I've thought of many cool things with my brother. Spears, 2-handed swords (you do massive amounts of damage however if you block you use this and if it breaks you cannot attack or switch weapons), Bow and arrow possibly? Um. That's all i can think of so far.
Who wouldn't like new weapons? Why not Post all your weapon ideas here!
An expansion to 5* for all currently non-5* weapons, especially the Thwack Hammer and Super Slime Slasher.
Seconding the chain and hook.
Think about it. You could use the argent peacemaker and sentenza at the same time. And it could possibly apply to the other weapons as well though the bomb could get complicated.
Some new weapons (spears, 2-handed swords and bows included) have been already suggested in this thread and some ideas with more gameplay/mechanics insight have been suggested in this thread.
But in my humble opinion, it's not about suggesting new weapon names but rather new weapon abilities/mechanics that would improve gameplay.
If this is only about mere names, please see this link and this link. These are all my new weapon suggestions - thread closed ;-D
Shotgun- you know what a shotgun is, moving on
Pure Status effect weapons- like say, a pillow that has a VERY high chance of causing sleep, but deals next to no damage. Or a frying pan that causes stun.
Rocket Launcher- spawns a gun puppy rocket under your control. only attacks with charge attack. you are immobile until it explodes and during the immediate reload. friendly fire possible. Higher tier upgrades the homing style of the rocket? this thing had better be extremely hard to get if there was friendly fire...
Boxing Gloves- short range one-two punch, and a charge attack with serious knockback. could cause stun and muddle.
Cane of Somaria- Ala LTTP, creates a block/ destroys a block on swing(SAFELY destroys, in one hit, as if it was ghost block'd. no explosions and etc). basic level just creates a boring block, but then different types for different blocks? charge attack creates a line extending away from the player
throw-able bomb- not a difficult concept, it's a bomb you throw
Ive always thought eversince playing the game, wouldnt it be fun to dual wield certain guns that way you could deal a lot of damage over a short period of time, the way to balance it out would be in order to dual wield, you must have both guns at 7+ lvls
Most of this stuff was suggested but let me elaborate on it a bit.
Fist: Melee weaopns. Deal litte damage bt have the following benits
- Almost no cd on attack(so you can attack relentlessly, no stop at the end of combos).
- Almsot instant shield.
- Almost instant weapon switch.
- Charge attack lifts destructible blocks and lets you throw them like pots.
Boomerang: melee weapons with poor damage normal attacks.
- Single swing normal attack, mybe with a bit of knockback.
- Charge attack covers a huge area but takes long timeto execute
Remote bomb: A bomb that explodes when the player presses attack the next time while using the weapon.
Sticky remote bomb: the same but it sticks to the first monster that steps on it.
Throw bomb: a bomb that can be picked up after it was set down, and can be thrown like a jar.
Smashsploder: a bomb dispenser unit attached to the end of a shaft like a hammerhead. Has a slow but powerful normal attack (like a hammer). Charge attack is still a bomb.
Could this be merged with the other weapon suggs topic? Any mods here who do that?
@hamilton -
im pretty sure being able to control the rocket yourself is gonna be a bad idea (take too long to code, makes it a bad weapon in general etc). just make it straight shot, at 2-3*s, semi homing (t2 rocket puppy) at 4* and uber homing (t3 rocket pup) at 5* being able to attack only with charge attack (locking on to the autolock target)
the stat effect weapons are already in game, the haze line of bombs.
shotguns would be cool, but they arent much different from the autogun line either.
@loneknight-
really the cutter class is pretty much the same (minus the throw block thing. but im betting the devs wont spend time on coding that).
the boomerang is also pretty much in the game in the form of the spur line.
im surpised no one suggested Flame Throwers yet. i mean the attack pattern is already in the game. itll probably cause all sorts of lag for players thou...
also, how about the swords mechknights have? the mechknight charge attacks are awesome and it would be pretty badass in the hands of a player (explosion, stat effect, and shoots bolts/mines in the cardinal directions). i just generally wanna be able to dress up as a mechknight :)
also, maybe a scythe that instead of causing knockback like the great sword, pulls opponents towards you!
The Fang of Vog's charged attack is similar to the mecha knight, sans bolts/mines.
A gun that doesn't need to reload.
