Question of the Week: If you could add any weapon in what would you add?

I’m all for cool new stuff, but could we also look at the skirmishing weapons?
(throwing axes, Javelins, 1h spears) Some DLC even has skins for them but they are not implemented :<

Siege weapons probably, like rams or balistas!
Also I love traps, spike traps, oil traps, traps with nails or trunks :smiley:

Normal weapons? Maybe slingshot, it could be used to throw also the orbs

Crossbow
Whip
Throwing Stars
Sling (it is literally the most primitive missile weapon out there)

Alternatives

Blow Darts with Tube. Poison could be a thing.

But

FOR THE LOVE OF CROM!!!

THE CESTUS

Conan even used the cestus and we already have and to hand combat animations.

“… for example why we cut crossbows, because we just didn’t see them working.” Joel Bylos, February 2, 2018.

This was a stream previewing the new combat system, in a discussion about the holistic nature of the weapon system: Each weapon needs to work in and of itself. Oscar had previously started this discussion by relating to the audience that bows are costly, or at least more costly than a melee weapon.

At your service! :man_cartwheeling:t2:

So deadly Beyblades. :laughing:

And I thankyou for your service sir. :clap:

On a more general note. Just my own personal viewpoint here, but to me they are worth the expense and the time investment. And I, and by the look of it a good few other members would like to see Crossbows return to Conan Exiles.

#Crossbowscomethagain

I recall reading that in a few places back in the day. I wouldnt even mind at all if the knockback was removed entirely Shadoza. I would just prefer to see Crossbows reworked as opposed to being scrapped entirely. And if that means removing the excessive knockback, I am completely fine with that.

Bring back crossbows please :grinning:

The knockback was quite severe. Back in the day you could send people flying with crossbows and javelins, in fact it was one of the more trollish things to do, to just creep on a player and scuttle his whole plan. Before climbing patch.

They were in fact laser beams, as @Kapoteeni says about the real-life counterpart, which I have snipped:

Croms_Faithful, apologies for cracking the 4th wall here, but unlike bows, the crossbows in-game had no arc. Upon “making loose” the shot, as compared to bows, the crossbow painted damage on the enemy almost instantaneously.

As far as expense goes, this is quite a dilly of a pickle. As Kapoteeni states, there is no prohibition against simply selecting a new weapon after firing a shot. And therein is the rub. With the new combat system came move canceling and lagged weapon switching. To add an explicit change to a ranged weapon like this, where the “velocity” of the bolt is so high, would be IMO inordinately costly on the game, the client and potentially the meta.

Example: Funcom would need to build in some sort of winding or pulling animation so that players would not be able to simply fire a shot, switch weapons, switch back and then fire another shot. There are a lot of action games that lost me totally due to such behaviors [::glares at GTA::] – fire a sniper rifle and don’t want to wait for the weapon to cycle? Select your carbine, then your sniper again.

Personally, I loved the crossbow. I also really enjoyed the NPCs’ use of it!

Since I’m not a PVP player – and since attacking other people on PVE-C servers is, for some reason, frowned upon – I haven’t done enough fighting to make it something worth “training” for. This is why I have a question that might sound newbish to everyone: if you’re wielding something like a two-handed hammer and you do one of those moves that involve a lot of whirling around, can you cancel that by switching to another weapon?

Hmmmmmm… tools and ways to slice humans to pieces…

1/allow some fantasy ways of fighting or combos as dual wielding… this certainly will be pleasant for ppl.

2/ As a variation to the shield and javelin, maybe the “shied and lance” style for Argosian and Aquilonian hoplites: for example, block (even against archers), strike and push at the same time!

And, of course, and obviously for everyone…

3/Supress all explosives… they have nothing to do with Conan’s lore. We already have some sort of greek fire, it is enough.

