Would be better if the 5* variant was wilder looking(in it's model).
I might try and see if I can modify models(if not I'll just make high quality models of the current winmillion and preview it to you guys).
Would be better if the 5* variant was wilder looking(in it's model).
I might try and see if I can modify models(if not I'll just make high quality models of the current winmillion and preview it to you guys).
From the few screenshots you gave me, I can conclude that you just want to have a shock, fire, and poison of winmillion. Yes, OOO shouldn't have slapped winmillion users and said, "NO! You don't get a new sword" but don't force them to choose 1 of 3 elements. What if I chose Fireburst Winmillion and I found myself in an oiler level? What if I go to a quicksilver level but oops! I got a Shockburst Winmillion. All that I think is that OOO shouldn't just force people to use a status Winmillion, If i wanted a status sword I would have gotten a Brandish. The tornado charge attack of winmillion is basically the same as brandish that shoots out a straight line that deals damage.
First of all, Drakyu, all the 5* Brandish endings are either Elemental with a Status or the Nightblade (Just say, for now, Shroud of Apocrea doesn't exist. Just for this comment). This post suggests 4 Winmillion endings. Fire/Shadow, Elemental/Shock, Poison/Pierce and Normal. So if you don't want a status, there's the Normal Ending. Also, bringing a Fire Weapon against Oilers isn't the end of the world; the Fire Winmillion deals shadow, and Charged Quicksilvers can damage other enemies. I'd also be a bright idea to get multiple weapons of each type because, unless you only get Valience and the Leviathon Blade (Which isn't suggested), you're going to need multiple weapons due to monster resistances.
TL;DR: Post suggests 4 Winmillion endings: Fire/Shadow, Shock/Elemental, Poison/Pierce and Normal. And bringing Fire against an Oiler isn't the end of the world, and neither is bringing Shock against a Quicksilver. Also, the idea of the game is to get many different types of gear to maximize your advantages.
And about the charge, the Brandish line shoots a laser similar to a Retrode's, but the Spur line shoots a projectile that can travel over gaps , and can deal damage multiple times. I'm guessing you haven't use the Spur line.
First of all, Drakyu, all the 5* Brandish endings are either Elemental with a Status or the Nightblade
So all Brandishs are mostly elemental but, Spurs are under the same problem, except the other way around. Instead of elemental it's normal, for Spur. I take back my comment about only normal, but have the path split into four Winmillions of normal, elemental, piercing, and shadow damage. Throwing in status effects would be bad because of enemies being resistant to such enemies and possibly getting buffed (example the quicksilver).
This post suggests 4 Winmillion endings. Fire/Shadow, Elemental/Shock, Poison/Pierce and Normal. So if you don't want a status, there's the Normal Ending.
Again, status effects, monster buffs, and the new ideas.
Also, bringing a Fire Weapon against Oilers isn't the end of the world.
I did some research, and you're sort of right. I found that burning Oilers are resistant to elemental. But you're forgetting that they can light up oil puddles, which make them much harder to deal with considering that they travel in packs and they leave a trail of oil.
and Charged Quicksilvers can damage other enemies
So, here is a recap of the Spiral Knights wiki Quicksilver entry, "they become much more dangerous when shocked: they become temporarily invulnerable, heal themselves a small amount and move erratically damaging anything that it touches, monsters and players alike." So they become invulnerable, heal themselves while invulnerable so that damage small amount of damage you just did just got mostly healed, and run around and hit anything and damage it, oh yah! that remids me!..
And about the charge, the Brandish line shoots a laser similar to a Retrode's, but the Spur line shoots a projectile that can travel over gaps.
To the wiki again!, "A strong slash and a weak short-range projectile attack that hits up to 3 times if well timed and aimed.". So that damage you dealt traveled about, say, 3 squares, that's not much of a gap. And again to the wiki, "The Knight lunges forward slightly with a powerful forward slash, which is followed by 5 large explosions. The explosions do not go over gaps. All of the explosions have a high chance of causing (chosen status)" Who cares about if I travel over gaps? At least that quicksilver I accidentally hit isn't close enough to bang me over the head.
Dahall: would spiky bits on the blade work for you? (I believe they're rounded atm)
Drakyu: I put elemental with shock for the simple reason that shock deals elemental damage so it would make the most sense, if youre fighting quicksilvers, you won't use elemental but you'd got for shadow instead, fire with shadow because we havent seen that combo ANYWHERE yet in the game (weapons that is), and piercing with poison because it makes sense I guess (efficient way to get poison in someones bloddstream is to stab them), and then I kept the normal line going for the sake of it and put no status because it fits the idea of the spur line and also gives the option of using something against anything in the game with no possible drawbacks.
if you have better ideas, please post them and I'll consider them. (or make your own thread)
Ya I was thinking of that and also making it slightly longer and more curved.
