*drueling* devs better be working on this XD Look like a BA bomber.
Kentard's Equipment Project
@Asukalan:
Why you graveyard your topics right in time when people start posting there negative comments? You cant stand critics? Or you dont want others to see your failggestions and faildeas?
Let's just say in retrospect it probably wasn't such a good idea (taking into account all possible sides in the issue) - and yes, I did take into account all of your comments.
Still, I don't think that warrants you sufficient proof to make a judgement on me, mate.
We all have our bad suggestions.
I welcome you to attack this thread, though. Hit me with your best shot.
@Diamondshreddie:
Probably; I might consider reworking some of the older concepts. As for the Reinforced Demo the armor's heavy enough, no worries. :P
@Skold-The-Drac:
Not likely the devs will implement any of these soon; it's just a few ideas I had in mind. Oh well.
Got anymore fun stuffs coming up Ken?
Not only am I famous, but I inspire Hipster...ness... Yeah.
~Tsu
Yeah, so far I'm working on a couple of commissions though, so may take awhile~
Anyway, here's what I'm working on. Might get bored, so some ideas may get ditched halfway:
Alternate Lines to:
Calibur
Cobalt Plate
Defender
Valiance
Art:
Retro Beam Line
cobalt line eh?and defender?thatll be interesting.i cant wait to see what you come up with!!!as for the retro beam line,why do i imagine that as the head of a retro beam that you carry around and use to zap monsters, kinda like perseus running around using medusa's head to destroy the kracken?
These are some of the most interesting and well thought out suggestions I've seen. A nice change from the 'ol NERF NERF BUFF BUFF PETS NERF NERF. About the Obliterator stuff, I find the Max abilities a bit strange as I can think of no other item that gives a max offensive boost on a single piece.
wowowowowow! I want everything from this! I ha- dis-like guns but i still want those two amazing distance aimed weapons! but... Constantine? m...m...my (second) name as a weapon!? /hope-I-read-that-wrong That's just awkward, i don't want to be a weapon... Anyway.epic.+9 recurring even though it's not a decimal point number, i'm just saying if i did the number i want to write i would be spamming your thread and it would be impossible anyway.Bump. and i lllllloooooooovvvvvvvvvvveeeeeeee all the art! All the swords must be mine as well. and i like ninjas and ghostmanes so i really like those sets! I would get Weave sets even if it meant never getting a snarby set! (my dream in game set). I'm noobish with things like ASI etc. sooo what dose ASI mean again?
Edit: I had an idea for a new mechanic and a new weapon to suit well. It's been said before but I've only seen it said once and no art work of it, so throw grenades? Obviously it would charge and then be thrown a few squares before the explosion. Your semi-charge idea would affect the distance probably. :) i would quite like that for my bomber guy.
Sorry for the long delay, I'm extremely busy these days.
as for the retro beam line,why do i imagine that as the head of a retro beam that you carry around and use to zap monsters?
Close but no cigar.
I've updated the Retro Beam's concept art on the first page.
cobalt line eh?and defender?thatll be interesting.i cant wait to see what you come up with!!!
Still a lot of work is being done in terms of balancing and what not, so expect to wait awhile for all of these.
About the Obliterator stuff, I find the Max abilities a bit strange as I can think of no other item that gives a max offensive boost on a single piece.
It trades status resistance for damage, and since I didn't want it to go along the same path of the Mad Bomber, I thought I could work on Bomb Damage instead, since it is called the Obliterator line after all.
but... Constantine? m...m...my (second) name as a weapon!? /hope-I-read-that-wrong That's just awkward, i don't want to be a weapon...
Don't worry, the Callahans are worrying along with you. :3
I'm noobish with things like ASI etc. sooo what dose ASI mean again?
Attack Speed Increase. No worries~
Edit: I had an idea for a new mechanic and a new weapon to suit well. It's been said before but I've only seen it said once and no art work of it, so throw grenades? Obviously it would charge and then be thrown a few squares before the explosion. Your semi-charge idea would affect the distance probably. :) i would quite like that for my bomber guy.
