Weapon Name Damage Range Speed Knockback Other Notes
Battleaxe 125 +1 -2 +1 Also chops wood
Caltrops 1/sec ---- ---- ---- Placed as Snow
Cestus 100 +0 +0 +3 Stun +1
Javelin 75 10-20 -1 +0 Thrown; 25% Break, Retrievable
Knife 50 +0 +3 +0 Very Fast!
Shuriken 75 12-25 +0 +0 Thrown; Consumed on Hit
Spear 75 +3 +0 +0 Throwable
Thrown 75 7-15 +0 +3 -3 Durability when thrown
Sword 100 +1 +0 +0 It's a sword.
Tomahawk 75 +0 +2 +0 +10% Move Speed
Thrown 75 10-20 +2 +2 -3 Durability when thrown
Trident Note Note +0 +0 Sea Weapon. On land, as Javelin.
In sea, 125% damage; 15-30 range.
Warhammer 200 +2 -5 +2 Sloooooow.
Yo-Yo 50 +5 -3 +1 Also slow, but with reach.
Now that i have steady internet I can type a real argument to this thread. I'll go down the list of weapons and explain how they work, or more often don't.
Battle axe- Ok cool. more damage, less range but more speed. The speed should be brought down to zero because for 25% more damage then a sword (assuming swords do 100) extra speed is very op.
caltrop- why not? cool trap idea.
Cestus- Really? stun? SO i hit someone, then while there stunned I move into position to attack again. Real fair right? and since when did punching someone (even with brass or wooden knuckles) hurt a person the same amount as a sword? Should do 50 damage and -5 range.
Javalin- Good idea. The crafting recipe should use flint instead of wood so when new arrow types are added there could be new javelin types similar to the arrow types.
knife- Why? when will i ever be in the situation where i have one wood instead of two? Never that's when. Bad pointless idea. No point weapon.
Shuriken- a Javelin fills this better. why use a consumable weapon when I have a non-consumable weapon? Pointless.
Spear- ok cool sounds good. should have less speed though.
Tomahawk- see Shuriken. same argument, and +ten move speed? really? How does a Tomahawk do that?
Trident- NO just no..... dumb stupid pointless weapon. Just use a sword for same damage out of water and in water!
Warhammer- To strong, should have less reach, and do 150 damage
Yo-yo- Wh- wh- why? why does this have more reach then a spear? Why is this a weapon? Why would this be suggested?
While i ,]may have seemed to like some of these ideas, I one have one argument that all of these are subject too (except the javelin that one was good).
Lets say hypothetically I suggested a food item called rye. you would find seeds by hoeing the dirt for them plant them then wait for them to grow, craft four together and get rye bread. It would heal 3 hearts. I would get internet slapped and people would say "This is just bread that heals .5 more hearts.". And they would be correct.
For multiple food items to work, they should all be completely different. If two were obtained in similar ways, the two items should each fill a necessary niche in the game. For example if corn was grown like wheat, there should be multiple crafting recipes that use corn that make wheat necessary instead of wheat.
SO now your saying, "lol bro this isn't the farmcraft topic!". Well all of these rules should apply to weapons.
Each weapon should be unique and fill a specific niche in combat. Most of these are just swords that do a little more damage or slash a bit faster. My challenge to you is make up a weapon idea that would feel and play COMPLETELY different then a sword or bow and arrow. And small tweaks in stats do not make it feel or play differently.
For those who wouldn't or couldn't read this wall of text here's my main point.
If a weapon is just a sword or bow and arrow with small stat tweaks, it has no right to be in the game. If a weapon has different balanced features that make it feel and play differently then a sword or bow and arrow it has a right to be in the game.
so that's it /rant.
god this guy puts up a good point the only thing i think is ok are traps those seem different
Instead of calling certain weapons useless or redundant, suggest ways to make them better. Balance is usually key, but regardless, not everyone can be happy. =/
And no, Yo-Yo isn't a stupid idea. I'm sticking with the idea, whether you like it or not~
I will call some weapons useless and redundant because most of them are! There is no point in having two weapons that do the same thing.