I couldn't find a way to import the game files but there may be hope for exporting through 3DS Max.
Anyways, here's a base model I made just to see if I can make a curved sword; it's not detailed as the jagged edge would have to be done in texturing(for performance). I'll do a high geometry model if I fail to export this to SK.
@Dragon-Mute: Did you see the texture I uploaded? How does it look? I know it's bad, but does it look like how you picture Winfinity?
@Dahall: I've tampered with a copy of the game files quite a bit with Spiral Spy, and I know that the models are saved in a generic .dat format, which means they have a special data code. If you DO manage to import a model, I request you teach me.
@Drakyu: A lot of gaps that are pretty small, namely ones with Gunpuppies on the other side. Also, since up 'til now, the Spur line is just normal with no status. A status spur would have a chance to inflict the status on the charge attack. Also, if you have the right shield Charged Quicksilvers aren't a problem, because they move randomly, hit you and run, and even kill other Quicksilvers. (Ironclaw Munitions Factory has a room with 6 Charged Quicksilvers, just block them. Easy.) And as for lit Oilers being a problem, lit Toxoils are an even bigger problem, and you fight a lot of light Toxoils in compound 42. There's a difference between research and experience, and I can tell you, from the latter, that Charged Quicksilvers and Lit Oilers/Toxoils aren't a huge problem, even without Fire or Shock resistance.
I want to ask an expert in blender forums(I use blender) to see if they can figure it out or make it possible to convert but I am hesitant for some reason.
So far, I know that OOO used 3DS Max to make the models and export them to .dat format.
EDIT:
I have managed a more developed model of my previous sword(I tried to use volumetric lights but ended up making it darker. My bad).
brighter version now available. The 5* spur will have a jet propulsion system(The purple lights shows where the openings are)instead of a wind vortex. Players can send off phantom slashes instead of whirls and the charge attack will be the famous teleporting slash(or whatever it's name is).
Drakyu, you know, bringing a weapon to a level it's not suitable for is more an error on the player than one with the weapon. Yes, bringing a flourish to a construct level is doable, but at that point it is your own fault for attempting to poke metal plating.
Adding statuses just means the weapon doesn't deal as much neutral damage, but makes up for it. That's how Spiral Knights is designed.
Plus it's not like you can't bring all of the weapons in. There are 4 variants, and if you unlock the slots, 4 weapon slots.
Wait. If textures aren't loading correctly because Spiral Spy is outdated, then what version are you using? I'm using 1.5, which is the most recent I can find.
Horseclaw: I do like that skin somewhat, ofc it does need some refining, as for your Spiral Spy question, I started this thread back in an older version and have pretty much not played spiral knights for quite a while and so never updated it.
Fangel: exactly my point, you use the correct weapon type anyways so I dont find the statusses interfere too badly.
Dahall: I like your ideas, instead of the circular projectiles having moving ghost slashes would be nice (like a ranged cutter), and the teleport slash sounds like a good idea but what would its maximum range be? I like your base model a lot, and I see what u meant in another post. If you do manage to make a .dat file for it as well as a skin could you post a link so others can download it to test it please?
Zenje: Winfinity is already up there and sounds slightly better than Winfinite imo (unless others say yours sounds good, in which case ill put it in the main post).
The range would be enough to go through a single enemy but I was thinking of adding stacked charges, upto 3, each adding to the distance the player can teleport.
up to three teleports that automatically target the nearest enemies.......... I like it, as long as the drawback is that it will never go to the same enemy twice, now the question is: "Do the devs like it?"
No, not automatically. The player can teleport to left or right in a 75° angle from where the player was initially facing.
I think that that sort of a teleport idea would fit a little better with a completely different sword. It doesn't fit as a winmillion. It's as if the catalyzer came off of the pulsar instead of being its own weapon. But a shadowy, elusive blade of shadow strikes would be cool. You might want to look into a separate thread for the discussion and development of that. But that's all just my opinion.
Moosemunch: you're probably right, I was thinking it would be better on a completely new sword as well (but I wouldn't mind if they snuck it onto a 5 star winmillion =P )
So has anyone made that new sword idea yet? If not I might do it. Whoever does it, give credit to Dahall for the idea.
Tried the skins in-game, it was met with success. Also, I was thinking for the particles to match the skins...
Winifinity: Blue (Winmillion Color)
Vilewind: Lime (Spur Color)
Supercell: Ivory (Arc Razor Color. Kind of grayish if you don't know what Ivory is.)
Infernostorm: Red/Purple
Also, I made a poor quality Winifinity skin (Curse you, Paint .NET!) that is basically the Winmillion skin but bluer. I'll try to find a way to upload it, and if I do, I'll edit it into this post.
EDIT:
How does this look? Winfinity Skin