Will you be swapping to Titanic Weapons and why?
Not swapping out, but making new toons no doubt. I am really excited about this set, and this new mechanic. My only hope is that when it is launched we will see some new weapons for every set.
I have often wondered if they have a dedicated weapon artist. I remember seeing some player made stuff in Morrowind mods that were better than studio stuff. This game is long over due for more weapon models, way over due.
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I'm in the 'I'll wait and see' camp. I'm not a big weapon user, but this could be interesting, depending on how it's designed and implemented (much like Time Manipulation, in my opinion - I'm excited about that set, as I do love what people are calling 'support' characters... something I find odd, with the potential offensive capabilities fhat MM and Corrs have with the proper builds... I apologise for the tangent...)
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Obviously, if your concept hinges around a specific custom weapon, you're bound to the set that uses that weapon, and I have no problem with that. However, when I talk about remaking characters, I'm more or less assuming a limited reimagining, as well. I'll give you an easy example: That, more or less, is what Titanic Weapons is causing me to do. Who can I make better with it? |
i got ya, its just that for me i tend to write my character's personalities into their swords. heck, i am specifically holding back costumes for lady b until she unlocks the rularu sword and rommy's blade, to me the swords are important, as is their background. yeah anyone can use a specific sword, but its a superhero game, so i'm going to try and make the weapon match the character. a scimitar user is going to be middle eastern, a gladius will be linked to a roman character, et cetera. thats why im so excited for the titan weapons, its a different set of weapons for me to theme the character with.
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Granted, I do have some characters that are less tied to their weapon (like the DB/Fire brute) but it's more likely that I just imagine the character with wider capabilities than the system will allow a character. If I could make 1 character with a Stone Melee/Shield Defense on build one, Fire Melee/SD/Levi on build two and Titan Weapons/'Bone Armor'/Soul on build three, that would basically be the capability of 1 character...but I can suffice with just making 3 versions...Wish you could keep the name, though...
...hmm, could that be a suggestion? Link multiple characters/badges/builds to one character name? You'd still have to start over at lvl 1 with the different build, but you'd basically be under the same name on the same server...that'd be nice.
If theres a two handed swinging axe that doesnt look too overblown, or if it is yet it's done nicely... I will remake my Tinman salute toon... Emperor Nick.
I won't be recreating any existing characters, however there are a couple of concepts which couldn't be made using the existing weapon sets. ( or at least not to my satisfaction )
1. Some kind of Conan the Barbarian type toon with a huge sword.
2. A Nordic type character or perhaps a burly dwarf - with a big honkin hammer. ( assuming they make a titanic hammer, ive only seen 2 swords and a RR crossing sign )
3. Perhaps a troll type character. I could see him swinging a huge log, club, tree, or perhaps the RR sign.
I HOPE they dont try to incorporate staffs into this. Staffs should be separate and distinct.
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I won't be rerolling any weapon characters... oddly enough, the one I may be rerolling most likely would be a SS Brute... To me swinging a telephone pole (please, please have a telephone pole) says "super strength" more to me than punching someone...
Not going to swap any existing characters, but I *am* going to make new ones with the set.
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Frankly I've always thought the idea of anime-styled "titanic" weapons to be a bit silly logistics-wise. Sure characters can be super strong but the idea of trying to swing around swords the size of swimming pool diving boards just strikes me as a bit of a stretch, especially within the limited confines of most any place indoors. But I have faith in how this game might handle them and thus willing to keep an open mind about it.
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i got ya, its just that for me i tend to write my character's personalities into their swords. heck, i am specifically holding back costumes for lady b until she unlocks the rularu sword and rommy's blade, to me the swords are important, as is their background. yeah anyone can use a specific sword, but its a superhero game, so i'm going to try and make the weapon match the character. a scimitar user is going to be middle eastern, a gladius will be linked to a roman character, et cetera. thats why im so excited for the titan weapons, its a different set of weapons for me to theme the character with.
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I'm with you, rian. It's rare for me not to justify practically every part of a character down to their backstory, powers, affiliations and personality. I kind of held back on my beast tamer carnie MM because there just wasn't a good enough costume that screamed 'carnie'. I need a loincloth to give her a beastmaster feel tho...but the steampunk belt/sash thingy kinda works. And everything, right down to the Ghostslaying Axe she uses, is part of her character.
