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March Of The Tortodrones, Why the Handguns are easily the worst ones ever created.

13 replies [Last post]
Thu, 07/24/2014 - 17:31
Squideer

I have tried to find use in these things, I have swapped out my items multiple times to see if I can find a scenario where the gun's useful, But it just isn't. I'll start from my original opinion about the handguns.

The first day I saw these, I thought they looked cool as hell and that made me instantly want one. The idea was intriguing, A weapon that has similar abilities to the other two types of weapons. It would enable people to be prepared for nearly everything, Especially useful to those who only have two equipment slots but want to carry that lovely third weapon.

Before crafting the gun I asked my friend his opinion on it, We were doing Jelly King runs at the time and he brought the Elemental version with him. I thought "WOW" when I saw the charge instantly take away 20% of the Jelly King's health, Especially since they was just the four star version of the gun.

After that I decided to craft it, When I used the charge attack in the mission lobby for the first time I thought this gun was going to be one of the best things I had ever made. That hope however, Went unfulfilled...

The first thing I noticed with the gun when actually trying to use it, Was it's stupidly small combo attack. Most people could count it as a 4-hit-combo weapon, I only see it as two. It attacks with a rather weak melee attack, And follows up with a rather weak ranged attack. Because of this I view both actions as a single hit. And while this was bad, I found it even worse when I realized you temporarily lose your ability to shield if you go for a full-combo.

Really one of the flaws with this gun, And I know some of you are thinking "Well simply only use half the combo, Shield, and reset", But nope. Even if you take that moment to shield, Unless you wait about 2 seconds the guns still going to require a recharge which removes your ability to shield.

And while I suppose you could argue that it's a handgun so that brief period of being unable to shield is normal, Handguns also have a rather large range on their shots, Leading to the second flawed thing I've viewed with this gun.

The ranged capabilities are extremely limited, My Seraphynx's Ray Of Light has just as much, If not more range than this guns range. This means at times, It can't even do the simple thing of hitting a switch. The weapons listed as a Handgun, And it can't even do it's primary job properly. And then there's the secondary jobs...

I've already talked about the melee capabilities, The ineffectiveness due to the minimal damage, And the inability to shield after getting a full combo, But the bombing capabilities in a sense are worse, Due to how horribly flawed it is.

The charged attack displays your character firing a bunch of shards up into the air, And having them rain down/explode onto the field, Leaving behind shards that deal damage to anything that touches them. It's not noted unfortunately, That it's impossible to have the shards spawn over-top of enemies. You've fired the freaking crystals into the air, And yet it's impossible to have them land on enemies, I don't get how that remotely makes sense. The closest thing you can come to have them land on top of an enemy, Is getting half of the crystals to somehow surround an enemy as they drop. (But of course with the delay, The enemies will have most likely walked out of that sweet spot by then, Making the charge miss entirely)

As if that weren't bad enough, If the enemies are so tightly packed together, Or the enemies are huge (Colony Lichen Slimes), The shards won't even spawn behind the pack. Instead all of them will just pool in front of them, Killing over 50% of the potential damage. On top of that the explosion tends to knock enemies backwards, As it should like a bomb. But this also makes it practically impossible to have the shards actually cause damage-upon-contact, Unless it's either a gun puppy, Or an enemy that just happens to run back into the crystals before they ware off. And if that wasn't bad enough, The crystals stop damaging enemies after a certain amount of hits, Rendering them useless. So on top of making it very hard to have the crystals come in contact with the enemy, The warranty expiration kills nearly any use they have.

Really the idea of the gun is intriguing, Which is what lead me to crafting it in the first place. But if you already have a decent gun, and bomb, Don't bother wasting your time on this. If by some random chance they do end up changing the handguns, These are my recommendations.

- Increase the amount of hits in a combo from 4 to 6. (Three thrusts and three shots)
- Remove the inability to shield after completion a full combo. Given the reduced ranged capabilities, This is a fair exchange.
- Enable the shards to spawn over top of enemies and objects.
- If the change listed above can't/won't happen, Remove the cap on the damage dealt by shards touch damage.

Thu, 07/24/2014 - 23:08
#1
Gbot-Vtwo's picture
Gbot-Vtwo
i have good uses with the

i have good uses with the handguns XD. it is good as a gun in my opinion. though it is nice 2 see ur opinion. good night. it is 11PM and i need 2 go 2 sleep.

Fri, 07/25/2014 - 01:51
#2
Sir-Pandabear's picture
Sir-Pandabear

"I thought "WOW" when I saw the charge instantly take away 20% of the Jelly King's health, Especially since they was just the four star version of the gun."

Did the gun stop being able to do this after you crafted one?

I'll be blunt: You're not good at using tortoguns.

