Dray's Weapon Ideas

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Draycos's picture
Draycos

Rawr, I am me. And I have funny things called ideas. Ideas for weapons that require, oh lord, THOUGHT.

First off, the Conductor Bomb series. These work differently than the standard explosive weapons; a single Conductor on its own will not explode. It'll just exist with an infinite fuse time, being lonely with no Conductor friends. If you were to place a second Conductor in its potential blast radius, however, both would start counting down to kaboom. Here's where it'll get tricky, though- while two are already counting down, you can potentially place a third, and it'll explode instantly when the others do, regardless of how close that one is to exploding.

Conductors would have two variants- one would have a larger blast radius, and the other would have two warning circles. One of those circles is for its actual blast radius, and the other is its (improved) range of detecting other Conductors. Like other bombs, they'd get increased range and damage as they rank up. Perhaps that aforementioned 'third bomb' scenario could be restricted to 5* Conductors, if Triple Ovals thinks it's too crazy.
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Next up is the Wave Bomb series. These are pretty much Blast Bombs with directed knockback. What do I mean by that, you say? If you face north while placing one, it'll deal damage in an area... but will knock everything, no matter where it is in that area, to the top of the screen. East goes east. West goes west. You get the idea.

Wave Bombs are potentially a blessing or a curse, depending on how smart and aware the user is, so I'm not so sure they need a penalty relative to their much-less-weird Blast Bomb cousins beyond lower overall knockback.

They'd get better range, damage, and pushing force as they rank up. Possible status variants that might have immobilizing features, like Shock or Freeze, would pin enemies after being pushed, as opposed to ignoring the gigantic wave of energy slamming them because their legs are too cold or they have a twitch.
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Last up for bombs is the Slinger. This would work by having two 'attacks', one placing a post, and the charge placing the painful object of death. You can place either one before the other, and the result will be the same- the projectile will fly in the direction of the post, exploding like a low-range Blast Bomb when it hits. Enemies standing where the bomb is launching will be flinched with relatively minor damage. Each of the pieces will have a radius showing you how far away the other piece can be placed; nothing happens outside of the range. Placing a piece while one of the same type is already out will delete the older one. The farther apart the pieces are, the further/faster the lobbed explosive will go.

As it ranks up, it'll get higher damage, piece range, and flinching capabilities. Possible variants include non-explosive projectiles that pierce enemies, one that fires a wide wave of energy, and a spike-ball that creates a small field of damage over time where it hits/lands.
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That's it for now; later I'm gonna post a funny little concept I had for a gun. Except it's a multi-functional grappling hook that sticks to allies and enemies and can pull them, and can act like a tripping cable and a line of electricity.

Zenpai's picture
Zenpai
In a nutshell, this is how I

In a nutshell, this is how I see it:

Conductor bombs are chain-bombs.
Wave bombs are claymores.
Slingers are (sorta?) like an archery range.

They are fresh weapon mechanics that would be nice in this game.

Draycos's picture
Draycos

@Malsvir

As for wave bombs being claymores, I'm not so sure about that. I'm visualizing them being radial bombs as opposed to cone bombs because Trio of Donuts says guns shoot, bombs do AoE, and swords do both. A 'claymore' bomb would probably lean too far into swordsman territory, and since they glorify swords, I don't know.

Blandaxt's picture
Blandaxt
These

These ideas seem nice, especially the chain bomb. Can the slinger bomb slick the bomb off screen, for example: flinging the bomb towards the bottom of the screen?And can we use the map as a directory to help us aim off screen where there will be an arrow facing a direction on the mini map to help us aim where the boom could be flicked?

Draycos's picture
Draycos

@Blandaxt Yes, just like guns can shoot offscreen, so should the Slinger series. Some sort of arrow pointing from your knight to the first open piece signifying where it'll go would be nice, but I don't think they'd go as far as to show where it'll land.

Anyways, about that gun. I don't have a good name for it, so you guys will have to help me out with that. But, here's how it works: the normal attacks will be relatively simple, but the charge attack is what will define it. The normal attack shoots the hook a fairly far distance (we're talking about Argent Peacemaker range), stopping where it hits and landing on the ground. You have to attack again to pull it back towards you, which makes it drag enemies it hits on the pullback. If you don't pull it, it'll sit there doing nothing until you do. Overextending the cable (+3 tiles compared to normal attack range) or running the cable into a stationary, non-enemy obstacle will cause it to break, preventing another use for a while.

The charge attack is the fun part. The charge shoots the hook faster than normal, and instead of landing on the ground, it will stick to whatever it hits (excluding situations where there are no targets and it just falls on the ground [it will stick to walls and allies!]). This will tether you to the target, or just latch on for smaller, non-turret enemies. Concerning player-to-player tethers, neither player will be stuck to the other, and it'll just snap if it overextends like it would with a small, unrooted enemy.

When you've got something hooked, you can use your other weapons without restriction, but if you switch back to this hookshot thing and use a normal attack...

