Sun Shards
Radiant Sun Shards
Don't you DARE touch my F---ING RSS!
Y U NO Change ISB?!
Sun Shards
Radiant Sun Shards
Don't you DARE touch my F---ING RSS!
Y U NO Change ISB?!
At this point.. I'm hoping for that.
And more.
:)
Don't we already have a pure Piercing bomb in the form of the Dark Briar Barrage? I think all of the Elemental bombs currently have their damage bogged down by additional utility functions, so that might be a better damage type to go for.
Also, how about a 5* version of the 'shards, if they do end up being changed?
Argent/Senteza changes sound pretty good to me now that gremlins don't dodge everything, but maybe introduce a piercing line simply because it would be odd for the antigua to switch elements and never refer to piercing again. I liked the idea of making the charge attack for them fire only the Owl/Phoenix.
Radiant Sun Shards- Should go pure elemental to be a unique damage elemental bomb and hopefully you could add a *5 version keep the damage buff too
Ionized Salt Bomb- I would like to see it scrapped and redone honestly maybe it could be the only pure shadow damge based bomb to contrast with the sun shards other than that add a *5 version and change the name. I would use them and they would be infinitely better than a piercing bomb designed to kill slimes.
See piercing antigua idea here: http://forums.spiralknights.com/en/node/38341
Are definitely needed.
I'll be soo happy if this goes through. When I first started I was soo excited to get my antigua, I eventually leveled and crafted it up to an argent peacemaker hoping it would bloom into a powerful weapon. It was my first 5 star, but ended up just being thrown in my trunk.
So if this goes through I'll have my elemental weapon for my arsenal and I'll be very happy, I might even start up a Sentenza.
But not all of them. Did anybody suggest making RSS go pure elemental as a 5* option? We can leave it as dual for 4*, but as it morphs into the Radiant Sun, it becomes more elemental, less shard. Then we would finally have a 5* element bomb for all those bombers out there.
i would either like the RSS untouched, or turned to reg elemental damage... cant really use piercing effectively on shards cause beasts dodge :/ ... and fiends... well.. devilites and silkwings and greavers.. are hard to hit
Dual-type damages against monsters are not currently stacked, or never will be. Dual-type weapons that don't do stacked damage are just stupid...
I added the Antigua/Argent line to my wishlist because it is dual-type and I assumed it would be a totally kick-ass weapon! Now I'm re-thinking it...
If the Argent can only do one type of damage against Beasts/Constructs and its damage response favors the Resistance instead of favoring both the Weakness and Resistance equally, then "odd duck" is understating the case...
I got the Anigua for Fiends. If the wepons lose Pierce damage I'm out of luck as the alternative ranged weapons come with a heavy movement penalty, correct? For pure Element/Shadow damage there is always the Alchemer line of wepons to use. There are other's too. I'll probably use both use Silversix and Blackhawk in the future if they remain split damage. I read somewhere about the last part of charge attack doing pure damage, what's up with that?
With the Sun Shards, I've seen many people use it versus both Fiends and Undead, even some Constructs! I always wanted to try that out too, but if things change I'll never get my chance. Anyway what is with the Rock Salt Bomb's bonus versus Slimes, does that counter the fact they resist it's Pierce damage? If it does, it's a projectile bomb vs all types of monsters.
These weapons have their uses as is. Since there are a good few pure types out there already, they give players alternitavies to those and some versatility in the clockworks. This may have been stifled a bit whenever a player could change their loadout at the start of most areas, but that system sure does help in keeping organized! Players whould still have to level up several different weapons to out do one of these weapons, and not every one can play that much. So having a odd or special niche of weaopns like these can be a big help to a number of people still.
If someone is still looking to help these weapons, or any other weapon that seems underwhelming to some, try and see what can be done to the amount of damage they do. Maybe this will make them more appealing to those people.
All in all, I don't mind if these weapons do a bit less damage the pure damage types, I'll still use them as is. As long as I can have fun in a variety of situations, rather than use this weapon versus this enemy type and only this enemy type. This all about the bonus citical damage anyway right?
Fiends are neutral to elemental damage, so you will still be able to use it against fiends.
Could we instead make the Argent Peacemaker a pure Piercing gun (with a bonus against Beasts or Fiends) instead of Elemental? Then release a different Antigua-styled gun for elemental-weak monsters?
Most gunners who got the Argent already have gotten it for Firestorm Citadel (due to its speed and power over Lord Vanaduke) and would suffer a damage drop while fighting him if their gun was turned into pure Elemental.
I suggest the bonus be made against beasts instead of fiends because "argent" means "silver" (keeping in line with werewolf lore, the silver bullets would kill animalistic monsters easier).
