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Elite weaponry, sparring, and a new status

11 replies [Last post]
Sat, 11/03/2012 - 21:40
Steadyeyes's picture
Steadyeyes

1. Elite weaponry- the next level of weapons after 5*. The icon for them could be like a big star or something, the charge attacks for the weapons could be
-the brandish line there would be 3 lines of 5 explosions spreading in a 45 angle.
-the faust/avenger would be like the 5* one only with 5 swords going out
-the barbereous elite would have the same charge but also there would be 7 spikes going out behind the player so it gives the player protection when about to be surronded

2. sparring- this suggestion could be located in the training hall, the purpose is so that it could help inexperienced players train with other players.
Also knights could have sparring tournaments with prizes. There would be 3 arenas divided up by tier.

3. hypnotism status- this status could hypnotize monsters so they would fight for you for a period of time and the durations would last according to which kind: so...

Basic- 10 sec duration

Super- 15 sec duration

Ultra- 20 sec duration

Game masters I hope you read this and think over if you should add these suggestions to Spiral Knights. Thank you

Sat, 11/03/2012 - 21:46
#1
Luguiru's picture
Luguiru
  1. Significantly overpowered and excessive
  2. Veterans using lower tier equipment with copious UVs and skill giving them a significant advantage, knights deal too much damage for fights to last long enough to make a feature around fighting ourselves
  3. Significantly overpowered and excessive
Sat, 11/03/2012 - 22:44
#2
Keyboard's picture
Keyboard
DA KORS

The elite rank, you're talking about actually wouldn't be so bad if as long as the core would house stronger enemies. The 5* weapon would unlock into elite status when in the core and revert back when they go to haven.

That's only if the core is ever brought in and has lil' enemies and such.

Sparring isn't very needed, i myself along with other players would rather want other things being implemented first like that guildhall update.

hypnotism isn't really needed and i would wan't sleep to be fixed first or something.

Sat, 11/03/2012 - 23:07
#3
Darkbrady's picture
Darkbrady
1. Elite weaponry- the next

1. Elite weaponry- the next level of weapons after 5

Stopped reading.

No.

Sat, 11/03/2012 - 23:41
#4
Severage's picture
Severage
...

"the brandish line there would be 3 lines of 5 explosions spreading in a 45 angle."

Oh my...goodness me...

If LD didn't exist these would still be overpowered. Not to mention it would take a mind-numbingly long time to craft such gear, since the price would likely be 1600 CE, along with recipe, mats, and crowns necessary.

The only rational suggestion is #2, which imo should be included within the Guild Hall updates anyway.

~Sev

Sun, 11/04/2012 - 01:03
#5
Darkbrady's picture
Darkbrady
Omg Sev, I never saw that

Omg Sev, I never saw that until you quoted it:

"the brandish line there would be 3 lines of 5 explosions spreading in a 45 angle."

Ahahahahahaha! Three lines of lol? Three? Three lines? xD Ahahaha...you were clearly never here before the brandish buff~

Sun, 11/04/2012 - 04:27
#6
Tuhui's picture
Tuhui
...

notice how all of the suggested items are swords and all ones that have ranged charges...

Sun, 11/04/2012 - 07:22
#7
Juances's picture
Juances

Hypnotic attack works for us, but not for monster. (or what, will we lose control of our knights and smack our heads?)
And if you're OK with leaving monsters behind, what about usign these weapons in LD....

Sun, 11/04/2012 - 09:42
#8
Steadyeyes's picture
Steadyeyes
i think i should just

i think i should just graveyard this

Sun, 11/04/2012 - 19:50
#9
Solarbrand
Armors, Weapons, Tools, and New Ideas for the Clockworks!

1. Medic suits, an upgraded version of the Vita armor chain- An armor that slowly regenerates health, depending on the rating of it, starting from two to five stars. It would be pretty helpful in battle, but shouldn't have much actual resistance, as it already heals the player during battle. This armor should also be costly, as to balance out the feeling of the armor being "overpowered."

2. Energy Fields- Either to be worn as armor, or just an extension for the player's stats. This add-on should be very expensive, because it could either
(1 Store MORE energy than the regular type of armor, with less space to hold Mist Energy.
(2 Recharge mist energy FASTER than regularly, maybe up to a third faster than normal.

