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New Enemy - Gremlin Gunslingers

18 replies [Last post]
Sat, 01/12/2013 - 10:39
Paintool's picture
Paintool

I made a thread in General Discussion a month or two ago about an idea for Gremlin Gunslingers, but the idea started based on the descriptions of the Pulsar line, which reads: "A high-tech Gremlin firearm designed for use by elite squads of Ironclaw soldiers. Pulsar shots become more powerful the farther they travel." I didn't receive much feedback, so I thought I'd work on my idea here.

This can also be extended to the Catalyzer line which also states: "An advanced alchemical armament adapted from Gremlin mining and demolition devices." For this topic I'll only concentrate on pulsar and blaster style enemies. I understand Fire and Poison gremlin Mortafires exist, but their mechanics are like a mix of gunning and bombing. Imagine gremlin parallels to devilite attack patterns.

I've been thinking about these two for some time now, and knowing how easy and undiversified the "Gremlin Grounds" levels are anywhere, be it Clockworks or Daily Prestige. I think think that a class of enemy gunslingers would provide a bit of challenge to knights since:
A) like gremlin demos that dodge, they can become a nuisance paired with menders giving players something challenging to prepare for
B) bullets can be changed to match stratum themes [i.e. shock pulsars or biohazard catalyzer enemies]
C) it would be a nod that OOO still recognizes gunslinging as a viable way to play the game, since I'm sure we all know how difficult it is to capture points in LD with Polaris users. Imagine the increased difficulty Clockworks Arena's and danger rooms would have if players were surrounded by bullet storms.
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Some specifics I had in mind for different Tiers-
Tier 1 - (Pulsars don't exist below 2 stars and therefore are exclusive to tier 2 and up, so I imagined Tenderfoots using blasters); Fires 3 faster shots before making 1-2 second reloading animation, with chance to cause status effects.
Tier 2 - Iron Claw soldiers use pulsars to back up thwackers as they stay further from the front lines. Fires 3 Pulsar shots that expand further out before making 1-2 second reload animation.
Tier 3 - Darkfang Elite slingers (I want them to be diffrentiated from Tier 2 with a higher defense mechanic like shielding, but not sure if it's too OP; similar to how difficulties and abilities of Thwackers increase with each tier). Can fire charged Pulsar blasts. Ideas Pending.

* Cinder Slinger - Fire Themed
* Static Sniper - Shock Themed
* Flash Freezer - Freeze Themed
* Caustic Carbine - Poison Theme
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[I have plans to post my concept art designs of the 3 tiers in the future here]

I'm open to discussing and modifying my ideas to fit the game if possible.

Sat, 01/12/2013 - 10:59
#1
Captainshockwave's picture
Captainshockwave
Sounds interesting

Hmmm, clever....

Sat, 01/12/2013 - 12:29
#2
Klipik's picture
Klipik
blasters?

Tenderfoots (Tenderfeet?) should have proto gun variants. So Proto Gun, Stun Gun, Frost Gun, Zapper, and a Fire equivalent.

Sat, 01/12/2013 - 12:45
#3
Juances's picture
Juances

Pulsar is too powerfull and cheap. I feel groups of such enemies would be impossible to kill.

Sat, 01/12/2013 - 13:23
#4
Klipik's picture
Klipik
simple solution

Program levels so they they don't appear in groups of more than one or two.

P.S: I think that gunners should be restricted to only using different status-infused Pulsars, instead of Pulsars and Catalyzers. Why? Well, to put it simply, monster AI is too dumb to effectively use the catalyzer to any effect. And, as demonstrated in LD, it's not very effective versus Knights anyway.

Sat, 01/12/2013 - 14:18
#5
Verodius's picture
Verodius
+1

Would help add some more variety to the Gremlins, as well as give the Gremlin-Construct pairing a proper ranged enemy that isn't a turret or an area-denial attack (i.e. their version of the Kat or Lichen.)

Sat, 01/12/2013 - 14:33
#6
Klipik's picture
Klipik
^did you mean Polyp?

And, scorchers occasionally shoot regular turret bullets.

Sat, 01/12/2013 - 16:28
#7
Paintool's picture
Paintool
Juances does have a point

Juances does have a point about the way pulsars work by nature.

