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A Armor and Two Handed Ranged Weapon Ideas

12 replies [Last post]
Sat, 02/19/2011 - 14:44
DSMK2
Legacy Username

For one I really would like another Cyclops helm variation or such, like:
http://img43.imageshack.us/img43/4839/skarmoidea.png

As well, two handed weapons, they have somewhat increased power, longer charge times (however much more stronger than their 1-handed counterparts), and forgo the protection of shields.

Rifle Type:
http://img15.imageshack.us/img15/8854/skrifleidea.png
Functions the same as handguns, they feature more slightly more damage, but has a slower fire-rate. Has a strong charged shot.

Cannon Type:
A charge only weapon, quite powerful if it hits. Slows players to a crawl if it's the current active weapon. Generally should fall as a major support weapon.

Sat, 02/19/2011 - 19:25
#1
Shoebox's picture
Shoebox
The issue I would have with

The issue I would have with ranged two handed weapons is that there's no drawback to not having a shield for all that extra firepower and range.

Guns are already way too OP.

Sat, 02/19/2011 - 19:44
#2
Cactuscat's picture
Cactuscat
Very nice sketches, I do like

Very nice sketches, I do like the designs alot.I won't lie, I think it'd look BA to see a Spiral Knight running around with a rifle/cannon! However, I have to agree with Shoebox, there would be no real downside considering the range. Maybe you would have to stand still to fire these weapon types?

Sat, 02/19/2011 - 19:58
#3
Cromendi
Lol, that rifle looks alot

Lol, that rifle looks alot like the semi-rifle from S4.

Anyway, maybe you can "balance" it with a start up and a cool down. Like a scope in before shooting and a bolt reload/energy cell replacement after.

Sat, 02/19/2011 - 20:28
#4
DSMK2
Legacy Username
Elaboration!

The rifle line of weapons should have low moving accuracy (fire while running, and shots fly all over the place), but when standing still it's one of the game's most accurate weapons. As a stronger ranged weapon, it should have a low re-fire rate, and a pummel gun style reload (not looking for a two handed clone of the pummel gun though). I'm looking for a "every shot counts" thinking, yet still reliable enough to become a main weapon for the gunner archetype. Charging slows you to a crawl, and there's a bit of recover animation after the rifle is fired. Rifles have a longer minimum range, thus no melee range shooting once someone gets up close.

Pros
- Higher ranged damage
- Accurate when standing still
- Strong charged attack

Cons
- No shield
- Less DPS
- Longer reload times
- Longer minimum range
- Accuracy falls drastically when moving
- Slightly reduced movement speed.
- Charging takes long and slows you to a crawl, followed by a pause after it's fired

Should it feature shots with a larger hit-box? Making it not-so-great for hitting things in areas with many obstacles. Also slightly faster bullet speed.

The cannon when held as a active weapon slows you to a crawl, charging it forces you to stand still, and you can't move until you fire. It's only attack is the charge attack. As I said before, the cannon should be a support (party based!) weapon, playing by yourself with this out makes you a sitting duck most of the time.

Pros
- Very powerful charged attack
- AOE Damage

Cons
- No shield
- Slows you to a crawl if it's your active weapon
- Charge attack only
- Inherently longer charge times than other weapon types
- Can't move while charging, has a pause after it's fired

I could use a elaboration for guns being OP though. I often find the aiming wonky, and shots move somewhat slow, often passing by the target...

Sat, 02/19/2011 - 20:39
#5
Shoebox's picture
Shoebox
Guns are OP because you can

Guns are OP because you can shoot them forever and never get hit.

Regardless of how many shots land or miss, the fact it is entirely possible to never get hit when using a gun makes them OP.

It takes a considerable amount of skill to never get hit using a sword or a bomb, as compared to a gun as well, because the range on some of the higher star rating guns is just ridiculous.

Sat, 02/19/2011 - 20:50
#6
DSMK2
Legacy Username
Eh?

Isn't that why guns are there in the first place? Kill from a distance, before something reaches you.

