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New Gun idea: Connector

13 replies [Last post]
Tue, 12/29/2015 - 17:34
Abelisk's picture
Abelisk

/!\This suggestion may sound complicated. Read it carefully before speaking out your opinion. Thank you! /!\

The connector gun (not official name) is a gun that shoots two bullets (stickies). If the stickies hit enemies, they will stick to the enemies. If multiple stickies hit one enemy, one of the stickies detaches. Now here is the interesting mechanic.

As the bullets stick to the enemies, they will be connected by a wire that connects you (the player who shot the connector) to the enemies. This wire and the stickies that stuck to the enemies will "activate" automatically at regular intervals. When they activate, they will hurt any enemies that are in the wire or connected to the stickies. The catch is that the wire and stickies don't stay active. They only "pulse", not stay active. This means that by activating the wire and stickies, you hurt the enemies within the wire/sticky once at each pulse - regular, automated intervals.

Anyway, the wire and stickies will last forever connected to whoever shot the stickies until the enemies the stickies are attached to are defeated, OR if you (the shooter): took damage, switched weapons, or re-tapped the Action button. By re-tapping the Action button, the wire and stickies will detract.

• If the shooter of the stickies switches weapons, then the wire and stickies will disappear.

• The maximum wire length between the shooter and the enemy is 10 tiles.

• Higher-starred versions cast more wire and stickies in a cone fashion - more enemies to be hurt!

• If the shooters takes ANY damage, the wire and stickies will disappear.

• Charge attacks pierce past enemies and attach on to the furthest of any mobs. They also have stronger damage! This is a recipe for destruction.

• If the enemy is defeated and the wire/stickies are still attached, the wire and stickies will disappear.

• When the wire and stickies disappear, the shooter must reload.

• Gun shoots two rounds, each starred-version with a certain number of wire/stickies.

No doubt that there will be questions, so I encourage you all to ask away.

Tue, 12/29/2015 - 17:43
#1
Falminar's picture
Falminar
What's the charge?
Tue, 12/29/2015 - 17:45
#2
Sonosuke's picture
Sonosuke
I like Sonic Unleashed, screw you

Okay, so if the multiple wires are made, would the damage stack if one wired enemy moves into another enemy's wire as you make the pulse?

Tue, 12/29/2015 - 17:48
#3
Abelisk's picture
Abelisk

Vanaduke: added note to OP

Sono: the pulses are very brief, so unless the wires are close to each other, no stacked damage will be made.

Tue, 12/29/2015 - 18:03
#4
Falminar's picture
Falminar
One commonly mentioned thing is:

All guns should have 2 or more shots in a clip, or players will have to wait for reloading before starting to charge.

It seems that this problem will be increased even more with this gun, and multiple shots just don't seem to fit it anyways.

(I wanted to make sure it even had a charge before mentioning this.)

Tue, 12/29/2015 - 18:28
#5
Abelisk's picture
Abelisk
Vanaduke: therefore, it only

Vanaduke: therefore, it only makes sense for the charge attacks to work when a wire is already in place. In other words, the "pulses" caused from charging will deal the aforementioned explosions.

The gun has strategy in place: would you risk wasting the wire/sticky time (3 seconds) for a charge attack, or would you rather want to create more pulses rather than stronger pulses? Your choice.

Thu, 12/31/2015 - 01:55
#6
Klipik-Forum's picture
Klipik-Forum
I haven't done a suggestion in so long...

Why would I ever use this gun, unless it had ridiculous damage values? It'd be very difficult, or at the very least time-inefficient, to line up more than one enemy in harm's way, especially when the tether only lasts for 3 seconds. And when it only hits one target, there doesn't seem to be any advantage over other guns except that you can't miss once the tether's connected. Except that if you miss the first shot and the tether doesn't stick, you have to reload.