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However - just to nip an off-topic tangent in the bud - that doesn't mean I'm willing to make a WRONG character and hope I can "fix" him in time. Yes, my characters are never perfect, but they still have to be pretty damn close and pretty damn awesome in order for them to even be made.
...hmm, could that be a suggestion? Link multiple characters/badges/builds to one character name? You'd still have to start over at lvl 1 with the different build, but you'd basically be under the same name on the same server...that'd be nice.
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I won't be rerolling any weapon characters... oddly enough, the one I may be rerolling most likely would be a SS Brute... To me swinging a telephone pole (please, please have a telephone pole) says "super strength" more to me than punching someone...
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I sincerely hope Titanic Weapons has a feel of super strength to it. I recall BABs complaining that large weapons didn't look right without animations to show that they are heavy, so I hope his legacy lives on in Titanic Weapons and the set won't be just Cloud Strife swinging around a big sword like it's made of cotton candy, but rather more the kind of "BOOM! HEADHSOT!" design us brutish players have been asking for
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.
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This powerset is being hyped as unbeatable, but on day 1 of launch it will collide with an Ice Tank and be destroyed.
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Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.
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I have one character, an Axe/Electric Brute, who fits the bill, and who basically uses the Fury mechanic to simulate the idea that he increases the momentum of his attacks with time. In that regard, there's some level of temptation to switch him, but I rather like the current powerset setup, so I doubt I'll replace him. What I may do, though, since he's one of my few Praetorians who isn't a mirror of one of my Primals, is have the new character in turn be a "Primal Mirror", since I've not done that yet.
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I have one character, an Axe/Electric Brute, who fits the bill, and who basically uses the Fury mechanic to simulate the idea that he increases the momentum of his attacks with time. In that regard, there's some level of temptation to switch him, but I rather like the current powerset setup, so I doubt I'll replace him. What I may do, though, since he's one of my few Praetorians who isn't a mirror of one of my Primals, is have the new character in turn be a "Primal Mirror", since I've not done that yet.
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Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.
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I will need to see the all weapon choices/models in beta...the first 3 looked awful(my opinion)...i hope this set dosnt end up like Demon Summoning for me meaning i just cant stand the look of the set no matter how it plays! I am hopeful however
Oh... That's reaching kind of far, though, isn't it? It's like saying that Dual Blades can walk in the day, unlike other Blades, but only if they get really shoddy sequels?
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.
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I would totally make a character who could wield the Titanic as a weapon.
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Some days I forget that I'm excited about the new Titanic Weapons set and I get lost in unimportant squabbles over small details. However, whenever I remember how giddy-excited I am about this set, I also remember that if it turns out to be what I think it will be, I may have a LOT of characters to reroll. As such, I want to ask you guys for a bit of fairly general concept help, and hopefully a fun discussion.
