Boomerang Mechanics(Needs help).

This will basically be a GUN.
Still Animation: http://www.google.co.uk/imgres?q=comet+strike+ratchet+%26+clank&um=1&hl=...
It would spin forwards from the player's direction and in the SK camera view, it would look like it's spinning horizontaly.
Designs comming soon.
The knight will first go into a throwing animation, launching the weapon.
This would have the distantce equivalent of the 2* crystal Bomb when launched, and will track your place, as it goes back to where you are. You are allowed movement when it's atleast two squares away from you. When returing, the knight will go into a "reviving" pose and won't get out of it until the boomberang returns to them. This goes at a faster state than the player to prevent abusing of it's boomerang effect to increase its distance.
The movement path of the weapon is dependant on original and ending placements. Examples are basically if you're standing in the same spot for the whole time, it will be in a straight line. If you moved a few squares horizontal, it will becomed curved as you move.
A debatable(Should this be allowed?) mechanic could be the fact it can pierce through enemies. The line would do low damage, but has higher chances to use statuses than most guns. These will be Freeze, Poison and stun as the weapon would be used for supportive status dealing, not damage. There is also pierce damage used instead.
This also doesn't inflict statuses as high as bombs, just at a futhur range and and for one time(As freeze would break if hit), but better than other guns. This doesn't overpower it against alchemers as they're also used offensive statuses(please correct me if wrong).
Charge attacks:
I have three variants:
More range, more status infliction, more power.
Circle attack. The boomerang will circle around the player once in a four square radius, inflicting status and more damage. This would be better for stun or poison due to the fact that you could get trapped with freeze.
Simple status. This will be a furthur range, but only inflicts status.
Triple shotgun: There will be three boomerangs thrown fowards Similar to a shotgun spread in many video games.
Circle knockback, delay, then status. This basically throws two boomerangs. One is simila to a ghost cutter. The first is a 3 square radius that knocks enemies back two squares back. the second then is a 5 square radius that just does status.
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Please review this and see for any problems. I don't have that much experience in guns.
Am I also using the right word? Like I mean that the circle charge is basically a boomerang that spins 5 squares away from player in a circle around the player. Is it supposed to be radius?

I meant the comet strike from Ratchet & Clank.
http://www.google.co.uk/imgres?q=comet+strike+ratchet+%26+clank&um=1&hl=...
It would spin forwards from the player's direction and in the SK camera view, it would look like it's spinning horizontaly.
Designs comming soon.
(This is my alt)

this idea is pretty nice, but i have some issues as how the mechanics would work about the go through enemies. I think the go through enemies part is a bit no because u would be able to interrupt some enemies attacks like a gremlin throwing a wrench at u or a healer that is healing his comrades. so maybe it should bounce of enemies instead of go through them.

In one of my thread I had a boomerang mechanic gun similar to this where it every enemy it goes through the damage is reuced. Maybe something like that? Also, you'll have to do something about trolljan shield as you could easily shoot their there shield and hit them on the back. The problem is if it can go through enemies its kind of useless as there's nothing to hit as it comes back to the user.

Anything with protection makes it bounce back, as i it has gon the full way.
I think it should work akin to the Comet strike, as it goes forward in the way the player was facing, then one done it's movement, goes back to him at a faster speed(instead of the arc).
The main point is that it inflics status, and that you can make alignments pof enemies to set up them for the return path.
Bland, most weapons can interupt. Going through doesn't do anything different. The problem with bouncing when it hits is that in this mechanic, it's akin to a one clip weapon, forcing you to sat up your enemies to chain statuses to help allies, or to get more damage.

The only problem I can see with this is people abusing it to get through the infamous 'Rocket Puppy Room' backwards, like could be done with a Pulsar before they put a wall in the way.
Look at the link. It is relevant and showcases the old glitch before it got fixed.
The point being, people could do a relatively similar thing using the boomerang (I had this idea earlier, but noticed this flaw and decided not to go further (actually TRUE)) and thus make another part of the FSC a cakewalk: for UFSC, Darkfire Vana is actually immune to freeze so that you couldn't do it the easy way (shiver and blitz combo).
But strike raid is a Keyblade (sword) ability, and can be spammed for like 7 hits, and isn't actually a boomerang, it just teleports back to your hand. When I think of a video game boomerang, I think of either Terraria or Cutter Kirby. Given this game's aesthetic, I feel the latter would be most appropriate. Kirby 64 Cutter does home back to Kirby after launch, although Kirby is basically throwing his face at enemies in that game (eugh). Newest Kirby game lets you charge up cutter. Anyway, then there's the nuances like "will it spin vertically or horizontally?" and "will it be available in hot pink?" to work through.