[Weapon] Sledge Hammer

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FSUBoo

FNG / Fresh Meat
Jul 6, 2010
600
167
0
Florida, US
I know I'm gonna get downvoted for this idea, but I had thought about a sledgehammer in the past, and have even had a discussion with a friend at one point. What I think would possibly work for a sledgehammer in game, is have it a really heavy weapon, i.e. 13 blocks, so that the only other weapon one could carry is a machete with it.

However, with the really heavy weight, maybe it can have a ONE TIME, stun of a fleshpound. I know that the animations probably aren't there, but I am thinking that with a brunt hit with it at high strength could feasibly knock a FP for a loop for one time.

The reason I say a one time stun is because it would make fleshpounds even more of a joke with a repeated stun. I just think that the ability to slow a FP down if there's 3 or 4 even would be a helpful thing.

Like I said, I know it's a dumb idea, but that's just something I've thought about before.
 
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sie

FNG / Fresh Meat
Sep 26, 2011
30
7
0
England
www.wolfpackclan.com
ignore the vote up / down system, view your opinion freely buddy. No opinion is stupid or wrong so go all out.

I think just making it similar to the axe but more powerful / slower is fine. It will be the only blunt weapon for the perk besides that bit of pipe so a really nice addition for berzerker.
 

Benjamin

Grizzled Veteran
May 17, 2009
3,631
635
113
France
@Gartley: Looks pretty sweet, how about implementing a little bit of knockback? Perhaps have two attacks: An overhead attack that is slower but does a lot of damage and can make heads explode, and a side-swing attack which is a little quicker, does less damage, but knocks enemies back a little.

@sie: Do you think you could do us a favour and remove your ridiculously large (4MB) signature image please?
 

ro_sauce

FNG / Fresh Meat
Sep 26, 2007
3,134
329
0
bwhgaming.com
Code:
simulated function ProcessTouch (Actor Other, vector HitLocation)
{
    if (Other == None)
        return;

    if (KFMonster(Other) == None)
        return;

    if ( Other.Physics == PHYS_Walking )
        Other.SetPhysics(PHYS_Falling);

    Other.Velocity.X = Self.Velocity.X * 0.05;
    Other.Velocity.Y = Self.Velocity.Y * 0.05;
    Other.Velocity.Z = Self.Velocity.Z * 0.05;

    Other.Acceleration = vect(0,0,0); //0,0,0

    Super.ProcessTouch(Other,HitLocation);
}
 

Gartley

Grizzled Veteran
Dec 27, 2010
2,325
349
83
UK
www.wildcardproductionstudios.co.uk
UPDATE to V1

hammerpromo.png


http://www.gamefront.com/files/20885110/Whisky+Hammer+v1.rar

I gave up on the knockback, I got it working but it looks stupid.
 
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FSUBoo

FNG / Fresh Meat
Jul 6, 2010
600
167
0
Florida, US
Hey, looking really good on the looks of the weapon but I noticed a few things while testing it out.

1) When you swing the sledgehammer, it doesn't make any kind of noise until it hits. If you swing any other melee weapon (besides chainsaw) it makes some kind of air swooshing noise, and the sledgehammer just doesn't. I know it's nitpicking, but still, that's kinda derpy to not have a sound.

2) It weighs the same as axe, and seemed to do the exact same amount of damage as the axe. It will 5 stun shot 6 man HoE scrakes. I would think that a sledgehammer would be a good bit heavier than an axe, and also a good bit slower. It almost seemed like it was FASTER than the axe.
 

FluX

Grizzled Veteran
Oct 26, 2010
5,379
234
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www.fluxiserver.co.uk
It hits harder and slower.

And about the noise, yes, that is nitpicking. :p If I do an update I'll think about adding something.
Sorry I know this might be silly to ask as I haven't tried it (laziness I know) BUT...how much more damage and how much slower is this exactly compared to the axe?
 

FSUBoo

FNG / Fresh Meat
Jul 6, 2010
600
167
0
Florida, US
Sorry I know this might be silly to ask as I haven't tried it (laziness I know) BUT...how much more damage and how much slower is this exactly compared to the axe?

It's not much of a difference from what I could tell. It didn't look much slower to eye, and really didn't do all that much more damage. Maybe I'm just not noticing it but it doesn't seem like much.
 

sie

FNG / Fresh Meat
Sep 26, 2011
30
7
0
England
www.wolfpackclan.com
Great weapon, anyone who isn't happy with it use the fire axe and shut up.

hammers don't make a noise if you swing them through the air in real life so doesn't need to be included in the game.

The knock back looked retarded so it was left out, simple.

He already stated that it's slower and more powerful then the fire axe why would he lie.

Ok thx bai.
 

Gartley

Grizzled Veteran
Dec 27, 2010
2,325
349
83
UK
www.wildcardproductionstudios.co.uk
Axe Primary = 125 + possible 50, Fire Rate 1.1
Axe Secondary = 200 + possible 75, Fire Rate 1.333
Hammer Primary = 150 + possible 50, Fire Rate .9
Hammer Secondary = 230 + possible 75,Fire Rate 1.1

Marginal differences. Its a bit of fun. Not meant to bring a world of difference to the game.
 

FluX

Grizzled Veteran
Oct 26, 2010
5,379
234
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www.fluxiserver.co.uk
He already stated that it's slower and more powerful then the fire axe why would he lie.

I never actually said he was lying but I just wanted to see the difference in the weapon by seeing the stats compared. Something i'd rather see then not at all cause then you know how much of a difference there is then trying it out personally.

Axe Primary = 125 + possible 50, Fire Rate 1.1
Axe Secondary = 200 + possible 75, Fire Rate 1.333
Hammer Primary = 150 + possible 50, Fire Rate .9
Hammer Secondary = 230 + possible 75,Fire Rate 1.1

Marginal differences. Its a bit of fun. Not meant to bring a world of difference to the game.
Damage is definitly a change I can see that but fire rate isn't that much difference which is where FSUBoo may be right. I think it may need a slightly slower fire rate if you're keeping it roughly the same reason as the Axe and not being used as the higher tier weapon.
 
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Gartley

Grizzled Veteran
Dec 27, 2010
2,325
349
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UK
www.wildcardproductionstudios.co.uk
Tell you what, you lot do the maths, then get back to me with the figures. Balancing weapons is a pain in the *** no matter how it's looked at. I'm happy to keep working with the 'as long as it's not game breaking' approach to balancing a weapon.
 
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FluX

Grizzled Veteran
Oct 26, 2010
5,379
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www.fluxiserver.co.uk
Tell you what, you lot do the maths, then get back to me with the figures. Balancing weapons is a pain in the *** no matter how it's looked at. I'm happy to keep working with the 'as long as it's not game breaking' approach to balancing a weapon.
I didn't mean to make any bad approach at all. I was only just suggestion it. Im sorry I upset you...