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Something needs to be done about guns :\

12 replies [Last post]
Wed, 06/29/2011 - 16:51
Captain-Teemo

They are so out shined in this game it makes me feel bad using one... With the sealed sword line, ranged isn't it's advantage, many mobs dodge bullets nearly non-stop, the bounces from alchemers is alright but at less than 1/3rd the damage of a sword, which also hits aoe.... gah it's worthless.

Seriously - I hit something that is weak to my weapon and do less than a swordy swinging a weapon that the mob is strong against >_<

Something needs to be done - it could be a simple damage increase, but I don't like this idea because it's just a numbers fix. I think adding a mechanic that gives guns some advantage in the game would be much better. Perhaps if EVERY gun had it's charge attack fire a penetrating line missile, so a gun would be good against mobs that are trained in a line :\

The current alchemer bounce thing is unique, but ineffective and unsatisfying. The bounces almost always shoot back towards the player meaning you have to shoot the furthest back mob to get the splash damage, but again even if you get the splash damage PLUS additional effect (fire / shock / ice) it's damage is still pitiful compared to what a sword combo would do...

Anyway - maybe OOO just doesn't want gunners to be a primary role, keeping them as backup weapons... I want them to be a main weapon though, and I feel to have them as a satisfying main weapon something needs to be done.

PS - also - the antigua guns are crap - split damage basically means they do bleh damage to everything. Should make them do only 1 attack property, since the new t1 boss is so pierce happy there should be a pure pierce gun that you can get with it's tokens. If there could only be 1 change to guns, it would be this: silversix / peacemaker = elemental, blackhawk / sentenza = shadow, new gun line from t1 boss = pierce damage.

Wed, 06/29/2011 - 16:58
#1
CorianWornen
Legacy Username
You have a point

The only reason I upgrade my gun anymore is just so I can have full equips (two weapons and full armor) but my gun, the super blaster, is useless compared to my fireburst brandish. The only time I use it is to hit far away switches. I agree that something needs to be done about that damage ratio. As for the snarbolax getting a special gun for his tokens I feel that every boss should have full sets of everything (helm, armor, gun, sword, bomb, shield) that way you don't just spend your tokens on a few items then never care about it again. It should feel like and accomplishment and be something you can show off to everyone.

on a side note I feel that auto binding token equipment is kind of annoying since once you get all of it (I have all current snarb equips) there becomes no use for the tokens. There is now just a build up of these accumulating in my equipment from the occasional times I fight him.

Wed, 06/29/2011 - 17:17
#2
Crass
Legacy Username
amassing token

this actually does have a benefit for some of the more dedicated players that want uv's. because u cant mass craft these items like everything else u need to continually work for them so u can try for the uv's u wont on ur item rather than just buying them. this is what im doin for my faust line trying to get atk spd or dmg

Wed, 06/29/2011 - 17:24
#3
CorianWornen
Legacy Username
Tokens give UV's?

I know for a fact there is a topic on these forums that mentioned that token items don't give UV's.

Wed, 06/29/2011 - 19:37
#4
Nodocchi's picture
Nodocchi
That doesn't mean you can't

That doesn't mean you can't upgrade a token item for a chance at a UV.

Wed, 06/29/2011 - 19:58
#5
CorianWornen
Legacy Username
Such low chances though

Barely makes it worth it since you can't sell them. You'd have such a large collection before getting a good one.

Thu, 06/30/2011 - 12:40
#6
Captain-Teemo
Of all the changes - the bare

Of all the changes - the bare minimum I would like to see is the antigua series being made single damage property with a new pierce gun from the t1 boss. As it sits those guns do pretty much the worst damage, and yet they are sorta the best designed (high clip, good range, cool charge attack, ect)

I don't know why OOO decided to make them split property damage but it really works against the guns and makes them weak because of how the damage system works. There are 3 damage types and 6 monster types, every monster is weak to 1 type, and strong against another. This means there is only 1 monster type that each gun is "good" at (barely good since only half the damage is getting increased), with 1 they are really bad against, and 4 you might as well be using a neutral damage weapon against :\

The game just isn't designed to have split damage property weapons, at least - unless these damage amounts are very high, which they aren't. Gun damage is really low, doing this just screws them even more.