A) Smaller Foes: only pulls the enemy towards you (or as close as possible [IE, other enemies/gap is in the way])
B) Tougher Foes: only pulls you towards the enemy (or as close as possible), deleting the line in the process
C) Players : tapping attack will pull you to them, and holding attack will pull them to you. You cannot pull players towards you if they are attacking or charging. Pulling them will grant them brief invincibility to enemy attacks, to prevent griefing.

Now how about if you use a charged attack on an already-hooked target? That depends on which type of this gun you have...

A) Original Sends a pulse of energy down the cable that hurts all enemies in the way (the hooked target itself taking relatively heavy damage, if it's not a player), breaking the line.
B) Lightning Cable Electrifies the cable, causing anything that touches it to take damage and possibly Shock, with a good potential for flinching enemies. The target itself will not take damage from the cable. The line will break after a few seconds.

Obviously, this is supposed to be a tactical player's dream gun and an interesting asset to a team, very effective with cooperation if it's a player-to-player tether.

Draycos's picture
Draycos

This kind of fell off the map, so, uh, yeah...

Another gun this time, the Frayer series. This would be your typical 'mob-piercer' gun, capable of doing better against multiple targets. It'd shoot one-shot-one-clip ground-travelling sawblades at enemies that wouldn't knock them back, but with a bit higher rate of flinching than normal, a bit under the capabilities of a Magnus. It'd also boast considerably better movement speed when reloading (but not firing) compared to other handguns. Of course, it'd have to have a limit to how many times it can pierce- probably two hits at base, increasing in capability as it ranks up.

The charge attack is, yet again, what makes it a bit more unique. It'd shoot a slightly larger saw that hovers through the air on its own. After reaching a wall, enemy shield, or the farthest it can otherwise reach, it'll pause briefly, boomeranging back to the shooter's current position (in linear directions, not perfect homing).

Higher ranks would boast larger disc size and also increase how many times the charged disc can boomerang before stopping. Two lines could be made from this one concept; one with larger discs and single rebounds on normal shots, or another with higher charge rebounds and better mob-piercing. The former would be suited for easier use and fewer/isolated targets, and the latter would rely on tricky shooting and moving for a bigger edge against groups.

This weapon would encourage more 'agile' play at heart for gunners besides taking single shots with Alchemers while running for your life.

Klipik's picture
Klipik
So about that harpoon gun.

Idea:

On the normal attack, the harpoon pierces the target, doing low damage, and holds them in place for a time (higher rank = longer time). If you miss a target and the projectile hits the wall or the ground, it lasts for half the time it would in an enemy or until you go and pick it up. In either case, you cannot use the weapon again until the first projectile disappear/is picked up. The number of harpoons you can have at once could also possibly increase with star level.

On the charge attack (which would have a low charge time- it’s more like changing modes than charging up for a big attack), It would do as you said, mostly- the harpoon would latch on to anything it can, and tether it to you. If it hits an enemy, the enemy (includes enemy players in Lockdown) would be able to run in a circle around you, but not get any farther than the maximum range of the gun. If the user moves while the enemy is at the maximum range, the enemy gets dragged at 50% movement speed :) If it hits the ground, nothing happens. If it hits the wall, you get tethered to the wall :3 Pressing shield will “cut” the tether, releasing the enemy/wall and reloading the gun. The tether will also disappear after 10 seconds. Pressing attack will do one of two things depending on which upgrade line you choose: One line will pull the enemy towards you, and one will pull you towards the enemy. Once this action is started, you can switch weapons and move freely. (a.k.a.) Don’t want to attack that pack of 10 zombies? No problem- pull this out, snag one, send him flying towards you, switch to your sword, and smack him in the face when he gets to you.

Alternate line: Shock line

Normal attack: same, deals shock on hit.

Charge attack: Instead of sticking in the first enemy it comes in contact with, the harpoon pierces through an unlimited number of enemies until it reaches the range limit. This reduces the user’s movement speed by 25% per caught enemy. Pressing “attack” will deliver a strong jolt of electricity to every enemy touching the cord. This lasts for 2 seconds, during which the user cannot move. After that time, the cord disappears.

Draycos's picture
Draycos

Both general ideas would be nice, but I'd honestly prefer my own personal concept for the hookshot thingy.

If 0[]O decides to do anything with this, and they probably won't, I'd love to see both get in the game.

Luguiru's picture
Luguiru

Conductor reminds me of something I said about giving Maskeraith/Gengar in the upcoming Spiralmon update where it sits on a placed bomb and prevents the bomb from detonating while it stays on it, but you can tell it to get off when it automatically detonates. It sounds a lot like a sticky bomb since people can place as many as they want as long as none of the blast radii touch epicenters with each other, covering the entire floor, then be able to snort another one out to detonate whenever you like to detonate a couple at a time. It would need something to limit how many manually detonated bombs can be out at once. Once X manual bombs are out on the map, bombs placed earlier break (and do not explode) so the newly placed one can be used. If the knight goes Y distance from a manual bomb it would also break. Sticky spamming is inhibited by the placement limit and being swept away from your already placed stickies possibly preventing you from placing new ones that you can use is out the window. This bomb seems like it would be great with a small blast radius (~2.5 space radius at 5*) with a placement cap of 3~5.

