What would it be?
I've got one ( probably impractical but ) a gun similar to the alch line but the angle of incident = angle of reflection.
Charge would fire a bullet that doesn't disappear until it hits a wall or enemy
What would it be?
I've got one ( probably impractical but ) a gun similar to the alch line but the angle of incident = angle of reflection.
Charge would fire a bullet that doesn't disappear until it hits a wall or enemy
Don't know what to call this but I don't care.
This is a two shot pistol which fires special projectiles. The bullets move two squares forward, then pause for a second. They will move forward like this thrice, and then disappear. The Bullets leave a line of damaging energy whenever they move, disappearing when the bullet moves again.
The charge shot is a bigger projectile that zips forward four times instead of three. The damage lines are also bigger and last twice as long.
@ Midnight-Dj, Interesting idea and I like how it can knock things out of range but how would it be balanced in the game?
For the charge in PvP, if if you don't have enough time to react to it, it gets rid of the counterplay. Also the fact that you can move instantly afterwards after a charge attack eliminates the punish time for a missed charge.
I'm interested in what it looks like, too. Assault rifle, 'ember pattern?'
@ Blazecat-Percival, Lines of energy sounds really cool. how fast do the bullets stay stationary and how fast do they move? Do the bullets deal damage or just the lines of energy? How would you implement it in game? What would it look like?
Maybe have 3 guns that resemble a gun puppy head, a howlitzer head and a polyp or something?
5 round clip, fires them like a gun puppy: left, mid-left, middle, mid-right, right. Charge attack fires 5 stronger bullets at the same time.
Deals piercing for the polyp form (needle-like bullets), elemental for the gun puppy form (yellow bullets) and - you guessed it - shadow for the howlitzer form (purple).
Not sure about stars: maybe a 3* form and a 4* form? Or maybe just a 4* form...
You'd probably get the recipes from Basil only.
What do you think?
That actually sounds really cool, Ze-Epik. I dig it. Sounds like it'd be a pretty wide gun though haha. What if there was just the howlitzer and gun pup? 3 shots in a clip. Elementa/pierce then shadow followed by a double shot from both. Maybe the charge would be a homing missile and/or a howlitzer head?
Hahahaha too cool. Really like your idea !
I would make one where every shot leaves a temporary field of damage wherever it hits. (Think of hazebombs but in gun form, and the AoE is REALLY small. Just there to make it so that there's an effect that lingers for a second.) The charged shot would make a slow moving orb that would go through enemies and make AoE fields on whatever it hits.
EDIT: I do like these ideas a lot. They make me want to...add them to a fangame or something.
@Sipsy
Possibly: maybe if the normal attack was 3 shots is the same form as a tier 2 gun puppy/howlitzer except shot like a tier 3 (not all at once). The charge attack for the gun puppy could be a rocket puppy missle and the howlitzer charge could be a howlitzer head missile?
Do you think the missiles should home like T2 or T3?
Yep, as bland as it sounds, a "flamethrower" like weapon.
Regular shots shoot a large orb that explodes upon impact (no knockback)
Average range distance (compared to other guns)
low chance of dealing moderate level status
1 or 2 shots per clip, slow firing rate
Charge Attack shoots a continuous stream of a gaseous substance, which do a small amount of damage but a rapid hit rate
Range of it is rather short, about as short as a Troika/Rocket Hammer's hitbox
Every hit has a chance of inflicting the status, which with a rapid hit rate, makes this occur often
Average charge wait time (compared to other guns)
Has the longest charge duration of any weapon in the game, twice as long as an Antigua's charge attack (or so)
Unsure either to be a meter under your knight to indicate how much longer the charge will last, or if the gas cloud gets thinner overtime
Just came up with this on the spot
It would not have a regular attack, but you would charge it up and it would fire powerful projectiles in 8 directions that go really far.
@Sir-Pandabear, Wouldn't that be more of a bomb?
@Ze-Epik, Yeah, 3 low ~ medium shots at once like a T2 gunpup/howlitzer. Probably T2 homing, not much tracking but still there to make a difference.
@Midnight-Violet, What if we use the charge attack you mentioned as the normal attack with a shield-like regeneration system for the fuel?