Now, to try and formulate a more a more specific question (than even the one in the title), let's go with the following few: 1. Can you think of any concepts that make sense with conventional Weapon sets, but don't make sense with Titanic weapons? 2. Do you have any weapon characters? If so (assuming the set contains all classes of weapons), which ones are you leaving as is, and which ones are you remaking into Titanic weapons? Why? 3. Has hearing about Titanic Weapons given you any new ideas? Has it given you a new spin on old ideas? Keep in mind that when I say "Titanic Weapons," I'm fairly sure a few people are thinking of caricatures. For the purposes of this discussion, let's assume that the set will have at least one regular sized two-handed greatsword, at least one long two-handed axe and at least one kind of large bashing weapon of some sort, all of which are large, but still of a reasonable size. I'm not talking about making parody characters or ridiculous characters, just people using heavy two-handed weapons. Please, try to exercise a bit of moderation when answering the above questions. They are legitimate questions I want to know the answer to. --- Now, originally I thought about listing all my weapon characters with screenshots and discussing them in turn, but I know these kinds of posts don't get read, so I'm only going to point out a few instances that made me consider rerolling, as well as a few instances where new characters have been made possible by this set. First and foremost is my own Xanta, whose entire shtick is that she's a giant super-strong Troll woman with a very large, very heavy weapon. She got Broadsword because the Legacy Broadsword for women is huge, and because the Broadsword animations look quite brutish and heavy. For her, the decision is easy - she was always meant to have a giant two-handed sword, and the only question is what KIND. Then, however, there is the character who's a bit problematic: The Herald. He's essentially a possessed suit of medieval armour, and his weapon of choice is a sword. I never went Sword/Shield for him both for concept reasons and because Shields didn't exist when I made him, but I now wonder if I should perhaps reroll the character into Titanic Weapons. If there's an option which looks more like a medieval sword, it might make him look a bit less weird wielding a single one-handed weapon with a free hand. After that, there is Mary-Beth, my literal cowgirl, who is very large and has a very large mace. I keep wondering if she wouldn't make more sense as a Titanic Weapons user, considering "big character, big weapon" is the running prerogative here. Then there's a concept revisit. I have a couple of characters who I made into agile Katana fighters for no reason other than because they were small. For my pink bunny girl it makes sense, since she's a bunny and hence agile, but for my fallen angel, I find that I have NO justification whatsoever, other than "there were no better sets at the time." Finally, there's a new character concept I've been working on and unable to make. I was trying to do a shameless ripoff of War from Darksider, only to find that such a character wouldn't be interesting to play powerset-wise. Now that I have a Titanic Weapon to give him, my physical embodiment of armed conflict who is given form and strength as conflict occurs may actually happen in the actual game. I'll have to think of a more complex story for him if it comes to that, though. These, and a few others, are what keep me up at night, wondering what I'll do about Titanic Weapons when those come about. All of this assumes the set won't suck mechanically or be horribly ugly aesthetically, but on this account I choose hopeful excitement, so I'm looking forward to it. I just want to cover all the bases I can with little to no information so I'm ready to act immediately when that launches. --- Any help on the matter is greatly appreciated. |
This powerset is being hyped as unbeatable, but on day 1 of launch it will collide with an Ice Tank and be destroyed
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The who of the what now? Who said Titanic Weapons was unbeatable? How can a melee powerset collide with an archetype? What am I missing?
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hehe
Oh... That's reaching kind of far, though, isn't it? It's like saying that Dual Blades can walk in the day, unlike other Blades, but only if they get really shoddy sequels?
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I needed a good laugh
I need to add something of worth or else this may just be spam, but I'd love it if any of the slower attacks were of the 1 arm variety
I'd love it if any of the slower attacks were of the 1 arm variety
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The question inherent here is "are they justified?" Are one-handed attacks appropriate to a so-called Titanic Weapons set, or would they be unable to convey the full force, weight and impact of the set. This, then, then begs the question of what - speaking of the animations for wielding it - makes a weapon feel big, heavy and powerful? It's not just the weapon model, we can conclude that quite easily, if for no reason other than we're getting a whole new set, rather than new weapons for the old ones. Animation and visual effects clearly play a major role, but what? Well, I think I have at least the foundation of an idea to describe this.
What makes a weapon feel powerful is its sense of inertia and its sense of impact. Impact should be easy to figure out - force explosions on weapon contact, screen shake, loud noise. Not so much for inertia, however. This comes down to how each swing is animated. A weak swing with a light weapon is both fast and precise, meaning it starts close to the target, strikes and ends either on target or shortly thereafter. That's because a weapon user isn't fighting so much momentum to stop his own weapon, and is much more easily capable to halt it and become combat-ready once more without wasting time on weapon breaking distance.
A powerful swing, by contrast, starts far and wide, so that the heavy weapon has time to build up enough speed for a for a forceful impact, and once the weapon strikes, it either goes right through the target and keeps on going or otherwise bowls the target out of the way and keeps on going anyway. Stopping a heavy weapon mid-swing is difficult and takes time. After a certain critical mass and velocity, stopping it actually becomes a liability, and the user is much better served in maintaining weapon momentum while controlling swing direction and circling the weapon around to deliver another blow without needing to speed up and slow down constantly. Hence, the concept of momentum in Titanic Weapons.