I saw someone post up about new guns coming soon - that is great and all - if they are good, I will be really happy - I'd still like the antigua line looked at though since they are boss token guns and should be good even if new options are released :\

Thu, 06/30/2011 - 13:15
#7
Gigafreak
Legacy Username
Gun charged attacks are also

Gun charged attacks are also simply not worth using apart from the Alchemer's (for the split shot property) and the Pepperbox's (pull shot). Maybe something can be done to add utility to each gun's charged attack, possibly without even requiring new art assets... I'll just throw these out there.

Blasters: Have the charged shot deal wide splash damage or simply plow through enemies like the Avenger's charged attack. The bullet is big enough to make either of these ideas seem plausible. Splash damage can use a scaled-down version of the Blast Bomb's blue explosion animation. Ranged splash damage might be balanced versus the actual Blast Bombs by the fact that movement speed is harshly cut while charging a gun, the explosion requires a target to hit (or the bullet expiring), and that, well, enemies auto-dodge charged shots but not bombs.
Magnus: Charged shot could be a long-range, penetrating hitscan that leaves a trail of Brandish-style shockwaves in its wake (a sonic boom or something?).
Antiguas: Skip the five pre-shots and go straight to the birdie, or instead make all five pre-shots penetrate.

Fri, 07/01/2011 - 02:41
#8
ABlackGuy
Legacy Username
Gunslinger reporting in

Im with you OP I love using automatic guns and some of the spray CLEARLY hits a target but my damage counter doesnt show! these guns need more range

+1 I want a Gunslinger class! Gunslingers report in!

Sat, 07/09/2011 - 12:13
#9
White_spiral
Legacy Username
I know!

I love my pepperbox and all but compared to my striker it feels completely useless apart from the fire. It seems like the only way to do real damage with it is to hit all six bullets of the spray and the only way to do that is to stand directly in front of the enemy (try doing that without taking serious damage) and even then my striker kills them much faster. They either need to raise the number of shots, up the damage or make it easier to hit enemies.

Sat, 07/09/2011 - 13:07
#10
Nodocchi's picture
Nodocchi
@Shoshuko Um, try hitting a

@Shoshuko
Um, try hitting a construct with a flourish and an alchemer I think you'll find that you deal more damage with the gun than the sword.

Sat, 07/09/2011 - 14:12
#11
Tuuc
Legacy Username
Balanced player reporting

I use my Khorovod and my Valiance quite evenly. The former is so slow the latter is needed in situations in which speed is of the essence and in case melee means getting surrounded, like in Arenas or Danger Zones. If guns were buffed, my Khorovod would only be unsheathed when I need to keep opponents at a distance - which would be almost never, as a shield does the job fairly well. The advantage of a gun to a blade is that at range, most opponents are not nearly as dangerous, making it somewhat safer than engaging in close combat.

Sat, 07/09/2011 - 21:02
#12
lemniscate
Legacy Username
I've been triple-wielding

I've been triple-wielding guns for awhile, currently running with Voltech 4*, Shadowtech 4* and Mega Magnus 4*, pretty happy with my arsenal. DPS buff might be nice, though, because they're not good for handling bosses.

"Gun charged attacks are also simply not worth using apart from the Alchemer's"

Agree. I never use charge shot as it is.

"ranged isn't it's advantage, many mobs dodge bullets nearly non-stop"

The enemies dodge in predictable ways, though -- gremlins dodge backwards, devils/critters dodge sideways, no matter where you shoot. You don't aim at them, but where they're going to be.

Also, I've noticed that for some reason monsters in general will not dodge nearly as much against the Magnus line of weapons. I don't know why that is.

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