@Autofire, I really like that idea. It would let you restrict enemy movement without being obnoxious with knockback and huge effects like on the pulsar line. Totally agree with you on the edit !
@Sipsy
Don't be silly. I'm sure if there was a bomb like that they would remove it for not being bomb-like enough.
@Sir-Pandabear
Pretty sure he means because it's not directional and it only has a charge.
Maybe make that the charge and the normal attack just fires 2-3 long range projectiles?
@Sipsy & Ze-Epic
http://forums.spiralknights.com/en/node/58164
Pirates hand cannon literally a cannon for one hand. Shoots once before reloading. Projectile moves through targets ( knocking back)then explodes at its max distance ( or on terrain) charge attack : animation shows you load 3 cannon balls and extra gunpowder, upon release you fire 3 flaming cannonballs in a cone that deal their explosion damage and set enemies on fire each time they make contact, but still travel the full distance.
aaaaand a minigun that reduces ur movement speed while using it normally, and for its charge attack you just mount up, set up a turret stand and channel crazy damage for as long as you can.
but what I really want more than anything.. are some gunblades!!! im thinking devil may cry. final fantasy style. :D or maybe a good olfashioned chainsaw-shotgun. okay okay just duct tape a blitz onto the end of a rocket hammer for me. each time i dash in it releases a blitz charge * nod nod* not broken at all :3
A hand cannon made from the corpse of the legendary Bone Dragon, it has a relatively short range but the slow bullets drag enemies in, shadow damage, 3 shot mag, charge attack is just a larger version of the standard.
a kind of harpoon gun. two shot magazine. normal shots are very fast and stick to the first enemy they hit, while dealing heavy knockback. the harpoon will then tick damage (similar to fire) until it dissipates and, if it has a status, can apply this status on each tick.
charge attack will fire a larger, equally fast harpoon that will again stick to the first enemy it hits. it will then explode like a bomb after a delay of a few seconds. destroying the enemy to which it is attached will nullify it.
or maybe something crazier. a four-shot weapon acting similar to blasters. the twist? it is a reverse gun, making bullets out of nowhere and pulling them towards the barrel. the charge attack is a reverse shotgun. bullets home in on the gun barrel and pierce. all enemies hit by it will be "marked" and receive damage if and only if the bullet that marked them reaches the barrel.
A gun that has projectiles on the normal attacks that will actually go through enemies (only hitting each enemy once). I just think that would be a fun mechanic in the game. Like you line enemies up and kill them all at the same time.
What if you had a grappling gun that had a 3 hit combo: shoot & hit enemy, bring in, hit away again with gun.
So basically:
-Shoot at far away enemy.
-Enemy gets close.
-Hits enemy with gun and knocks them back far away.
I suppose the downside would be you can only hit 1 enemy per shot, and you immediately reload when you miss.
How about:
3*: Grapple Gun
4*: Hook Shooter (yes, that is meant to be a LoZ reference)
5*: I don't know??????
what if you could carry around the top half (smaller top half) of one of those energy turrets you sometimes see.
single shots shoot a pellet of energy that explodes on contact
charged shots root you in place for 2.5 seconds and you shoot a continuous beam (like they normally do.)
Shotgun. This idea has, for some reason, been denied by the community for reasons unknown. Basically, the shotgun releases 8-10 projectiles in a random pattern within a cone-shaped boundary. It is similar to Blitz needle, but emits all of its projectiles at once rather than simultaneously.
The shotgun is spray n pray, relying on random patterns within a close distance to an enemy or to enemies.
It is very similar to the blitz, but its immediate discharge of bullets is its main deviance..
The reason shotguns are often frowned upon is because the premise sounds like "it's blitz needle only it's faster and therefore better".
So the question becomes "how would you balance it so it wouldn't be better than blitz"?
The shotgun's biggest advantage is its ability to dish out great damage at close range, while firing from mid range and greater would see the effect lessened by the somewhat wide spread of the shots (I propose a cone spread of 45°-40°).