Rollback Post to RevisionRollBack
Quote from mjcabooseblu »
Muncher is right, listen to him, he can cure the blind and make paraplegics walk.
TL:DR version: Stuff about stuff. Oh, and chocolate is good for you.
Normal version:
I agree that some of the weapon ideas seem redundant and they would mostly serve to add variety to the game rather than extend the game play (i.e. improve our survival chances against mobs). This should only come after the game is mostly complete and in the final stages of adding additional content.
However ...
Consider, for a moment, the direction the game can be developed into. Your first few days in Survival mode are up against Level 1 mobs and as the days and nights go by, more types of mobs begin spawning that are harder and harder. More variety with more challenges. To cope with the dangers, we need improved weapons and the best way to keep things interesting is to implement some of the ideas presented. Improved materials for the old weapons and new weapons that at first seems to serve the same function as the older weapons but are in fact more effective against certain mob types. Blunt weapons against skeleton type mobs; Piercing weapons against mobs with thick hide or armor; Slashing weapons for general use; Ranged weapons for flying mobs; Special weapons that cause status conditions like poison, burn, stun, slow, etc.
That said, onto some of the ideas presented with my take on them ...
** Knife/Dagger **
Same range as fists. It hits with a small base damage and then causes 1 point of bleeding damage for 5 seconds at a time, (does not stack bleeding damage). While bleeding the mob is slowed slightly so the knife can be used as a get away tool. 50% overall DPS compared to a sword.
** Caltrops **
Portable cacti? I approve :biggrin.gif: Add a slow down effect as well.
** Javelin and Spear **
Non-stack item. These should be the same weapon that has two attack modes. You can thrust with it or throw it. When thrown, perhaps it has a 25% chance of breaking when it strikes a mob, unlike arrows that seem to break all the time on hit.
** Trident (a.k.a. fancy pitchfork) **
Imagine skewering a mob and holding it in place as it struggles to free itself, slowly losing health until it dies. While it struggles it moves you around a bit as you fight to stay in one place, or drag the mob around if it isn't stronger than you. Would be a slow but amusing way to defeat a lone mob. The downside is you can't unskewer the mob, so you're committed till it dies. This is bad if you have another mob attacking you because you can't switch weapons unless you drop the pitchfork, err trident. Bonus damage against sea creatures :tongue.gif:
** Warhammer **
Slow attack. Massive knock back. Not necessarily heavy damage. The knock back alone would be reason enough to have this weapon. Make it deal slightly more damage than the sword, not a great deal more. Would be fun to punt a mob over a cliff.
** Tomahawk **
A throwing axe, essentially. Similar to the way the spear/javelin would function. Two attack modes. More damage and less range than the spear. When thrown, should take durability damage whether hit or miss.
** Thowing Star **
Seems redundant. So no vote for me.
My ideas ...
** Throw Stick **
Early game throwing weapon. Only made from wood. Less damage and range than a bow and arrow. Simple to craft.
[]
** Bolo **
Trap mobs for a time. Small damage on hit, no damage over time.
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= leather
= String
Rollback Post to RevisionRollBack
The epitome of optimistic thinking is when you hear some guy has tried to hang himself and immediately believe he was only trying to become taller.
That's why the old weapon system has got to go if the gameplay develops into something that is of a higher complexity... Otherwise, it'll be forced to undergo simple upgrades in features so that everyone likes it, but it won't be as fun.
If that does happen, you could also consider modding the game when it's released, as it will be easier to make the changes yourself over getting someone to program it for you.
If we ever get offhand items, I can see a shield being used as an active block against attacks. Maybe a new blocking command added that while pressed, you are hiding behind the shield but cannot attack or move until you stop blocking.