Eh, you're not the first, but I'll think of something for bombers. :D
Anyway, more concepts for the new alternative(s) to the Cobalt line:
Concept Art
================
[A005-01A] Viridian Set (Chainmail + Helm) (***)
Normal Defence: MED
Elemental Defence: LOW-MED
Shadow Defence: LOW
Stun Vulnerability: MED
Fire Vulnerability: MED
After the previous Spiral HQ Quartermaster decommissioned this set of armor many years ago, it has become derelict. That being said, with a bit of refinement, it still has its applications, and what it lacks in physical durability, it makes up for in fending off the supernatural.
================
[A005-02A] Valorous Viridian Set (Chainmail + Helm) (****)
Normal Defence: MED-HIGH
Elemental Defence: MED
Shadow Defence: LOW-MED
Stun Vulnerability: HIGH
Fire Vulnerability: MED
A legendary set of armor once used in wars against Owlite battlemages, it possesses numerous enchantments to ward off similar attacks.
================
[A005-03A] Onyx Guardian Set (Platemail + Sallet) (*****)
Normal Defence: MED-HIGH
Elemental Defence: MED-HIGH
Shadow Defence: MED-HIGH
Fire Vulnerability: MED
Shock Vulnerability: MED
A jet-black suit of armor designed against underworld denizens and protected with magic sigils that ward off even the most powerful of enchantments.
================
EDIT: I've added concept art for the Viridian line.
Three types of defense??? Madness!!!
Actually the set sounds pretty cool. Like the description implies, you get a variety of defenses, but weak ones. I'm not sure how practical this would be in T3, but it's an interesting concept. Can't wait for the art!
EDIT:
Just looked at the design for the Retro Beam line. Looks awesome.
It's been awhile Schattentag, was hoping you could stay. :P
Yeah, the Viridian set is meant to have a variety of defences; however it's not particularly strong even at 5*.
Nonetheless it's great for those who don't feel like changing sets, since the Cobalt line is meant for all-rounded play though it doesn't excel in anything.
Also, new concepts for the new Valiance lines I'm thinking up. Concept art will come later~
=====================================
[WG-04] Hand Cannon (***)
Concept Art
DAMAGE TYPE: NORMAL
ATTACK POWER: MEDIUM
SPEED: MEDIUM
CLIP SIZE: 2
Spiral HQ's Experimental Weapons Division has improved on the original Blaster design to create a whole new type of ammunition that's closer to a bomb than an actual bullet.
NORMAL ATTACK:
Fires a large, gyrating iron ball. The user may fire up to 2 shots before reloading. Can't move while firing.
About halfway along the shot, the iron ball explodes, releasing three smaller pellets.
CHARGE ATTACK:
Fires a large, gyrating iron ball with blue energy markings on the side.
About halfway along the shot, the iron ball unleashes three small blue pellets that explode in a 1 square radius upon impact.
The smaller pellets have no knockback upon impact.
UPGRADE LINES:
3* Hand Cannon > 4* Master Cannon > 5* Vendetta
3* Hand Cannon > 4* Searing Cannon (Normal/Fire) > 5* Vulcan (Normal/Fire)
While the normal attack is similar to that of a Polaris, this weapon is primarily an all-rounded DPS gun that fires a shot that disperses into three smaller pellets.
When timed correctly, this weapon can hit an enemy four times; once on the initial explosion and three more from each individual pellet. The iron ball does 90% of an equivalent Blaster's damage, whereas the pellets do about 40% each; hence it is possible to do about twice as much damage as a Blaster per shot if timed well.
Upgrading to the Master Cannon decreases the charge time as well as increases the number of pellets released by 1 per upgrade.
Upgrading to the Searing Cannon line gives each pellet a chance to inflict fire, as well as increases the blast radius of the Charge Attack pellets, but only releases 3 pellets per slug.
=====================================
UPDATE: Added concept art to the Hand Cannon.
Dude... the virdinian set.... way cool o.o
I don't know if i would use it, but i would defintly get it for costume!
The only thing I'm worried about is that it's gonna out-cool the the azure gaurdian lol XD
Also... hand cannon defintly sounds like my kind of gun.
Can't wait to see the concept art for it.
