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Concept of old times ranged weapons redesigned: Longbow+laser+sniper rifle - Repeating crossbow+machine gun turret+ballista

2 replies [Last post]
Fri, 10/26/2012 - 10:50
Aumir's picture
Aumir

Translation from http://forums.spiralknights.com/es/node/66947

Something that from time to time we have been seeing suggested around here are typical weapons from typical classes in other MMOs, and most of the time they have been bow and, in sometimes too, crossbows. The problem we have with this in such a fantasy science fiction like this is adapting them and, these days came up to me an idea on how to make them fit somehow here. As well as in other fantasy games with mixed futuristic settings, like Final Fantasy gunblades, like Monster Hunter mechanized spears - which would fit too here, maybe this suggestion I make, even if a bit bizarre, could work.

1. Very long range weapon concept: Longbow + Laser + Sniper rifle:

Look: This weapon would have the body of a mechanized English longbow, with a tube where the arrow would be where laser projectiles would shoot out. The bow's string would be not like the typical bow straight from one end to the other, but be stickied to the shooting end of the tube. Shooting the weapon would make the string go to the back, fill the tube with energy, and shoot out when released. The tube is akin to a sniper rifle with a trigger in the back end.

How it works:
a. Basic attack characteristics:
- The projectile itself has the look of a narrow laser, as big as the arrow-tube of the weapon.
- One shot only, then it needs to recharge.
- Laser speed is normal projectile speed, so it needs to be aimed and can be avoided.
- Damage per shot is Magnum line like or superior.
- Laser shots have no knockdown or knockback.
- Laser range may be the longest one until now, compared most likely to old Shard bombs.

b. Charge attack characteristics:
- Fast charge, but not Catalyzer like.
- Shoots a laser like the normal attack, more luminous and not as narrow.
- Damage is x2.5 of regular attack.
- This shot pierces any enemy it finds, and doesn't stop until its range limit, unless it crashes into a solid obstacle. Pierces PvE shields though, not player shields.
- Charge shot may only damage once an enemy even if big enough to hit more times, limiter similar to new Shard bombs.

____

2. Multiplied damage over time weapon: Repeating crossbow + Machine gun turret + Ballista

Look: This bulky mechanized crossbow is bigger than most guns. It has a built-in mobile wheeled tripod, which deploys when shooting with it. The body of the crossbow is also similar to the bow weapon and shares the electric string generation of energy along the shooting tube.

How it works:

a. Basic attack - Repeating crossbow:
- When shooting, the Knight enters the usual shooting stance, and the wheeled tripod quickly deploys. This makes the Knight position fixed while shooting, be it basic attack or charge attack. You are fixed while shooting, but you can aim every shot.
- Projectiles look like smaller Blaster energy bullets.
- Infinite clip due to much faster electric string.
- Multiplied damage over time: When a energy pellet strikes an enemy, next pellet will do +5% basic damage, be it to the same or different target.
> Suggested in Spanish forum: If it doesn't connect but you keep shooting for +2 seconds, gained damage will reduce -10% per second.
- Basic damage, projectile speed and range similar to Antigua line.

b. Charge attack - Ballista:
- When shooting, the Knight enters the usual shooting stance, and the wheeled tripod quickly deploys. This makes the Knight position fixed while shooting, be it basic attack or charge attack. You are fixed while shooting, but you can aim every shot.
- Fast charge, but not Catalyzer like.
- Projectiles look like light javelins.
- Release of charged attack shoots three, one after the other.
- Javelin damage estimated as 100% damage from a bullet of Antigua charge, 2nd one 200% and the last one 300%.
- Javelin range is in the end of the range of the basic attack shots. Once there, the light javelins disappear.
- Knockback from light javelins is more than the last one. Last javelin pushes back to the limit range of the basic attack shots.
- Surviving enemies or players that have been struck with light javelins may show as impaled by them for three or so seconds, but it is only a graphic effect. Though it may affect Recons in Lockdown if they want to run away...
_____

I know I don't talk about damage types, but I only consider important the basic concept, as there could be many possible alchemy paths. For example, the longbow could have incendiary or freezing lasers, or the big crossbow could have basic shock bullets or stun added to the charge, there could be many alchemy paths.

Hope you like the concepts.

Sun, 10/28/2012 - 12:48
#1
Blandaxt's picture
Blandaxt
i love

i love the concepts, but i am still working out the kinks of how the second weapon the bulky mechanized crossbow. does it shoot 2 waves of 3 rows of javelin shaped bulets and 3 waves at the charge or am i wrong?

Sun, 10/28/2012 - 14:03
#2
Aumir's picture
Aumir
Answer:

Normal shots are like an Antigua, but you are fixed in place. You have unlimited shots and no recharge, and the more you shot enemies in a short amount of time, the more damaging they are.

Three javelins in the charge, one after the other which you can aim as the normal shots, as a damaging keepaway utility. Each one more damaging and knockbacking than the last one. The 2nd autoshoots when the 1st one impacts or disappears, and the 3rd one the same after the 2nd one.

And thanks. ^^ Sorry if I wasn't clear enough!

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