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New Weapon Type: Misslies

11 replies [Last post]
Fri, 09/23/2011 - 09:14
Andraxcore's picture
Andraxcore

I've had the idea for a while now and after much further thinking and rethinking, here's what i've come up with.

Missiles

General Traits: Like the bomb, the rockets need to charge before they can be deployed. They are deployed by releasing the attack button after it's fully charged. While firing, the user cannot move. The rocket launchers will have a knockback(that's greater than the charged handgun one) and the others will also have some knockback, more than the handgun's charge attack but less than the rocket launcher's.

Here are weapon lines under the missiles weapon type:

Rocket Launcher Line
These are the basic line for this weapon type, this is like the rocket version of the brandish/calibur line, this is where the proto rocket would come from. The user cant move while firing and the user will be knocked back. The rocket will be around the size of the shadowtech alchemer's bullets. The rockets travel very fast in a straight line from the origin and will explode upon contact with anything. The rocket will only "cease to exist" when it explodes, meaning it has an infinite range.

Possible Alchemy Paths Include:
Bazookas- deals normal damage, explosion looks like the explosive cube explosion.
Elemental Bazookas- Pretty much Bazooka that deals less, split elemental/normal damage and can cause status effects. I think fire and shock are the most possible status effects with these.

Appearance: The launcher would look like a bazooka with a 'thick', long, cylindrical body. The ammo would look like small rockets.

Heat Seeking/Homing Missiles Line
Slower than the rocket launchers but more accurate. These already exist in spiral knights, with the tier two and three rocket puppies and howlitzer head. These are faster than the rocket puppy missiles and howlitzer heads but behave in the same way. I think these are more viable for status effect causing missiles. A shadow themed rocket here could be a howlitzer head firing bazooka.

Appearance: Similar to the rocket launchers

Hand Mortar Line
A single large shell will travel in an arc and explode or cause an instant damage in an area when it reaches the ground. Unlike straight moving projectiles, these can hit a target on higher ground. The distance the ammo will travel will be about the length a regular handgun bullet can travel. The projectile will move in a regular speed, by regular I mean not very fast and not very slow, but right down in the middle. The projectile will leave a cloud as it moves through the air, making it clearly visible and warning enemies.

Possible Alchemy Paths Include:
Piercing Oriented Ammo- I can imagine the ammo being a single, large shell then it will explode or break apart into smaller long thin diamond-shaped(double pointed) shards that will form a circular layer of shards when it reaches the highest point of it's arc and shower the unfortunate target with the shards dealing piercing damage and, depending on the theme, cause status effects(like in an ice themed one, it will be ice shards that cause freeze, in plant themed ones, barbs that cause poison, etc.), the shards will hit the ground(in a circular AOE like in bombs) and stay there for a few seconds as angled spikes and will also inflict piercing damage and also cause status effects if they are stepped on.
Exploding Ammo- Ammo explodes on contact with the ground or other solid objects. Can also inflict statuses, the most likely status for this one is fire.

I suggest that there should be a mark that shows where the projectile is going to land so it won't be so hard to use.

Appearance: Something like this: http://upload.wikimedia.org/wikipedia/commons/f/f8/Hand_mortar_in_the_br...

Grenade Launcher Line
These are pretty much bombs that are deployed from a distance. You can incorporate every bomb here, i think this would be pretty cool. The way it's deployed is pretty much the way the hand mortar with exploding ammo is deployed but travels a bit faster. I think this wouldn't be bad for the bombs because unlike the bombs, this wont be much help in a short range situations, especially in arena type areas and it's even a very poor choice since the time it takes to fire and to recover from the knockback will make you very vulnerable and the range will make it almost impossible to affect any monsters that are chasing you around.

Again I suggest the same thing here as I did with the hand mortars.

Appearance: Something like this: http://upload.wikimedia.org/wikipedia/commons/e/e2/Mortiers-p1000558.jpg
or this: http://upload.wikimedia.org/wikipedia/commons/3/36/M79_afmil.jpg

I'm not sure if these guns are overpowered or underpowered. It seems like they're pretty balanced. The rocket launcher line is fast and has an infinite range but it's hard to aim and it's risky to just fire recklessly since you will take some time firing and recovering from a strong knockback. The heat seeking missiles can home on to enemies but, being slower than the rocket launcher, might allow time for enemies to evade or raise their shields. With the hand mortar it's pretty hard to get enemies, smart ones, to get in the AOE of the handgun, and if they see it coming, they wont just stay in the same spot. Grenade launchers could be useless or even be disadvantageous if the user does not know how to use it effectively, as the rest of these weapons are.

The reason why I think these new weapons should be implemented is simply to add to the fun spiral knights game. I have pictured how these would affect the current game and I don't see how it would imbalance the game or cause any bad effects. These new weapons don't push aside the current ones, instead it will take on vacant functions and an vacant range which is the long range.

Edits: Made concepts clearer, etc.

Fri, 09/23/2011 - 21:04
#1
Andraxcore's picture
Andraxcore
...

Thoughts?

Fri, 09/23/2011 - 22:26
#2
Madadder's picture
Madadder
no i think we are good with

no i think we are good with the explosives we have now

Sun, 09/25/2011 - 09:19
#3
Andraxcore's picture
Andraxcore
I agree, we're definitely

I agree, we're definitely 'okay' with the current explosives(and generally all weapons) we have right now, and that's a pretty obvious seeing as the bombs are usable and sees regular use. I'm not saying that there's something wrong or missing about it that should be fixed. What I am saying is that the game could use more weapons that are fun for the players to use. I'm offering an entirely new, unique weapon type that fits quite well in the game. If this is added, OOO wont just be adding one type of weapon, they will be adding four or more unique kinds of weapons, offering players so much more variety in weapons and playstyles.

