RFC: Brass Knuckles

I think that a melee attack while holding a gun shouldn’t be too unrealistic really.

Maybe press a button like in call of duty that lowers your gun and you start punching people. The brass knuckles can be equiped like clothing then so you can always have them on. If you don’t have brass knuckles, you just punch with your fist.

Make it one of the few items that you can use while holding a two-handed weapon then, because then it will be used a lot even though it might not do that much damage.

What do you think of that huh?

3 Likes

I agree with Danaby on this one, I think nobody would really use them much if they were a regular weapon, plus it would make them a bit more interesting and unique.

Some other items that give a skill boost could be:

  • Shooting gloves

These are a thing in real life, they could grant a slight boost to accuracy with ranged weapons

  • Motorcycle gloves/Driving gloves

These could improve your driving ability slightly, make it a little easier to steer vehicles.

4 Likes

I would prefer it as a wearable item, I think that if it is a generic weapon, few players would use it and we would have an unused item in the game.

6 Likes

It all depends on how realistic or customizable you want the clothing system to be.

If we’re talking realism and upmost customization, make it 2 glove slots. You can have gloves in 1 slot (still applies to both hands) and then the brass knuckles over the gloves in the 2nd slot, because nothing is stopping you from using brass knuckles and rings over gloves, brass knuckles are wide enough.

If we’re talking less customization, but still realistic, you can have gloves in the gloves slot and knuckles as a 1 handed weapon.

BUT, i think that things like knuckles shouldn’t take away from using other weapons. You can still grab a 2-handed weapon like a fire axe, with knuckles. Yeah, it’s more uncomfortable, but it works 100%.

I personally think that knuckles should be used as a cosmetic in the gloves slot that grants increased punch damage. Early game players can have higher damage, people later into the item progression can use gloves instead and have a weapon of their own. Brass knuckles don’t seem like an item that would be viable once you’ve geared up, so it ends up being a cosmetic decision between gloves and knuckles, UNLESS gloves have attributes similar to what i mentioned in this post. If gloves have attributes of their own, then it turns into a “should i look cool with unpractical knuckles ?” or “should i ditch the knuckles and use gloves for their fall damage reduction ?” decision.

1 Like

I would love to see them act as clothing…but also act as its own weapon if that makes sense? Something that is constant on the player (clothing), but accessible on a hotkey like a bandage.

I like when games implement alternative uses for a style of combat rather than just objectively being better in damage because they serve the same purpose. So perhaps the brass knuckles don’t do as much raw damage as say a knife or other melee weapon. But is like having a third weapon slot. Example: A Hawkhound and Colt in your primary and secondary slot, with brass knuckles on your fingers. Compared to having a Hawkhound and melee weapon equip. It will be up to debate and player preference if they want two firearms, maybe Rifle and SMG for players or hard AI, with back up knuckles, or just rock One primary and a melee secondary.

So the trade off is my brass knuckles may not be the fastest damage compared to a sharp knife, but instead of just being a lower damage melee weapon saves a weapon slot. To me seeing brass knuckles on a drop would get me excited like “o boi now I can play the game this way”. Compared to say picking up a hammer, its just a worse melee weapon that is the same in every way as a knife just worse.

Also there is so many avenues brass knuckles could take in a new Unturned (U2 that is). Regarding blunt damage vs piercing damage. Just off the top of my head I am already thinking random new mobs in U2 could be weak or strong to blunt damage like hammers, clubs, or knuckles. Creating a utility for certain items.

As well the world of opportunities goes even further with the agility to one hand a pistol and one hand a brass knuckle.

2 Likes

Since players have been discussing brass knuckles, it’s worth noting that there could be different implications for how skills are allowed to affect brass knuckles. Depending on whether they’re a passive buff to both hands as a pair of gloves, or if they’re a one-handed punching melee weapon that can be dual-wielded.

10 Likes

I think this ones the way to go, I definitely think more customization would be beneficial to the survival aspect of the game.

1 Like

I think it makes sense as an item stacked in the glove slot, like a shirt and a jacket.

3 Likes

I’d vouch for brass knuckles acting as a wearable hand-slot accessory. Surely making it a standard melee weapon would make it an underused, generic weapon found in the streets you would preferably scrap for a piece of metal.

By making it a ‘glove’ item, you would give people the ability to have a competent psuedo 3rd weapon in the scenario that you prefer having 2 ranged weapons, even if gun melee is in the game (which I believe would be weaker/slower than regular fists). Optionally it could serve as a gun melee replacement as a single punch though it shines more if you’re holding nothing else for its faster attack rate

The fist damage bonus would be its only benefit. Other accessories in the same slot would have other uses like warmth, protection or skill-boosting so brass knuckles wouldn’t entirely be an must-have item. Since we’re not looking for realism and the fact that we don’t have ‘true’ hands I’m sure the inconvenient grip doesn’t have to exist

9 Likes

To follow-up on this, I am personally more inclined for it to be a standard weapon for the sake of how the planned skill system interact could interact with it (as a weapon). There’s also other realistic options for buffing melee/punching damage via gloves (e.g., SAP gloves for punching), although they’re less visually distinct compared to brass knuckles. The suggestion for switching punch damage type for spiked brass knuckles is interesting regardless.