But can this be done with one hand? In short, yes, but it depends on how how exaggerated you want that particular attack to be. Drawing on Darksiders' War, he mixes in a fair few one-handed strikes in with his heavier, slower, more powerful two-handed strikes. One-handed attacks are usually his openers - weak and light (within context), but still describing very wide-swinging arcs. Two-handed attacks tend to be his finishers, either a grand slam down on top of enemies or a spinning horizontal sliash, or a sort of top-down diagonal slash across multiple enemies. In fact, one of his stronger combos involves three consecutive hits, each of which includes a turn-around spinning step.
I suspect some imagine that Titanic Weapons could never look right unless you were to spin around with the giant weapon like a very furious dancing couple, and that this would look ugly, but there is leeway in making the set look strong AND varied, to say nothing of cool. The key, I think, is wide-swinging arcs, area effect attacks and animation blending which makes one animation look as though it's feeding into another. Even if the animations themselves are slow, this kind of flow is crucial. You very much CAN maintain a heavy, swinging weapon in perpetual motion without ever turning around, as any Conan fan will tell you. If there's one thing Arnie was good at in that movie (besides being big and muscular), it was swinging that sword from left to right, in an almost believable fashion.
To answer the question at the top of the post - can one-handed animations look as powerful as two-handed ones? Yes, they can, given a good animator. Can a set made up of ENTIRELY one-handed animations look powerful yet still be usable with a shield? Frankly, I don't know. One-handed attacks CAN look as powerful as two-handed ones... Up to a certain point. After that point, though, some of the ludicrously destructive powers I can envision I just don't see working one-handed without being goofy.
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Completely on a separate topic, it occurs to me that above and beyond the attack animations, two other factors will play a huge role in how many Titanic Weapons characters I make - how the characters stand combat-ready and how the characters walk/run/jog.
Combat stances have always been... Problematic, as ours are left-foot-forward, making a right-handed two-handed weapon a bit... Iffy to animate for. Furthermore, how would YOU envision your Titanic Weapon user standing in combat? Would he/she resemble one of the following:
1. "Sword too heavy!" Character hunched over, sword resting on the ground beside, character lifting only one end by the hilt.
2. "Sword on ma crotch!" Character holds sword with both hands extended down at arm's length, sword pointing up and forward.
3. "I'm a lumberjack and I'm OK!" Sword resting on shoulder, reverse-side down, one hand on the hilt, the other hand at the side only grabbing the hilt when attacking.
4. "I squat to parry!" Sword held horizontally at above head height as though to block with, both hands on the hilt, body crouching slightly, ready for action.
5. "I am a boring person!" Regular left foot forward combat stance, sword held in one hand, swapping to two-handed grip only when attacking.
More than the above, though, what I've found even more problematic is our running animations with weapons out. On Males, they're not too bad, as the "with weapon" run is pretty much the same as any other run, but Females always run as though they're in high heels, unless they take out a weapon, whereupon they begin running like brutish men. I, personally, actually find this appropriate for most of my weapon users, but I've seen others describe it as stiff and worse. As such, do you envision your character running in one of the following manners:
1. "Draggin' ma sword to keep it sharp!" Character runs with the sword held behind the body, dragging on the ground behind, as though it's too heavy to lift and carry.
2. "The kinda ninja run?" Character uses a Ninja Run style running animation (though lest hunched over) with the sword held back behind like a broadsword, but with both hands at the same time (so no running elbow jab).
3. "The Arnie log carry!" Character uses a common run animation with the sword resting on the shoulder, reverse-side down. Both hands on the grip to keep it from bouncing.
4. "Like I'm using a gun!" Character uses the existing Assault Rifle running animation, with the right hand on the hilt close to the blade and the left hand far up the blade, supporting its weight. These things aren't known for their sharp cutting edges.
5. "Running with scissors!" Character uses current run animation, just with a Titanic Weapon in the right hand. Sword swings wildly all over the place, threatening to disembowel passers-by, as well as unhook the character's arm from the shoulder.
I'd be interested to hear where you guys stand on the above choices.
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.
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Not until I know how it plays. No sense rerolling if I don't like it.
I'm just looking forward to someone making the smallest character possible with the largest weapon possible.
I might have to do it myself, just because.
I look forward to smashing heads