(Admittedly, I hear the dual-damage guns are good for PVP as they are, but I can't speak from experience.)
Piercing with innate undead bonus sound better? I mean of the things that elemental would have given a bonus against, I don't really see that peashooter taking on machines lol.
As far as PVP goes, people use the 6shot guns to spam away invisible recons, so you're not really losing anything by making it a pure pierce. Sentenza would be more useful in pvp as pure shadow though.
I think Sentenza should be pure shadow with dmg bonus to slimes, not gremlins. This is because gremlins will dodge our bullets, making it hard for sentenza users to take out gremlins as fast as an acheron or gran faust. Slimes on the other hand, have no instinct of dodging bullets, making gunning mobs of jellies a piece of cake! This will also benefit the death of jk faster due to fast, type advantage and dmg bonus to slimes benfits so we get more jelly gems!!!! Besides, everyone who hates the Glacius/Combuster line would always want a DA! And nobody can deny that gf is the greatest shadow weapon of all time except for dps
Please take time to look through this and not call me a noob-that-gets-killed by-jk-until-he's-broke-idiot, ok?
Thx!
I think Sentenza should be pure shadow with dmg bonus to slimes, not gremlins. This is because gremlins will dodge our bullets, making it hard for sentenza users to take out gremlins as fast as an acheron or gran faust. Slimes on the other hand, have no instinct of dodging bullets, making gunning mobs of jellies a piece of cake! This will also benefit the death of jk faster due to fast, type advantage and dmg bonus to slimes benfits so we get more jelly gems!!!! Besides, everyone who hates the Glacius/Combuster line would always want a DA! And nobody can deny that gf is the greatest shadow weapon of all time except for dps
Please take time to look through this and not call me a noob-that-gets-killed by-jk-until-he's-broke-idiot, ok?
Thx!
@Moltakthegreat Wouldn't the high speed of the antigua bullets hit dodging gremlins anyway? Wait, what's the brandish and sealed lines got to do with this? Hmm, have you tried using GF in a room full of demo gremlins? Sure, theyre good against slimes, but even gremlin menders can walk out of the range of your first swing. I prefer Acheron for gremmies instead(not that I have one, yet). Gunning JK? Just whack him with your Gran Faust :P
I think pure damage Antigua would be OP. I only have Sentenza and Silversix so far, but they are doing good even on not optimal monster (for example I use Sentenza vs Slimes atm and I don't find it much worse then Umbra Driver or Biohazard).
What really needs to be changed is its ridiculous charged attack.
Sadly I'm in minority here so Antigua will be changed probably.
I support you Merethif! :D
The point is, these guns have lower damage because they are ridiculously easy to use- six shot clip means always being able to throw your shield up, never reloading, and run 'n gun. I would argue the damage is a little too low, but converting to pure-type would result in them edging into other guns' niches. The easiest solution, as I mentioned earlier, is to buff their base damage, and possibly give them a bonus against the types they're intended for use against (in lore, at least).
The description of the Antigua also suggests split piercing- these guns fire physical projectiles infused with some additional element, rather than firing pure energy bolts (like Pulsars, Alchemers, Catalyzers). Therefore, changing them to be pure typed would also be against canon (and turn them into spam-cannons). I prefer to be armed with canon. :P
Pure damage != lots more damage. So Sentenza or AP won't become grossly overpowered just from this change. The biggest difference will be which monsters the weapons are useful against. Check out the threads on RSS in the Testing Forum for more info.
If i were to ever use Sentenza/Argent Peacemaker it would be only if they made them shadow/normal and elemental/normal respectively, would make the so much nice and cover the rather low base damage with the ability of handling "neutral" to them monsters.
Put another guy by punch that allows us to shift the split to our likings (i.e shift from 50/50% to 75%pierce /25%shd/ele) Ce sink woo woo OOO!
If the Sentenza/AP were to be changed, then they would do a lot more damage to their certain families. This would make the gun dominant, and it would be like the DA all over again (in the bad ways). Everyone would insist that you are not pro if you do not have one and could even kick you because you do not have one. Then the GMs would jump in and nerf them, causing an outrage to those who have the gun.
@Culture
Exactly. So what's the point? It's nice to have different efficiency pattern then oh-so-common constructs+undead/fiends+beasts/gremlins+slimes, isn't it.
BTW, I've just finished T3 with Silversix + Blackwak (I have two slots only, no UV on those guns, plus I had Sunset Stetson that I'm levelling). No revives, lots of unused health capsules at every elevator. Took me about the same time as with other handguns I've been using so far (and my other handguns are 5*).