While that all sounds similar to the Autogun's purpose, the DPS and overall sensation of close-range shots should be comparable to that of a Magnus' due to firing all the shells at once. And because it fires several shells per shot (I propose about six to eight), it effectively means that it can swiftly punch through obstacles that absorb hits rather than damage, which is an utility no other handguns short of automatic guns and needle guns can rival.
The charge shot of the Autogun family is the backbone of their critically acclaimed power output, with the drawback of sitting down on the spot through the entire attack down to the endlag delay. If the shotgun isn't going to outdo its power by a long shot, the sheer response speed in combining all the shells into one (I propose ten to fourteen with a reasonable increase in damage) and the instantaneous knockback will make up for it.
Knockback on both the foes and the player, that is. For those of you who can recall the old animation of the charge shot for the Punch Gun and its relatives, this kind of knockback on the user is exactly as you would expect it to. However, the speed at which it fires all its shells compared to the autogun's slew of bullets can make a larger difference between a direct contact and a clean miss followed by a widely-exposed recovery time.
I also request the default line of shotguns (if any at all) to do normal damage. Not only does their ability to punch through hard defenses come from a raw, heavy mass of projectiles (rather than a pointy, aerodynamic shape meant to pierce through a single point like bullets are designed to), but it will also allow shotguns to remain versatile against all monster families without being a blatantly better or poorer match compared to other guns. And for that to happen, it's additionally just as important to make firing these shots and impacting those shells feel satisfying and natural.
-Volcanic Pupperbox: Shoots exploding vog-cub shaped projectiles
-Glove that shoots out semi-homing energy balls, akin to Terraria's Nebula Blaze
-Alternate line of Tortofist that shoots multiple shards in a straight line-like a Blitz Needle but more accurate
-Alternate line of Tortofist that shoots lasers
-"laser cat" gun shaped like a seraphynx that fires a short-ranged Light Ray projectile
-Double-barreled Iron Slug. Because destruction.
-Quadruple-barreled Iron Slug. Shaped like a Callahan but bigger and Iron-Slug colored. Lots more yellow lights.
-Dual-wielding for the aforementioned quadruple-barreled iron slug pls i wanna oneshot all the things
-Gravity Gun styled firearm that relies on environmental blocks as ammo (Explosive blocks do more damage, ghost blocks vaporize enemies instantly)
-Hurtling Pitchfork/Ax ("throwable" Devilite-themed pitchfork/ax that requires a charge to use
-Grabber Gun that functions similarly to that thing Syndrome uses in The Incredibles (Uses regular-size monsters, able to swing them at other monsters/blocks for until the monster's hp is depleted)
-Chainsaw Cannon that functions as an Iron Slug reskin. Fires rocket chainsaws that explode.
-Marshmallow gun that functions as a valiance reskin, made out of pvc pipe and shoots marshmallows
-portable trebuchet
-portable wheel launcher
-Bowling Ball launcher
-Remote-detonation stickybomb launcher
-Vial Launcher that uses your current Vial or Orb Barrier supply as ammo (one Vial/Orb barrier is consumed for every x shots and inflicts the appropriate status plus a damage increase from a normal vial)
-Jellybomb Launcher that shoots a central mass of explosive jelly that breaks up into red jelly bomb entities
-Retrode Laser
-constantly-active orb barrier that takes up a weapon slot
-constantly-active weapon that makes all melee weapons shoot out spinning ghost-projectiles of themselves
-Jelly Blaster that covers an area in jelly, slowing down enemies
-boomerang
-Air Blaster that works as an enhanced shield-bump (does 1hp of damage)
-Magnus variant that has 7 blocks of recoil for the user and double.5 the knockback of enemies on the receiving end
-Controllable drone that explodes on impact, requires user to stand still
A gun that spawns up to 3 slimes to aid you in combat! ^^
Edit:
About that shotgun sugestion, you could balace it by giving it a really short range, and balace it's demage through testing...
The cursed colt. A colt handgun that inflicts curse. Nuff said.
Reading Melonfish's shotgun idea reminded me of my own. Autoguns are "heavy antiguas". Therefore, shotguns would be "heavy blasters". Pretty much it's a gun that fires 3 blaster bullets simultaneously, and has a two shot clip. At close range you're getting a full blaster clip in one shot, and at a range you're getting a harder to use blaster. Charge attack could be something like the old magnus charge, potentially with a small shatter/burst at the end of the attack, plus stunning and knocking back any enemy behind the player that they get launched into.
