Board Thread:Suggestions/@comment-30455744-20171122185319

Katana (Primary)

Stats

Damage: 255

Energy: 10

Max hits: 3

+ Trip

+ Headshot

+ Dash Ability

Unlocked at level 25

Explanation Dash Ability

The dash ability would make the Katana stand out from other melee weapons. This ability would allow the player (while holding the Katana) to dash forward a few meters/studs (I don't know what type of measurements are being used in roblox). This would consume 30 stamina. The katana will sweep while dashing, doing the Base damage (255), and have a max hits of 5. This would allow for new strategies, like jumping into enemies to defend your comrades (because melee weapons give you invincibility for a few frames). Or getting out of tough situation. I would suggest giving it a cooldown of around 0.3 sec, to avoid glitches/spamming to make it too overpowered.

Reasons

1. There is no primary melee weapon. The flamethrower might be an exeption but it doesn't feel like a real melee weapon. This weapon would make  selecting a secondary gun (Swat, Python and Steyr M) a more common thing to see happen (Expect for boss fights where this is mostly the case).

2. The dashing ability would give chance to new strategies and teamwork. It would allow players to use more teamwork. (Example: A person would be at the frontline while others give him backup from a longer distance, when the 'frontliner' is almost out of stamina, could dash back and regain some stamina. This while having backup will make a good strategy.) This weapon could besides teamwork work perfectly fine in solo situation. Allowing you to dash away from enemies (in endgame scenarios) and using your (secondary) gun from a distance. Ofcourse this wouldn't last long because the dash requires stamina. This makes it balanced.

3. There is no item in the game yet that increases the speed of the player. The katana would be the first to allow this (kind of) making it something new and refreshing. Making it (hopefully) well accepted by the community.

Changing the aspects of this weapon

If this weapon seems to be unbalanced in some ways (Damage, Stamina, Unlocked Level, Etc.) Feel free to edit it the way you desire, I'm not sure about it either. I still tried to make it as balanced as I could. The important thing is that the dash ability keeps existing.

There are a few things to keep in mind while changing stats (there might be more than these):

1. The katana uses no ammo, it instead uses stamina. This means that there's no need to restock on ammo (Expect when you have a secondary gun).

2. The dash ability shouldn't have a separate 'reload' bar, it would make things more complicated for the player. Besides, using the stamina bar would give me strategic options. A small cooldown to avoid it being to overpowered or glitchie would be sufficient (This would ofcourse be an invisible bar)

3. The length of the sword is also a thing to keep in mind. This is a katana and ofcourse, those things aren't small (like the Rambo or karambit). so it's important to keep in mind that the hitbox of the katana doesn't make it too overpowered, compared to the other melee weapons (Although they are secondary).

4. This is a primary, it's logical to be alot better then it's counterparts (The secondary melee weapons). The katana would be equiped instead of guns like the Spas-12 or Barret 50c (Around the same rank requirements). The the guns you will probably equip (Steyr M, Python, etc.) are alot worse then the primary guns.

5. Using this weapon in combination with the karambit amd tactical vest II would create a very mobile person. Thus (maybe) allowing it to escape most dangerous situations and constantly being on the run. This wouldn't be very fun for the other players. Thus it is important to make sure these things cannot happen in the extreme.

6. The katana can one-shot every enemy expect the Digger, Ticker and Brute. giving it a bit more or less damage wouldn't do a whole lot to balance it.

Too Underpowered?

If this weapon seems so be underpowered I would suggest giving it a tiny speed boost, like +1 or +2 walkspeed (16 is the base walkspeed in roblox). There only fit 3 extra things under the Damage, Energy and Max hits, making it a bit of problem. The Headshot could be removed being not very important. This would make it's stats go down a bite more (And that's not what we want when it's underpowered). giving it more damage wouldn't really do much good. If the extra walkspeed isn't 'good enough' to give it a buff, I would suggest making the stamina consumption around 8 or 9.

Too Overpowered?

I would suggest lowering the damage to 215 (or less), making it unable to oneshot an elemental. Increasing the stamina usage would make it alot less mobile, removing the effect it's supposed to give (mobility).

One Last Small Thing

If anybody has something to add on this, please tell so! I would love this to be a thing, and with everybody's help combined it might (still probably not) happen

Thanks for reading all this (I know it's a whole bunch)

Sorry for any bad grammar, I got dyslexia and am dutch (good excuse right? :p)

And yes, I really love the 's :3

username (roblox): casvdbeuken (If you have any questions idk?)

Sincerely, Cas 