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Weapon Ideas. Feel free to post your own if you want.

8 replies [Last post]
Wed, 05/27/2015 - 16:43
Quintinius-Vergnix's picture
Quintinius-Vergnix

New Bomb Line: Static Coil

When charged and placed on the ground, bombs in the Static Coil Line any monsters who wander within the blast radius with bolts of lightning every 1.5 seconds before it expires and you have to plant a new one. As the bomb advances along its alchemy path, the number of monsters it can shock inside its blast radius and the amount of time it stays on the ground before expiring increases. No additional damage is induced after bombs in the Static Coil line expire. They simply turn into a shower of mechanical parts, like the death animation of a Scuttlebot.
Charge time for all bombs in the line is equivalent to an Big Angry Bomb, as the bombs in the Static Coil Line stay on the ground for quite a while after being placed. Movement speed reduced to 3/4s of normal while charging.

All bombs in the Static Coil line have a good chance of causing moderate shock, and deal pure elemental damage.

2*: Static Coil
Duration of time on ground before expiring: 5 seconds
Appearance of sprite: A small Tesla coil, with wires running to a battery pack underneath.

3*Shocking Coil
Duration of time on ground before expiring: 7 seconds
Appearance of sprite: Size of Tesla coil increased.. Battery pack and wires are now covered in armor, similar to the bottom part of a Deconstructor.

4* Lightning Coil
Duration of time on ground before expiring: 9 seconds
Appearance of sprite: Size of Tesla coil increased. Central Tesla coil now flanked by two smaller Tesla Coils on directly opposite sides of the bomb. The armor on the base is now dark red with light blue circuitry.

5* Area Denied
Duration of time on ground before expiring: 15 seconds
Appearance of sprite: Size of Tesla Coil increased from previous, again. Central Tesla coil now flanked by four smaller Tesla coils, forming a "+" if viewed from above. The armor on the base features a small Shock symbol on a crest mounted at the base of each flanking Tesla coil.

Underpowered? Overpowered? Post a suggestion on how to improve the bomb stats or mechanics if you think the idea needs changing.
No mindless spam or flaming, please.

*Opens can of Askulan-away spray, then on second thought dumps the contents of his Askulan-Away spray stash into airburst missiles and begins firing them randomly into the air*

Wed, 05/27/2015 - 17:12
#1
Fangel's picture
Fangel
Hey here's an idea.

Seems interesting. Does the arching shots deal damage on contact with an enemy?

If so, I would say give it accelerated shock damage. What do I mean by that? The initial hit rolls for shock damage. If it does not deal shock, the bomb does not attack the target for one to three second(s), then it tries again. If it shocks the target, the bomb will rapidly deal damage to the target whenever the target spasms, 5* doing up to 600 damage to a weak target in a single surge! Targets out of range of the bomb will simply spasm as usual.

This bomb lays on the ground and will attempt to shock targets every 1-3 seconds. Whenever a target spasms, including the initial spasm, it deals rapid and massive damage via coils. In PvP, the longer the spasms the more damage will be dealt. Would pair amazingly with a VT. After 7 seconds, the bomb expires in the way described above, regardless of star level.
What I have described is a new way to spread shock, and also be a unique type of bomb. You could even get other bombs to work similarly, where it punishes you for not having a status resist. Imagine a fire one that re-inflicts fire and spawns a small explosion at a target's feet whenever they are hurt by fire ticks in range? Or one that makes the target explode internally when attacking with a cursed attack within range? Many ideas to put into affect here!

Only question is how intense the status will be. I'd say make it a slight chance of moderate shock, and if not slight then a good chance (you should get shocked at least once if you stay for the whole duration of the bomb).

I think it's odd to have a limited number of enemies that can be affected by the bomb, hence my suggested changes.
Whatdoya' think?

Wed, 05/27/2015 - 17:40
#2
Quintinius-Vergnix's picture
Quintinius-Vergnix
Good ideas.

I might try to include some in the original idea for Static Coils, after I read your post a few times. I think I'm a bit confused about what you are trying to say right now.

So, basically the bomb only deals damage to monsters after it shocks them first, instead of the other way around? Interesting.

Wed, 05/27/2015 - 18:27
#3
Whimsicality's picture
Whimsicality

I enjoyed reading through your concept for the Static Coils, but unfortunately I don't really have any sort of input for it that would be of value.
I would like to propose not a new weapon, but possible reworks for existing ones.

Deconstructing the Deconstructor
3* - Deconstructor
4* - Heavy Deconstructor
5* - Disassembler

How?
Step 1: Make it deal Elemental damage instead of Normal.
Step 2: Keep the bonus damage against Constructs.
Step 3: Lower the charge time to be as short as a Catalyzer's charge.
Step 4: Lower the radius of the blast to compensate.
Step 5: Lower knockback, but ideally, remove knockback completely.

Why? Bombers currently lack a viable offensive elemental bomb. There is the Nitronome for Normal damage, Dark Briar Barrage for Piercing, Dark Retribution for Dark. Why is Elemental getting the short end of the stick? The Deadly Crystal Bomb is hardly anything useful for the typical player who uses bombs. By making the Deconstructor behave similarly to bombs that Gremlins use (given their appearance is the same), this tweak not only gives bombers another option, it is unique enough instead of being just a Nitro reskin. I would very much prefer it being a line of its own, separate from the Blast Bomb line, but we all can't be winners.

Cutting down the Cutter
How?
Step 1: Remove the damage dealt by the ghost swing. Keep the visual just because it looks nice.
Step 2: Add the damage that the ghost swing would have dealt onto the initial swing.
Step 3: That's it.