Hornet: Shoots a (very) slightly homing projectile with high speed,fire rate and big clip but does extremely low damage
A gun that is a gremlin scorcher's flamethrower? So it spawns a line of fire at the direction of the gun when fired before it has to reload, during firing player can't move(like autoguns). A quick charged attack releases a widespread puddle of oil which can be set aflame.
I was thinking about this the other day when I was pondering what new weapons would fit into sk. Then I saw the gremlins big flamethrower tanks and realized it could totally be recycled and made into a gun!! Actually one of the more practical ideas since less work is required.
Thanks! Sometimes you gotta think about recycling~
What about..... A GUN THAT SHOOT PROJECTILE LIKE PETS! it would be great to see gun that shoot fireball (which is more powerfull than firotech alchemer), a gun which shoot a beam projectiles (in which the projectile can move), and a gun that shoot explosive bolts (which can poison enemies)..... but, cons needed, so drakon gun should has...... a slow firing rate and some recoils, seraphynx (it's hard to spell it, okay :/) gun should only pierce on charged shot, and maskeraith gun should have a low clip......
A bolted vee gun that shoots Prismatic Bolted Vees at enemies.
A gun that surrounds you with bullets. It's like a reverse catalyst. However, the bullets will be a bit farther from you and will look like saws.
Looking around this thread. Everyone has some great ideas, I'd admit. I take most were inspired from other games.
Since this thread has attracted lots of attention, I'll donate my five American cents.
I take this inspiration from a browser game (due to forum rules, I'll just say one of the first shooter games developed by Sky9 Games) I played years ago. Popped up in my head when Umbra-Lunatis mentioned:
-Remote-detonation stickybomb launcher
Remote detonation is beyond workable (as I see) currently in Spiral Knights. However, if I recall correctly, Catalyzers have a unique component of 'sticking' shots in, each with a set timer before expiring (pre-Gunner Update). Now, I want to believe everyone misses its old mechanics due to its efficiency, so perhaps we could re-incorporate this relic of Gun Mechanics back into the game with a new utility:
Sticky Grenades
Sticky Grenades
(In case you missed the title, I did the liberty of typing it in twice via paste.)
Sticky Grenades shoot a weak projectile at an enemy, which latches onto them upon impact (i.e: Catalyzer Orbital). The latched projectile denotes automatically shortly after (three seconds), damaging the poor fool who got shot.
I pity them fools.
Clarification on Mechanics:
Or Description. Whatever you prefer.
____________________
This modified three-round Catalyzer shoots post-Gunner Update Catalyzer shots (so each direct hit with projectile is one damage). The orbiting shots expire after three seconds, in which there is no explosion seen, but rather an AoE damage radius about the size of a Biohazard/Neutralizer charged shot (yes, there is one and it is rather large). The AoE should definitely envelop the fool and will also damage nearby fools. Damage should replicate pre-Gunner Update Catalyzer normal shots, to loosely replicate the older Catalyzer.
The Sticky Grenade Launcher's charge is where the name derives from. Its charge should actually be around all other Gun's charging time; it is well-compensated with its ferocity. It deals no direct damage, like pre-Gunner Update Catalyzer, but upon contact it will latch onto the fool by actually being onto them, represented by the flashing light seen on Tortofist Crystals after the Tortofist charge. After three seconds, THERE WILL BE AN EXPLOSION. And it will be GRAND, centered on the poor fool and the explosion being the size from a Proto Bomb radius or a Two Star Blast Bomb. Damage is equivalent to current Biohazard/Neutralizer charge direct damage.
Got too hyped and left that part in bold.
Is it completely unique to other Handguns? No; Sticky Grenades will branch off of the Catalyzer-line, starting at Three Stars, much like Pulsars or Blasters or Autoguns.
