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-Best gun in Spiral Knights-

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Portrait de Thagx
Thagx

According to you what gun would be the best gun in Spiral Knights

Portrait de Sir-Pandabear
Sir-Pandabear

Volcanic Pepperbox.

Portrait de Hexzyle
Hexzyle

Iron Slug.

Went from being the worst gun in Spiral Knights to the best gun in Spiral Knights. As usual, Three Rings played the "buff too much" card.
#Acheron #Chaos #Neutralizer

Portrait de Carbinus
Carbinus
@ #2

Which update was that and what did it do to it particularly? I'm getting that gun pretty soon, so I would like to know.

Portrait de Hexzyle
Hexzyle

Gunner Update:

Old Iron Slug
High Normal Damage (ability to flinch a lot of enemies on Elite Solo in a single shot)
Cannot move while firing or reloading
Charge walk speed is slowest charge walk speed in the game, roughly equivalant to Stun walk speed
Charge attack causes a small explosion upon collision with an enemy, which deals about 2.5x regular shot damage
Firing the Charge attack knocks the user backwards and onto their rear temporarily

New Iron Slug
High Normal Damage (ability to flinch a lot of enemies on Elite Solo in a single shot)
All attacks have a good chance to deal Stun
Cannot move while firing.
Moves at ~90% speed while reloading
Moves at ~95% speed while charging
Charge attack causes a small explosion upon reaching its maximum range, which deals about 2.5x regular shot damage
Charge bullet inflicts 2.5x regular shot damage to all enemies it is in contact with every tick of its flight.
Charge bullet inflicts 2-3 tiles knockback every tick it is in contact with an enemy, in the direction opposite the victim's current facing, not the monster's bearing from the player.
Firing the Charge attack knocks the user backwards

Portrait de Carbinus
Carbinus
@ #4

1 word: Wow.

Kalistes
The Iron Slug is not all

The Iron Slug is not all sunshine and roses.

1. The regular shot has horrible hitbox issues, especially point blank. I can't even count the number of times I've had a bullet impact a monster or block and just vanish without doing anything.

2. All 2-shot weapons suffer for being...2 shot weapons. Lots of reloading. PITA for breaking 3-hit blocks.

3. The charged shot is stopped dead cold by anything with a shield. You can't fire through Mecha Knights to get to the Gremlin Mender behind them.

4. The "Knocked back based on the direction they are facing" thing is a real nuisance. I have to think it's a bug, but it doesn't seem like one OOO is in any great hurry to fix.

5. Even with max charge time, the charge time is pretty slow.

6. Lots of movement pauses for regular shots and charged shots and reloading. You have to be very careful that these stops don't get you whumped by something.

7. The pushback of the firer on the charged shot is bad juju when in any kind of tight quarters. Knocking yourself into spikes and other hazards is really easy.

8. Bad for Puppies/Howlizters/Polyps unless you can arrange for the range to be exactly right so the flight terminates right on top of the turret. If you can do that, it will generally one-shot the turret, otherwise it only hits once and passes through for pretty poor damage.

When the situation is right (as with ALL weapons in Spiral Knights), it can do great things. I've grown especially fond of it for the Roarmulous Twins...a single charge shot down their throat will end whatever stage they are in every time (so beat the whole encounter with 5 charged shots). It wrecks the Royal Jelly pretty well too. Not very good vs Vanaduke though.

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Hexzyle

The Iron Slug is not all sunshine and roses.

I was mentioning the differences between old Iron Slug and new Iron Slug, which is phenomenal.

2. All 2-shot weapons suffer for being...2 shot weapons. Lots of reloading. PITA for breaking 3-hit blocks.

You have two weapon slots for a reason. I'm pretty sure there aren't that many people out there who are a dead-center hybrid running heavy weapons like me, maining Sudaruska (2-hit), Iron Slug (2-hit) and a Bomb (Charge only)

3. The charged shot is stopped dead cold by anything with a shield. You can't fire through Mecha Knights to get to the Gremlin Mender behind them.

All weapons are stopped dead cold by anything with a shield. This is nothing new.
If you need to injure enemies with shields you shoot on an angle so that you can graze their back

4. The "Knocked back based on the direction they are facing" thing is a real nuisance. I have to think it's a bug, but it doesn't seem like one OOO is in any great hurry to fix.

