Gonna throw my hat in just to say I agree with pretty much everything in Draycos's post and also truely hope they are reading these.
Handgun balance issues
An interesting solution would be to make guns gain a low bonus from all other gun UV's. So if i have firegun CTR med, ice gun Undead low, and shadow gun constuct v.high (just for example) then the 4th gun i carry would have CTR low, undead low, contruct low, AND whatever UV you have on the gun. I think it's a bit telling that given this scenario guns would STILL be underpowered lol. Of course this transfer of UV's would apply to all 4 guns in you have equipped as well.
This method would definitely make the idea of the 'gun slinger' more legitimate. In a trade off for his underpowered guns he'd be able to take 4 gun selections into battle designed around 1 primary uv and 3 low uv's on each gun!!!! So in essence it would be a buff for being a gunslinger that only was given to gunslingers!
Also, this would make 4 weapon slots more valuable which would be kinda neat :)
Consider the Vog user.
He uses swords. His defenses are Elemental and Normal.
You have a gun in your hand. It happens to deal the two types of damage that his armor does not defend against.
Keep in mind that all weapons in Spiral Knights were designed with not just monsters in mind...but also PvP.
Regarding all other posts about gun charge attacks:
EDIT: Okay, so charge attacks are best used as artillery.
Hey everyone, just wanted to jump in and say thanks for all the very useful feedback. Please keep it coming.
With the release of the Ironclaw Munitions Factory we will be releasing some gun balancing as well. Expect more in future updates.
Finally guns are getting more love! Thanks for notifying us, nick.
Speaking of balance updates, the Blaster line currently seems to be the most useful of guns to me right now. With the new updates I may need to replace some of my gear.
@ Das
There's a very narrow range of uses for a few gun charge attacks. The Callahan (as I learned earlier in this thread) is one of the guns which actually has a useful charge since it gets a massive range boost because of it. The elemental alchemers also gain about 1 square of range with a charge attack so sniping a gun puppy that's just out of range is what I use that for. I never use the antigua line's charge or the autogun's charge though.
@ Nick
Thanks Nick now the posts can go back to gun bashing instead of OOO bashing for another hundred posts.
P.S. please please please make cutting grass with guns easier at least (and also using guns to break your party members out of ice since it has the same problem).
http://i54.tinypic.com/1zg51ll.jpg
I don't see anything wrong with this.
This is really weird o.O I mean, you get a LOWER BONUS for a BADER WEAPON and also get a RESISTANCE NERF. Uhm, something ist broken there for sure. How ever, I beleve balance comes with time.
Im very glad that there will come some gun buffs. Its hard to hit enemies at higher tiers also the damage ist sometimes just laughtable in comparison with sowrds.
How it should be:
Bomb: low damage, high aoe
Sword: medium damage, medium aoe
Gun: high damage, low aoe
How it actually is:
Bomb: low damage, high aoe
Sword: high damage, medium aoe
Gun: low damage, low aoe
mfg :3
ALL GUNS
Summary: Reloading is painful
Reloading is already a penalty in that it prevents you from shielding, but reloading also reduces your mobility increasing the likelihood that you will be hit while unable to shield. All reload times are as long as (if not longer) than Khorovod 2nd slash recovery time.
An additional shot for every gun would be helpful. Reload time reduction would be helpful. Eliminating the reload movement penalty would be helpful. Some or all of these would be appreciated.
Autogun, Magnus lines
Summary: No movement when firing, Reload is a Deathknell
2 of the coolest Gun lines, the autogun and magnus lines, both interrupt movement when firing AND when reloading. They both only get 2 shots before reloading. When you are reloading you are rooted in place and unable to shield, completely at the mercy at whatever attacks are headed your way.
Reducing the penalty to 1/2 movement speed instead of being rooted would be a big help. An additional shot would be helpful.
Pulsar's "reset" time is too short.
The "reset" time is the time it takes for a knight to go from firing a gun until they are not firing the gun. Players can use the reset time to avoid reloading a gun. For instance, if a player is firing a blaster then they can *fire* *fire* *reset* *fire* *fire* *reset* instead of *fire* *fire* *fire* *reload* *fire* *fire* *fire* *reload*. Using this technique usually results in lower damage output but a greater ability to move around and block attacks.
However, the pulsar line has a very short reset time for a gun. The low reset time allows a skilled player to spam pulsar bullets everywhere without reloading. This is a balance issue because a large amount of pulsar spam can create a continuous zone of explosions a certain distance away from the player.
