Tried sling. Said can't equip launcher with off hand weapon equipped.
If I can hold a shield in my off hand while slinging and get magical bonuses from it, I should be able to hold a weapon in my off hand while slinging, get any magical bonuses it has, and just not be able to attack with it while slinging.
I kind of wish they'd gone with a modular interface like IWD2 has...that's about the only feature I genuinely liked about that game. They also had each weapon slot was a separate load-out, so 1 could be a sword and shield, 2 could be dual-wielding, and 3 could be a bow or 2handed weapon. And there were no conflicts.
And you could add more or fewer weapon slots, replacing things basically at will with any spell or ability icon your class combos could use.
I kind of wish they'd gone with a modular interface like IWD2 has...that's about the only feature I genuinely liked about that game. They also had each weapon slot was a separate load-out, so 1 could be a sword and shield, 2 could be dual-wielding, and 3 could be a bow or 2handed weapon. And there were no conflicts.
Exactly, I've been hoping for this for a long time. Needing to enter the inventory screen breaks immersion for me, so if I want to use bows with my party members, I have to equip them with 2-handers or single weapons. IWD2 nailed this issue.
It is inconvenient, for sure. I've always rationalized (or tried to) it by assuming that it represents the difficulty of swapping weapon in the middle of a fight - kind of like swapping suits of armor and whatnot.
The solution that would make it desireable (IMO) is to introduce the delay mentioned earlier.
Some other ideas that would make it good, IMO:
1) the delay mentioned above
2) allow the switching to happen, but equipping the new weapon mid-combat forces your character to drop what was previously being held to the ground.
3) some sort of dexterity check to see if you can do it without dropping all the weapons to the ground Being hit in melee would probably cause a fumble (like casting interruptions)
I can't find this feature request in forum search...surely this has been requested? Instead of having to manually change the weapons to dual in the inventory every time, can't we just have dual-weapons on one weapon slot? So it's also easy to toggle from ranged to dual.
I was just thinking about this yesterday, it's one of those things that make the game feel outdated. IWD2 did it right, and NWN too. I hoped that with the UI overhaul they would have fixed this, and if the NWN approach isn't viable, @bigdogchris suggestion must be. There is no need for penalties other than the ones you would have in NWN(lose your turn?) since it didn't break NWN it shouldn't break BGEE.
To be honest, I was really surprised that this wasn't fixed. With the original game, it was an annoyance, and that hasn't changed. My guess is that it is related to the way the game handles unequippable items (perhaps that is hard-coded). Anyway, it probably stems from the fact that equippable items aren't in the inventory (NWN swaps the chosen items from inventory to slots, essentially avoiding the conflict).
A great feature would be so that you could equip a ranged weapon in the secondary slot, and a melee weapon in the primary slot and another weapon in the shield / dual wield slot.
Then if the primary slot is selected you dual wield as normal, and if the ranged weapon is selected you can still use ranged attacks.
Give the stat bonuses from the off hand weapon if it is a one handed ranged weapon (sling, dart, etc) because I don't see why you can't hold a sword in your left hand and not use it if you can hold a shield.
And if you have a two handed ranged weapon selected let the character switch between dual wielding and ranged without having to open the equipment screen. Basically selecting the bow would "unequip" the bonuses from the two weapons as if you weren't wielding them, and switching back to the primary weapon would reactivate dual wielding. This would also apply to sword and shield to bow and vice versa.
As it stands now I try to make my character that use slings be sword and board, and my characters that use bows use two handed weapons, and my characters that dual wield almost never use ranged attacks.
If this is considered over powered for some reason I haven't thought of you could make it take half a round or some other amount of time to make the switch.
Or just implement IWD2's interface...that would solve a lot of issues (and you could pick which buttons were on your bar which would make a C/T much less annoying to play). They're both infinity engine, I imagine it wouldn't be super uber hard to bring it over.
Are there any sort of penalties in BG for swapping weapons mid-combat? I know a lot of PnP rpg's have some sort of penalty for that kind of thing, I'm sure AD&D should as well.
There was also another thread or two that already brought this topic up.
Are there any sort of penalties in BG for swapping weapons mid-combat? I know a lot of PnP rpg's have some sort of penalty for that kind of thing, I'm sure AD&D should as well.
There was also another thread or two that already brought this topic up.
Nope there's no penalties for switching weapons during combat in BG. You can safely swap weapons, drink a potion, organize your inventory, and read a book, all in the middle of fighting.
Nope there's no penalties for switching weapons during combat in BG. You can safely swap weapons, drink a potion, organize your inventory, and read a book, all in the middle of fighting.