Rollback Post to RevisionRollBack
The epitome of optimistic thinking is when you hear some guy has tried to hang himself and immediately believe he was only trying to become taller.
Instead of calling certain weapons useless or redundant, suggest ways to make them better. Balance is usually key, but regardless, not everyone can be happy. =/
And no, Yo-Yo isn't a stupid idea. I'm sticking with the idea, whether you like it or not~
No. I called some weapons useless and redundant because the basic idea of them offers no possibility for additions to the combat system. It's not because they're unbalanced, it's because they have no place in the game.
I gave suggestions of improvements for the ideas I liked. Combine spear and javelin, make it attack slower and boost it's damage to that of a sword, and you have a good weapon. Make the cestus a glove that you equip which boosts your non-tool damage to maybe half or 75% of that of a sword and you'd have a good weapon. Make the warhammer a bit faster but a bit less powerful and you'd have a good weapon. For all the rest, they're redundant in their basic concept.
Instead of calling certain weapons useless or redundant, suggest ways to make them better. Balance is usually key, but regardless, not everyone can be happy. =/
And no, Yo-Yo isn't a stupid idea. I'm sticking with the idea, whether you like it or not~
No. I called some weapons useless and redundant because the basic idea of them offers no possibility for additions to the combat system. It's not because they're unbalanced, it's because they have no place in the game.
Except for aesthetic variety. Because that's not valuable or anything. No, not at all.
You know, since this thread is pretty much the "Things you would look cool killing stuff with" thread, I suggest the scythe, which would have a reach bonus, and a damage bonus, but nerfed swing time and a slight reduction in movement speed. The crafting recipe would be like so:
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[]
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I would probably use a yoyo, tomahawk, scythe, and trident if these came out. Also, nobody read the harpoon suggestion, it was on the end of the last page.
My challenge to you is make up a weapon idea that would feel and play COMPLETELY different then a sword or bow and arrow. And small tweaks in stats do not make it feel or play differently.
Well I've taken up this challenge and been playing around with this idea all day. First of all I'll post my idea for the crafting recipie:
[]
Ok, the design is directly based off of the cestus. The reason for the diamond is because it is used in the most unique thing in the game, jukebox. My descision behind using gold was because it is rarer than iron and currently useless in the game.
Now, this weapon does not have a durability bar, so it cannot be destroyed by use. Next when you use this weapon you must hold down the button (similar to how you would if you were mining). While the button is held you become immobile, and a bar (located where the durabiliy bar would normally be) appears and begins filling up rapidly. When this bar becomes full it empties and begins filling up again.
When you release the button all stone or dirt blocks located 1 block below you and within a 3 block radius around you are destroyed (they do not drop materials) and damage it dealt to mobs within that area. Diagram:
= blocks around you
= block below you (survives)
= destroyed block
This weapon does not have a stun factor, but it does have a very small knockback.
The amount of damage this weapon deals it determined by how much the bar is filled when the weapon is released.
@ HoundofDarkness: I like the concept, but the question is how long it would take to charge the weapon? When filled, does it show extra bars as a percentage, or maybe a percentage on the bar? Or is the fill rate of the bar random, or really fast, making it a challenge to get correct timing?
I like the idea of having an AoE weapon, but destroying blocks around you could be a problem since they are most likely going to be blocks that can't be reproduced. This could lead to potential griefing and/or having to find new places to live since all the dirt is gone, for instance.
I'm not saying it's a bad idea, I'm just saying that destroying blocks should be limited to throwing them in lava and stuff like that.
It does 10% more damage than a sword of the same materials, and also increases the number/probability of mobs dropping whatever items they drop. It would work on enemy and peaceful mobs, so it would be ideal for gathering bacon, leather, or feathers
Instead of calling certain weapons useless or redundant, suggest ways to make them better. Balance is usually key, but regardless, not everyone can be happy. =/
And no, Yo-Yo isn't a stupid idea. I'm sticking with the idea, whether you like it or not~
No. I called some weapons useless and redundant because the basic idea of them offers no possibility for additions to the combat system. It's not because they're unbalanced, it's because they have no place in the game.
