Two-Handed Weapons

Post » Fri Feb 18, 2011 11:08 pm

Would this cause you to not buy the game?

No, it would just be stupid. Like really stupid. Like "I wonder if this cliff is high, it looks high, but if I jump off it probably won't seem that high" stupid. I wouldn't stop playing if I saw a bandit with two war-hammers, I would just lol and say that's silly. :tongue:
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alicia hillier
 
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Post » Sat Feb 19, 2011 1:04 am

If you talking about two hands on a standard English straight sword, yes there more agile, but not claymores. Claymores restrict your range of motion, as two hands are required, making them hardly agile. Another thing that make one assume claymores are slow is that due to the pivot of the weapon being far down the blade (why the grip extends into the blade on some designs) a weak swing is asking for a disarmament. Quick(weak) swing are not a option for a claymore, thus the belief claymores are slow has some foundation of truth.

A=F/M, larger mass means less acceleration

Warhammers and battle-axes don't svck. Their length makes them much more feasible than a claymore. Also, claymores are useless agains heavy rounded/ tower shields, axes and hammers are not.

A claymore still only weighs 5-6 lbs. And it's possible to re-adjust the grip between strikes for greater mobility. Proper maneuvering of a claymore can get it behind a heavy shield.
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Khamaji Taylor
 
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Post » Sat Feb 19, 2011 5:19 am

A claymore still only weighs 5-6 lbs. And it's possible to re-adjust the grip between strikes for greater mobility. Proper maneuvering of a claymore can get it behind a heavy shield.


still, unless you where a hard working Highlander with a body like a brick wall a claymore ain′t a toy...plus if 2 handers are so great and easy to keep swinging...why didn′t it become the standard to have 2 handed weapons in armies?
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Darrell Fawcett
 
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Post » Sat Feb 19, 2011 7:11 am

still, unless you where a hard working Highlander with a body like a brick wall a claymore ain′t a toy...plus if 2 handers are so great and easy to keep swinging...why didn′t it become the standard to have 2 handed weapons in armies?

Well, I don't think Skyrim will have a lack of Highlanders with bodies like or even surpassing a Brick Wall... considering that's the default status of a Nord.

And it was standard to have 2-handed weapons in armies: Polearms. They were cheaper than two-handed swords, and thus easier to outfit and train soldiers with them.
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Ana Torrecilla Cabeza
 
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Post » Sat Feb 19, 2011 10:19 am

Well, I don't think Skyrim will have a lack of Highlanders with bodies like or even surpassing a Brick Wall... considering that's the default status of a Nord.

And it was standard to have 2-handed weapons in armies: Polearms. They were cheaper than two-handed swords, and thus easier to outfit and train soldiers with them.


polearms and 2 handed swords is like a race car and a pickup, both the same yet both are different...plus anyone trying to say anything else then polearms being slow and clumsy is just silly.
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Marguerite Dabrin
 
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Post » Sat Feb 19, 2011 10:02 am

Two handed weapons require space to use, not the best thing when fighting in an army.
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jodie
 
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Post » Sat Feb 19, 2011 9:59 am

polearms and 2 handed swords is like a race car and a pickup, both the same yet both are different...plus anyone trying to say anything else then polearms being slow and clumsy is just silly.

Right. But, it doesn't matter if a polearm's slower than the Claymore. The reach and sheer number of guys with polearms makes them pwn Sword users before they can get a second strike off.
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Jordan Fletcher
 
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Post » Sat Feb 19, 2011 5:29 am

Id rather have two handed weapons have another attraction along with more damage, though i cannot think of any, maybe greater knock-back/staggering/lesser penalties for hitting an enemie's block?
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Claire
 
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Post » Sat Feb 19, 2011 12:09 am

Right. But, it doesn't matter if a polearm's slower than the Claymore. The reach and sheer number of guys with polearms makes them pwn Sword users before they can get a second strike off.


eh...my good sir is drifting away from the subject...we where talking about your claims of 2h swords somehow being faster and easier to use then 1h swords...not about length advantage.
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Britta Gronkowski
 
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Post » Sat Feb 19, 2011 6:00 am

A claymore still only weighs 5-6 lbs. And it's possible to re-adjust the grip between strikes for greater mobility. Proper maneuvering of a claymore can get it behind a heavy shield.

No, the fact you can't attack with a single hand makes it less mobile. The human body can only articulate in so many ways when both arms must be used in unison.

