Make throwing knives more viable.

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Monoo
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Make throwing knives more viable.

Post by Monoo » 23 Apr 2016, 09:58

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.
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The Respected Man
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Re: Make throwing knives more viable.

Post by The Respected Man » 23 Apr 2016, 10:01

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.
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LocalizedDownpour
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Re: Make throwing knives more viable.

Post by LocalizedDownpour » 23 Apr 2016, 10:04

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.

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Re: Make throwing knives more viable.

Post by Jeser » 23 Apr 2016, 10:40

+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.
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Google
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Re: Make throwing knives more viable.

Post by Google » 23 Apr 2016, 10:42

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.

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Re: Make throwing knives more viable.

Post by Infernus » 23 Apr 2016, 11:14

Emm, acid should instantly melt them if the stick inside. Maybe buffed damage and more of them per belt?
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Re: Make throwing knives more viable.

Post by Monoo » 23 Apr 2016, 11:27

Infernus wrote:Emm, acid should instantly melt them if the stick inside. Maybe buffed damage and more of them per belt?
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.
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Re: Make throwing knives more viable.

Post by LocalizedDownpour » 23 Apr 2016, 11:40

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.
Pred weapons lore wise have been known to decay under Xeno blood, albeit it's made of sterner stuff then anything the marines have.

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Re: Make throwing knives more viable.

Post by Boltersam » 23 Apr 2016, 13:36

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.
Isn't this only the Unbloodeds' weapons?

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Re: Make throwing knives more viable.

Post by LocalizedDownpour » 23 Apr 2016, 14:00

Boltersam wrote: Isn't this only the Unbloodeds' weapons?
Don't quote me on this but I am fairly sure all the pred equipment was susceptible to being corroded.

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Re: Make throwing knives more viable.

Post by Adjective » 23 Apr 2016, 14:41

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.

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Re: Make throwing knives more viable.

Post by ParadoxSpace » 23 Apr 2016, 18:42

LocalizedDownpour wrote: Don't quote me on this but I am fairly sure all the pred equipment was susceptible to being corroded.
Only unblooded gear, higher tier stuff is immune to the acid.

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Re: Make throwing knives more viable.

Post by Monoo » 23 Apr 2016, 18:43

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.
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Re: Make throwing knives more viable.

Post by Derpislav » 23 Apr 2016, 19:50

Just make the belt into a jumpsuit accessory.
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Re: Make throwing knives more viable.

Post by Page Avenue » 23 Apr 2016, 19:55

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.

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Re: Make throwing knives more viable.

Post by Monoo » 23 Apr 2016, 20:09

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.
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.
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Re: Make throwing knives more viable.

Post by monkeysfist101 » 23 Apr 2016, 20:22

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Re: Make throwing knives more viable.

Post by apophis775 » 23 Apr 2016, 20:28

Knives are more for use against humans...

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Re: Make throwing knives more viable.

Post by ShortTemperedLeprechaun » 24 Apr 2016, 08:07

apophis775 wrote:Knives are more for use against humans...
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.
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Re: Make throwing knives more viable.

Post by Adjective » 24 Apr 2016, 09:06

We also have the new Hunter Games rounds, which are pretty much PvP Human combat.

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Re: Make throwing knives more viable.

Post by Snypehunter007 » 03 Jun 2017, 02:14

Old, lack of interest.

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