Ok well just to put it short Volcanic Salamander Suit,Volcanic Plate Mail,Volcanic Demo Suit,Vog Cub Coat,Grey Feather Mantle,Dragon Scale Mail,Divine Mantle,Armor of the Fallen. What do all of these armors have that gunslinger doesnt have fire resistence. I mean all the class specific armors Volcanic demo suit and Vog bub coat(I know it isnt made for swordsmen but it is always used by swordsmen) they have fire resistence but does gunslinger no making it horrible for T3
If anyone disagrees with me or has something to add please do
This thread has been dead for quite some time now which is good! The handgun balancing applied in the IMF update pretty much solved all of the largest gripes with guns, and the dev team at OOO has my thanks for that. The issues I'm going to bring up in this post are mostly minor and can probably be ignored for the most part and the gunslinger community as a whole will work around it, but if these are fixed life would be just a little happier ^-^.
1) Cutting grass is still a pain in the butt.
2) Most of the heavy guns are piercing damage only. It's not as bad since the balancing, but I'd love to see more heavy guns entering the other attributes as well as some lighter guns entering the piercing attribute. It'd make for some good future updates.
3) The fire damage from my firo driver was hitting 5 damage to whatever it caught on fire in the first half of T3 which is nothing for the monsters down there. I haven't gotten a chance to test the fire damage decrease on the fire brandish yet, but at least for the firo driver, the fire damage needs to scale with depth like the normal damage does or I'm going to be doing 0 damage with fire by the first floor after the T3 terminal. I haven't checked the fire damage from that gun in T3 for several weeks now though so maybe that was a 1 day glitch and it's been fixed, but if it's not, it should be fixed.
Over a month after IMF and that's all I could come up with as blisteringly bad issues (and those issues aren't very bad at all). Once again, good job on bringing some balance to guns, and I look forward to future updates.
Kilowatt Pulsar series
Summary: Shock clashes with knockback
Shots that cause shock tend to cancel the gun's knockback effects, as well as general shock spasms that occur at the same time. This can lead to the gun being unstable in usage; it doesn't always behave as expected, and the random factor can throw off groups that are expecting the knockback. Only considering this an issue because presumably the other pulsar line has consistent knockback, as this does help balance the kilowatt pulsar's knockback capabilities.
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Argent Peacemaker and Sentenza. They need a buff.
No, seriously, these guns, for the time it takes to get them and compared to other 5* weaponry, are just... BLAH. While Argent's effectiveness is geared towards Fiends and Undead, and that works out well, Sentenza is geared towards Gremlins and Jellies... wait, what? Gremlins dodge way too often and are too tricky to hit for guns to do much against them, and jellies are resistant to Sentenza's other half, Piercing.
Long story short for this portion of this rant, Sentenza needs a damage buff, or has to deal pure Shadow. Or, go along with what I'm about to say.
The charged attacks for these guns are absolutely terrible; the quickness you get with the normal shots, which is why they're so dependable, what makes them make up for the damage in part, is just NULL with the charged attacks. Only the last shot pierces mobs. Only the last shot deals decent damage. The last shot doesn't even work when close to a wall, no matter where it is. I'm not suggesting a damage buff, or to make all the shots pierce targets... It'd be nice to have it so you can move and aim while shooting the charged attack. That's what the Antigua lines are ABOUT; dependability, speed, mobility, not raw damage. If some people say that this will make Argent and Sentenza overpowered... it won't. Why? Because Sentenza has a terrible damage combination. Because there's such a tiny, tiny damage boost between Silversix/Blackhawk and their 5* versions. Because their charged attacks are left in the absolute DUST by Gran Faust's good weapon damage combination, by Divine Avenger's awesome damage combination and immensely useful charged attack.
To go further in depth with this, the charged attack of the Divine Avenger covers a wide area, pierces most enemies, and is great for large mobs. Sentenza and Argent's charged attacks... They cover a small area, only the final shot pierces, and you're stuck in one place firing at one spot for about three seconds, compared to the half-second of the DA's if you shield cancel it.
Shortening this point up, make Sentenza and Argent's charged attacks so that you can move, that you aren't stuck in one place shooting in one direction. This fits the concept, and gives something to craft them for instead of getting a MINISCULE damage boost in the step up from their previous forms.
It costs 800 energy to make these, like other 5* items, and the materials to craft them are rare; don't forget that you have to get 25 Jelly Gems for the Antigua alone- it SHOULD BE WORTH IT. They shouldn't be laughable compared to other items.
Thus concludes my rant. I dearly hope you guys are actually reading these topics...