This is to be used for knockback more than damage. Good for full gunners that want to be able to defend bases in LD, or for swordies that want to use it in combination with a sword to slice then knockback to pervent counterattack. The time between shots would be larger than most, and the reload time would be very long. It would be spread fire, for hitting multiple enemies. The charge would have increased spread and knockback, with only slightly increased damage. Damage would not vary with distance, but the further back someone is, the less knocked back they are.
Shotgun
It's instant, unlike a pepperbox, so you aren't as vunerable unless you overuse it and reload. It's kinda like a point blank polaris, but you get knocked back like you've shot a normal magnus bullet. It's build for keeping or pushing people away from you, but cannot be spamed so that you don't get the ability to lock people in corners. I'm trying to not be too specific, I'm more or less inquiring if people would like a knockback gun.
I usually get bothered by shotgun suggestions, since it kinda lacks a place in PvE (we already have melee weapons to reward close range attacks), but the concept of adding a short range knockback gun... I like that. Non-hybrids don't really have any options for repelling players (besides trollaris, which only works at long range).
I was going to link that thread by Psycho but the search function likes to take its time.
For those uniformed, the idea of a shotgun/close range knockback gun is far from a new idea. Not Devilite CEO old, but not original; the difference being shotguns would be overpowered and a close range knockback gun would outclass some guns which already exist.
Star Range? 2-3-4-5* names?
Damage?
Damage type?
Status effect?
How much chance?
How strong?
Basic Attack Description?
Charge Attack Description ?
PVP weapon?
materials needed to craft?
Rateoffire?
Stagger when fired?
Move while firing?
How much bullets per clip?
Abilities? eg: Damage bonus vs construct Very High
Sorry, the search bar sucks. I've seen that thread, it's overly specific. I'm not saying I'm the first person to think of a close range gun.
I don't want to post everything toaster wrote, I want people to build on this themselves. I don't think coming up wish a classy name increases chances of it getting accepted, I just want to get the in game mechanics down. I don't care about mats or names or apperances too much. I'm just suggesting having a gun that makes a close range blast to knock back enemies, that can't be rapid fire spammed to lock people in corners or used constantly for raw damage. Would function like the first rocket hammer strike with the explosion (I think?), but would be larger and set up so that you can change to another gun to shoot afterwards. Two to three bullets per clip, but firing till you reload should be taboo. The charge could perhaps be three blasts next to eachother, for a wide spread and larger attack. Animation would be spare shells falling off the gun and exploding as the gun is shot. Right now gunners are usualy shooting onto bases, not off of them, decreasing their capping ability. This allows you to be a stand your ground gunner with sword/bomblike knockback.
The one thought that occured to me that could've been an unsolveable problem would be using this with polaris for multi-range explosions. I dismissed it because I think the polaris bullets travel too slowly to be used in unicen.
That and polaris is really more of a swordie gun, it only does long range, the one range swordies can't use, and it works like a bomb, the one weapon swordies can't use in LD. It rounds you out, deals damage that isn't peircing, and has shock, a good midgame between freeze and fire.
QUOTE TIME;
" shotguns would be overpowered and a close range knockback gun would outclass some guns which already exist."
How can you possibly know that they would be overpowered? Have you seen their damage bar? Have you used it? No, you haven't, don't speak out your butthole. If I asked you how much damage it did numericaly, you couldn't give me an honest answer other than 'I don't know'. Don't pretend to know.
Who cares if they outclass certain guns, plenty of weapons outclass other weapons. Sealed outclasses troika, blast outclasses BAB and Irontech, grand flourish outclasses all other flourishes, there are too many weapons that one up others to count. If your only argument is that it's better than another gun or two, you aren't making a real point.
you want SK too make a new gun Thats like a shotgun.....what damage does it do? can you craft this weapon if so how much should the recipe cost? how long is its range? how many bullets does it do? how many stars is it? filll these out
Damage at 5*(Sonic Scattergun) = 9 bars (if all bullets hit)
Normal/Elemental Damage
Medium Chance of causing moderate stun
Fires 5 bullets in a 45 degree angle
Fires a wave in a 90 degree angle with Good Chance of causing moderate stun
PVP weapon, 50 kc for 3*recipe, 100kc for 4*recipe, 150kc for 5*recipe
5* Sonic scattergun materials: Blue shard 10, Red Shard 10, Gel Drop 5, Owlite feather 4, Redwood 3, Meteor Mote 2, Plasma Cell
Rof=N/A
Stagger= 0.3 seconds, pushes you back half a square
Can move when firing at 75%speed
1 shell per clip, Reload time: 1 second
Huge knockback like a sudaruska charge's second hit
Boodo, I don't really think it matters. I mean, who cares what materials you need? There isn't really a reason to list those unless you're so sure it's going to be made into a real weapon, that you want to prepare. Damage is OOO's call, I wouldn't know how they balance weapons. I'm just pointing out a hole in tactics for gunners. I guess I'll try to put some specs up in a format simmilar to toasters below this. Not going onto names or materials. Assume it goes to 5* and starts at 2 or 3. Isn't build off of any allready existing guns. Also, toaster, it shouldn't just fire bullets, it should be an explosion with relatively few projectiles.
1) It can't be smoothly fired like an autogun, where you are able to click twice and basicaly make one big shot. You would stagger as if you fired a magnus.
2) Shooting it creates a large blast in front of where it's fired, with images of autogun needles perhaps to make it look like a shotgun blast. Reloading time is longer than average.
3) Charge would be simmilar to a brandish charge, only the explosions would be side by side for a "wider spread". The size of each explosion would be increased, as would the damage and knockback. Charge time is shorter than average.
4) Either posin or stun. Higher probability, lower effectiveness.
I proposed a shotgun idea that got met with the same op bs argument. I suggested a double barrel shot gun, obviously two shot reload. Putting damage on par with the troika line of the respective *. The charge shot would be both barrels discharge at the same time. This is a utility gun used for close range knockback so it wouldn't need to be specialized damage, just make it normal damage so it's utility and damage are the same anywhere. Shots can go five squares at the 4th square damage is cut in half and at the 5th square damage is 1/4 what it as at close range. Make the user mobile while shooting but make their walking speed 1/2 the normal speed when shooting and give it a 3 second reload with the same 1/2 speed mobility on reload. Hope this helps with your ideas.
3* Buckshot Burst
4* Buckshot Blast
5* Bombarder
You need to make it more specific before people come to rage saying it is no different than pepperbox.
For example:
Magnus line with a shorter range and larger blast radius. Each shot also has good knockback and a good chance to cause strong fire.