REALLY cool Gun Ideas, that we deserve

MISSILE GUN
just like the gun puppy this gun will fire a missil
It will go from star 3 to star 5 and the missiles will also behave like the gun puppies missiles do in each tier.
To keep it balanced the gun will only fire when charged.
FLAMETHROWER
Again like the gun puppy
From 3 star to 5 star and the flames will work like they do in each tier.
Again it will only shoot when charged
The flames wont hit the teammates so to dont get confused the flames should be blue.
DRILL GUN
Its a slow gun that would look like it has a drill at the end.
The bullets would be pretty slow
They would also be like missiles with drills at the end.
The bullets will go past enemies and hit them multiple times and at the end they will do a litttle explotion.
LASER
Pretty much how it sounds like
NO charge attack, keep pressed the attack button and the laser will go on
Low damage but as i said it goes on
To keep it balanced the laser will slow your movement.
TOMATO CATAPULT
it shoots tomatoes and it will look like a slingshot on a wood base
when a tomato hits an enemy it will stick to its face and therefore the enemy will be confused and move without controlling its direction
VIAL GUN
This one is less viable hahaha get it. For real its the less likely to be added to the game but ill give it a try
when you have it equipped there will be another space for a pickup, well not really
you drag vials to this space and a vial will be used, in that space you will now have 5 (or 3 to keep it balanced) status orbs
You use this orbs when you shoot and they always make a status.
When u got no orbs on that space you will do normal damage
You can only use one vial at a time so no more than 5 orbs.
BOOMERANG GUN
it shoots a fast energy boomerang that goes past enemies tehn it returns to you.
The boomerangs would be kinda fast and the damage would be average.
The shooting speed would be a little slow so you can only have 2 boomerangs at a time.
The charge attack would throw a larger boomerang, yeah pretty creative.

Your ideas sound quite interesting but at some point they sound really overpowered, difficult to implement them in the game and not for some situations. For example in an arena where mechaknights spawn and a huge group chase you around, it would take one shot from the residual gun to kill most of them and thats not fair.
The gattaling gun sound pretty much like a pepperbox but if we do like u said and charge forever it would be extremely overpowered or leave you exposed. If you are shooting and wont stop till you shoot all the bullets you are doomed.
the rail gun. If it looses damage as it passes through enemies it wont be as useful as it should be, thats why i said that the drill gun bullet should be a little slow and the gun speed aswell.
As i said your ideas are really interesting but very difficult to implement, think about every situation so the gun isnt overpowered or not useful.

I just want a pure piercing damage gun that lets you move and rotate mid-combo. (that can be upgraded to 5* [to eliminate antigua])

What i mean what i say that they will act like they do on each tier is that
3 star Missile gun - tier 1 missile gun puppy
5 star flame gun - tier 3 flame puppy or whatever its called
so a 3 star missile gun, the missile will go straigh no chase, but a missile from a 5 star one will do.

"they sound really overpowered"
Moreso overcomplicated, they were meant to each deal low damage, save for prehaps the gattaling. Plus, it's not like this game dosen't already have plenty of overpowered weapons.
"and charge forever [gattaling]"
It would have a limit. Plus, overcharging leaves you vunerable, as you walk slower and cannot sheild. Prehaps your turnning speed is limited as well? Having someone just spin in circles would be kinda bad.
"it looses damage as it passes through enemies it wont be as useful as it should be"
I understand your point with the rail gun. Drill gun exploding at the end is a tad excessive though. Now that I think about it, the rail losing damage isn't a good nerf, prehaps just limiting the range instead.
Or just make the callahan charge pass through multiple targets. Seems fair.
"For example in an arena where mechaknights spawn and a huge group chase you around, it would take one shot from the residual gun to kill most of them and thats not fair."
It does low damage. It's more of a status-spreader. Like the haze bomb of guns. The alternate lines of prismatech are good, but they aren't good at crowd control. On a side note, it could be blocked by mecha knight sheilds. I guess it being blocked could force you to reload seeing as it is a constant fire weapon.
RETRY;
Railgun idea is just kaput. Prehaps make punch/pummel/magnusline weapons charge attacks pass through up to at least one target, increase the size of the bullet and range a smidge, and decrease the damage greatly. This yould allow you to pick on enemies with regular fire, and damage crowds with the charge.
Residual gun seems fine to me, but I described it poorly and left out some stuff.
It deals low damage, mabey 300 if you hit a target that is weak to it's damage type immideately and drain all your ammo on it. Every last drop. If you spend half your ammo aiming off somewhere else, you only deal 150 at the end. Works in damage-per-second. Also, if the fire is blocked, by shooting a sheilded knightbot, a trojan sheild, an invincible jelly queen, or a vannaduke face, then the fire is canceled and you have to reload. If you have the gun linked to a non-sheilded enemy and then a sheilded enemy, and the sheilded one blocks, then the fire cancels.
Example;
1;You shoot a knightbot, he blocks, you have to reload.
2;You shoot a gun puppy, then the fire links to a knightbot. The knightbot blocks, and the link between him and the puppy is broken, you continue firing.
3; a knightbot walks inbetween you and the puppy. He absorbs the link and is now in front. He blocks and cacels the intire chain.
Gattaling gun is fine as it is, however the crosshair should be slower than the cursor in order to prevent spam in more than one general direction.
Sometimes guns can be underuseful in certian situations, but that's the point of spiral knights. To get the right tool for the right job. Bringing a graviton vortex to FSC for example might not be a good call.