Except for aesthetic variety. Because that's not valuable or anything. No, not at all.
Your right. In combat there is no value for aesthetics other then pleasing people who think having unnecessary items in minecraft is a worthy sacrifice for them to have all the stupid weapons they want.
Quote from Jordaz99 »
I Havnt Seen A Slingshot Anywhere How About That As A Weapon
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= Wool Or Spider String
Gravel Can Be Used As The Ammunition Since It Isnt Used That Much
this is the same thing as a bow that shoots gravel.
@hound of darkness: seems really griefer friendly and a bit op and costly. This is however what a weapon suggestion should be. lets see more suggestions like this.
Rollback Post to RevisionRollBack
Quote from mjcabooseblu »
Muncher is right, listen to him, he can cure the blind and make paraplegics walk.
No. I called some weapons useless and redundant because the basic idea of them offers no possibility for additions to the combat system. It's not because they're unbalanced, it's because they have no place in the game.
Except for aesthetic variety. Because that's not valuable or anything. No, not at all.
Your right. In combat there is no value for aesthetics other then pleasing people who think having unnecessary items in minecraft is a worthy sacrifice for them to have all the stupid weapons they want.
Except for aesthetic variety. Because that's not valuable or anything. No, not at all.
Your right. In combat there is no value for aesthetics other then pleasing people who think having unnecessary items in minecraft is a worthy sacrifice for them to have all the stupid weapons they want.
<insert annoying passive aggressive admission of defeat here>
fix'd
You obviously couldn't think of a counter argument.
Rollback Post to RevisionRollBack
Quote from mjcabooseblu »
Muncher is right, listen to him, he can cure the blind and make paraplegics walk.
@ HoundofDarkness: I like the concept, but the question is how long it would take to charge the weapon? When filled, does it show extra bars as a percentage, or maybe a percentage on the bar? Or is the fill rate of the bar random, or really fast, making it a challenge to get correct timing?
I like the idea of having an AoE weapon, but destroying blocks around you could be a problem since they are most likely going to be blocks that can't be reproduced. This could lead to potential griefing and/or having to find new places to live since all the dirt is gone, for instance.
I'm not saying it's a bad idea, I'm just saying that destroying blocks should be limited to throwing them in lava and stuff like that.
I was thinking of having the bar change color to denote what pecentage level it is at; and your definitly right about the block destruction... Perhaps it could be that only the 4 closest blocks are destroyed and the others are simply mined.
But the problem with that is that you could strip-mine very quickly and with litttle draw-back.
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Mankind a sespit of hatred and lies! - Castlevania quote
I like the idea of charging weapons for power/effect. It could be compared to how in Secret of Mana you could charge weapons for a powerful attack, or Harvest Moon to use a tool to affect multiple squares. My only actual problem with the suggestion is the complete destruction of blocks. I've always loved AoE effects in games, and I've always loved ranged effects, but sometimes it's unnecessary. Instead of being AoE, it would probably be better to function in a forward attack. The more you charge it, the more range/power it would have. This is only an alternate suggestion, of course, so feel free to ignore it.
Strip mining has always been a pretty inefficient way to get to the lower levels of a world, but if you just want cobblestone and dirt it's probably the best method. If instead of destroying, it simply mined blocks, I'd approve. And the amount of charge on it would depend on how much could be mined.
Aside from that, it could be... well... a bit OP since it doesn't degrade. It should keep the base durability of a diamond weapon and degrade based on how many blocks it destroys or times it hits a mob. Gold and Diamond may be hard to find, but this weapon is an end-game sort of thing. That's my thoughts, at least.
