Weapons & Equip Bayonets

Which would implement better?

  • A) Built-In gun melees/bayonets

  • B) Craftable Bayonet accessories matching the ore progression

  • C) Dropped Bayonet accessories from bosses

  • D) B & C

  • E) A & B

  • F) A & C

  • G) All of the above


Results are only viewable after voting.

Revan314159

Retinazer
The idea is simple: Craftable accessories that turn a gun (when out of ammo) into a weaker version of the sword or spear (Depending on whether the piercing or Slashing bayonet is crafted) of that resource that deals ranged damage despite acting like a melee weapon, in order to make running out of ammo not as devastating to rangers as it currently is. Every other class doesn't have this problem where, if it attacks to much, there isn't an easy way to attack more. Mana regenerates and melee has no depleting resource other than health.
 
What would it be crafted with? What’s rebuts stats? Will it count as Ranged damage or will it defer to melee bonuses?
 
What would it be crafted with? What’s rebuts stats? Will it count as Ranged damage or will it defer to melee bonuses?
I dont see any reason it couldnt be affected by melee speed bonuses, but he did say it would be ranged damage still.

Perhaps certain guns would have built in bayonets, or have swinging animations so you can bonk enemies with the gun when you run out.
 
I dont see any reason it couldnt be affected by melee speed bonuses, but he did say it would be ranged damage still.

Perhaps certain guns would have built in bayonets, or have swinging animations so you can bonk enemies with the gun when you run out.
It would be affected by melee and not ranged speed, similiar to how the Feral Claws effect whips. And that's a good idea, having them be instead built into guns rather than craftable accesories like I pictured. Guns with bayonets would obviously deal more "gun melee" damage than guns without, and the animation would be based on the length of the gun, with longer guns stabbing rather than bonking.
 
What would it be crafted with? What’s rebuts stats? Will it count as Ranged damage or will it defer to melee bonuses?
50% of the Ranged Damage, and it takes autoswing from feral claws but gains ranged bonuses.
 
And for guns without built-in bayonets or bonk animations, they would not have a "gun melee" without the crafted bayonets (Each Bayonet takes 15 of the Bars / other resources and 5 wood).
 
There was a different suggestion for bayonets a while ago, and I have the same thoughts now as I did then. Bayonets, if added, would be best as an accessory that adds a shortsword-style "melee" attack to guns, usable by right-clicking. This attack would deal Ranged damage and knockback equal to that of the gun and would not consume any ammo.
 
There was a different suggestion for bayonets a while ago, and I have the same thoughts now as I did then. Bayonets, if added, would be best as an accessory that adds a shortsword-style "melee" attack to guns, usable by right-clicking. This attack would deal Ranged damage and knockback equal to that of the gun and would not consume any ammo.
Yes. That is a major part of my Idea, and what it originally was. The built-in ones came from another suggestion that I simply liked the idea of. I believe they should be accessories.
 
I like this idea.

It will shoot while there is ammo.
When ammo reaches zero it will be used like a Spear.
 
NEED to pistol whip the angler (ok... im joking...)
Don't know how effective this will be esp in HM+, since by then it's typically a game of keep-away when fighting bosses. But it's a funny idea. Maybe I do want to bayonet charge some zombies at night.
 
Iron/lead Bayonet (since most early game guns probably wouldnt have them built in)
Hellstone (maybe inflicts on fire?)
Chlorophyte (more damage to living creatures, such as animals, turtles, spiders, NOT undead/skeletons/most bosses, though I suppose it would have bonus to fishron)
Voodoo Bayonet (can damage NPCs, crafted with a guide voodoo doll?)
Solar Bayonet (glows the four colors)
 
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