4/ In case of bad treatments (low salaries, lack of food, wine or girls) allows the thralls to rebel and murder their master (when he is not in game) with THE Flawless and Legendary " Traitor’s Dagger of the sad revenge and retaliation" … no?? Oohh ok, ok…

5/ Allows weapons for c-cksfightings … (? no, no, no… dont even think about it !!! I only speak about fierce combats between two poor chickens!!! T4 volcano chickens?)

Best Regards

Flails and more Flails

Hello!

I would mainly like to see Katanas made to be better, make their light attack faster, give them a heavy combo in addition to the charge attack, and make the charge more responsive. Sometimes I press the RMB and it doesnt work.

We also need legendary Katanas that add points to str and other stuff like other legendaries!!

The Katana is a great concept that is just bad compared to other weapons, it would be cool if we fixed it to make it fun/comparable to other weapons!

Sounds realistic to me.

However, from a gameplay perspective I agree with you. All weapons should be at least useful within a niche.

I’m sorry I missed this. :slight_smile: A lot of players consider this knowledge to be contrary to the spirit of the game, and when enemies deploy such tactics in PvP they are called “scrub,” “cheater,” and worse. Let’s just say that with the right key combination, you can machine-gun kick a player to death without too much effort. Combined with mouse or keyboard macros, this can be the wrong sort of info for me to spread.

As for a new weapon, I would love to see a bolo, or weighted-rope throwable snare. If antelopes and other ungulates were made/became suspicious of humanoids, a bolo would be a very satisfying tool for hunting them.

There should be God Avatars. Don’t know if they ever tired it before though :wink:

Thus far all of this sounds fixable through re-adjustment, which is what they need.

The first step would of course be to remove the knockback.

No worries at all. I say better to discuss the issue openly and constructively, as opposed to ignoring it or putting it in the too hard basket. Moreover, we do have some nwer members who curious of the issue. This presents a chance for them to explore and better understand it.

The second issue is the arc, or lack there of. Although a shield could potentially block the incoming projectile, I would suggest giving it an arc. I wouldnt mind if it share the same arc as the regular Long Bow. After all it is not a sniper rifle, it doesnt need to fire from one end of the Exiled Lands to the other.

Okay so the third issue is animation cancelling and bypassing its intended mechanics and limitations. I do see and acknowledge your point, and for that matter CodeMages. However, unless there is something which I am overlooking here, the solution to me already exists and is right there in front of us. I would suggest this:

Have the Crossbows load/reload animation play out as soon as the weapon is equipped (each time), and not after the shot. ie-dont have it begin in the loaded position. This may sound unfair, however the Long Bow begins un-loaded and facing the ground every time it is equipped. Each time we wish to fire it, an animation plays whereby the players character must draw the arrow, nock it, then release it. This takes an additional second or two again if performing a powershot. So it doesnt strike me as being unreasonable that both bow types should have to do this off the bat each time they are equipped. This way (just like the long bow) the player would have to replay the load animation each time they tried to cheese it by switching to another weapon and then back. Your thoughts?

Good to hear mate, I hope its issues can be resolved and it is able to return in time.

I wouldnt add any weapon untill a balance of the weapons is done. And also the armors getting more balanced armor wise between eachother, I mean between light and medium it is like 2-300 points and between medium and heavy it is like 5-600 points. Weapons not dealing almost any damage to someone with heavy gear, wich is a problem since almost everyone using it. So start with that, before adding new stuff in. Just gonna be more work for you to balance after.

That’s a good idea. However, unlike a bow, with a classic real crossbow once a bolt is loaded – as long as the stirrup safety is on – it should be portable and ready to fire. Thus when players begin to use it and they need to load it every time, there will be the inevitable complaints of “that’s stupid” or “that’s unrealistic” or “that’s annoying,” which then makes the dev team say to themselves why did we even bother? And then you and I will spend hundreds of thousands of pixels explaining the reasoning behind it, to no one’s actual satisfaction. :stuck_out_tongue:

What would be a happy medium is if the crossbow lost limb durability the longer it’s ready to fire. So if it’s cocked on the hotbar, we could expect a timer function similar to the claws already in the game.

I would add my mom too as a weapon.