5-6 lbs, but your ignoring torque. The farther your grip is from the pivot the harder it is to hold a claymore out. This is why the grip extends into the blade on some designs, but as soon as you put your hand on the upper grip you remove the power of the claymore. It effectively is a moderate sized sword when held at the upper grip, no more heavy swing. Claymores in game are held at the handle (they don't even incorporate the upper grip design) so the re-adjusting your grip has to barring.

To add, unlike a gladius, which requires only your bicep and fore arms for a slash. A claymore swing draws it's force from your forearms, biceps, triceps, shoulders, and core. This means more time is needed between blows. Like any machine, the more parts and motions needed to run an action the slower the action will take.

Edit: torque= moment (for our engineering and over sea friends)
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Andrew Perry
 
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Post » Sat Feb 19, 2011 9:59 am

I only like using heavy 2 handed weapons if they dont oversize the weapon in game and if they take endurance into account with all weapons making heaver weapons use more of it as it does in real life.
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MISS KEEP UR
 
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Post » Sat Feb 19, 2011 7:26 am

Two handed weapons require space to use, not the best thing when fighting in an army.
Historically the greatsword users were paid double to be at the front of the charge in formation, to bat aside enemy polearms and try to panic the frontline troops.
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x a million...
 
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Post » Sat Feb 19, 2011 1:58 am

They pretty much have to be to balance out losing both magic and shield usage.

Damn straight. If anything, I say two-handers should have some significant bonuses due to this alone. The fact that they lack the inherent flexibility that one-handers allow in the new system seems balanced enough. Making them significantly slower, as a lot of people are suggesting, is just overkill and makes them even more worthless.
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Julia Schwalbe
 
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Post » Sat Feb 19, 2011 5:36 am

Damn straight. If anything, I say two-handers should have some significant bonuses due to this alone. The fact that they lack the inherent flexibility that one-handers allow in the new system seems balanced enough.

The ability to look like Guts is the only bonus you need. :lmao:

Edit: Could not help myself.
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Ice Fire
 
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Post » Sat Feb 19, 2011 5:17 am

You could always allow them to be enchanted with several different spells or increase any enchqants power or decrease recharge [if morowinds system is used] time,
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Miss K
 
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Post » Sat Feb 19, 2011 1:01 pm

You could always allow them to be enchanted with several different spells or increase any enchqants power or decrease recharge [if morowinds system is used] time,


but that doesn′t explain away why a huge, heavy 2 hand weapon has almost the same damage as a 1 handed weapon, it′s frankly just lacy to go "oh just slap something magic on them"
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Amysaurusrex
 
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Post » Fri Feb 18, 2011 11:06 pm

The ability to look like Guts is the only bonus you need. :lmao:

Edit: Could not help myself.

That is an awesome bonus. Let's just hope Bethesda's makes the right hairstyle...:P But no, I wanna' play like Gut as well!
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Elea Rossi
 
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Post » Sat Feb 19, 2011 8:51 am

Maybe the solution is that against an unarmored person, the daedric and iron warhammers do somewhat similar damage (the daedric will do more, but not vastly more). Then against armored people, the daedric one would do much more damage and wear out slower because it is designed for taking out armored foes, and the iron can't do as well against stronger defense materials like mithril.


That would be a good solution, but seeing as how they said maces get armour piercing perks, I think warhammers are only going to pierce armour with perks. Unless, they give warhammers innate armour piercing that stacks with perks, so you can bypass armour with less perks.


Well, the thing is, they are adding perks to handedness. This means they can keep the damage the same as Oblivion, but the perks can really improve the effect. For example, if two handed weapons inflict increased bleeding and possible stun, there can be a pretty good incentive to use it. Also, I think they should make some effects exclusive to handedness. For example, if stun/paralysis can only be inflicted by Shield and Two-handed weapons, I would certainly consider specializing in two-handed weapons. However, if every type of weapon can stun (like in oblivion), then the effect becomes stale.


I'm not really clear about the perk thing. So far, I know that swords can do more criticals, axes can cause bleeding and maces can penetrate armour, but are those only for one-handed weapons or also for two-handed weapons? If one-handed axes cause a bleeding effect of, say -3hp for 10s, and two-handed axes do the same, I would think that two-handed weapons are underpowered when compared to one-handed weapons.

Having a stunning ability would be good though, but it should be better than any the shield can do, because overall I think two-handed weapons should give the highest offensive capability, while one-handed weapons should give the most flexibility/speed, with shields providing the best defense.