When i saw your reply i though you would tell me that i am stupid and you know stuff like that, but you seem to take the constuctive critiscism very well.
About your guns i still think they are a little complicated, not bad just complicated.
The last weapon expansion we just got piercing weapons that can cause status. Just that. Thats why i asked for missiles, theyre already ingame, the flames too, even the lasers, and i dont think too complicated to make a tomato. There are projectiles that can pass through enemies also.
About the drill gun. What i mean about the little explosion at the end is to be something like the faust you know just a little, and its not to add something to the weapon is to make the drill go away.
The tomato gun. The tomato would stay on the mobs face so it wont actually be a status. The only problem i see with this gun is in pvp, it shouldnt be allowed to be in pvp because its not intended to be a status.

"but you seem to take the constuctive critiscism very well."
I'm ussualy a pretty indifferent person. Meh.
"What i mean about the little explosion ...etc"
Oh that makes sense. I saw polaris. I think the actual faust explosion deals the same damage, just circular knockback instead of pushing the enemy forward. So it's kinda like the faust charge, but instead of plowing enemies backward it goes straight through them then pops like a bubble.
"The tomato would stay on the mobs face so it wont actually be a status."
THERE'S FIRE ON MAH FAAACE.
Cmon, tomato status would be amazing. Ultiment swag.
Homing missiles just sound like they'd bug. I'd love to see a striker with 10 some missiles trailing behind him. Plus, aiming it might be hard. How about only the charge fires homing rockets, and the regular shots travel straight?
Images;
Flame puppy gun is a open flame puppy head
Rocket puppy is a open rocket puppy head
Gattaling is a open gun puppy head, with 3 ROTATING BARRELS?!?!?
Pwnin gun puppy series. Rockets and flamathrowers miiight wanna be limited to 3 and 4*. Gut feeling.
I've noticed that the more we post, the shorter our posts get. Also, to the skelly guy, get a callahan. Two shot heavy peicing, inflicts stun. It's probabaly the biggest gun in the game, save for possibly polaris.

well i think they get shorter because our ideas are gettin clearer.
take a look at the post again i added 2 more guns.
i already have an idea for the looks of the guns i don't really know how to explain it here but ill try to do it later. i think it woul look cool to wield the gun puppies but it'd be a little spooky.
take a look at the new weapons i added. they are balanced i guess.
i think that homing missiles are easy to dodge. i know that when someone hears missiles they think op but that's why you only shoot when charged.

Hmm, I like the idea of the boomerang gun, but not the vial gun. If fire enemies drop fire vials, etc, than the weapon would always shoot statuses that the enemies ressist.
Also, my brother (SirKibles) said the laser gun should be like the reactor laser from kirby super star ultra (his game, not mine...). You stand still when you fire, and a long beam fires out that bounces off walls and passes through enemies. I'd say making it bounce would help players in making use of the ability to fire through people.

Passing through enemies would make the laser gun overpowered but bouncing on walls and on enemies would be cool. i Think that the vial gun is ok, the fact that you can only use a vial at a time is good nerf, plus noone carries just one type of vial so it wouldnt be unuseful. Grabbing the vial to the slot would take time but it would also work pressing 5 and then a number fom 1-4. I would take advantage of the vial gun with the jelly king.

