» Tue Apr 12, 2011 9:33 am
Eh, it's a little redundant to have exact same handling/damage/ect on a completely different looking weapon, that's really what mods are for. I know it "Makes Sense" sort of (Though actually two hand-made blades would never be the same by virtue of innate human imperfection) but it just strikes me as totally unessential.
Not to beat a dead horse, but what I would like is more general variety in the same subtype of weapons. For example, you may have Longswords, Broadswords, Scimitars and sabers all in the "Long blade" lump catagory, and even if they all have roughly the same damage, each can be translated to handle very differently through RPG magic, just as an illustrative example:
Longswords strike the middle ground, Moderately fast, decent power attack, x1.0 Critical multiplier x1.5 Critical Damage bonus and standard defense(Parrying)
Broadswords are Heavy, Slow to strike, and have weaker standard attack damage than Longswords, and less chance to critical (x0.50). They have much stronger power attack bonuses, defense and Critical Damage bnous(x3.0)
Scimitars Strike Faster than Longswords, with more power behind standard attacks, and less in Power attacks. Low Critical chance and minimal critical damage bonus.
Sabers Are fast and light, but deal lower damage with Power attacks and standard attacks. However, they have a bonus critical chance and damage bonus (x2.5) (x2.25)
Basically, as anyone who's played New Vegas can tell you, that's what New Vegas did to differentiate weapons with similar DPS weapons. It was a great system that somehow translated data, into a tangible feel for each and every weapon, even if it was among the same kind of weapon (IE rifle)