So my question is, "should there be a penalty?" I think so. Being able to do all of that freely mid-combat, but not being able to swap armor and clothes. . . seems inconsistent to me.
Putting a sword in its sheath and grabbing a bow off your back is going to be a lot faster than switching plate mail armor.
Maybe at a distance, but I really doubt that could be done in a melee encounter without a penalty or some kind reflex check to se if you succeed or not. And even then, I think some sort of attack of opportunity would make sense.
Plus, weren't you talking about dual wielding swapping to ranged? So sheathing two weapons and pulling out your crossbow/longbow seems a little too unrealistic in a melee fight.
I think it would be a lot easier to believe if a character dropped the weapons on the ground and then swapped to the new weapon. That makes more sense to me. Either way, this is just a game and realism takes a back seat in most RPGs, IMO.
Nope there's no penalties for switching weapons during combat in BG. You can safely swap weapons, drink a potion, organize your inventory, and read a book, all in the middle of fighting.
So my question is, "should there be a penalty?" I think so. Being able to do all of that freely mid-combat, but not being able to swap armor and clothes. . . seems inconsistent to me.
What did you have in mind? Like a time commitment or an attack of oppertunity?
That said, I am pretty sure drinking a potion takes time.
Maybe at a distance, but I really doubt that could be done in a melee encounter without a penalty or some kind reflex check to se if you succeed or not. And even then, I think some sort of attack of opportunity would make sense.
There have been several requests for a similar weapon setup as IWD2, which provided four slots for what the character is holding. This could potentially allow a character to equip a sword and shield, 2-hander, bow, and a pair of knives all at once.
Seeing as how often it gets requested, I'm hoping they'll implement something like this soon. It might be tough to code, though.
Comments
Tried sling. Said can't equip launcher with off hand weapon equipped.
If I can hold a shield in my off hand while slinging and get magical bonuses from it, I should be able to hold a weapon in my off hand while slinging, get any magical bonuses it has, and just not be able to attack with it while slinging.
1.I can equip a 2handed/missile weapon and a weapon and shield/dual wield and be able to switch between them with the quick buttons
2.I can dual wield missile weapons (slings, darts, throwing axes, daggers and hammers)
Basically please fix the mess. That's what EE is all about, right?
And you could add more or fewer weapon slots, replacing things basically at will with any spell or ability icon your class combos could use.
The solution that would make it desireable (IMO) is to introduce the delay mentioned earlier.
Some other ideas that would make it good, IMO:
1) the delay mentioned above
2) allow the switching to happen, but equipping the new weapon mid-combat forces your character to drop what was previously being held to the ground.
3) some sort of dexterity check to see if you can do it without dropping all the weapons to the ground Being hit in melee would probably cause a fumble (like casting interruptions)
This is most annoying!
Then if the primary slot is selected you dual wield as normal, and if the ranged weapon is selected you can still use ranged attacks.
Give the stat bonuses from the off hand weapon if it is a one handed ranged weapon (sling, dart, etc) because I don't see why you can't hold a sword in your left hand and not use it if you can hold a shield.
And if you have a two handed ranged weapon selected let the character switch between dual wielding and ranged without having to open the equipment screen. Basically selecting the bow would "unequip" the bonuses from the two weapons as if you weren't wielding them, and switching back to the primary weapon would reactivate dual wielding. This would also apply to sword and shield to bow and vice versa.
As it stands now I try to make my character that use slings be sword and board, and my characters that use bows use two handed weapons, and my characters that dual wield almost never use ranged attacks.
If this is considered over powered for some reason I haven't thought of you could make it take half a round or some other amount of time to make the switch.
Thanks for reading.
There was also another thread or two that already brought this topic up.
Here ya go;
http://forum.baldursgate.com/discussion/13064/improved-weapon-load-outs#latest
I'd say that activity should be able to be done between rounds fairly easily.
I'd be super happy with it taking a round to switch if they'd just give us the Icewind Dale 2 interface for different weapon sets
Plus, weren't you talking about dual wielding swapping to ranged? So sheathing two weapons and pulling out your crossbow/longbow seems a little too unrealistic in a melee fight.
I think it would be a lot easier to believe if a character dropped the weapons on the ground and then swapped to the new weapon. That makes more sense to me. Either way, this is just a game and realism takes a back seat in most RPGs, IMO.
That said, I am pretty sure drinking a potion takes time.
Seeing as how often it gets requested, I'm hoping they'll implement something like this soon. It might be tough to code, though.