Warhammer 40,000: Inquisitor - Martyr

Warhammer 40,000: Inquisitor - Martyr

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Combi Weapons
Right, time for something productive.

Previously we had heard radio silence on the concept. Granted there's several weapon types still not implimented such as God-Like, Holy and Demonic weapons.. But.. I has an idea.

The concept of a combi within 40k to the best of my knowledge is a Primary firearm with a secondary attachment containing limited ammunition or uses.

(Granted there's also some weapons literally stapled together like 2x bolters.)

Now... Given the limited ammunition what i'd propose if Combi-Weapons are implimented, the secondary attachment takes the slot of the grenade ability similar to the Psyker's current mechanism via the "focus" - allowing for an extra weapon based ability. Extra ammo could be collected during the mission or as part of a separate ammo meter as required.

Why the above? - It's realistic to implement more complex features without starting from scratch or breaking down old ones. Neither is going to be done quickly. But this idea takes advantage of some game features and mechanics already present with the Psyker - making it still quite congruent with both the game and the lore.

Thoughts?
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Showing 1-6 of 6 comments
ctiger Mar 8, 2018 @ 7:03am 
Sounds good, but based on the amount of work the Devs have in front of them currently, I would hold off on this until after release.
AirsickHydra Mar 8, 2018 @ 7:10am 
Oh ofc. Just something for the design table for discussion.
Loken Mar 8, 2018 @ 9:18am 
Aye sounds good, could be added at a later date with an expansion, or an adjustment to relic weapons. Or possibly as a crafting feature as part of a rarity upgrade (relic to legendary) weaponry? That way it would be a special and not that common. Or maybe added late on and unlocked with character level like some weapons are already?
Personally id prefer as a legendary craft but it could work with any rarity tbh. As an upgrade to an existing weapon it would add more deapth than a random drop giving the player the ability to pick and choose which weapon to keep with prefered stats and which multi function to attach.

Something like this addition in general could adjust a weapons skills completely, combined with similar feature mentioned before ( http://steamcommunity.com/app/527430/discussions/0/1634111706737822206/ ) with dual wield weapons it adds deapth across the board.

Im not sure about the lore would need to look into it, but melee weapons could have a similar upgrade for the sake of upgrading skills and finishers. With a button press swing sword/axe and finish off with a shot from attached ranged, or lead up with a shot and finish in melee.
With the ability to already hold a melee and ranged in offhand though im not sure it would be needed, but could potentially expand on skill and weapon system in place.
Last edited by Loken; Mar 8, 2018 @ 10:25am
Di (Banned) Mar 8, 2018 @ 9:24am 
having 2 weapon sets pretty much makes combi weapons useless imo

the sad thing is that the very iconic melee + ranged weapon combination is garbage in this game, since it is infinitely better to have a ranged set + a melee set, and the just swap

combi weapons feel the same to me. they exist so you can add some semblance of range or armor piercing or whatever, but since you have a whole other set of weapons that can supplement your main thing its pretty pointless

the only good implementation i can see is like, the 'combi' part just fires randomly or every few melee swings so its just basically a bonus proc damage
Loken Mar 8, 2018 @ 9:39am 
Originally posted by Di:
having 2 weapon sets pretty much makes combi weapons useless imo

the sad thing is that the very iconic melee + ranged weapon combination is garbage in this game, since it is infinitely better to have a ranged set + a melee set, and the just swap

combi weapons feel the same to me. they exist so you can add some semblance of range or armor piercing or whatever, but since you have a whole other set of weapons that can supplement your main thing its pretty pointless

the only good implementation i can see is like, the 'combi' part just fires randomly or every few melee swings so its just basically a bonus proc damage

Hopefully something is planned.. check the link.

http://steamcommunity.com/app/527430/discussions/0/1634111706737822206/
Loken Mar 8, 2018 @ 10:02am 
After abit of research there are indeed some melee/ranged hybrids, have a look at:

Talons of Horus

Condemnor Boltgun (combi stake crossbow used by inquisitor Greyfax)

Chaos combi melta (one image shows small chain blade below the gun)

Disintigration combi-gun (miniature image shows a bayonet attached)

Volkine combi-weapon (non-canon aparantly but looks good and never seen before in a game. Pistol/sword and could fit the assassin melee class)

Imperial guard units are also able to wield power fists (still not in game?), comissars often have them and some units like Catachan jungle fighters. Many also have bayonets attached so its not out the picture for inquisitions.

Some it seems have triple combination, 2 ranged and melee but for balance sake 2 would be enough imo with being able to carry a secondary weapon.
Being a 1 man army and inquisition attached there is no reason not to go nuts with special and creative weaponry never seen before. All would be lore related, just enhanced additions for the secretive order.. we do have our own tech priest which would no doubt make anything needed to get the job done more efficiently.

There is even an image of an orc melta with a single fire rocket attached, if the orcs can do it then the mechanicum can do it better.
Last edited by Loken; Mar 8, 2018 @ 10:21am
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Date Posted: Mar 8, 2018 @ 5:49am
Posts: 6