Oh also, i was wondering, if you haven't started on my comission yet may i get a refund? o.O
I kinda wanaa use that CE to make something right now and kinda wanna wait before i get that picture.
But if you have already started, thats cool, keep on working on it and i'll pay you the rest of the CE :3
(the reason why I'm posting that here is because the search bar on these forums is horrible it almost never finish's loading for me so i can't find your art comission thread)
My thoughts about Hand Cannon. As much as I like this idea I'm not sure if changing weapon category from standard 3-hitter to heavy 2-hitter during upgrade is a good option. Especially since combo length and attack pattern are not indicate in weapon/recipe description by any other means but a mere icon (and most players are not aware of it anyway).
If someone have 2* weapon and he is satisfied with its mechanic and decides to upgrade it he is not expecting category change. Imagine a player who would discover that his Antigua has changed during upgrade from versatile 6-hitter to autogun that shoots with bursts.
Don't get me wrong - I like your ideas, concept arts are great and I much enjoy this thread. But I just had a doubt on this one issue. Maybe it should be upgraded from Magnus instead of Blaster?
Strange... I've already sent it to your email long ago. O_O
Hmm... must've forgotten about the in-game mail, my bad.
Do check your email, I'm pretty sure it's in. If not, PM me ingame with another email address.
@Merethif:
But I just had a doubt on this one issue. Maybe it should be upgraded from Magnus instead of Blaster?
I'll just remake it as a whole new line, I suppose. No harm in doing that.
I found it :D
Sorry, didn't see it in there xD
It's awesome, i will send you the other 300 CE soon :3
Callahan is a name? Learn sumin new everyday...
and nice stuff. i can't wait for more concept art, i love it. They look so epic, and that shotgun/retrode head gun is nice. Every gun i see on this i want, yet (as i have said) i am terrible with guns!
anyway, that's all i have to say... for now at least. But then again, i'll probably be speechless next time
since I last laid eyes upon this thread.
Okay not really, but my last post was hurried so it doesn't count (o3o)
Partisan line: Sounds solid (looks awesome), essentially a flourish in heavy sword form.
But what bugs me a bit is the charge attack. Basically, you THRUST(!) forward, then based on whether it hits something or not, one of two different follow-up attacks, a slam onto the ground for huge damages or a simple 360 swing.
What would qualify for "something" in this case? Anything that could possibly be hit/destroyed, like breakable blocks or breakable scenary, or just mobs? Would hitting a shield constitute as a "hit"? Also, an immediate transition from a thrust into a ground-slam seems a bit strange, seeing as to slam such a large weapon, you would need to have it quite high in the air prior to slamming. But to thrust a spear, it would have to be around waist (or at highest, chest) height. Mind clarifying just how you get a slam from a thrust?
Soul Sword: Charge attack sounds cool, though how would you execute such an attack (as in the actual charge attack attack)? A high damage wide slash like the Sealed, Brandish, Spur, and Barb lines that also spawns the skulls? A 360 slash like Caliburs, again spawning skulls? After spawning the skulls, would they disappear if you changed to another weapon, or would they stay indefinately until their time runs out? If the latter, then i would totally just use this and DR (Maximal rotational destruction FTW)
Viridian set: Looks a lot cooler (and more useful) than normal cobalt line, if made I would neva eva eva make Azure Guardian.
Side note on the Retro beams and Monolith:
Love the artwork on the beam, was kinda hoping you would just have a Retrode head on a stick and waving it around would result in mass beam spam, ah well.
Monoliths look awesome, but maybe the artwork is a bit too big, the magic circles would be fun to smash things with, but again, too big. If they were to change sealed back to it's old look (Like a normal Faust or Avenger but with green glowy) then the large and amazingly detailed green glyphs would look fine. As it is, though, the 4* looks like it should be the 5* version, and the 5*...
Too awesome for mere stars to describe >.>
Congrats Kentard, you have broken the SK weapon awesomeness rating system.
TL;DR Just me showing off how nitpicky I am.
Okay 'bout the crossbow,
They do have infinite ammunition?
Since the guns now have infinite ammunition due to solidifying the energy around them into bullets..