Wave is the one you told me about a couple days ago, left? I already fed your back a little but I may as well give it some dessert. Or shave it. We already know bombs can be directional from Barrage and its hologram animation and they can be non-directional from both the new and old shard bombs. All we would need to be sure this could work is if knockback can be changed from radial in all directions equally from the bomb epicenter) and make it hold hands with the directional part of Barrage.

Slinger reminds me of an escape ability in Vindictus only usable by one of the classes, the archer Kai, where you throw a metal stake into the ground and can teleport yourself to it for a quick and distant dodge. Dodging is a huge part of that game, more so than shielding is for us. Slinger seems to take that motion mechanic and switch the part where the user teleports in exchange for pushing enemies to it. Similar to Conductor the blast radii on this ought to be pretty small but not as small as Conductor to make it balanced with that hugely advantageous effect and damage somewhat low since it has high interruption. Directed knockback and interruption are pretty good on bombs.

Frayer reminded me to do boomerang stuff in my big thread of big bigs that are big that I was going to do months ago but lost the mood. It seems like whenever I post "hey I would like to see X" a thread pops up about it in a few hours. I should see if that works. Hey guys, I want to see a thread about a new promo where the theme is brightly colored underwear. Pink panties, bright blue boxers, glittery bras with tassels; all the good stuff and everything else no one wants to talk about because it would get them arrested.

Draycos's picture
Draycos

This is not a bump.

Anyways, here's my take on a 'lag gun' similar to something someone else suggested a while back.

The 'lag' gun is much less straightforward than other weapons of any type. Normal shots will create an orb of energy that just sorta sits there. Orbs will disappear after about ten seconds. The amount you can have out at once is based on the gun's rank, starting at three and working up to five. Once you hit the cap, you can't fire any more. Enemies that walk through orbs don't take damage, either. The charge attack, which should actually just be an alt-fire but can't be, does one of two things (based on the line choice):

1. The orbs turn into heavy-hitting projectiles that fly in the direction you faced when spawning their respective orbs.
2. The orbs turn into slightly weaker projectiles that fly towards you. Being able to make them go wherever would be a little game breaking in some cases...

The goal with these is to reward teamwork and skilled play. And to kill Mortafires who won't stop bugging out and turtling.

Draycos's picture
Draycos

So, i'ts been approximately two months since this thread has seen the light of day.

Anyone have any input now? I'd love to hear some feedback, since I'm a huge fan of getting new weapons that are entirely different as opposed to recolors with different statuses and damage.

Hexzyle's picture
Hexzyle

Do note that the conductor bomb can be easily used to detonate 5 bombs simultaneously, and theoretically up to 9.

Atholl's picture
Atholl
+1 (with new ideas added)

Maybe some of the nicest ideas I've seen on the suggestions, the one that remained most in my head is the conductor one.
Now that kind of bomb is too much OP but it can be fixed placing a limit to the number of bombs placed at the same time and a maxium time that they can stay on the ground.
Ok now let's think about the crafting line I'd like to modify (just a little) theese bombs :
1)Large radius low damage short detecting range
2)Short radius high damage long detecting range
3)Medium radius Medium damage same detecting range

Combining different kinds of theese bombs would lead to some amazing combinations.
Tnx to the time you spent reading my gibberish ideas.

Draycos's picture
Draycos

Two more months have passed, so I'm bringing this back from the grave in the hopes someone might find this interesting...

Sirius-Voltbreaker's picture
Sirius-Voltbreaker
+1

I as a swordie would get that.

Epicskunk's picture
Epicskunk
Conductors

Do you know that you can put infinite amount of them,and just put 1 by 1 between them,so you can make a huge chain reaction to kill even Vanaduke in 5 hits?

No thank you. -1 for that.

Masterreeve's picture
Masterreeve
I make you black, bluue and red all over

Epic, the bomb would blow up if placed close to another, so you can't place infinite of them.

Draycos's picture
Draycos

@Epicskunk That's assuming the bombs have infinite range- which they don't. See Master's post, too.

Glad-Amparus's picture
Glad-Amparus
I love these all, but

I love these all, but conductor and slinger require 2 bombs, which takes some time, and wave bomb is like blitz needle but with knock back (similar to shotgun thread ideas).

But... Slinger is an exception. Quickly place a non-charged then walk somewhere else and then place a charged.

Draycos's picture
Draycos

How is a circle with directed knockback anything like a Blitz Needle?

Glad-Amparus's picture
Glad-Amparus
Oh, a whole circle plus a

Oh, a whole circle plus a more "directed" path? Sorry for the misread. I like the idea now.

I make reading mistakes often, so don't feel too downtrodden :-P

Hexzyle's picture
Hexzyle
When you're this swag this world just bows at your knees

So the slinger is like a larger radius Sudaruska charge?

Draycos's picture
Draycos

...with more difficult aiming mechanics and a projectile-bound explosion.