Bringing this topic back so I don't make another. Here's my take on these weapons:
Spears, General attributes: When attacking, user will stand still, slow attack speed
Pointed: General spear, has moderate attack range, very high damage, can only hit a single target, low/moderate knockback, block and attack will give a weak attack to push opponents back atop of dealing very little damage, the shield will only effect in front of the player.
(Subtype) Sword Tip: Moderate range, massive sweep, can hit many targets, moderate damage, no/very low knockback (So that you can't make a wall of "nothing can get through")
(Subtype) Javeline: Moderate damage, normal target hitting area (Say you throw it/melee at the target, and you aim between two, it'll hit them both). Doesn't throw all the time, must be charged to throw, otherwise is a melee weapon. Low knockback on melee, high knockback on throwing (As well as higher damage of course)
Ball and chain:
Very slow attack speed, very high damage. When thrown, it knocks back targets, dealing moderate damage. The player can run around without pulling it back until attack is used again, but can only run so far from where the ball is. Upon attack being pressed again, the ball moves towards the player, doing moderate damage, and pulling monsters towards the player. When charging, the ball swings around the player slowly, damaging and giving very little knockback (Damage is very very low), upon release the player will launch the ball at very very high speed, very high knockback, and very high damage (Charge time takes longer than most weapons)
Traps:
Unlike bombs, traps activate upon someone stepping onto it. Basic trap will stop the movement of the victim for a short duration (The difference between this and ice is you can still attack the target but wont break the trap). Traps only last 5-8 seconds, so you can't cheese things like bosses or spawning monsters. Damage will be mostly low. Elemental effects will instead act almost like bombs, but will instead harm the target which steps onto it, then send out a number of projectiles (Depending on star level) of the same element, having some amount of inflicting it's elemental properties.
Wands:
A basic wand: They do not need to reload, but have a slow attack speed, and lower range than a gun. The charged attack will send out a projectile that explodes on contact in a very small area. They can be used as melee weapons, dealing a little extra damage because of both the physical attack and the projectile. Wands are low damage, and almost always elemental, but they have always (or more) of a good chance of causing their elemental effect, higher level wands will give higher elemental afflicted damage (Such as heavy fire damage, instead of minor or moderate).
Medallions: basically if you kill a certain type of animal you would get a trinket (for example Jelly Medallion) it would allow you to summon a jelly. they would start at 0* but you would forge it like you would normal weapons until at 5* let's say that it summons a Groundspike Lichen for example.
Wolver would summon vog cubs or skolvers, etc.
Joke Weapons: these weapons would have a confuse ability and would vary from a rubber chicken to a pool cue
Shield (Weapon): we have shields, why not give them damage and with a certain command, it bashes the enemy
I've had similar ideas, but instead of chickens or pool cue's, how about kitchen utilities?
Strainer helm, pot top shield, Spoon sword, baster gun, cob handle bombs.
Mauls are the heaviest, slowest and strongest weapons to ever enter the world of Cradle.
For those of you who don't know what a maul is, it's basically a long-handled hammer with a heavy metal head. Mauls will be one-hit wonders. They attack a bit slower than our heavy 2-hit swords, but have devastating damage and effects. Every maul will have a great chance of stunning enemies. The charge attack will be slow as well, and your knight will do a deadly spin-attack that can hit enemies up to 3 times. Each hit from a Maul's charge attack will do the same damage as a regular hit, but it will be a bit faster. Unfortunately, when using a maul's charge attack, your knight has a chance of getting stunned.
It also makes the Swiftstrike Buckler quite useful. Anyone think we can get Mauls in the future?
the chainsaw sword when charged does a grapple in which you try to chop him in half.the chainsaw sword also has a 3 to 6 per hit combo but would be really slow.
Ah, sure. Why don't I try a few?
Mine-type bombs whose timers don't run out unless an enemy is in range.
Throwing-type bombs which get thrown forward instead of placed at your feet, for handling crowds that you really don't want to be a part of.
Laser-pistols whose shots bounce off walls, charge shot does low-ish damage but pierces through enemies. (Such that you can send a beam bouncing across a hall, cutting through enemies a few times)
A baseball bat-type sword with a charge attack that reflects bullets. (Deletes bullets it catches in its arc and sends its own bullets back, basically.)
Edit:
Oh, and a sword with a hook-and-chain in it, whose charge attack launches a grappling hook projectile that grabs an enemy and hurls whoever it hits towards you. Because reeling in a Mender with a giant hook would be satisfying as heck.