I think that there is a minor flaw in this particular dual damage choice. Having one of the special damage in both guns be piercing meant that both guns would always do subpar damage to constructs and slimes. That would be a fine tradeoff except that projectiles aren't a good way to deal with fiends and beasts, at least in a party setting.
If the guns were any other type of split damage it wouldn't have been a flaw, e.g. Shadow/Elemental with Shadow/Piercing, or Elemental/Shadow with Elemental/Piercing. The former pair favoring slimes/gremlins and the latter favoring constructs/undead... all of which are great targets for a gun.
The Antigua base damage isn't much higher than the Alchemer (Nova/Umbra), the bullets don't bounce, and the charge attack is vastly inferior. Making Antiguas pure elemental/shadow would hardly make them overpowered; they're a bit underpowered as it is. I know I'm in no rush to trade my Nova Driver for an AP, and in LD I do much better with my Magma than my Sentenza.
I got here late, apparently, but that doesn't stop me from posting what I think that should be the best for all that has been presented from devs. I based some of my points on the suggestions from the other people here.
While I think it's a tremendous good idea to remove piercing from Sentenza and Argent Peacemaker, something very odd has happened, which is: both guns don't follow its original 3* element, which is Antigua, a Piercing gun. I don't know if this has been suggested or not in this thread, since there are way too many posts here and I'm not willing to read them all, but devs should consider the "Snarbolax Gun" suggestion and add a 3rd Antigua line that deals Piecing Damage. I think the weapon would look really good, specially if it was Black colored with details in Red. Much like White and Gold in AP. The weapon suggestion can be found in this thread: http://forums.spiralknights.com/en/node/38341
I personally don't think that the Damage Bonus that is going to be added to Argent Peacemaker should be Undead, but Fiend. The weapon as it is now, deals best with Fiend and Undead, and since it will be changed to a full Elemental gun, and Undead are already weak to Elemental, there's no such reason to add Undead Bonus instead of Fiend Bonus. That, of course, in my opinion.
I'm not a user of Radiant Sun Shards, but bombers seem to enjoy it even with its Dual Special Damage. I've heard a lot of complaint to its changes, so I think it would be best to leave it untouched.
No comments over Sentenza, I think it should be the very best change to this weapon. As for Damage Bonus to it, I don't think any should be added, or if it is, it's going to be something bad. Unless, of course, it's a Undead or Fiend damage bonus haha.
I feel bad for coming to the topic late since I haven't really used the forums until very recently, but as someone who liked these guns since the day they came out I'm not really fond of the changes.
I liked that they were split special damage rather than special+normal or just special because it made it a good soloing weapon for me; even against targets the gun was not highly effective against, it didn't do abysmal damage like a flat special gun would do, which made it fine to take a Sentenza in to a Gremlin arena and still be doing solid damage when for some strange reason Howlitzers and some Devil-IT's show up because it's a shock arena too, or taking Argent in to an undead clockworks map and still doing decent enough damage that I'll kill the inevitable gremlin menders with focused fire. I only have two weapon slots, so having at least one highly versatile weapon (usually while I'm leveling another in the other slot) was nice for me.
I think the gun(s) would have been better off with changing the charge shot so it only fires the enemy piercing bullet/bird, and adding enough damage so they report their damage visually a lot better (getting only blue and gray numbers out of enemies is disheartening, and people see your gun as ineffective externally if all you're making is gray poofs or normal hits instead of big yellow stars and normal hits like they are). The basic shots before the projectile you did the charge shot for don't serve a lot of purpose except to root you in place for a dangerous amount of time, but the enemy piercing small/large projectile at the end is really useful if it were on its own. Plus, if the weapon did enough damage to report yellow numbers consistently vs. what it's supposed to be strong against and blue against hose it was split strong/weak against then it is probably doing enough damage to be a viable single target weapon, with the added bonus of making you look less like an idiot to those in your party not making only neutral and weak visual bursts on the targets you're hitting.
PLEASE do not change RSS to pure pierce OR elemental.
I think it's a great wep with split dmg.
PLEASE do not change RSS to pure pierce OR elemental.
I think it's a great wep with split dmg.
Who decided to bump up the thread about the gun changes that already went into effect, and the bomb change that didn't go into effect...?
And why...
To nip this in the Bud...
Nick already said elsewhere a long time ago that they know what they're going to do with RSS, and NO it hasn't been announced...
Lets just wait and see, mmmmmkay?
The thing about doing that is it is like sort of giving us what we want but not really :3
I am hoping that the change to make each pure ele / shadow goes through and is what Nick meant by handgun changes.