Aside from that, it could be... well... a bit OP since it doesn't degrade. It should keep the base durability of a diamond weapon and degrade based on how many blocks it destroys or times it hits a mob. Gold and Diamond may be hard to find, but this weapon is an end-game sort of thing. That's my thoughts, at least.
This degradation sounds good. Also i don't think this should push mobs out when they are hit. That way the mobs will still be as close to you as they were when you hit them, so you can't use this weapon to constantly keep them at a distance.
Rollback Post to RevisionRollBack
Quote from mjcabooseblu »
Muncher is right, listen to him, he can cure the blind and make paraplegics walk.
god this guy puts up a good point the only thing i think is ok are traps those seem different
I will call some weapons useless and redundant because most of them are! There is no point in having two weapons that do the same thing.
Normal version:
I agree that some of the weapon ideas seem redundant and they would mostly serve to add variety to the game rather than extend the game play (i.e. improve our survival chances against mobs). This should only come after the game is mostly complete and in the final stages of adding additional content.
However ...
Consider, for a moment, the direction the game can be developed into. Your first few days in Survival mode are up against Level 1 mobs and as the days and nights go by, more types of mobs begin spawning that are harder and harder. More variety with more challenges. To cope with the dangers, we need improved weapons and the best way to keep things interesting is to implement some of the ideas presented. Improved materials for the old weapons and new weapons that at first seems to serve the same function as the older weapons but are in fact more effective against certain mob types. Blunt weapons against skeleton type mobs; Piercing weapons against mobs with thick hide or armor; Slashing weapons for general use; Ranged weapons for flying mobs; Special weapons that cause status conditions like poison, burn, stun, slow, etc.
That said, onto some of the ideas presented with my take on them ...
** Knife/Dagger **
Same range as fists. It hits with a small base damage and then causes 1 point of bleeding damage for 5 seconds at a time, (does not stack bleeding damage). While bleeding the mob is slowed slightly so the knife can be used as a get away tool. 50% overall DPS compared to a sword.
** Caltrops **
Portable cacti? I approve :biggrin.gif: Add a slow down effect as well.
** Javelin and Spear **
Non-stack item. These should be the same weapon that has two attack modes. You can thrust with it or throw it. When thrown, perhaps it has a 25% chance of breaking when it strikes a mob, unlike arrows that seem to break all the time on hit.
** Trident (a.k.a. fancy pitchfork) **
Imagine skewering a mob and holding it in place as it struggles to free itself, slowly losing health until it dies. While it struggles it moves you around a bit as you fight to stay in one place, or drag the mob around if it isn't stronger than you. Would be a slow but amusing way to defeat a lone mob. The downside is you can't unskewer the mob, so you're committed till it dies. This is bad if you have another mob attacking you because you can't switch weapons unless you drop the pitchfork, err trident. Bonus damage against sea creatures :tongue.gif:
** Warhammer **
Slow attack. Massive knock back. Not necessarily heavy damage. The knock back alone would be reason enough to have this weapon. Make it deal slightly more damage than the sword, not a great deal more. Would be fun to punt a mob over a cliff.
** Tomahawk **
A throwing axe, essentially. Similar to the way the spear/javelin would function. Two attack modes. More damage and less range than the spear. When thrown, should take durability damage whether hit or miss.
** Thowing Star **
Seems redundant. So no vote for me.
My ideas ...
** Throw Stick **
Early game throwing weapon. Only made from wood. Less damage and range than a bow and arrow. Simple to craft.
[]
** Bolo **
Trap mobs for a time. Small damage on hit, no damage over time.
[] []
[] []
[] []
= leather
= String
If that does happen, you could also consider modding the game when it's released, as it will be easier to make the changes yourself over getting someone to program it for you.
[]
[]
[] []
I gave suggestions of improvements for the ideas I liked. Combine spear and javelin, make it attack slower and boost it's damage to that of a sword, and you have a good weapon. Make the cestus a glove that you equip which boosts your non-tool damage to maybe half or 75% of that of a sword and you'd have a good weapon. Make the warhammer a bit faster but a bit less powerful and you'd have a good weapon. For all the rest, they're redundant in their basic concept.