What about the crossbows?
@lunacie Ammunition is irrelevant in spiral knights, Magnus and Antigua lines both fire bullets and ammunition reserves don't affect them at all.
BTW great ideas and art Kentard!
Knights also have an unlimited supply of bombs, despite the fact that they only hold one. Ammunition is irrelevant.
I enjoyed looking at some of your concept art.
Nice work.
@Qazxedcv:
What would qualify for "something" in this case? Anything that could possibly be hit/destroyed, like breakable blocks or breakable scenary, or just mobs? Would hitting a shield constitute as a "hit"?
In LD shields constitute a hit. Breakable scenery does not.
Also, an immediate transition from a thrust into a ground-slam seems a bit strange, seeing as to slam such a large weapon, you would need to have it quite high in the air prior to slamming. But to thrust a spear, it would have to be around waist (or at highest, chest) height. Mind clarifying just how you get a slam from a thrust?
Now that you mention it it could be a bit awkward to retract the weapon and then slam it to the ground, but it should be doable (given a long charge time).
Originally I was thinking of retracting the weapon, then giving it a little twirl and slamming it straight to the ground with the non-bladed end facing the ground.
Charge attack sounds cool, though how would you execute such an attack (as in the actual charge attack attack)?
The actual attack is a 360 degree spin that does 100% of the normal attack damage; nothing impressive, really.
After spawning the skulls, would they disappear if you changed to another weapon, or would they stay indefinately until their time runs out?
For the sake of balancing, they disappear after switching out.
@Lunaice: You don't say.
UPDATE: I've added a new line to the Hand Cannon that inflicts Fire; do check it out~
zomg! I love your concept art :D I would definitely want weapons that look as good as those! I definitely think that more design appealing weapons would definitely make the game more appealing. I'm a lover of swords so please more swords! and some new guns would be pretty cool. I love your crystal style weapons especially.
EDIT:
Just saw your new updates.....OMG NINJA LOOKING ARMORS! <3
I love the bouncer idea too :D though how long until you can put another one down? for example with the 2*, you put down your two but then how long do you have to wait until you can place another down?
I'm being attacked by the word "irrelevant" your gonna make me have a phobia >:(
Oh forgot to give feedback...
+1
Hope this will be added to the game.
Knights probably hold gloves the solidify the energy into bombs... Okay I should stop saying stuff now..
@Jennytheturtle:
I love the bouncer idea too :D though how long until you can put another one down? for example with the 2*, you put down your two but then how long do you have to wait until you can place another down?
I'll go with a Nitronome's charge time. After all, the fuse time is pretty long for a bomb; that should be enough to compensate for it.
Aaaanyway... more Bomber love.
Next up on the agenda: A new Spur upgrade line and another line for the Cobalt series.
=====================================
[WB-03] Decoy (**)
Concept Art
DAMAGE TYPE: NORMAL
ATTACK POWER: LOW
SPEED: SLOW (Ionized Salt Bomb Charge Time)
Slight Chance of Moderate Stun
Using state-of-the-art holographic technology, Spiral HQ’s Experimental Weapons Division has managed to salvage parts of a film camera and turn it into a tactical weapon.
CHARGE ATTACK:
After detonation (0.5s fuse time), a smokescreen covers a 2.5 square radius, stunning all enemies within and dealing half the damage of a Blast Bomb of equivalent star rating.
A doppelganger carrying the character's current weapon then runs out in a random direction after a random delay of 0 to 1s, initiating a charge attack, and unleashes a fake charge attack.
The doppelganger dissipates in one hit (regardless of damage), and its attacks do not deal any damage.
UPGRADE LINES:
2* Decoy > 3* Super Decoy > 4* Master Decoy
2* Decoy > 3* Decoy Bomb > 4* Rigged Decoy Bomb
This is another tactical bomb; while it's not primarily offensive, it makes up for it by creating a Doppelganger.
This Doppelganger is completely indistinguishable from the actual player, and emerges facing a random direction.
To ensure that this bomb isn't rendered useless in LD, there is a smokescreen that obscures the player and the Doppelganger.