Id rather have two handed weapons have another attraction along with more damage, though i cannot think of any, maybe greater knock-back/staggering/lesser penalties for hitting an enemie's block?


I think two-handed weapons should have increased damage and perhaps perks that are different from their one-handed counterparts, so while a one-handed sword has a perk that gives more critical chance/damage, a claymore could have a perk that gives more critical chance/damage while giving a chance for disarming opponents blocking with smaller weapons.
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Marine x
 
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Post » Sat Feb 19, 2011 12:34 pm



*snip*

I think two-handed weapons should have increased damage and perhaps perks that are different from their one-handed counterparts, so while a one-handed sword has a perk that gives more critical chance/damage, a claymore could have a perk that gives more critical chance/damage while giving a chance for disarming opponents blocking with smaller weapons.

i like this idea, maybe another perk for two handed weapons that makes it harder for enemies with one handed weapons to disarm you while you have a two handed weapon equipped?
i would also like to see a perk that reduces the fatigue cost of swinging a two handed weapon, maybe that same perk could do other things as well like increase swing speed? no where near the speed or fatigue cost of a one handed weapon but just a small boost. Anyone else think the perks are gonna be like the skills from borderlands?
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Adam Baumgartner
 
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Post » Sat Feb 19, 2011 5:35 am

i like this idea, maybe another perk for two handed weapons that makes it harder for enemies with one handed weapons to disarm you while you have a two handed weapon equipped?
i would also like to see a perk that reduces the fatigue cost of swinging a two handed weapon, maybe that same perk could do other things as well like increase swing speed? no where near the speed or fatigue cost of a one handed weapon but just a small boost. Anyone else think the perks are gonna be like the skills from borderlands?


I totally didn't think about stamina cost before this. Since two-handed weapons are most likely going to cost more stamina than one-handed weapons to swing, it's another reason they need more advantages added to balance them with one-handed weapons.

I'm hoping the perks do something special than just increase damage and stuff like that, and the axe bleeding effect thing gives me hope. I hope we don't get kill-activated perks like those in Borderlands. :tongue:
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John N
 
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Post » Sat Feb 19, 2011 8:12 am

http://talent.87bazillion.com/siren.php?000000000000000000000 (for people who never played BL :obliviongate: )

i agree, id also like to see more perks that are not just a spread sheet variable changer, im hoping alot of them are new power attacks or work with sprinting some way.
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Paula Rose
 
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Post » Fri Feb 18, 2011 11:04 pm

In Oblivion, two-handed weapons didn't get any bonus from a successful sneak attack, giving one-handed weapons yet another advantage. :confused: Not that I would go sneaking around with a massive claymore, but it seems that one-handed weapons are good at everything in Oblivion.
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michael danso
 
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Post » Fri Feb 18, 2011 10:30 pm

I hope Two-handed weapons lose their ridiculous stamina penalty... You're offering the blade 2-3x the support of a Longsword, even if it is a heavier weapon.

And I'd rather have a lot of what you guys are suggesting as "Perks" to be innate. The perks should be saved for specializing your skill with a two-handed weapons in a direction, not what D&D players call a "Feat Tax" - a perk or feat that is pretty much required by the skillset/class for the character to function. Whether this is an awesomely powerful perk no 2-handed user would ever pass up (No matter how they'd otherwise choose to specialize), or a perk that grants the two-handed weapon set an ability/benefit it should have had from the begining.
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Justin Bywater
 
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Post » Sat Feb 19, 2011 1:48 am

I hope Two-handed weapons lose their ridiculous stamina penalty... You're offering the blade 2-3x the support of a Longsword, even if it is a heavier weapon.

And I'd rather have a lot of what you guys are suggesting as "Perks" to be innate. The perks should be saved for specializing your skill with a two-handed weapons in a direction, not what D&D players call a "Feat Tax" - a perk or feat that is pretty much required by the skillset/class for the character to function. Whether this is an awesomely powerful perk no 2-handed user would ever pass up (No matter how they'd otherwise choose to specialize), or a perk that grants the two-handed weapon set an ability/benefit it should have had from the begining.


It would be great if two-handed weapons have abilities like knockback, etc. as an innate ability, but stuff like residual bleeding from axes would probably still end up being perks.
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Cody Banks
 
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Post » Sat Feb 19, 2011 12:37 pm

yeah with a 2 hander you were really at a disadvantage.
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Miragel Ginza
 
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