|-||Ryuzaki4Days||26s||Take drugs. Kill a bear.|
|-||LegerdemainMouse||24s||always sleepy zzzzz|
|a||Mench||26m||Doing a bit of everything.|
|-||ReeferMadness||2m||May the bridges I burn light the way.|
|And 30 more hiding and/or disguised|
Pistol whipping also sounds cool at least for RP, not so much for combat. Can you kill people with a pizza slice, yes? So I guess guns shouldn't be much different.
You still have to watch your ammo and engage the safety when you're out of bullets, requiring active monitoring (and raising the question of why you don't just reload if you have another clip).
That would make it more likely that you only use your gun for melee either as a last resort or when you just want to be baller and smash someone's face in with a pistol whip.
This would also give guns a non-lethal option and in fact let them transform from lethal to non-lethal, although requiring a different skill. Should be considered.
Here’s a balance solution; don’t make them that great of a melee weapon then. There is also a UE investment and monetary investment needed. Low to no ue invested in melee? Sure, be like Marleen and swing your gun like a doofus and do no damage.
High ue investment? You can buttstroke, muzzle punch and pistol whip as god intended.
Again, I can fight you with a slice of pie why not, right?
Yeah maybe it should be on player skill to be paying attention to manually do that I guess, but it feels silly, and smashing on a baka with your Poppop is kinda awesome, ngl.
The code limitation piece should be fairly obvious to you if you relate it to the WJF Enforcer II and it's two ammo types. The safety feature Crooknose mentions seems like a comparable toggle method though that could totally work.
That said, I've always enjoyed needing a backup weapon or HtH skill for the scenario when the gun jams or runs out of ammo. It adds some solid nuance to the firearm user and creates opportunities to do things like hand someone an unloaded weapon knowing they can't do much with it.
I will admit though - in my early days of SD I assumed melee was responsible for a firearms ability to parry.
A suitable CP gun modification would be my ideal compromise in this scenario but overall I'm just not feeling it.
Oh, pistol bayonets also exist if I recall correctly, so that opens up an entire new avenue.
Perhaps, if we wanted to get really technical. Base the rifle bayonet on long blades, and the pistol bayonet on short? For the sake of yknow, rifles being incredibly long in comparison to a pistol.
Any thoughs on this?
Also, ballistic knives should totally be a thing, but that's a topic for another thread.
Obviously you can't hit people with guns IRL, so we totally shouldn't be able to in the game.
And then don't even get me started on dual wielding empty pistols.
Dare we go down the rabbit hole of whether you prefer a two handed or one handed grip on your pistol?
Is a Seburo like a butter knife and a MK-23 like a khukuri?
Screw you Grizz. It's too early for my head to hurt this much!
"WHAT MAKES THE GRASS GROW!?!"
"BLOOD BLOOD BLOOD!!!"
You can absolutely hit people with a rifle, bayonet mounted or otherwise. It's not ideal and I doubt it would do much damage, but it can be done if someone gets too close orrrrr really dire straights, you run out of bullets.
Only thing I am unsure of is what skill this should use. I can see the logic of the melee skill being involved given it is an improvised tool as far as hitting things goes, but it is done with the weapon so maybe the normal weapon skill should apply?
That being said, having something like a safety where upon if on it switched to melee would be interesting. You would still need to be paying attention. However, I do think the melee of the weapons would be rather limited so as to not make them too uber.
Might I suggest a rail mounted tazer that has bollocks hit, but fucks your stamina from the shock? Like a rifle mounted cattle prod, or perhaps a baton-head like object that ejects from the stock, switching you to melee while you wield a weapon that was hidden inside your weapon, rather than beating a guy with your 3D printed no reload piece of trash.
I like the safety idea as a quick kinda deal for this, but there's far more themely ways we could take this.
Also, if you have taken any kind of training with these, you can parry with a rifle. Again, not asking for it to be a melee character (or whatever skill it could factor) first choice either. It was also brought up to being a non-lethal alternative for gun users, which is something I didn’t initially consider but do like.
As for a chainsaw under barrel attachment, it is so crazy that I like it, but bayonets, chainsaws, probably should get their own thread. That is a whole different can of worms.
The design encourages you to pick the right tool (or person) for the job. TERRA doesn't walk around with knives because their job is not to kill people, etc.
BECAUSE I LIVE IN A TRASH CAN AND CANT AFFORD IT MOTHERBAKA!
Melee is a relevant skill. Don’t like melee stuff don’t invest in it. Nobody is forcing you to not carry extra magazines or weapons (except maybe your economical situation) so you might never even have to utilize this if it ever came to be.
It would just be cool, in line with being able to use everything as a melee weapon, and add a non-lethal option is all.
If it were done for guns then it'd have to be for knives too, which is another thing to consider. (If going with gun skill over melee skill) Also keep in mind that guns can jam, which happens far often than one might think in certain situations.
Weapons that have more or better nonlethal options have weaknesses elsewhere. This way you have assassination missions where it makes more sense to hire the gun guys and gang brawls where if you bring an uzi everyone is going to rightfully call you a serial killer. It stresses keeping people to their archetypes rather than just doing everything themselves.
Sure you won’t be Spec op Steve in terms of efficiency but that’s their choice/problem.
Once again, this would not be some kind of groundbreaking or game changing super weapon.