How is it a nuisance? It's extremely useful for pulling wall-hugging zombies out of corners, pulling attacking mobs away from teammates, and in general creating paths through mobs that are blocking your way with their tightly-packed bodies.
If you have aggro of the mob that you're attacking, it makes no difference as they'll get knocked away from you anyway.

5. Even with max charge time, the charge time is pretty slow.

All guns (with the exception of the Catalyzer line) charge at the same speed, that includes the Iron Slug:
http://wiki.spiralknights.com/Magnus#Charge_Attack
http://wiki.spiralknights.com/Blaster#Charge_Attack
http://wiki.spiralknights.com/Cryotech_Alchemer#Charge_Attack
http://wiki.spiralknights.com/Autogun#Charge_Attack
http://wiki.spiralknights.com/Pulsar#Charge_Attack

6. Lots of movement pauses for regular shots and charged shots and reloading. You have to be very careful that these stops don't get you whumped by something.

This is the same for the Autogun line, another weapon highly appraised for its massive damage output due to its brilliant charge, (FYI reloading doesn't incur a noticable penalty on movement speed) as well as all other "Heavy Weapons", i.e. Troika, Sealed Sword and Rocket Hammer. It's an occupational hazard :)

8. Bad for Puppies/Howlizters/Polyps unless you can arrange for the range to be exactly right so the flight terminates right on top of the turret. If you can do that, it will generally one-shot the turret, otherwise it only hits once and passes through for pretty poor damage.

You're forgetting about the really high chance of stun (no other gun inflicts stun :3) on the charge, as well as the garunteed flinch. Since turrets are the only mobs to attack constantly regardless of range, target, or facing, stun affects their offensive output more than any other mob. Two shots from an Iron Slug in larger parties will also garuntee a flinch, and if you practice the timing, you can flinch-lock them indefinitely. Stun makes the flinch-locking even easier by increasing the window of attack. Flinch-locking enemies is incredibly useful when facing Rocket Puppies as well as Gremlins, especially the peskier variants (Menders, Demos, Ghostmanes and Mortifires)
The best thing about Iron Slug regular shot induced flinching is that it doesn't cause knockback like pretty much every other flinching weapon, (bar the non-pepperbox Autoguns and the DBB) allowing your teammate to easily finish off the immobilized mob.

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Parasthesia
I'll also echo that iron slug

I'll also echo that iron slug is my universally rated number one gun. It's pretty much a tie between this and mixmaster, which is limited to elemental and shock can cause problems versus quicksilvers, and the whole "super rare or 30k CE" thing.

If the alchemer line could be considered one gun, those would be rated highly by me. I think blitz/grimrepeater are the highest DPS guns and have your damage coverage covered but I like the run and gun, even more now that movement speed while shooting has been buffed.

Kalistes
>I was mentioning the

>I was mentioning the differences between old Iron Slug and new Iron Slug, which is phenomenal.

Old versus new is certainly a huge improvement, but no weapon is perfect, and the Iron Slug comes with drawbacks.

>How is it a nuisance?

Not every monster is so obliging as to face you. I'm less interested in getting them out of corners or pushed in random directions than getting them dead. Gremlin Menders are particularly annoying in getting them to face the right direction to kill them.

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Hexzyle

Gremlin Menders are particularly annoying in getting them to face the right direction to kill them.

I see your point, and that's why you regular shot stun-lock them as opposed to charge shotting them, but I guess that requires you to be safe while doing so. (and as the Menders are usually the first thing a player goes for, you usually are not)
I also did not consider this as I never enter a level which has a high chance of menders in it without my VV, so I wouldn't have a clue what fighting an unpoisoned Mender is with an Iron Slug, apart from the times when I'm just charge spamming, and the end of a shot knocks them for a loop while they're failing to out-heal the damage the Slug causes long chains of enemies.

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Vohtarak-Forum
I'm vohtarak, call me by that name

I agree with the iron slug

And about menders and any enemy, just walk in front if them, its that easy, and if you're actually focusing on it the iron slug would have already drawn its aggro if not killed it already

And about turrets, if you hit in the middle if the charge, you get 2 or 3 hits, and its not as hard as you make it out to be hitting the end of the charge

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Hexzyle

And about turrets, if you hit in the middle if the charge, you get 2 or 3 hits, and its not as hard as you make it out to be hitting the end of the charge

To my experience it's only usually 1-2 hits. The flinch, and high chance of stun though is extremely valuable when trying to destroy turrets without them firing off a single shot.