While guns allow you to run around and never get hit, they never seem to have as high DPS as swords. Though I'm going to have to say, fighting rangers is always pretty damn hard.

Sat, 02/19/2011 - 21:32
#7
DSMK2
Legacy Username
They don't generally make you

They don't generally make you invulnerable, just makes you die less faster, especially when varied types of monsters are massed against you (why, why did I have to take the hard path?), and there's the type of enemies that side jump when a shot is near them, often making my autogun spray in vain and making me a sitting duck in the recovery animation. Not to mention the cannon puppy spam in some parts. I hardly think you can run though the game with just them.

For cannons, instead of a straight line shots, it arcs, the shots explode on impact. It's a artillery piece. Perhaps it should have a different firing mechanic, where your mouse is, is where your shot lands.

The Magnus series doesn't hurt as well as I want it to, and it doesn't hurt as much compared to it's reload animation cost. This is where the rifles step in, they're like the Magnus series, except they have more shots, power, and easy to use with it's larger shots.

Sat, 02/19/2011 - 21:41
#8
Shoebox's picture
Shoebox
Your own personal skill level

Your own personal skill level when using these weapons is not that of the majority of Tier 3 players.

I could quite easily use the Blitz Needle, regardless of it's idle time, to clear stages.
I've used the 3-star Pepperbox to clear Tier 3 dungeons.
It's actually quite easy.

Making more powerful guns, regardless of any of their drawbacks, will just end in more abuse.
Fire a cannon shot, switch weapons, now there's no cons and no reload time.

Sat, 02/19/2011 - 21:51
#9
DSMK2
Legacy Username
Eh, probably means that the

Eh, probably means that the Autogun series is a bit overpowered for it's shots, when does the Blitz Needle come in? If you mentioned using other gun types to the same effect I'll probably change my thoughts.

On the other note, cannons charge before firing, it doesn't reload.

Sat, 02/19/2011 - 22:07
#10
Shoebox's picture
Shoebox
Well there's the Antigua and

Well there's the Antigua and Alchemer series of guns as well.

The Alchemers were actually abused so much they nerfed them considerably in the balance patch.
They inflict fire as well as multiply their bullets and ricochet, meaning it's impossible to miss with them.

The Antigua fires six single shots and has a charge attack that bursts the six shots but does one special final shot.
It has the longest non charge attack range in the game.
In the last preview I could clear entire gates with just a Silversix, and often did.

I just moved to the Autogun series because they're the only gun that can deal damage to multiple monsters consistently.
They're also fairly OP in terms of burst damage and interrupts.

Sat, 02/19/2011 - 22:25
#11
DSMK2
Legacy Username
Thus guns are inherently

Thus guns are inherently flawed. Though I think this can be offset by rarity post-beta, as they're pretty complicated mechanisms in the Spiral Knights universe.

Though this kinda screams that you're a fairly elite gunner who can use them to a great effect. It also implies that some degree of skill, knowledge of monster attack patterns, and knowing the gun series is needed to use them well, I'm thinking Monster Hunter all of the sudden, as the type of bowgun/shots you use no matter how powerful doesn't mean a easy kill, being a gunner gives you some amount of leeway to avoid attacks.

Perhaps, as one handed ranged weapons, they get nerfed in terms of damage in a probable future update, allowing room for more types of ranged weapons to come in.

Sun, 02/20/2011 - 11:31
#12
Sadiekate's picture
Sadiekate
I don't think the guns need

I don't think the guns need to be nerfed so much as the enemies need to be beefed up a bit in gun-fighting situations. If a monster has only a close-range attacks and you trap them on the other side of a wall or gap in the floor, you can shoot them forever without taking a lick of damage. The power of the gun is inconsequential.

I think the monsters need a gun-counter attack so when they're stuck and being pecked by guns, they can retaliate. For example, ricochet off a jelly could bounce back and hit you, or the big lichen could split in half, throwing one half over the wall. Something that makes it so you can't just stand back and snipe everything.

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