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New Gun Suggestion

7 replies [Last post]
Wed, 12/21/2011 - 23:24
Tdhk

So, I have been thinking, and gunners only have 2 viable options for reasonable AoE damage. The much overused Pulsar line and the much less used catalyzer line. I think it would be great to see some form of "artillery" guns, available through the krogmo coin token transfer. The recipes would be available at the regular cost of 50,100 and 150 krogmo coins and would have 2 paths for upgrade. One would be an elementally based fire weapon causing knockback (fire so it isn't over used in FSC as a replacement for the polaris to spam vanaduke from a distance), and the other a shadow based stun weapon that causes an implosion like the vortex style bombs. Both paths would start from a basic minature cannon gun that deals normal damage with no knockback. Alternativly they might be split into a dual Normal-Elemental/Shadow damage gun.

The pros/cons and PvP uses for the guns themselves would be this:-

{}Fire{} (Could be named something like Fiery Detonator for 4* and Volcanic Detonator for 5* to stick with the naming pattern for fire weapons.)
Pros:- Long range, medium AoE elemental damage (slightly smaller then 2* bomb radius), knockback, good against constructs and undead, causes fire status.
Cons:- Minimum range requirement (something along the lines of heavy sword slash range), slow to fire, 1 shot per clip, weak against gremlins and wolvers (even more so as these foes dodge projectiles).
PvP:- Able to assault camping bombers denying area on control points. Provides accurate AoE to a specific area. Can be countered by closing in on the user, slow firing leaves user vulnerable to counter attack. Allows for a gunner-bomber pair to knock foes into bomb radius to counter foes shooting at the bomber just out of range.

{}Shadow{} (Could be named something like Warp Detonator for 4* and Graviton Detonator for 5* to give a feel for how the guns would operate.)
Pros:- Long range, medium AoE shadow damage(slightly smaller then 2* bomb radius), implosion effect, good against jellies and gremlins, causes stun status.
Cons:- Minimum range requirement (something along the lines of heavy sword slash range), slow to fire, 1 shot per clip, weak against undead and fiends (more so against fiends since they dodge projectiles except for trojans).
PvP:-Able to assault camping bombers denying area on control points. Provides accurate AoE to a specific area. Can be countered by closing in on the user, slow firing leaves user vulnerable to counter attack. Allows for a gunner-bomber pair to draw foes into bomb radius to counter foes shooting at the bomber just out of range.

The charge attack for the guns could either be a dual shot or larger AoE, thereby making it either deal more specific damage or deal damage in a larger area, also forcing the user back due to the force of it (like the callahan line and pulsar lines). The damage would be somewhere along the lines of either 2 advanced pulsar shots or a charged shot from a 3*/4*/5* pure damage alchemer. The shots would land where the mouse is placed i.e they can be fired over objects without clipping, causing damage when they land after about a 1.5 second flight period. (main advantage would exist in shooting over solid barriers and getting around the trojans shield without having to draw an attack and counter solo).

In terms of animation/modeling issues, OOO could just re-use existing models/animations (e.g. For the bullets, simply re-use the alchemer bullet model. For the firing animation, use the Magnus animation. The model for the gun can be a larger barreled magnus or larger barreled antigua). There may be an issue with visability while playing, if all 4 players are firing off rounds left, right and center. Perhaps a rehash of the pulsar explosion in different colours (purple/black and orange/red).

This is just a quick mockup of an idea that I got from a "rocket launcher" thread, since I am not too keen on the whole "rocket launcher for gunners" thing. I have tried to make this as balanced as possible, with as little work as possible for OOO, as well as actually introducing new strategies and combos to the gameplay to enhance the experience. If anyone sees some form of issue, has their own idea they would like to share or would like to add some new takes to my idea, feel free to comment.

Thu, 12/22/2011 - 06:17
#1
Knuts
I think this is a great idea.

I think this is a great idea. Gunslingers can play a stronger support role. Bring another dimension to PvP as well :)

Thu, 12/22/2011 - 14:38
#2
Tdhk
Le Bump

Le Bump

Thu, 12/22/2011 - 15:44
#3
Frocus's picture
Frocus
awesome

i would finally love to be able to do AOE damage without having to spam polaris all the time

Thu, 12/22/2011 - 18:49
#4
Mysticbeam's picture
Mysticbeam
i didnt really read it but...

Sounds pretty good! I think ur trying to basically describe a.portable cannon, and I like it :)

Sat, 12/24/2011 - 00:19
#5
Tdhk
Don't let this die.

Bump for life.

Sat, 12/24/2011 - 02:34
#6
Truespiral
The Shadow gun

Your ideas are very interesting. However, as a person who likes to bomb I feel that the 2nd gun that you're proposing is very overpowered compared to its bomb counterpart, the gravitron/electron vortexes. This is because the grav bombs require you to charge AND half your speed. As opposed to your gun which would give the same crowd control effect but be a) wayyyyy easier to use due to it being a gun b) no charge required to execute the vortex attack c) same movement speed. Therefore the gun is not balanced at all.

I get that, in theory, if this idea was realized then the grav bombs would be the ones to do more dmg. But probably everyone who seriously uses grav bombs knows that its something used solely for crowd control and not damage.

Plus if you think about it, spamming the gun would probably be an effective way to KEEP the monsters at a distance as they'll keep getting sucked up into the epicenter of the gun's implosions.

Not saying that the gun is a bad idea though, just way too OP. Maybe make it so that it shoots blanks/normal shots when its not a charge shot and shoot a real gravitron like shot when it does charge (but maybe just a smidge smaller than the real thing =] ). IMO that is way more balanced.

OOOOORRRRR Make gravitron bombs give normal movement speed :D

Sat, 12/24/2011 - 18:04
#7
Tdhk
Thanks for your input.

Thank you Truespiral, you have provided a valid point. Now that I think about it , it may be OP. There is no need to change the vortex bombs, as they are set up to act more as "chain traps" where you can get them sucked in once and chain them into a loop. Perhaps it would be best to have only the charge apply the suction effect.

However, just to clear up, the vortex would be an instant thing, forcing people towards the epicenter, then allowing them to run free. Basically the main differance between that and the regular vortex style bombs is that the bombs apply this effect for a reasonable time, enough time so that another bomb can begin "warping" by the time the next explosion happens with a maximised charge rate. Mix the guns instant warp with the reload time and the reload time, it might just be balanced. Naturally, the gun would have a smaller radius then the bomb, given its speed advantage and its gun nature.

Also with the "spamming the gun", I have tried to incorparate the first single shot clip into this gun. This would make it near immposible to spam, given that one must reload before the next shot is fired (from experience this take between 0.3 and 0.75 seconds). Still it does make a valid point as "spam" is all down to perspective. In short, the whole idea is for this gun to provide accurate, tactical support fire that allows a gunner another choice other then the over-used polaris and the under-used valiance for monster manipulation.

Your ideas and views were appreciated.

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