location: Deep in the salt mines
- Byond: MonocledGerbil
Re: Make throwing knives more viable.
See, it just doesn't make sense that such a difficult to use weapon would do the same amount of damage as a weapon that you can click to deal damage with. To make it truly viable, it needs to hit hard.
I play as this guy, proudly being dismembered by extraterrestrials since 2015.
Sometimes I might play other guys, you never know.
“It is good to have an end to journey toward, but it is the journey that matters in the end.” —Ursula K. Le Guin
Sometimes I might play other guys, you never know.
“It is good to have an end to journey toward, but it is the journey that matters in the end.” —Ursula K. Le Guin
- Derpislav
- Registered user
- Posts: 823
- Joined: 10 May 2015, 09:14
Re: Make throwing knives more viable.
Just make the belt into a jumpsuit accessory.
Lockie 'Furry' Hughes, your local source of annoyance, medicine and Will. E. Coyote engineering. Mostly medicine. Maybe annoyance.
-
- Registered user
- Posts: 51
- Joined: 14 Apr 2016, 15:13
Re: Make throwing knives more viable.
I'd also be for making the cosmetic head items into jumpsuit accessories, so they actually appear from time to time when your helmet gets knocked off. Unless I'm high and this is already a thing.
- Monoo
- Registered user
- Posts: 736
- Joined: 16 Apr 2016, 14:38
- Location: Deep in the salt mines
- Byond: MonocledGerbil
Re: Make throwing knives more viable.
It isn't, but I wish it was. My character spawns with a bandanna, and I'd like to wear it under my helmet, since that makes pretty good sense.Page Avenue wrote:I'd also be for making the cosmetic head items into jumpsuit accessories, so they actually appear from time to time when your helmet gets knocked off. Unless I'm high and this is already a thing.
I play as this guy, proudly being dismembered by extraterrestrials since 2015.
Sometimes I might play other guys, you never know.
“It is good to have an end to journey toward, but it is the journey that matters in the end.” —Ursula K. Le Guin
Sometimes I might play other guys, you never know.
“It is good to have an end to journey toward, but it is the journey that matters in the end.” —Ursula K. Le Guin
- monkeysfist101
- Registered user
- Posts: 742
- Joined: 07 Nov 2015, 22:43
- Location: Texas, USA
- Contact:
Re: Make throwing knives more viable.
Resident canon stickler.
CM in a nutshell:
"perscription_google" - CM code
CM in a nutshell:
"perscription_google" - CM code
- apophis775
- Host
- Posts: 6985
- Joined: 22 Aug 2014, 18:05
- Location: Ice Colony
- Byond: Apophis775
- Contact:
Re: Make throwing knives more viable.
Knives are more for use against humans...
- ShortTemperedLeprechaun
- Registered user
- Posts: 746
- Joined: 22 Aug 2015, 16:39
- Location: Having coffee somewhere in ireland
Re: Make throwing knives more viable.
This is true, but in all honesty, when do marines ever face human combatants, outside of the iron bears, or a nuts survivor. And even THEN. Human combatants are not actually there, if at all, for the marines. I could understand keeping throwing knives for humans, but they should honestly be kept around for a raider type round where teh colony is taken over by raiders or some such.apophis775 wrote:Knives are more for use against humans...
https://www.youtube.com/watch?v=9dA6plQFKzY Scotty Hardy: Resident loud mouth, smart assed Irishman. Gahn'tha-cte Bhu'ja: Honorable duelist, beserker charger, jungle hunter.
- Adjective
- Registered user
- Posts: 684
- Joined: 25 May 2015, 17:53
- Location: A6 454 (Xenomorph Prime)
- Contact:
Re: Make throwing knives more viable.
We also have the new Hunter Games rounds, which are pretty much PvP Human combat.
- Snypehunter007
- Registered user
- Posts: 2750
- Joined: 02 Dec 2015, 17:14
- Location: Georgia
- Byond: Snypehunter007
- Contact:
Re: Make throwing knives more viable.
Old, lack of interest.
Locking.
Locking.
Reached "Leet" post status on 3/14/17.
Death of the Suggestion Killer - 11/30/2017
Staff History:
Death of the Suggestion Killer - 11/30/2017
Staff History:
► Show Spoiler