Portrait de Vohtarak-Forum
Vohtarak-Forum
I'm vohtarak, call me by that name

The only thing I can think of for you not getting that many hits in would maybe be lag, its not uncommon for SK to decide not to show you some things, a few times I've noticed in dreams and nightmares I use an iron slug charge and the damage numbers don't show, because the only time I ever get single hits is if I shoot an enemy's side, back, or the absolute tip of the charge

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Krakob

Winmillion and Wrench Wand. #SwordsRepresent

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Starskystrike
4 words

winter grave.game over.

Portrait de Thagx
Thagx
It seems the Iron Slug wins.

It seems the Iron Slug wins. This embarrasing but can someone tell me the earlier versions of it?

Portrait de Holy-Nightmare
Holy-Nightmare
@ Thagx

Get a Punch or Pummel gun. These functioned just like the magnus line before the update. In the update the Magnus got changed but the Punch/Pummel guns stayed the same.

I'm not sure if they still knock you down but they don't get multi-hits like the magnus does now.

Personally I think the Valiance is the best gun. It has no downsides and is incredibly easy to use and effective in any situation.

Portrait de Vohtarak-Forum
Vohtarak-Forum
I'm vohtarak, call me by that name

The iron slug starts at the 3* magnus, then mega magnus, then iron slug, you really should check the wiki on simple things like this

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Hexzyle

As Sir-Zeddybear said above, the Volcanic Pepperbox also deserves an honorable mention, being one of the extremely few decent normal damage weapons before the Gunner update (along with Nitronome, Sudaruska and Valiance)
The charge's knockback has its uses (both before and after it was "fixed") as well as being able to one-shot most mobs (especially all turrets)
The Volcanic Pepperbox is also the only weapon that was, and still is exceptionally effective against all bosses (in addition to being the only weapon apart from Divine Avenger to my understanding that could one-shot RT phases, until the Gunner Update which added Slug, Grave, AP and Sentenza to that list)

EDITED to reflect people's mentions of other stuff that destroys RT

Portrait de Holy-Nightmare
Holy-Nightmare
@ Hexzyle

On the guns list maybe..... The Divine Avenger can do the same with it's charge attack since all 3 swords make contact and penetrate for the full damage.

Kalistes
I've pulled off phase enders

I've pulled off phase enders with the Twins using the 4 star Avenger, but it's very inconsistent, even with a medium construct UV. Since I found the Slug could do it faultlessly, my Avenger has been gathering dust.

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Red-Galaxy
you know what else deserves a mention?

mixmaster. Because it can take on almost every enemy with ease. I even think this is the solution to devilites. yesterday I took my mixmaster to white collar captive, I also got to report a bug where I was stuck going up for 5 minutes and almost died, and it took down devilites in just seconds, and I didnt evem waste any health. now with its charge attack gorgos best be prayin because this thing murders them without any hassle as well. at best 2 charges will take them out and thats pretty cool. now of course for enemies like trojans, wolvers, and gremlins choose a different weapon, but if you have the money the mixmaster isnt a bad way to go.

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Hexzyle
Joke's on you

Go back to your porridge-eating bears, footwear residing grandparents and canines who can talk and be mistaken for people when they wear old people's clothes, because we all know that the mixmaster isn't real

Portrait de Carbinus
Carbinus
@ #23

Lel^

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Red-Galaxy
@Hexzyle

I love my battle bears.

Anyways
http://imgur.com/9M4x6e5

Portrait de Finale-Flare
Finale-Flare
@Hexzyle AP and Sentenza can

@Hexzyle

AP and Sentenza can also one shot RT phases (bird passes all the way through)

I think max damage nova may as well with a well placed shot, but I would need further testing for this.

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Hexzyle

Nice photoshop buddy

Portrait de Validous
Validous

Maybe not the best gun, but Nova Driver is my favorite right now. Really fun learning the ins and outs of it, and getting rebounds with each ricochet hitting both enemies at once is very satisfying.

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Thagx
Iron Slug.

Now I seem to like Iron Slug.

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Krakob

It took me far too long to realise that Hexzyle was refering to fairy tales and not Zeddy...

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Hexzyle

Is it a slow day for you, Krak ko-... no I won't make that joke :S