Except for aesthetic variety. Because that's not valuable or anything. No, not at all.
[]
[]
[] []
I would probably use a yoyo, tomahawk, scythe, and trident if these came out. Also, nobody read the harpoon suggestion, it was on the end of the last page.
Well I've taken up this challenge and been playing around with this idea all day. First of all I'll post my idea for the crafting recipie:
[]
Ok, the design is directly based off of the cestus. The reason for the diamond is because it is used in the most unique thing in the game, jukebox. My descision behind using gold was because it is rarer than iron and currently useless in the game.
Now, this weapon does not have a durability bar, so it cannot be destroyed by use. Next when you use this weapon you must hold down the button (similar to how you would if you were mining). While the button is held you become immobile, and a bar (located where the durabiliy bar would normally be) appears and begins filling up rapidly. When this bar becomes full it empties and begins filling up again.
When you release the button all stone or dirt blocks located 1 block below you and within a 3 block radius around you are destroyed (they do not drop materials) and damage it dealt to mobs within that area. Diagram:
= blocks around you
= block below you (survives)
= destroyed block
This weapon does not have a stun factor, but it does have a very small knockback.
The amount of damage this weapon deals it determined by how much the bar is filled when the weapon is released.
33% filled = 25% damage (compared to diamond sword)
50% filled = 40% damage
75% filled = 60% damage
85% filled = 90% damage
90% filled = 100% damage
97% filled = 125% damage
However, if you are attacked while charging the weapon you will receive a strong knockback and a temporary stun.
I'm still working on a name for the weapon but I'm thinking of something along the lines of Earth Shaker... or something.
Please review this and tell me what you thing.
All hail the tail? I guess... I dunno, I just like S&W.
Suicune is awesome BTW.
I like the idea of having an AoE weapon, but destroying blocks around you could be a problem since they are most likely going to be blocks that can't be reproduced. This could lead to potential griefing and/or having to find new places to live since all the dirt is gone, for instance.
I'm not saying it's a bad idea, I'm just saying that destroying blocks should be limited to throwing them in lava and stuff like that.
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[]
[] []
It does 10% more damage than a sword of the same materials, and also increases the number/probability of mobs dropping whatever items they drop. It would work on enemy and peaceful mobs, so it would be ideal for gathering bacon, leather, or feathers
Your right. In combat there is no value for aesthetics other then pleasing people who think having unnecessary items in minecraft is a worthy sacrifice for them to have all the stupid weapons they want.
this is the same thing as a bow that shoots gravel.
@hound of darkness: seems really griefer friendly and a bit op and costly. This is however what a weapon suggestion should be. lets see more suggestions like this.
<insert eye roll here>
fix'd
You obviously couldn't think of a counter argument.
I was thinking of having the bar change color to denote what pecentage level it is at; and your definitly right about the block destruction... Perhaps it could be that only the 4 closest blocks are destroyed and the others are simply mined.
But the problem with that is that you could strip-mine very quickly and with litttle draw-back.
All hail the tail? I guess... I dunno, I just like S&W.
Suicune is awesome BTW.
Strip mining has always been a pretty inefficient way to get to the lower levels of a world, but if you just want cobblestone and dirt it's probably the best method. If instead of destroying, it simply mined blocks, I'd approve. And the amount of charge on it would depend on how much could be mined.
Aside from that, it could be... well... a bit OP since it doesn't degrade. It should keep the base durability of a diamond weapon and degrade based on how many blocks it destroys or times it hits a mob. Gold and Diamond may be hard to find, but this weapon is an end-game sort of thing. That's my thoughts, at least.
This degradation sounds good. Also i don't think this should push mobs out when they are hit. That way the mobs will still be as close to you as they were when you hit them, so you can't use this weapon to constantly keep them at a distance.