Sun, 09/25/2011 - 09:43
#4
Oakgear's picture
Oakgear
Thinking poorly

This idea for the grenade launcher is how should i put this *&^*&$% $#*^ wrench...
lol

But getting serious the grenade launcher should be defined extremely different.
There are no grenade launchers
Just normal rocket launchers, but here is where the fun begins.
If the user has a bomb equipped with him/her the ammo for the rocket becomes the bomb.
There will be an area on the user interface where you can swap your ammo for your rocket.
Usually bombs can only be placed and hoped that enemies will walk over them, but with this it ensures the outcome.

Example 1:
1st Weapon- Rocket Launcher
2nd Weapon- Spine Cone (If you don't know what this is check the wiki)

You must charge your rocket launcher as usual, but the upside to fusing a bomb with the launcher is that two are fired.
When the spine cone hits on impact it will explode and cause a barrage of spike to go outward in all directions.
(This includes having three spikes go forward, up, down, left, back, upper left, etc.)
The enemy that has taken a direct hit is stalled for 2 or 3 secs.
The second shot fires after a normal click or the right mouse button
(But you must charge the first one to be able to fire the second)
The second shot is wasted if you charge with out using it.

Example 2:
1st Weapon- Rocket launcher
2nd Weapon- Toxic Vaporizer (Check the wiki, this is a status effect bomb)

You must charge your rocket launcher as usual, but the upside to fusing a bomb with the launcher is that two are fired.
When the toxic vaporizer hits on impact a goo substance goes over and around the enemy causing a field of poison.
The enemy that has taken a direct hit is stalled for 2 or 3 secs.
The second shot fires after a normal click or the right mouse button
(But you must charge the first one to be able to fire the second)
The second shot is wasted if you charge with out using it.

I'm sorta ok with the ideas for the other types, but if you ask me it should be like this.
Homing rockets are only 5 stars.
Rockets will all start on the alchemy path as a normal launcher, but at the least stage of alchemy (5 stars) the rocket will become homing.

Sun, 09/25/2011 - 10:21
#5
Andraxcore's picture
Andraxcore
Your ability to come up with

Your ability to come up with that much text in under 25 mins is pretty remarkable. But I think it's less likely for that idea to be implemented because(well one of the bigger reasons is that) it's inconvenient to integrate into the game. It's also not efficient for players. And it's not really a rocket launcher without a rocket in fact, it's more reasonable to call your idea a grenade launcher. If you have the idea that grenade launchers should explode when it hits something, then you probably only play cod. The grenade launcher could have a different name if OOO decides it's unfit for the concept.

Rockets could not 'become' homing missile because they have entirely different 'behaviors'. A rocket could not slow down and suddenly be able to chase things with an upgrade, that just wont make sense.

Sun, 09/25/2011 - 11:19
#6
Autofire's picture
Autofire
Item rockets

This sounds like a good idea, but it might be kind of OP. I think what would be good is if there would be rocket items, and you would use and collect them the same way with vials. This is what their characteristics could be:

When used, the camera would be attached to the rocket for its life time.
During the time you can only see the rocket, you would have no control over your knight.
They would blow up after flying long enough, but would be able to go much farther than vials.
They could be detonated remotely be using the attack button.
There would be no status rockets, instead, there would be Howler(shadow), Krystal(Piercing), Heater(elemental) and Normal.
The normal rocket would do a tad more damage then than all the other rockets.
Every type would explode and push a good amount.
They would be rarer than the vials

Here is how the tier differences might be:

Tier 1: A rather basic rocket that could only travel strait. Would travel rather slowly.
Tier 2: Same as the T1 rocket, but could be controlled manually by the user, but there wouldn't be any speed control. Would travel faster then the T1 rocket.
Tier 3: Same as the T2 rocket, but would be easier to control then T2 because you also have speed control. Could go faster than all the other rockets.

Having a limited amount makes them not so OP. Then there would be no status type because that's the vials' job. These rockets would be mostly for damaging your enemies.

Sun, 09/25/2011 - 12:33
#7
Oakgear's picture
Oakgear
@Andraxcore

I was implying that you can change a rocket launcher INTO a grenade launcher.
That way there isn't an overflow of unique launcher types.

Sun, 09/25/2011 - 12:41
#8
Oakgear's picture
Oakgear
@Autofire

Excellent idea except for the camera idea.
A rocket launcher might actually need to have bomb ammo and if you find rockets in the clockworks those will be more powerful than bomb ammo.
Thanks to your idea I think this help fix the idea of launchers.

Summary-
Bomb are the ammo needed for rockets once you start clockworks.
Along the way you will find a variety of rockets.
Tier1 you find normal, piercing, shadow, etc. rockets.
Tier2 you find homing n,p,s, or e rockets or you find status n,p,s or e rockets.
Tier3 you find homing and status n,p,s, or e rockets.

Sun, 09/25/2011 - 13:06
#9
Juances's picture
Juances
Polaris Explosive bullets ftw

Grab a pulsar, reduce it's rate of fire, increase range and bam!! you have a rocket launcher.

Sun, 09/25/2011 - 19:30
#10
Andraxcore's picture
Andraxcore
Yeah except you'll just have

Yeah except you'll just have a super slow moving exploding bullet with no hope of hitting players, mech knights, alpha wolvers, etc.

Sun, 09/25/2011 - 19:53
#11
Heavy-Duty's picture
Heavy-Duty
Rocket Pulsar?

... That gives an explosive animation and maybe burns? I like the rocket idea though :D However, I am sortof confused with the launcher idea... how about just get the rocket launcher with some knockback to give some kind of weakness?

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