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Gears and weapons -Mechanics thread-

4 replies [Last post]
Fri, 06/21/2013 - 01:34
Atholl's picture
Atholl

Hello Atholl here.
Let me explain the rules of this thread:

1)Post your ideas abut an improvement of the already existing mechanics or create a new one.

2)The mechanics must be applicable on every weapon no exception (inside the same major family ex. swords or guns or bombs)

3)If you want to post a new mechanic and you have already posted simply edit it.

4)Every idea must be labeled whit a number , if you like someone else's idea simply edit your comment putting at the end of it the name of that person and the number in which is his/her idea labelled.

Thanks for the attention, Have fun.

Fri, 06/21/2013 - 02:31
#1
Mtax's picture
Mtax

#1. Edit hixboxes. Make it consistent with weapon model. Don't end attack hitbox before animation ends.

Sat, 06/22/2013 - 00:15
#2
Atholl's picture
Atholl
#1 Combos bounus:Each time

#1 Combos bounus:

Each time you hit an enemy in a standard combo the monster/s takes bonus damage based on the weapon damage and the number of hit taken the bonus is cumulative untill th end of the combo

Example: i have a standard 3 hit sword that deals: 100 , 100 , 120.
Each hit multiplies the next hit power by (for example) 5%

Meaning that if all hits connects on a single enemy it will deal: 100 , 100 (+5%) , 120 (+10%)
Resulting in: 100 , 105 , 131

If only the second and third hits connects: 100 , 120 (+5%)
Resulting in: 100 , 126

Each sword/gun shall have it's own percentage, this "combo" doesn't apply on charged attacks and can be even negative
___________
@waffle that's why i said every weapon will have it's own percentage, sorry about that, modified the last line of description.

Fri, 06/21/2013 - 09:34
#3
Waffleconecake's picture
Waffleconecake
@Atholl

Combo bonus would make the rocket hammer op (it isn't currently shut up already) seeing how you can get a good 9ish hits out of the combo.

Also blitz needle. I shouldn't need to tell you why that would be broken.

Fri, 06/21/2013 - 16:51
#4
Zeyez's picture
Zeyez
eyes trying to see the end to another end

post some new weapon mechanics? good:

i have something from my "brass knuckles" topic
http://forums.spiralknights.com/en/node/76025#comment-684694

i will bring here only the new mechanics, but all of them are based on brass knuckles that created in my topic:

#1 the charged attack, that cause knockback, can deal some additional damage if the enemy hit the block/wall/another enemy in the knockback, (the block will be destroyed in the process and the other enemy will suffer the same additional damage)
huge knockback weapons, like Big Angry Bomb and charged Valiance can receive this effect

#2 some weapons that have Dash can drag monsters (except boss) and players together
example of weapons that can receive this effect: Sudaruska/Triglav

#3 Charged attack that can stop anything that is hit by it (even shielded or invunerable ones, besides can't deal any damage), but receive cooldown to prevent overuse

#4 Charged attack that can generate "Arc of Lighting", that can jumping between nearest enemies in a limited range, after one of them get hit by close weapon
one weapon that could use this: Voltedge
(maybe I kinda plagiarized the Luguiru's idea in his mega-topic) ^^'

#5 Berserk-like weapon, that can increase his damage by striking the enemies, and the charged attack can release all of stored "frenzy-meter"

.

Now, something I've been thinking:

#6 Charge one gun can increase the damage of the normal bullets for 1 clip, but if you don't use before certain amount of time, you will get wounded by overcharge
(do not kill me, is an idea of a weapon that would make more sense to use as an example)
little example: Pulsar line [charge this gun allow you shoot 3 charged bullets, after little animation, but you have 10 seconds to shoot all 3 bullets]

#7 The charged attack that can allow the wielder dash through enemies and dealing high amount of hits at anyone who is in the path
this can be used in Cutter line charged attack

.

for now, only this

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