Well, i havent even been playing sk for that long and it's already gotten boring to me. Yes, some of the updates are nice but i'd like to see some new updates and maybe some new weapons, not skins, brand new weapons (hint, hint, a mixmaster style gun that is available threw lock down or normal recipes). That's just my opinion and i know many people agree with me that their should be some new updates.
The future of sk.
So your suggestion is "more updates"?
Last I checked that's pretty much every update ever suggested. Stuff can't get implemented without updating the game.
But here's my question - since you say you haven't been playing for too long: what exactly is boring to you? Did you make full chaos and brandish spam your way through FSC three hundred times because someone told you that's the only way to play the game? That's going to burn you out quickly. Expand your arsenal, venture through the arcade and various other levels, attempt some of the rotational events when they come around.
If you just are suggesting a mixmaster as a normal weapon I mean, yeah, please do so. Just I'd rather it take a damage nerf because right now it does the same damage as a status alchemer while having the same bullets as the alchemer... If every ricochet were controlled.
Personally I'd like them to be shadow lair rewards branching off from 4* pulsars of the same damage variants.
I think the mixmasters are fine in terms of their power. They lack area of effect, super high damage, and range. This leaves them as being amazing mid-range combat options but not much else. The drivers on the other hand have super high damage at a range with a sort of pseudo AoE type thing which definitely keeps them viable.
I have done a lot of different stuff in sk and dont get me wrong those things were a blast, and i still enjoy doing fsc with many different things. just something new is what im asking.
Mixmaster does 3x storm driver damage purely because of its attack style. If the storm driver deals 212 damage per hit (training hall T3 max damage), that's 414 for an unskilled player combo. Mixmaster does 1,272 at the same depth for a full combo for an unskilled player.
Basically, the weapon is a bit more newb-friendly whereas storm driver takes considerable practice to use. The forwards range of the bullet is shorter, however the tiles traveled is further.
A damage nerf I would give it would be unexpanded pulsar bullet damage. This is higher than antigua but lower than other high damage guns - it's a 6-bullet gun with a 3 shot combo, deals shock, considerable damage, and boomerangs back to your player. few ways to work with it once more people have it for sure, but yeah.
And I still don't know how large your arsenal is. If you've never tried a cutter with attack speed, try that out. If you've never tried a sudaruska and an iron slug together for a slow powerful player, try that out. Lots of stuff to try and make before needing new toys - even if the new toys are fun and interesting.
If you're using normal shots switch shooting allows you to fire about the same number of bullets per second (around 1.5) for either weapon. You trade more accurate, faster bullets for clunkier bullets that tend to hit more easily and have higher dps on the whole. The big difference, again, is the charge attack. In the training hall, at max damage, mixmaster does 402 per hit and shock for a total of about 1,600 damage. Storm driver does 470 for the main charge and 212 per extra hit after that. It takes about 6 extra shots/richochets to come out well ahead, and it tends to hit with considerably more than that when shots are well place, and at a huge range. The mixmaster on the other hand lacks this huge range on its charge.
Another point you're forgetting is nova driver. Nova driver does 470/252, which puts it even further into the insane damage range and even allows its normal damage shots to come out ahead over the mixmaster. The shock is gone so it's not a perfect comparison, but it's certainly an option.
The only time I really use my mixmaster/orbitgun for serious use is against devilites, around beasts, and against mecha knights- all things that normally dodge but now do not. If that wasn't the case, alchemers would win out just about every time.
A pure damage/no status mixmaster would also be fair, however remember that it would take on nova driver damage, which is the highest damage output for singular bullets in the game (standard hits) against weak enemies. It's about 20% more damage.
The thing that I also want to bring up is that you mention how a skilled player would use a driver. I was talking about unskilled players who just stand back, shoot the full combo, then do it again. When it boils down to skilled players, yes, alchemer's mechanics are currently super powerful and will remain preferable. However, once mixmaster is in the hands of many, I'm sure we'll see many more skilled uses of it. It's a perfect "close range gun" - something that was tested with tortofists but wasn't perfected.
Basically, the mixmaster is a pulsar for close range. It lacks range, however its damage at point blank is quite high, and the shock helps if enemies get too close. It's extremely newb-friendly but would likely have super advanced uses. In the past I've brought up that if we were to have a mixmaster instead of a pulsar, and pulsars were behind the same wall, I would have the exact same complaints about them.
I know that if you weapons swap with some of the drivers you technically can get the same dps or more ( depending on the bounces of the shots ) than a mixmaster. But with that said it simply doesnt happen weapon sapping with 2 nova drivers simply will not give you the same amount of dps as weapons swapping 1 mixmaster, because the shots go threw enemies multiple times and can also hit multiple mobs in the same shot.
Mixmaster bullets explode upon coming in contact with an enemy. Therefore, the bullet will not pierce through enemies, dealing damage instead. It does not trigger "projectile" responses from enemies however, meaning mecha knights won't shield, gremlins won't dodge, etc.
Mixmaster does more damage when spammed, however alchemers are more "hit enemy with one bullet, swap, do it again, keep a safe distance". They both have different combat purposes and, honestly, should be opened up more.
I dare to disagree :)