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Flamethrower potential?

2 replies [Last post]
Sun, 08/02/2015 - 03:38
Hellswaffle

Hi! This is my second suggestion for Spiral knights, this time I wanted to explain a new idea, instead of a utility shield I wanted a utility /damage
ranged weapon, Flamethrowers may seem alittle broken at first, but I've made some fixes and changes along the thought process to make sure it isn't OP.
I'm splitting this into 3 lines to make it more of a diverse idea, more prone to be able to be changed without breaking the general idea.

This would begin in Tier 3, like the magnus line, as it would otherwise HAVE to be extremely underpowered or insanely powerful AOE,

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The Tier 3 would be called "Crystal flinger"

Appearance:
A white cylinder with a trigger on the bottom, closest to the back, and a winding key on the left side just above the trigger, with 2 lime, small
canisters on the top directly next to eachother, with small wires coming out of each on into the back of the trigger handle, and a green nozzle 1/4
of the size of the whole thing at the direct front.

Stats:
Elemental Damage: Low 20 - 28. Average 45 - 59. High 54 - 62. (In tier 3)
Speed: 3
Abilities: Charge Time Reduction = Low

-Takes 0.4 seconds of holding the trigger, before firing an a cone of (From the front forwards)
Closest tiles 1 next forwards 2, then 4, then 5, ending in a straight line left to right.

-Hits enemies in the cone up to 4 times.

-Can only hit once every 0.5 seconds.

-The area is filled with small green crosses around the span of the effect.

-The autoattack forces you to stay still for 3 seconds before fading the cone effect away.

-The cone only deals damage for 2.4 seconds, the final 0.2 is fading time.

-This does not deal knockback and cannot be interupted (Except for the 'Shock' debuff).

The charge attack is a burst of force with slight green effect and a white circle showing the range of the force.
Elemental Damage: Low 68 - 90. Average 112 - 121. High 130 - 152

-Takes 2.8 seconds to fully charge.

-Hits in a line 2 tiles wide that goes 4 tiles ahead and abruptly stops.

-Pierces all targets and knocks them back 1 block way from where they were hit from
(Continues knocking them until it hits the end, up to 5 tiles from you if they were directly infront of you.)

-Deals knockback only to Orange slimes / Lumbers or bigger targets if they are directly infront of you, only pushing them one tile away.

-------------------------------------------------------------------- /\ 1

The first tier 4 is the "Ash flinger"

Appearance:
A slightly longer version, now orange with 3 red streaks along the side, with 3 black, smaller canisters along the top - parallel to each other,
one in the middle and the others to the left / right with one streak along the middle of each. The winder is replaced with three yellow buttons in
a triangle upsidedown, the nozzle is now red along the front edge with slight splatters of it around the rest of the now dark yellow nozzle.
Now with two bonus nozzles 3/5 down the gun, smaller than the frontal nozzle but on the opposite sides to each other (Left - Right)

Stats:
Piercing Damage: Low 25 - 32. Average 57 - 65. High 69 - 81
Speed: 4
Abilities: Charge Time Reduction = Low. Slight chance of weak fire.

-The Spread of the cone is now 2, 3, 5, 6. wide each block forward.

-The effect now looks like orange crosses and small black dots.

-All other unnoted effects are unchanged.

The charge attack is now Piercing damage and now has 2 extra blasts!
Piercing Damage: Low 70 - 96. Average 129 - 142. High 137 - 167
Secondary Blasts: Low 22 - 34. Average 40 - 64. High 53 - 83.

-These secondary blasts are 25 degrees from the frontal target, meaning they could both hit a target too close to them.

-The secondary blasts only hit 0.5 tile width 25 degrees outward from the middle each.

-The secondary blasts only fire small rounds, half the size of the Frontal shot, with their own smoke and orange glow

-The charge now has a large smoke ring around it, and the effects are now yellow crosses.

-Other than the extra damage outputs, there is no changes to the charge attack.

-------------------------------------------------------------------- /\ 2

The first tier 5 is "Coil Flash Oiler"

Appearance:
Even thicker and a slight increase of length, with 2 smaller nozzles where the first ones were, now a darker red and 5 stripes of orange.
The canisters/wires are replaced with a large bet of 5 bubble going down the top of the gun.
The frontal nozzle is now see through, except for a coil of grey equal length.

Stats:
Piercing Damage: Low 33 - 39. Average 136 - 157. High 164 - 189.
Speed:5
Abilities: Charge time reduction = Medium. Fair chance of strong Fire.

