Alchemers

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Shinko
Legacy Username

And some other guns in general (but alchemers mainly).

I've thoroughly tested my 3 alchemers across all 3 of their evolutions (I haven't gotten a 5* alchemer to test yet). The wiki makes things sound a bit misleading.

1) 2 shot combo kinda makes it sound like the alchemer will fire 2 shots per click. A clearer way to state it would be to say it has a 2 shot clip.

2) The 2* alchemer's regular shots ALWAYS caused a rebound shot in my experience. Occasionally the graphics would glitch and the rebound shot wouldn't be visible, but I know from several instances that the shot does exist since enemies closer to me than the enemy I shot would suddenly take ghost damage from the ricochet. The ricochet shots did not, however, ricochet again (the ricochet shot died on impact). The only time the gun's shot would not ricochet is when the shot did not terminate by running into an obstacle or enemy.

3) The 4* alchemers regular shots also ALWAYS ricocheted, but the difference here is that the ricochet would also ricochet (again this is 100% if the ricochet shot comes in contact with another enemy or a wall). For a single shot there is only 1 ricochet, but that 1 ricochet could ricochet again once. The second ricochet would die whether it impacted another enemy/wall/obstacle or not.

4) The guns page as a whole feels like it lacks some uniformity. The gun descriptions should all follow the same general pattern, something like "2 shot clip of elemental projectiles that have a chance of causing fire. Projectile will ricochet away from the object hit if and only if the projectile comes in contact with an enemy or obstacle before terminating. Ricochet shots will ricochet again under the same conditions. Players may move while reloading and firing.", "15 shot charge attack of piercing projectiles that do not cause a status effect. Projectiles fan out in an arc when fired. Players cannot move while reloading or firing.", or "6 shot clip of mixed piercing and elemental projectiles that do not cause a status effect. Projectiles exhibit no unique or notable behavior. Players cannot move while reloading but can move while firing." It doesn't need to be that pattern, but something short and descriptive that will get the information across. Descriptions of glitches, strategies, and strengths should be put in another section (e.g. "strategies"). I notice that some guns (notably the autogun series - understandable since it's got a unique firing pattern, but it can still be done is a much more regular manner) tends to get more description than is really necessary.

Shue-Donnym's picture
Shue-Donnym
2)

Don't you mean 3* alchemer?

Shinko
Legacy Username
Wups yup.

Wups yup I meant 3*, I was thinking alchemers started at 1* for some reason :P

culture
Legacy Username
Weapon stats

I think it would be worthwhile to list out the different properties common in a weapon family. I don't know much about guns, so here's a bomb example...

Nitronome
Blast Radius: x.x squares
Level 10 Charge Time: 2s
CTR Reduction: 0.16s each
Charge Walk Speed: Normal
Knockback: Medium (whereas Irontech would be Max and DBB would be none. Might use the UV scale, since it is a familiar relative measure, then we can just assign values...)
Knockdown: No
Fuse Time: 2.22s
Effect Time: Instant (would be like 5s for Haze line, or whatever)
...

Then on each bomb page we'd have this same table to reference. Would make it super easy to compare similar weapons without relying on what could be a vague description of the item. I imagine the things that would be important for guns would be clip size, reload time, can move while reloading/firing/charging/etc, shot range, combo range, has AoE, number of ricochets...

Shinko
Legacy Username
Perhaps

Perhaps what culture's saying is a more evolved version of what I'm asking for :P. Some form of standardized information for every weapon class would be helpful (even if it's not hard numbers). Something so people can kind of understand what they're going to make/buy before they get it. For a lot of weapons this would be easy once a layout is confirmed. Weapons that evolve on the same line tend to have mostly the same stats with a few nuances here and there as it crafts higher.

Reliable hard numbers may be hard to come by, but if standardized key words are used "fast", "strong", "weak", etc. the same general effect can be achieved. I guess this thread is really a call for standardization of the items pages although I didn't recognize it when I first made it.

Sk-Tactics
*bump* to gather support (aka peons to do the work for me) :P

erm... that was what i was "gunning" for.
standardized info that people can check before they make/buy a particular weapon.

For guns, the following info should be included in the description:

  • Number of shots before reloading.
  • Whether the user can move while firing / Recoil (Having recoil automatically means the user can't move)
  • Bullet Speed (Fast -> Medium -> Slow -> Very Slow -> ???)
  • Range (Measure in squares. Tested by firing at those destroyable blocks in the clockworks)
  • Extra Effects (Stun, Freeze, Fire, Shock, Knockback, Knockdown, Pull-in, AOE, etc)

Charge times & Damage can be done in a table.
(Although its going to be a bit difficult testing for high CTR & above since there are no CTR armor for gunners)

"0.5 sq radius AOE damage on impact" seems to be inherent in all guns. Was wondering whether we should just ignore it...

Have already polished all the 0-2 stars guns except for blaster, catalyzer & pulsar.
Was kind of hoping some other kind soul can do the rest...