"Passing through enemies would make the laser gun overpowered but bouncing on walls and on enemies would be cool."
I know, but the alchemer lines already do that. Reducing the damage on that line and allowing it to pass through enemies would allow you to better spread status and use it like a haze-bomb-gun on crowds.
"one type of vial so it wouldnt be unuseful. "
Thank's for clarifying. Wasn't sure.
" I would take advantage of the vial gun with the jelly king."
Wait, didn't you say "think about every situation so the gun isnt overpowered or not useful."? After I posted a idea for the residual gun that was supposedly to effective on the already weak royal jelly?
Let's break out the math for a sec;
There are 7 statusses, including sleep, in vials.
Each level can have one status theme tops.
So if you get even vials, the gun's only ineffective 14.28% of the time. Plus there are non-status levels, where the gun would be ineffective 0% of the time. This turns into one of those "everyweapons" like the sealed sword, that stops at 3* for a good reason. It's just a conduit to purer single-purpose weapons. Random based weapons aren't going to be put into the game, save for probability factors concerning chance of a status.
Summary, I'm against the vial gun, in general, and I think as opposed to having a residual or a rail gun we should just nerf the damage on alchemer lines and allow bullets to travel through enemies, at least on the charge. That would influence them being used to cause status as opposed to just dealing raw damage with the prisma/shadow lines.
(side note; the charge on alchemers has a minnor bug where the reflected bullets explode instantly, hitting the enemy twice as opposed to bouncing onto someone else. letting the bullets pass through people would kinda cure that.)

In every arena monsters run around together creating a big horde of monsters who are really close, touching each other, thats why i said that the residual gun was overpowered. Since they are touching each other there wouldnt be any problem for the shots to get to every single monster.
I dont know why you say that it would be uneffective at all. With this gun you are using a vial so why wouldnt you like to cause a status on an enemy. Lets say you are carrying poison, fire, sleep and ice vials, and you happen to be fighting a fire zombie or whatever its called. In that situation i dont know why would you use poison, sleep or ice, the only one you wouldnt use is fire. Using a vial only gives a status and elemental power so it doesnt rally matter if you use a fire vial you would still doing damage but not status.
When fighting the jelly king i would use my poison vials on the vial gun, that way i would have him poisoned for a longer time. But when im out of posion vials i wouldnt have advantage, if you think about it its less powered than a poison vaporizer. I made out that gun so it gives you certain advantage in some situations but limited as well so when you run out of vials it wouldnt be as useful. I guess you thought that it would make a random status but no it depends on the vial you use.

Callahan = raildrillgun. It only lacks multiple penetration with charged...
Autogun series = lasers. Lacks beam animation, "rotate while firing" ability and " bzzzzzzzz" sound. ( they r pretty weak if only 1 bullet hits the target)
But still we need some rocket launchers ( Ironslug can be just improoved with larger "charged" explo and a normal shot pushback).
I would pwn with the laser. Anyone played quake III with a lighting gun and an aimbot for kicks? Everything dies instantly. Even without an aimbot (I did it ONCE, no trolly) I can get some laggier people to die between their frames. Played against a guy with nearly 3k ping (my home computer is 80 something on a good server), and he died between frames. He saw no bullet, and his HP went from 100, lag, then 0. I was called a haxor.
3k ping is like, 3 frames per second though, but still this game has autoaim already. Having a straight constant laser and a homing missile would be a *tad* overpowered, charge or not.
Tomato catapult just sounds like a new status effect. I think it was actuualy in the beta, the name was *muddle*. Reverses controls. I could be wrong though.
Drill gun I can partialy vouch for, but with some edits in some stuff I'll suggest below;
1;
Railgun.
Yes, another quake reference. Normal shots work like a magnus, but with less damage and the ability to go through things. Damage depletes as it passes through more targets. Does not pass through boxes. If magnus does X damage, the bulled would do half of that with one hit, then a third, then a sixth. Or something like that.
Charge is a long-range beam that has very high speed and range and passes through multiple targets, including boxes.
2;
Residual gun.
Simmilar to the lighting gun, but with the one good strength nerfed and blended with some railgun qualities. The gun is constant fire, untill you have to reload. The ammunition is fairly good, however the longer you hold the fire key down the beam fades and fluxuates around, decreasing damage and accuracy.
If you hit a target, the beam straghtens and forms a invisible radius around the target. The beam will jump from of the target and onto anything close enough too it. The same goes for the next target, only the radius for new targets is smaller. Making the next monster have to be twice as close to get linked.
Same principle for linking chains, if there are twice as many monsters, they each have to get twice as close to get fork-linked, and each recive half of the range to make more links. Damage stays constant however, becuase it is really weak to begin with. A good gun for things like the jelly queen, but poor against things like the snarbolax.
Also, the radius starts from the edge of the target, not the center. If your target is 5 tiles wide, your radius starts 5 tiles out, then measures.
(... LOS LINKS!!!)
3;
Gattaling gun.
Works differently from the steryotipical crank-gattaling. As opposed to turning the wheel for each shot to cause the barrel to revolve and fire, you wind it up and release to let it unload. The longer you charge, the more firing durration and bullets per second you get. So if you charge a teeny bit, you shoot for a short time, slowly. Example, one bullet for one second. Charge it up however, you might get 9 bullets for 3 seconds. Once you release though, you can't stop even to sheild.