Two handed weapons?


#21

hmmmmmmmmmmmmmmmmm
idk… tbh i think since it’s dual-sided it should have range 2 but i feel like it would need to be a heavy axe to do some push…
man
we need MORE THOUGHTS!
QUICKLY, TO TAG SOME PEOPLE!
*cant remember tags


#22

How about this: it has 2 range but you don’t jump to range 1 at range 2. Instead, it can still hit at range 2 so you can keep the knockback. Because it’s long.


#23

hmmm so range 1-2 and has the knock back but the range 2 attack doesnt bring you close?


#24

Yep


#25

but then the most you could use this is 2 turns without having to move closer to use it again!
you would need a hook but then you would have waisted your turn on the hook… hmmm
why not just keep it traditional?
it’s a bit too complicated


#26

Good point. How about give it a kamikaze superjump and make it jump towards you from anywhere?


#27

SOUNDS GREAT

jk

i say keep it traditional;… after all it will just be able to do more for… more and at least something should stay normal


#28

But then if you’re not in range how would you attack?
How about this: you can use utilities before you attack with the axe but you can’t activate weapons. Or you can just give it 4 range and make it super long. I like the super long part more. With the super long part, someone can either waste a turn getting out of range or attack twice but get hit afterwards.


#29

hmmm i think that people would just equip 2 weapons if 1 weapon is around 150 weight… like maybe the axe and a nightfall… maybe thy equip a charge and teleport or hook…
they would be able to attack with high dmg (the axe) wasting 2 turns while if they dont they just use the nightfall and maybe a drone
so i think that this weapons should be heavy enough for players to think twice before equipping 2 of them, but at the same time enougth to let another normal weapon be equipped

this way the weapon can remain powerful while people can use other weapons (maybe 2 max with good mods) in case they’re not in range