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SNIPERS IN SPIRAL KNIGHTS

11 replies [Last post]
Wed, 08/12/2015 - 14:09
Leoneyoney

I really think sniper-esque guns should be added into the game.
What i mean by sniper-esque is kind of like a handgun but with features such as the gun itself resembling basic features of a sniper such as scopes, stocks, elongated barrels etc. Ill just list my suggestions below. :/

Cosmetic: 1.Long Barrels
2.Scopes (ONLY for cosmetic purposes as SK is a top down game)
3.Bipods/Tripods (Such as on the Grim Repeater)
4.Stocks.
5.Requires two hands to hold

In game features: 1.Much longer range compared to handguns
2.higher damage than handguns
3.Very slow attack speed to balance the damage(even a shoot/reload/shoot/reload kinda thing)
4.Charge attack could be something like when the button is released the player lies on the ground to mimic a sniper taking aim and shoots one bullet that deals massive damage and pierces enemies
5.Shots require player to completely stop moving
6.Shots could semi-pierce/knock enemies back to deal with huge waves of enemies.
7.Charge attack could also be replaced with a sort of scoping function (When button is pressed, player lies on the ground and then a laser appears from the barrel of the gun pointing towards the direction of the cursor, gradually getting thinner and thinner, and when the player then presses the left mouse button or attacking button the shot fires.ALSO the thinner the laser gets the more damage the shot does.)

I really think snipers should be implemented into the game as i believe it will make the game much more fun because it will almost be like bringing an entirely new class into the game which will definitely attract many new players as well as make the game much more enjoyable for older players since SK gets boring after a while of doing the same thing with the same weapons. PLEASE ADD SNIPERSSSS

Wed, 08/12/2015 - 14:53
#1
Falminar's picture
Falminar
2 hands to hold?

Does that mean we won't be able to use shields if we use these?

Wed, 08/12/2015 - 15:02
#2
Leoneyoney
2 hands to hold?

Well maybe the gun itself could be used as a kind of mini shield? As in like when a button is pressed the player uses the gun's side to block attacks, obviously not as effectively as normal shields but still usable.

Thu, 08/13/2015 - 02:36
#3
Fight-Beetle's picture
Fight-Beetle
...

Well this idea would be great but if we wanted slow weapons we have the callahan, if we wanted long shooting weapons we have antiguas, and these don't inhibit shields. So.... REJECTED.

Thu, 08/13/2015 - 04:57
#4
Leoneyoney
=_=

Im not trying to get a "slow long shooting weapon" into the game for the sake of having a "slow long shooting weapon", and also the Callahan and Antigua are handguns which have very similar concepts, while my idea is to add a whole different weapon type. What I'm saying is that as aforementioned, with Spiral Knights being such a grind heavy game, it gets boring extremely quickly making players not want to play the game anymore which will be a huge waste of potential in this game, so the implementation of a new weapon type will sort of "freshen up" the game, as well allowing players to experiment with different builds, develop new play styles, tactics etc. Also, snipers are awesome, so...ANTI-REJECTION-ACTIVATED >.>

Thu, 08/13/2015 - 11:52
#5
Fangel's picture
Fangel
Hm.

Not too many longer posts on this, so let me allow myself to do that.

Two handed weapons are a big no-no. Only time a spiral knight uses two hands for a weapon is on a charge attack with bombs, or to reload a gun. Sometimes we just reload with one hand anyways. A weapon that requires two hands to carry falls into the same problem of dual wielding, so I'll say no to that.

Cosmetic appearance of a sniper rifle is fine. Guns can look however they need to look. However for the sake of the game, don't have them be too long of a gun, else it will clip into the ground when the knight is running or shielding.

No weapon should be a single bullet clip, this severely hurts charge attacks, which are a very important part of this game.

Super long range of bullets is sort of eh. Can't have them be too long, even if it is a sniper rifle.