-This now fires in a larger cone, 2,4,6,7,8 for each block forward in width.

-Now fires

The charge attack now has 5 shots, all of which shoot a blob of oil each.
Piercing damage: Low 105 - 126. Average 124 - 143. High 146 - 178.
Secondary blasts: Low 18 - 27. Average 36 - 54. High 46 - 52

-Two shots deal damage as one per side, making the secondary damage x4 if you are close enough to the target.

-When the charge attack is fully fired, it will shoot a blob of oil in an arrow shape 2 blocks ahead
(The frontal nozzle will shoot oil blobs 4 blocks away on block down, either side by one tile left / right, then down 2 and 2 left and right). o
o o
-The oil will be set on fire by any other fire attcks (As you should know). o o

-The shots fire a swirling coil effect on charge.

-The charge time is reduced to 1.8 seconds.

-------------------------------------------------------------------- >< 1

The second tier 4 is "Frost Thrower"

Appearance:
Slightly longer, dark grey with light blue circles down the middle of the top, there is now 3 tiny canisters along the top next to eachother.
The winding key is now on both sides and both are pure gold.

Stats:
Elemental Damage: Low 34 - 47. Average 66 - 83. High 87 - 98.
Speed:4
Abilities: Fair chance of weak Freeze.

-The spread of the cone is now 2, 4, 5, 5,

-Can only hit targets 3 times.

-the attack makes you stand still for 3.5 seconds.

-Now the effects are light blue with sparkles of white.

-Any unnoted effects are unchanged

The charge attack is a 3 tile wide AOE of Elemental "frost" damage, dealing heavy damage to near targets target.
Elemental damage: Low 80 - 102. Average 92 - 119. High 106 - 134

-The AOE is able to hit enemies only 4 times

-It takes 4 seconds to charge up, and makes you stand still for 1.6 seconds upon release

-Deals damage every 0.4 seconds.

-The animation is the weapon being fired into the ground, and it spreading extremely quickly.

-Anything unnoted is unchanged.

-------------------------------------------------------------------- >< 2

The second tier 5 is "Crashing Cold"

Appearance:
Much longer, Replaces the canisters for a much larger width, the patterns are now light green and dark blue stripes around the sides,
the nozzle is now an open cannon with a hexagonal hole.

Stats:
Elemental Damage: Low 50 - 62. Average 71 - 89. 92 - 102
Speed:4

-This now fires in a cone of 2, 4, 5, 5, 6,

-The user is forced to stand still for 4 seconds

-The cone can only hit 4 times

The charge attack now fires 2 volleys of 4 tiles wide, then 5 tiles wide of damage.
Elemental Damage: Low 85 - 109. Average 103 - 128. High 115 - 143.
After flash: Low 60 - 84. Average 78 - 93. High 83 - 99.

-The afterflash can only deal damage once per target.

-The charge take 5 seconds to fully charge.

-The volleys are consecutive, 0.4 seconds after eachother.

-When released, the charges are made at the same time (by 0.2 seconds), the 5 tile AOE stays on the ground for 2 seconds,
and the 4 tile afterflash is a 0.3 second of burst all around, knocking enemies back lightly and dealing a smaller amount of damage.
-------------------------------------------------------------------- VVV

Thanks for seeing these, if I get any positive response I'll carry on making more suggestions, leave your opinion in the comments!

Sun, 08/02/2015 - 04:00
#1
Hellswaffle
Even if it IS in depth...

I screwed up a couple of things rushing it, by not including the crafting path, neither specifying the damage based on some of the outputs, sorry!

I also have another line for this gun, but I didn't want it to take as long as a Vanaduke run to actually read, just enough insight to understand the idea and to be able to visualise it.

Sun, 08/02/2015 - 08:30
#2
Falminar's picture
Falminar
Autogun-like?

So far, it seems somewhat similar to autoguns.

Coil Flash Oiler: Piercing Pepperbox.
Crashing Cold: Elemental, freezing autogun-type weapon.

It keeps you in place while firing for a significant amount of time, deals high damage, can hit multiple times, and has a wide hit area, but all of these are more significant except hitting multiple times - It deals higher damage, keeps you in place for longer, and has a wider hit area. The CC is special in the damage type and freeze, and the CFO is special in the oil shot, but in other ways it's the same.

I think I'll stick with my Autogun, even if this is added. The increased time it keeps you in place wouldn't be worth the bonus damage and special effects in my opinion.

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