To ensure that this bomb isn't overpowered, the charge time is scaled to the slowest-charging bomb in the game, the Ionized Salt Bomb.
Upgrading to the Super Decoy allows the Doppelganger to survive 2 hits (regardless of damage), whereas the Master Decoy creates 2 Doppelgangers.
Upgrading to the Decoy Bomb creates Doppelgangers that explode on impact, dealing damage equal to a Blast Bomb of equivalent star rating and giving a good chance to proc a moderate stun. The Rigged Decoy Bomb increases the blast radius from 1.5 to 2 squares.
=====================================
=====================================
[WB-04] Hive Bomb (**)
Concept Art
DAMAGE TYPE: PIERCING
ATTACK POWER: MEDIUM
SPEED: MEDIUM (Haze Bomb Charge Time)
We still have no clue who first came up with the idea of using a live insect hive as a bomb, but it does prove to be one of the most painful weapons in history.
CHARGE ATTACK:
After detonation (0.5s fuse time), 8 yellow glowing flies emerge in all directions, but fly in a completely randomized path, and disappear after 3s. Each fly deals 80% damage of a Spine Cone of equivalent star rating, hence it is completely possible to use this as a Shard Bomb, although difficult since the flies travel at very high speeds, and emerge in a wide ring.
UPGRADE LINES:
2* Hive Bomb > 3* Wasp Hive Bomb (Poison) > 4* Stingfly Hive Bomb (Poison) > 5* Vitriolic Hive Bomb (Poison)
2* Hive Bomb > 3* Firefly Hive Bomb (Fire) > 4* Moonfly Hive Bomb (Fire) > 5* Explosive Hive Bomb (Fire)
Unlike the Shard Bombs, each 'projectile' flies in a trajectory determined completely by random algorithms; thus an enemy can be hit by anywhere between 0 to 8 flies.
Hence, average DPS is lower than a Crystal Bomb or a Spine Cone; but it makes up for it with statuses at 3* and beyond.
Upgrading to the Wasp Hive Bomb line creates 2 more flies after each upgrade, with 14 by the Vitriolic Hive Bomb. In addition, each fly has a slight chance to proc a moderate poison.
Upgrading to the Firefly Hive Bomb line causes each fly to explode, dealing 75% of base damage to all enemies in a 1 square radius of the exploding fly, and giving a slight chance to proc a moderate fire. Subsequent upgrades increase the blast radius to 1.25 and 1.75 squares respectively.
=====================================
Decoy bomb is my kind of bomb. I love anything with knockback and/or stun. Sounds totally fun to use.
Hive bomb is...eh... It looks kinda icky, not my style. But it's cool and I'm sure others will like it.
Just saw the new bombs.The decoy bombs sound really sneaky!Would be fun to mess with oponents in lockdown and with monsters if used correctly.As for the hive bombs....sound great also!Like a living shard bomb.It sounds like it may need some learning to how to use it effectively,but so does any other bomb.if these bombs could be used correctly,they could pack quite a punch.I still think that the devs are crazy if they havent noticed this gem of a thread yet!
-Magnicth the Dragon Mage
me+Explosive Hive Bomb+Vitriolic Hive Bomb=*thinks* undesirable pain to anything except construct and the other price protected monster.
i want it! Unlike Serell, decoy bomb isn't my type and hive bomb-HELL YEAH!!!- is my kinda bomb. Poison so they're hurt by healing monsters and fire to kill them as if they were flies -but instead there being killed by flies- under a giants foot. As you can guess, i like the random path idea and i also like fire flies.
Your Vendetta/Vulcan design is beautiful!Real hand cannons with a mix of pistol design makes them a chubby pain in the neck for monsters.
But hey, the decoy looks great even if i don't like it's attack. But that's just me.
Tear.
P.S. Do the hive bombs make honey? If so, mmmmmmmmmmmmmmmmmmmm i love them even more!
@Tear:
As you can guess, i like the random path idea and i also like fire flies.
Thanks~ I'm using a random path design since it adds to the entropy of the bomb; rather than make it a definitive hit like the shards, the Hive Bomb lines can have anywhere between 0-8 bugs impacting an enemy; so the weapon can become a DPS or crowd control bomb.