But if they didn't come in mobs, or rather appeared in spread out 1's, 2's, or a team of 3 in select locations I think they would be easier to predict and work around.

Or if that's still too hard, they could see limited release like how Mortafires are only seen in OCH and C42 danger missions.

Sun, 01/13/2013 - 15:56
#8
Sentinel-Zx's picture
Sentinel-Zx
Gremlin with a gun

I'd think gremlin gunslingers would be a pain to deal with rather than a challenge especially with pulsars in their hands. Although it is possible that OOO might consider one day of creating these gunslinging pests.

As long as gremlin gunslingers don't attack in gunning groups (anything more than 3 or 4)then I have no problem with them.

Mon, 01/14/2013 - 15:38
#9
Paintool's picture
Paintool
After Thoughts

Well I think the point of the new class would be to challenge current equipment. Consider how Pulsars work by area denial, using shadow based swords and trying to land hits close range might be difficult, but perhaps with a Shadow Driver or neutral status guns they can also be dispatched better. Haze Bombs and Vortex line might also be helpful in theory if players are thoughtful enough to kite them into range.

But if this enemy class is too hard for classic CW, they might have better use and purpose in higher ranked missions for experienced players.

Some people don't like playing LD because of the effective use of weapons. It was a thought to bring a bit of challenge and team work back into the PvE half of the game.

Mon, 01/14/2013 - 13:12
#10
Klipik's picture
Klipik
that's a good point...

This game needs more mobile ranged enemies. In general. Why do so many people use swords in the clockworks? Because there aren't any enemy bullets flying in their direction to stop them from running up to enemies and smacking them in the face. So, more guns on enemies please.

Mon, 01/14/2013 - 13:40
#11
Blandaxt's picture
Blandaxt
Devilites

devilites are the number one ranged enemies in spiral knights. If they were to combine with these gremlin pest, it might become a bit over powered. as long as they dont combine, then this sounds like a great idea.

Mon, 01/14/2013 - 14:30
#12
Klipik's picture
Klipik
why would they combine?

Gremlins and Devilites have nothing in common, and I don't think they have ever been seen together.

Mon, 01/14/2013 - 16:40
#13
Sentinel-Zx's picture
Sentinel-Zx
Weakness

Gremlin gunslingers would be close to devilites, but I just remembered a good strategy. Simply use a magnus line gun to blast them and come in for the kill. The magnus line will render them vulnerable for a second so you have to attack fast. This will make slaying these light-weights easier than just run at them with a chance of getting hit.

Bring it on gremlins and devilites!

Mon, 01/14/2013 - 17:17
#14
Skyguarder's picture
Skyguarder
Here I am

No, no, and no. Unless....

Why are there only gremlin bombers and gremlin sword users? Why can't their be a gremlin gun-- Oh yeah, theres one that unleashes fire and shoots spikes. Right :/

Mon, 01/14/2013 - 17:38
#15
Klipik's picture
Klipik
spikes?

where?

Mon, 01/14/2013 - 18:04
#16
Paintool's picture
Paintool
Hmm.

>> Benightz - I know scorchers have a ranged attack, but they are slow and are (as the way I see it) only highly effective if they are in mobs in Decon zones. They do also shoot 3 bullets, but they are somewhat easier to predict.

So I'm willing to sacrifice the possibility of fire themed gunners since they already exist, but different themed gremlins would give them more variety and difficulty that the different themed Knocker enemies do not.

Tue, 01/15/2013 - 18:17
#17
Sentinel-Zx's picture
Sentinel-Zx
Difference

Slow blasters aren't really the same as fast ones.

Torchers' bullets are too slow while a gunslinger's would be fast.

Gremlin torchers are not gunslingers.

Devilites are fast item chuckers so they would be more of a gunslinger than torchers plus they are light and quick while torchers... Well that big can on their back is heavy making them slow.

Thu, 01/17/2013 - 21:26
#18
Paintool's picture
Paintool
My Concept Idea

I didn't actually make this, but I found this on Spiral Spy Adv, and it pretty much sums up my concept of a how a gremlin gunner would look like.
http://i.imgur.com/nvekB.png

It uses pre existing accessories, so it should stand out amongst other gremlin classes design wise. It should also have variant colors between themes and tiers.

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