I recommend it being added to the ideas in this thread:
http://forums.spiralknights.com/en/node/114652
Here is another wall of text displaying the new Catalyzers:
____________________
First Variant:
YELLOW COLOR SCHEME (Design and Projectiles/Effects); Normal Shots' Damage are pre-Neutralizer-line damage; Charge Damage is current Neutralizer-line damage; NORMAL DAMAGE
(3*): Chaotic Catalyzer/Activator
(4*): Calamitous Catalyzer/Activator
(5*): Entropy
____________________
Second Variant:
RED/MAGENTA COLOR SCHEME (Design and Projectiles/Effects); Normal Shots' Damage are pre-Biohazard-line damage; Charge Damage is current Biohazard-line damage; ELEMENTAL DAMAGE, FAIR CHANCE OF MODERATE FIRE
(3*): Singeing Catalyzer/Activator
(4*): Scorching Catalyzer/Activator
(5*): Immolator
____________________
So, yeah, my little Great Wall of Rhons. Spent two hours on this, darn it. Open to critique and suggestions. ... Maybe.
First off, meet the Snarble Shot line of Autogun.
1* Snarble Shot
2* Twisted Snarble Shot
3* Thorn Needle/Thorn Barrage
4* Dark Thorn Needle/Venomous Thorn Needle/Dark Thorn Barrage/Poisonous Thorn Barrage
5* Barbarous Thorn Needle/Maismic Thorn Needle/Gloaming Thorn Barrage/Bubonic Thorn Barrage
Thorn Barrage and its evolved form's charges shoot the corresponding bomb in the Spine Cone line.
Next, eat the dust of the Spine Cone line of Shard Bomb, I presume.
1* Spine Cone
2* Twisted Spine Cone
3* Briar Barrage
4* Dark Briar Barrage/Infected Briar Barrage
5* Barbarous Briar Barrage/Bone Briar Barrage
Im a huge fan of the antigua line guns, but the charge is pretty lame in my opinion.
My ideas:
-Harpoon charge attack
-Pulls enemies back
-or-
-goes boom
-or-
-immobilization
-Just the final attack of the charge it has. like the bird at the end of the argent's attack.
-a bullet storm. kinda like a flamethrower, just tons of bullets in a cone.
The last one would be an Autoiguana, I think?
Wouldn't the 5th one (seagull) technically be a Caribbean Mixmaster?
My idea for Mixmasters (unusually designed types of gun) would be these:
-Patriotic Mixmaster
--Basic Attack: Three fireworks per one shot. Five shots before reload.
--Star level adjusts based on the mode star level of the gear you have on when you open the Independent Prize Box (gotten from Patriot monsters within 7-11 days of the 4th of July)
--Charge attack: a red cannonball (FIRE), a white cannonball (FREEZE), and a blue cannonball (SHOCK) fly out all at once, orbiting the user.
-Independent Musket line
--Basic Attack: Five shots before reload.
--Star Level: Depends on what gun you used to craft it with. ProtoGun=1*,1* gun=2*,Blaster=3*,3* Blaster=4*,4* Blaster/Valiance=5* (Comes with a bayonet!)
--Charge attack: A burst of random fireworks.
--Crafted with Bonds, Materials, an according gun, and Fireworks.
The Patriotic event!
Some monsters become Patriot versions, which drop Propaganda, which is used to buy Bonds, which in combination with Propaganda, makes a guild poster of the WWII propaganda, "Bonds - Buy Them And Keep Them." Bonds are also used in recipes to make the American flag, and many more items to remember independence AND those of whom have died serving to protect their country and their honor.
The gun I would make would have slow bullets like pola (possibly even slower) that don't explode. Just a gun to control other players movement with in LD. Oh wait, that's the old catazyzer that was changed :/
'Ember' pattern assault rifle
A hybrid between a blitz needle and a blaster, brutal in its simplicity. Fire twelve bullet per clip, projectiles travels in three, four round bursts, there is a delay between each bursts so player can adjust his/her position instead of being locked in one place. Each burst has a chance of knocking an enemy out of the attack animation (boss withheld).
The charge attack is a single high damage shot that travels through mobs, the shot is fast so you can move almost instantly after you fire off your charge. This gives you a sniper role in SK, or have close range gun brawl in PVP.