Mainly though, its unpredictable projectiles also make it tougher for Beasts and Fiends to dodge, making it a decent alternative to the Spine Cone line, allowing you to dish out incredible amounts of damage to some of the most agile Fiends, giving the Bomber some parity with Swordies in Devilite levels, for instance.
That being said, the unpredictability makes it challenging to use, but it makes up for its unpredictability with status.
P.S. Do the hive bombs make honey? If so, mmmmmmmmmmmmmmmmmmmm i love them even more!
Stick your hand into one. I dare you. ;)
@Magnicth:
The decoy bombs sound really sneaky!Would be fun to mess with oponents in lockdown and with monsters if used correctly.
That's the primary use of the Decoy, really. I wanted to make a bomb that would have great tactical use in PvP.
The tradeoff for such a tactical manouevre is that the charge time is scaled to an Ionized Salt Bomb, so you won't have everyone charging up Decoys and hiding in the smoke with a toothpick. They're just too vulnerable; hence you have to protect your bomber.
Also, a clarification for the Decoy's use in PvE: Any monsters that you aggro will attack the decoy only if you remain within the smoke before the decoy is made.
I'd make the Fireflies move completely randomly, as opposed to a straight line like the hornets.
It would be fun.
Not only am I famous, but I inspire Hipster...ness... Yeah.
~Tsu
In:
>Crossbow Lines
>Lobber Lines
>Butterfly Lines
>Retrobeam Lines
@Abyssal-Flamberge:
Thanks. But have you read past the first post?
@Tsu:
That's exactly what I'm trying to avoid. I'm not using straight motion paths for the hornets simply because I'm not planning to make a Crystal Bomb clone. Hence both of the bombs have projectiles moving in random paths; this makes it easier to hit any dodging beast/fiend that gets too close.
*places bomb, puts shield up and makes sure he has (his only proper set) ash tail set on. The bomb explodes, the flies go out. Walks quickly to the bomb. Puts had in and - "OWWWWWWWWWWWWWWWWWWWWWWWWW"- feels the sting of one last fly. Picks his hand out and gets some acid/alkili on and then licks the honey. The flies start coming back. "RUUUUNNNNNN!!! ow oi e ouch squeal etc." Ends up in hospital and a few days later wakes up and says "so worth it!"*
tasty...and i won the dare! do i get a cookie? and should i say no problem, you said thanks :P
I'd like to point out that attacks that move you sideways are a little pointless to try and hard-code, because you can already "aim" the next step in your attack, so a concept like the Mariposa -- while interesting -- would probably not get looked at.
That said, a lot of the weapon art is awesome, and some of the concepts are really neat!
Imma firin mah lazer...
Aimed at this thread. Thread does not become obliterated but bumped up.
where is kentard? and why does everybody hate throw grenades?
Kent is in Robotland. I have no better explanation.
Grenades take the advantage of area of effect explosions, bombs, and combines them with the safety in distance of guns. Bombs force the user to stay in proximity of the enemy to deal significant damage while guns allow the user to keep their distance while dealing less damage. These mechanics are opposites. Combining them would be like giving Pulsar bullets a larger explosion radius.
He said somthing about this not getting enough attention and is not doing much of it.
Also, his requests with drawings.
and yes yes yes, i've seen it all before
Too long has this amazing work gone without views.
I take full responsibility for necro-ing this.
Rage at me if you desire, but this thread (and the work done by Kentard) is a masterpiece.
Ken, I'm sorry I have to bring up these bombs like this, but...
It would seem that these were only a good idea until they were actually implemented as a replacement for shard bombs.
Although my opinions may be skewed by the fact that I never tried any of the old shard bombs, I happen to enjoy playing around with the new ones.
Great art and I would love to have those equips but I think OOO's should fix balance issues with armor and weapons before they add more. :/
I remember this thread!
We miss ya, KentART, and your amazing drawing capabilities.
~Sev
And with my powers of necromancy, I raise thee from the DEAD!
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Why you graveyard your topics right in time when people start posting there negative comments? You cant stand critics? Or you dont want others to see your failggestions and faildeas?