Some ways I think you could make this more viable:

  • Increase the tether max range (not the cast range) significantly. Somewhere around 15-20 tiles.
  • There's no need to make the player spam the attack button if there's no disadvantage to firing as fast as possible (MSI penalty, reloading, etc). Instead, make the damage ticks trigger automatically once the tether connects.
  • Not being able to do anything other than use the weapon and move (including shield, take damage, dash/bash, or consumables) is enough of a penalty for continued use, so remove the 3-second timeout. Instead, since we just got rid of the need to spam 'attack' while connected, make 'attack' disengage the weapon from all targets. In effect, you attack once to start doing damage, and the damage continues until you are interrupted or you attack again.
  • The charge is boring. Make it a shot that pierces through enemies, so using a charge shot into a crowd of enemies will tether each one. Then the damage ticks from the tether do more than during a normal attack. Visually, it could have a thicker and flashier tether.
  • For upgraded versions of the weapon (4-5*, assuming it starts at 3*), make it shoot 3 and 5 tethers in a cone, respectively. An enemy can only be hit by one tether at a time (per player), so if the hitboxes overlap the additional tethers bounce off. The cones would be 3- and 5-tiles wide at max range. For reference, a Magnus charge shot is 1 tile wide, a Voltedge explosion is just over 3 tiles, an autogun's basic attack cone is 5 tiles, and an autogun's charge attack cone is 7 tiles.
Thu, 12/31/2015 - 05:13
#7
Abelisk's picture
Abelisk
I was thinking too deeply

I was thinking too deeply into using this gun in mobs, but I can see how useless it would be in front of one (or few) enemy(s).

The mechanic is not mainly about the sticky, but the tether. The tether can be placed over other enemies around the vicinity, and once enemies are aligned along the tether, damage can begin to be induced. It may be difficult, though if used in mobs, the gun can be very powerful.

As for your idea for replacing the timed attacks and having the gun automatically damage, I like it a lot. I will update the op asap. The cone function is also an excellent addition to higher-up handgun versions. The same goes for the charge attack. All excellent ideas.

I have made it so the gun shoots two rounds. More rounds, more attached enemies... Also so that charge attacks can be more convenient.

As for tile range... I think you are underestimating.

Thu, 12/31/2015 - 11:33
#8
Klipik-Forum's picture
Klipik-Forum

I think I'm a bit confused about how the sticky works in that case. How will it be effective in a mob? Won't it just hit the closest enemy to you, and the others will be unaffected? Also I did a bit of range testing, and 15 range is the size of the screen, give or take. If you make the range 10, that basically means if you tether an enemy at max range, you can't move away from it at all without breaking the tether.

Thu, 12/31/2015 - 16:12
#9
Abelisk's picture
Abelisk
Yeah, I think I wasn't clear

Yeah, I think I wasn't clear enough, sorry about that.

The tether isn't solid. Enemies can move through the tether at any given point. Also, the tether is morphable, meaning that it could stretch from 1 tile to 10 tiles (or in your case, 15 tiles), depending on where the shooter and the enemy are. If the shooter moves closer to the enemy, the tether size decreases. If the shooter moves further from the enemy, the tether size increases. It is preferred to distance as far as one can from the enemy, so the tether could interact with as many enemies as possible. You aren't rooted in one spot, if that's what you were thinking. You could move freely wherever you want to - left, right, forward, backward, et cetera - as long as it is within the tile range.

Thu, 12/31/2015 - 16:14
#10
Klipik-Forum's picture
Klipik-Forum
But Still...

Say you have a group of 10 slags in FSC. You fire the weapon into the group, and it hits the first zombie in its path. Now, unless the enemies behind the first one move in front of it, or you walk around to the back, only the first enemy takes damage, correct?

Thu, 12/31/2015 - 16:46
#11
Abelisk's picture
Abelisk

Exactly. But if you have a large open space, you can move your position to get an enemy closer to the back of the group.
If you are in a narrow pathway with a large group of enemies, the charge attack will be recommended.

Thu, 12/31/2015 - 17:00
#12
Klipik-Forum's picture
Klipik-Forum

I take it we're getting rid of your 3-second idea then, because there's no way you can reasonably maneuver multiple enemies into the damage area and get meaningful damage off in that time.

Thu, 12/31/2015 - 17:22
#13
Abelisk's picture
Abelisk
Yup. I changed the OP several

Yup. I changed the OP several hours ago, and came with the decision that the wire and sticky last forever, until certain conditions (taking damage, switching weapons, tapping the Action button, enemy dying) are in effect.

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