So here's my suggestion to your suggestion:
Sniper weapons are a handgun in use. They have a 2-shot clip Firing the gun roots you in place and fires a targeting laser, and a moment later a very fast bullet travels the length of the laser. The laser fades after 8 tiles or so, and thus the bullet will die at that length.
This bullet however, can pierce through multiple enemies. It deals high damage on the first target, and any additional targets it passes through take 60% of the bullet's damage. It does not knock them back like the magnus charge.
The charge attack would take about as long as a gran faust charge, and fire a laser that deals high damage and knockback, and basically is the auto-turret laser. No targeting laser is fired on this shot.

*If you wanted to make the weapon even more unique, make the standard shots able to bounce off walls if fired at an angle less than 45 degrees. The targeting laser would still bounce off the wall, but deal the reduced damage value after bouncing.

This makes a weapon that works with our current mechanics, does not outclass too many other weapons (magnuses have an edge in combat where you need to move more, as you are rooted in place only for a moment), and offers a new sort of playstyle. Doesn't break PvE or PvP, or if it can I'd like someone to point it out to me so I can apply a band-aid.

Thu, 08/13/2015 - 21:29
#6
Leoneyoney
:)

Good ideas :D nothing much i need to say you pretty much covered everything, so GOOD JOB :) now all we need is an admin to see this

Fri, 08/14/2015 - 15:04
#7
Holy-Nightmare's picture
Holy-Nightmare
-1

I have pointed this out in several similar posts..... so here we go again...

Enemies have ranges greater than our weaponry and an area of awareness that is slightly greater than our gunfire range (usually). Ranged enemies (turrets) have a greater range of awareness in front of them but if shot (or aggroed in any way) they can keep track of you by rotating to keep you in that range of awareness.

IF we get guns that are greater than enemy range we can fire safely at them without fear. That goes for most enemies as well, in fact the only "attack" we have that is further than range of attack or awareness is the Vials we can throw and we all know they aren't strong. The closest thing we have to "sniper" guns in terms of functionality is the Magnus family since these guns have a slightly longer range than other gun charges and even then at max range the magnus only hits once meaning DPS is low and not enough to KO before aggroing the enemy.

@ Fangel

You idea is better and sounds more like a viable suggestion to change the Antigua line charges.

Fri, 08/14/2015 - 15:29
#8
Fangel's picture
Fangel
Those charges are fine

You idea is better and sounds more like a viable suggestion to change the Antigua line charges.
Antigua line charges are fine, they just take a while to execute. Like a cutter charge, they are powerful when used occasionally and in the right circumstance, but you shouldn't be charge spamming it or trying to use it as a way out of a tight situation.

Good example of a place the antigua charge shines is the end of D26 of FSC with all the zombies across the bridge. Good example of a cutter charge is on an enemy such as a lumber who has just attacked and you are at their flank.
With the sort of revamped sniper idea I threw out there, its charge would be helpful to push back enemies and make a line of damage that devilites can't dodge through. Sort of a "hold still" charge attack that isn't purely utility, as it will work great against just about any enemy. Its standard attack is good for targets that will stand still for a moment but are rather far away, such at turrets or a spookat trying to get a ranged attack in. It's essentially a magnus that's designed to hold you in place longer in exchange for hitting enemies further away.

Fri, 08/14/2015 - 15:48
#9
Holy-Nightmare's picture
Holy-Nightmare
@ Fangel

As for the 2 handed deal.... I could see one that changes how your knight moves when not attacking or shielding.

A weapon that requires 2 hangs to hold when you run but still is fired with one hand leaving your shield free....

Sun, 08/16/2015 - 10:11
#10
Leoneyoney
Bump for admins/developers/people who put guns in the game

Bump for admins/developers/people who put guns in the game

Sun, 08/16/2015 - 12:19
#11
Holy-Nightmare's picture
Holy-Nightmare
.....

Admins never respond to the suggestion forums..... at least they haven't in years...

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