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Have a suggestion for Spiral Knights? We would like to hear it.

The current state of Guns.

Submitted by Stardrinker on Wed, 04/06/2011 - 19:53
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  • Suggestions

So, after playing around with various weapons a bit, I've noticed that there seems to be a large discrepancy between the damage output of Guns vs Swords/Bombs.

I'm not talking about a small or even moderate amount either, the difference is like night and day. ~10 damage per hit with zero star gun vs 20 damage per hit for zero star sword, so about double at tier zero. Then at tier two of Alchemer vs Calibur, its ~20 vs 60 per hit, nevermind that the swords in both cases have a faster attack rate so the DPS (Damager per second) difference is larger than it seems at first glance. Sword is now over triple that of equal gun level, and I honestly can't see it getting much better unless someone who's reached the higher gear levels can vouch for it.

Now I do understand that there are advantages to staying at range (i.e. it's safer), so it is expected that the higher reward would go to the sword user for taking a higher risk, but I really cannot see why there is such a gaping difference in damage.

I'd also like to point out that guns already have some large disadvantages already, even when you ignore their damage output.

- There are many enemies (like wolves, gremlins and imps) that will matrix dodge a large number of your bullets. I've even seen some gremlins matrix dodge a bullet by sliding across the floor after they were knocked down, although that could just be lag. This further compounds their already low damage potential.

- Some guns require you to be stationary while firing. Huge disadvantage in a game like this.

- You move slower when building/holding a charge with a gun vs a sword/bomb.

- Completing your attack chain with a sword gives you a high chance of interrupt/knockback of enemies (benefit). Completing your attack chain with a gun puts you in a "reload" animation that slows your movement for 1.5 seconds (penalty) and disables use of block/items for the duration of the animation (penalty). I've had to get used to shooting max shots - 1 and letting the counter reset just so I can avoid the "reload" animation.

So, I guess the point of this post is, is the current place of guns where you want it to be or not. Do you even realise the huge discrepancy between other weapons vs guns? With such a large damage difference how do you intend on being able to balance the health of monsters for both sword AND guns without making one overpowered and the other underpowered?

Some suggestions (Using same tier swords as a basis for balancing):

- Make guns usable in the shield slot. Dual pistols for higher damage but you lose ability to block and any defensive benefits the shield had. Target DPS with this would be ~100-120% of same tier sword to counter the large loss of defensive stats and that there are many mobs who dodge bullets. Possibly requires large code changes so more expensive to implement.

- OR -

- Keep it as it currently is but increase the damage for guns across the board. Target DPS would be ~70-80% of same tier sword.

- OR -

- Replace the normal shots of guns with their "charged" attack. This would add make guns more interesting and offer unique advantages based on the type of gun used. Target DPS when used in ideal situations would be ~100-120% of same tier sword, but when used in non-ideal situations ~70-80%.

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no energy cost for moving down a level in the clockwork

Submitted by zoren580 on Wed, 04/06/2011 - 15:59
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why does this happen I think we should get rid of it

  • 5 comments

Gun damage/range

Submitted by Pupu on Wed, 04/06/2011 - 15:17
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Well, it is to my understanding that the damage guns deal was nerfed because they did too much damage while leaving you safe from enemies.
So, how about the damage a gun does depends on how much the bullet travels?
So at point blank range they deal 2* damage, at normal they deal 1,5* damage, and at max range they deal their current damage.
Or something along those lines.

  • 1 comment

What happen to being able to walk across spikes? Also something I guess you could call "charge canceling".

Submitted by jamtank on Wed, 04/06/2011 - 14:33
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Two updates ago I believe. We could guard and walk across spikes vines without being stun locked etc. This was great since this solved the "There's a material in the center of this huge field of vines!" problem.

I mean your shield still received damage as it slowly changed color (or really fast depending on the depth) So it wasn't really broken. I don't mind if that was actually a bug and you "fixed" it but I actually prefer that.... I know the problem with this is that you don't flinch to enemies attack but I'm sure there's a work around for that right?

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In-game Clock

Submitted by LastOrder on Wed, 04/06/2011 - 11:37
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I'd think that a place called the clockworks would have a clock somewhere... I'd like an in-game clock so I can tell when I've spent way too much time on this game. Thanks.

  • 4 comments

Vitapod Variety

Submitted by mlepinski on Wed, 04/06/2011 - 06:55
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This is regarding the Vitapods that drop in the Clockworks and increase your maximum health.

You should consider having multiple colors of Vitapod (instead of just white) where each color of Vitapod provides a small bonus (in addition to increasing maximum health). For example, a yellow Vitapod with a large '5' on it might provide a small bonus to damage versus Beasts in addition to increasing maximum health by 5. (Obviously, pick whatever mapping between colors and bonuses that you deem appropriate).

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[SUG] Allow the trading of Binded gear

Submitted by Tsumugi on Wed, 04/06/2011 - 06:17
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Basically, allow the trading of gear that was been binded to a player already to allow upgrades. I have a Blaster, for example, that a friend crafted for me. Obviously, he's going to buy the recipe for the next upgrade to the Blaster, and because I have him, I don't expect to buy the recipe since he's the one making the guns. Surprise comes, I can't trade my Blaster to him to upgrade, which forces me to buy the recipe to upgrade it, even if I already have someone to do the upgrade for me. That's just crowns down the drain.

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Kill counter and dungeon pvp

Submitted by CaptainE on Wed, 04/06/2011 - 03:19
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I was thinking it would be nice to have a monster kill counter, and maybe a highscore table, with some kind of prize item for getting a high enough score.

I also think it would be great to have an optional setting for players to attack each other while in dungeons if they like, and steal heat or something.

Add some classes

Submitted by ginu214 on Wed, 04/06/2011 - 01:10
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I believe this game is great, innovative and fun. It also reminds of Zelda Legend of Four Swords. But i was wondering why is there only 1 class? I understand that it is called Spiral Knights meaning that the only class is a knight, but i think the game would be much more fun if there was a rogue class, mage ( that heals and does damage) and archer.

  • 7 comments

Quest Destripions/locations

Submitted by avalerin on Tue, 04/05/2011 - 20:48
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I don't know what to do and where or what i can to do

1. Make available quest list, -GOOD one!!!

2. quests need description mean exactly which dung and where. Explain more things at game like tutorial where and what i can buy and how

3. Quest npc should be in different color at map

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