The biggest imaginable downside would be however they have to be equipped, which is a very reasonable concern as to its usefulness and a hefty downside if it took up dom/sub hand slots.

4 Likes

I personally see no reason why they couldn’t count as a standard weapon regardless of how they are used.

I didn’t think about the current gloves item providing for both hands instead of just one earlier. Maybe there could be an alternative way to work with items equipped in your hands.

image

Item slots currently work like this, one item for your left hand, one for your right. What if it’s turned into something where you can have multiple items in one slot? Assuming that the look of the inventory will change in the future anyway, there could be a small tab when you have two items placed in the same slot, like a single weighted glove and a pistol.

The tab would essentially just be the name of the item, with the same color as the item’s rarity. Dragging it or right-clicking it would be identical to doing the same with any other item in the game. It would allow for attaching the item to the hand itself without being overly obtrusive in the UI.

2 Likes

I think there should be 2 kinds of weapons, one should be a glove modification like this:

the other kind should be like normal brass knuckles

A third kind is something like this
image

A fourth kind is something like this
image

These variations i think should be sufficient, i think for all the needs of players.
The gloves should deal less damage but you should be able to use weapons with them, but the knuckles should prevent you from using them.

Next it doesn’t really matter if the knuckles are underused, they are bad weapons in a zombie apocalypse anyway as you have to get close to use them. So they should BE cheap weapons that you use when you spawn in.

But maybe to make them more viable you can base your character around fists and fist based weapons, perhaps Nelson can add a skill system like we see in RPGs.

Otherwise I think they shouldn’t be all that great, as they are not that great as weapons anyway, as they are very short ranged weapons and aren’t really all that useful, but they should be in the game as they have their niche roles. Maybe we can make them very lightweight and small sized, which makes them perhaps more useful.

1 Like

Thank you to everyone who participated for all the varied feedback!

I had not yet considered suggestions like the spiked brass knuckles or how it would affect gun stock whacking smacking (however you like to call it).

My takeaway is that we should go for the best of both worlds, incorporating all of these suggestions.

  • Brass knuckles and spiked brass knuckles will be one-handed weapons, so equipping them does not affect gun melee damage.

  • Weighted gloves or studded gloves will boost melee damage across the board, for punching, knuckles, melee, and gun melee. This may have some negative tradeoff, and contends against other types of gloves like speed reloading gloves or winter warm gloves.

  • Weighted gun stocks ideal for melee may have negative tradeoffs.

I would also like to address the tertiary weapon slot suggestions. That completely makes sense with how equipment slots worked in Unturned, and how they appear to work in Unturned II, however I intend to revise this in the future. In 3 the purpose of primary and secondary were to provide a visual indicator to other players of whether that player had weapons or not. They might have weapons in their backpack, but the only quickly accessible weapons were visible at a glance. Otherwise the slots function similarly to hotkeyed items which were added later. You do not necessarily have your primary or secondary equipped, you could have an item from your bag equipped instead. In 4 those widgets are only ever the actively equipped items. Each clothing item will display which weapons may be contained as holstered items to solve the visual indicator of weaponry. Item quick access will then be handled separately with bindable hotkeys and/or a quick select wheel, and whatever else is suggested for quick access.

This thread has been interesting and I will keep the format in mind for future questions. :slight_smile:

23 Likes

I’d say weapon because I always thought it would make it uncomfortable and hard to hold any other weapon. Like if you swing a bat with the brass knuckled on, there would be more wiggle when in contact with something, and the recoil of a gun would loosen the gun out of your grip.

1 Like

When talking about disarming your opponent, it would make sense to have glovelike weapons to be handeled as clothes/equipment rather than weapons.

When disarming rifles, pistols or any melee weapons, the victim simply lets loose of his or her weapon (when successful, of course), gloves or knuckles on the other hand are more chained to the hand and shouldn’t be disarmed that easily. Unless it should be possible to literally rip of your enemy’s clothes, but that’s something you would likely do after you neutralised your enemy since tearing off, for example, a bullet proof vest might proof ineffective during the heat of the moment

Well, a knuckle could be disarmed, but you need to pull it of the fingers, however, by that logic, gloves should also be able to be pulled of your hand (more roughly of course). The question is, how firmly attached the knuckle would be to the hand; maybe I think too far and it’s quite easy to disarm a knuckle since the holes for the fingers are way too big to allow a firm grip, in contrary to gloves. Dunno, never had to disarm someone with a knuckle before.

if it automatically equips it when you stop holding something so its ready to punch, then yes it should be a glove option

I think it is a good idea how…
I think giving guns a melee attack like hitting someone with the butt/stock of the gun

its better to uses this, i guess thenn our fingers will hurt.

I feel like this is a great concept/idea but I’d rather have that if you are wearing the brass knuckles and holding a weapon it should be a lot slower shooting and a lot less stable is if the brass knuckles are getting in the way and making your fingers stiff?

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