Why? Ghost swings are notoriously buggy and unreliable. They don't scale properly with ASI, and are prone to missing a lot more often than necessary. The tweak above also doubles as a buff for the weapon in not only pve, but in pvp too.

A bit more bang to these boom booms

How?
Step 1: Buff the Stun of Irontech Destroyer and Big Angry Bomb from Minor to Moderate and Strong respectively.

Why? Although the Vortex Bombs are intended utility, they have the benefit of inflicting Strong statuses (Shock or Poison). Given the obscurity of these bombs, they would benefit well from a buff. We already have Stagger Storm to fill the niche of a bomb that inflicts Minor Stun. Moderate Stun for the Destroyer and Strong Stun for the BAB would be justified through their long charge time, fuse time, and charging walk speed.

Shatter the idea that Shard Bombs are useless.
How?
Step 1: Remove invinci-tinks.

Why? Why should these weapons be punished for dealing too much damage at once if the Brandishes, Autoguns, Alchemers, etc. aren't punished for the same?

That's all I have for now, but I do recall having a text log with some ideas I jotted down a while back, including upgrades to the Wrench Wand!

Thu, 05/28/2015 - 12:28
#4
Blandaxt's picture
Blandaxt
Love!

I love your idea and it's giving me an insight to new posibilities. hehe. Your idea is basically a rod that shock monsters that enters it's perimiter hehe. The damage will most likely be elemental, but the status will obviously be shock. Now, i was thinking to balance it out, let the monster be able to destroy it before it's timer ends. By giving it health, the rod will not be able to inflict it's maximum damage there fore making it harder to use when being chased by fast monsters.

Another idea i had from this is very similar to your idea. It is also a aoe bomb attack sort of weapon, but its behaviors is more like the retribution bomb. The retribution bomb is also similar to your idea and so is the mist bombs where they don;t explode like the other bombs, but affect an are for an amount of time. This idea is basically a huge fire work missle or a huge cylinder tube that has many smaller fire work missle or can even be in the shape of an erupting volcano, but just the head of the volcano. The player will set this gear down like any other bomb and keep on trotting. If it is a huge missle, the missle will blast off into the air and explode into a huge fire work, then rain down smaller tiny missles into a small area similar to the mist bombs. If it is a cylinder tube or an erupting volcano head, it will blast small fire work missles or flaming rock shards into the air, then rain them back in an are around the bombs similar to the 5 star mist bombs. For every missle or flamming rock shard that lands on the ground, a small explosion will be created with minor knockback. It will also inflict elemental damage plus set the target on fire. Now the last thing this gear will do after launching it's projectiles into the air is the remainder of the casing will dig into the ground or collapse into the earth and create a small flamethrower that will light any target on fire that was to step on the fire hose. This fire hose will not inflict any damage, and will only light any target that set foot in that smalle area. I would suggest the fame thrower spouts flames that reaches as high as the ceiling of sk would allow it. This way, even after the bomb's area of effect damage fire hailstorm has finished, it will contain a small area that players can relly on.

I was just thinking of another way we can balance your idea out. Why not make it that it will shock one monster at a time, but shock them very quickly. This way even if 22 monster were to barge into it's shock area, it might only be able to shock 10 after 10 seconds have passed. This way it's damage per second output is slowed down a bit so it does not become another blitz gun.

Thu, 05/28/2015 - 12:42
#5
Fangel's picture
Fangel
Lemme clarify then

My idea was that the coils themselves only deal damage when the target is spasming. If the target is not inflicted with shock, the bomb will attempt to shock them. When they are shocked, it deals upwards of 600 damage against weak targets. The bomb can thus be a complete dud and do no damage, or it can be an absolute beast to enemies that are being constantly inflicted by shock and spasming (i.e., inside a VT).

So yes, the bomb (or some other source) first must inflict shock, then it can deal damage. If the target is not shocked, they will not be damaged.

Thu, 05/28/2015 - 13:08
#6
Holy-Nightmare's picture
Holy-Nightmare
.....

Negative bomb

It's basically a blast bomb but instead of blasting enemies away it pulls them in. It's sort of a quick powerful Vortex bomb that is a bit less predictable.

Thu, 05/28/2015 - 18:42
#7
Quintinius-Vergnix's picture
Quintinius-Vergnix
More ideas.

Cobalt Line & Defender Line:
Halve current piercing and normal defense for all armors, helms, and shields in the Cobalt line and Defender line.
Place the removed halves of normal and piercing defense in elemental and shadow defense.

Leviathan Blade Charge Attack:
Reduce damage of current Leviathan Blade charge attack by 10%.
Add 4 small explosions to the charge attack; one to the front of your Knight, one to the back, one to the left, and one to the right. The explosions are cyan in color, and resemble the blasts from the charge attack of a Boltbrand, except these explosions deal Normal damage and don't inflict shock.
The explosions form a "+" if viewed from directly above.
Total damage values for spin and explosions pending.

Edited Static Coil mechanics.

Thu, 05/28/2015 - 16:31
#8
Fangel's picture
Fangel
eeeer

Cobalt Line & Defender Line
Yes to that one. Having it be all around good for anything is great. I would say have the same amount of normal defense on all lines and instead split the piercing in 3 even bits of the specialized damage types. Makes it great for normal, and slightly effective against other things. No status resists still however.

Leviathan Blade Charge Attack
Nnnnooooo. Nonono. No.
Leviathan blade is for knockback. If you get an enemy cornered, great, that's a buncha damage you're doing. Reducing that damage and putting explosions in seems very brandish-y, which is what sets the two weapon lines away from each other. Brandish should be explodey McGee, and Calibur should be spinny Suzy.

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