They've got power, utility and safety coming out the wazoo, but they're complicated to use. Not impossible, hardly even chance-based, you can consistently stay safe and clear groups of enemies quickly with these guns, but it takes a lot of effort and knowledge of how the charge works. For instance, it's 100% possible to have a crystal land right on top of an enemy, it just isn't possible for crystal to target right on top of them.

The punch is weak, yes, only barely having more power than 3 shots from valiance with considerably less range and speed, but the punch is mostly used for utility purposes like activating switches and pushing enemies into your shards.

Fri, 07/25/2014 - 09:31
#3
Gbot-Vtwo's picture
Gbot-Vtwo
also these "handguns" are not

also these "handguns" are not supposed to be used for handguns. they are used for traps. after the enemy makes the combo, u atack the enemy with the gun(not in charge mode.) and charge mode can be used to get away from the enemy(s) and hurt them. also i got a unique variant that did low slime damage.

Sat, 07/26/2014 - 05:37
#4
Squideer
.

"For instance, it's 100% possible to have a crystal land right on top of an enemy, it just isn't possible for crystal to target right on top of them."

Yes but that issue is why I don't get the idea of the charge. You're firing the crystals upwards and having them rain down towards the enemies, Yet they can't even spawn on top them in all cases. I wasn't saying I wanted them to auto-target enemies and land on them, Merely make it possible for them to still spawn around enemies in tight clusters, Rather than having all the crystals just pile up infront of them killing over half of the damage they could of dealt.

Additionally the thing about the Jelly King, I'm not saying that isn't still possible, Merely that the gun appeared to be better before I had the chance to actually use it.

Sat, 07/26/2014 - 20:15
#5
Fangel's picture
Fangel
This is a utility.

The tortoguns are a utility. They are by no means a primary source of damage. Pair them up with another weapon and switch between them. This gun works wonderfully as a switch-shooting close-range gunner, and a primary sword user can pair it up so they can hit and follow up with a gun attack.

The charge attack is for setting traps, not raining crystals onto the heads of enemies. The shards are "shot" by a bullet (that will stop on an enemy) and then place a bunch of crystals around it. It's an invisible bullet that is like a mini air-strike.

Mon, 07/28/2014 - 18:38
#6
Holy-Nightmare's picture
Holy-Nightmare
They are fun as troika

They are fun as troika slamming devilites

Tue, 07/29/2014 - 07:36
#7
Putkinen's picture
Putkinen
Meh.

The gun would be much better if you were able to aim it instead of having a set range. The shard blinks have range below the indicated one too, making the invincitink complaint moot since they never hit anyway.

Tue, 07/29/2014 - 17:46
#8
Amnimonus
I have only one complaint

The charge attack is really random and hard to aim at time not mention the spikes mainly hit the area in front of the enemy, sure the enemy will walk up towards it but it will miss alot may in need to have a set pattern or shape that the will fall in like the sun shards making a little less dependent on sheer luck an more on skill.

Wed, 07/30/2014 - 01:17
#9
Glacies's picture
Glacies

This is basically the problem: http://i.imgur.com/LY5Fp14.png

The placement of the shards follow along a hidden path along the floor and will stop right in front of any physical model. This is basically to prevent exploiting with the blocks and what-not but this is a really bad bug that can easily turn a utility gun into a bad gun.

Wed, 07/30/2014 - 13:43
#10
Terrormarine's picture
Terrormarine
This 'bug' does give you an

This 'bug' does give you an advantage when dealing with mecha knights, as they block for a split second, and then they walk into the blast area of the shards causing them to get hit 1-6 times.

Fri, 08/01/2014 - 19:31
#11
Funnymon
better then blitz inn vanna for the savage tortofist

the charge is basically set up to do maximum damage to vanduke as the charge is the most effective part of the tortofist and does more damage than the blitz needle.

Mon, 08/04/2014 - 17:49
#12
Magnicth's picture
Magnicth
One thing I've noticed is

One thing I've noticed is that more often than not, contact with the shards does not seem to always damage the monster. I've seen this plenty of times, and it's pretty annoying. However, the gun is still pretty good, and I still prefer to spam charges around groups of enemies and strafe the group so they stay in the radius's (radii?) of the incoming shards. May not be how it's supposed to be used, but that's how I use it. The normal attack is pretty lacking though. It could use a bit of a boost.

Wed, 08/06/2014 - 00:54
#13
Holy-Nightmare's picture
Holy-Nightmare
@ Magnicth

A fair amount of the monsters have a typical pathfinding program, since the shards are regarded as obstacles most enemies will stop at them or go around. Only the really aggressive monsters will keep running into the shards.

Zombies are a good example, as they often jump into the shards to try and get me when I camp inside the mass of shards.

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