3. I would also wish to have SPECIALIZED weapons in-game, which allow for altered experiences with each and every tool you have in your arsenal. For example, you could have spades (shovels), axes, and upgrades for them to become more efficient. These tools could be use to clear of obstacles faster and with greater affect, which Spiral Knights could also add. This would be cool to have in the game, because it allows us to use TOOLS instead of WEAPONS to overcome challenges. In order for these items to not be as overpowered, I think they should do minimal damage to monsters in the Clockworks, as this will go outside of what they were meant to be used for. Examples for obstacles that could be added include:
(1 Larger hedges
(2 Marshes that your characters sink in (which slow us down)
(3 More different biomes/different areas in the Clockworks
(4 More interact-able game play, along with some of the other new weapons that you guys mention in this thread

This may take a long time to get into the game (if at all), but they were just a few ideas that I had while playing the game.

Added (but incomplete thoughts):
(1 Shields with the ability to cause recoil/retaliance to attacking enemies
(2 The ability to place bets on individual/groups/teams of players in the Coliseum while spectating
(3 Enemies with the ability to inflict the Curse/Sleep status effect
(4 Bosses with rare drops that are shared amongst the group
(5 Mini-bosses that can be found in the clockworks without a set location
(6 Rare "Wandering Traders" in the Clockworks that you can free to buy special items from
(7 More bombs, with special attributes and names like Solar Burst, or something like that.....

That's it for now, but I hope that someone sees this post and considers adding some, if any, of my ideas into the game. Thanks for reading!

Sun, 11/04/2012 - 20:06
#10
Sentinel-Signal
Some new Elite Weaponry/Class Ideas....

Some new Elite Weaponry/Class Ideas.... Please Add Ideas..... Plus, I'm not good at naming weapons...... Please Comment on My Ideas!

1. After defeating each boss, a few new selections of items from a special shop are available. They should bind on purchase, of course, and shouldn't be able to be sold or traded, or mailed to another player.

2. After achieving the final ranking, a new Elite(of Elites) shop should be unlocked, featuring special-edition weapons and limited-time only weapons and gear for events, including festive specials(themes:Halloween, Christmas, Easter, etc.)

Ideas for new Weapons/Gear

-Heavy Weapons(mostly guns):
General Idea- Must Charge Before Attacking, Deals Considerably Damage, Cool Looking and Impressive, High Recoil, Medium-High Reload Time, Specializing

1.Long Range Heavy Weapons-

Prototype Sniper(3*Piercing): Can Shoot Up to 9.5 Blocks Away, Deals Medium-High Damage, Must Charge Before Use, Medium-High Recoil, Shoots One Bullet Per Round
Description: N/A

Dispatcher(4* Piercing, Evolution of Prototype Sniper): Can Shoot Up to 10 Blocks Away, Deals Very High Damage, Must Charge Before Use, Medium-High Recoil, Shoots One Bullet Per Round
Description: A weapon made with the single purpose of hunting down and taking care of any stray Gremlins.

Scoped Dispatcher(5* Piercing, Evolution of Dispatcher): Can Shoot as Far as You Can See, Deals Very High Damage, Must Charge Before Use, Medium-High Recoil, Shoots One Bullet Per Round, Bullet May Pierce Enemy(A "Lucky Shot"), Doing 50% of Normal Bullet Damage to Any Enemy Hit by the Piercing Bullet, 150% Damage to the Pierced Enemy
Description: A weapon fused with technology that could beat the Gremlins' any day! Able to shoot and pierce a variety of materials, this weapon is one to
consider over. Just remember to leave some space in your arsenal, should a Gremlin get too close....

2. Medium Range Heavy Weapons-

ProtoFuse(3* Elemental+Normal): Can Shoot an Explosive Rocket Up to 8 Blocks away, Deals Medium Damage, Low Splash Damage, Medium Splash Damage Radius, Must Charge Before Use, High Recoil, Medium Reload Time
Description: Nicknamed after an experiment gone wrong, this newly transformed ProtoGun will serve you well in the clockworks. However, just note that it's still under beta testing....

Exponential FuseGun(4* Elemental+Normal): Can Shoot an Explosive Rocket Up to 8 Blocks away, Deals High Damage, Low Splash Damage, Medium Splash Damage Radius, Must Charge Before Use, High Recoil, Medium Reload Time
Description: A gun designed to blast through the clockworks. Warning: Not fully tested as of yet.

Short-Fuse(5* Elemental+Normal): Can Shoot an Explosive Rocket Up to 9 Blocks away, Deals High Damage, Low-Medium Splash Damage, Medium-High Splash Damage Radius, Must Charge Before Use, Very High Recoil, Medium Reload Time, Charge Time Increased: Low
Description: A dangerous weapon to have in any arsenal, it's amazing to see how powerful a ProtoGun can become with a few tweaks and tests....

3. Heavy Weapon Bombs:

Prototype Signalbomb(3* Elemental): Must Charge to Use, Damage VS Constructs: Low, Bomb Radius: High(Around 6 or 7 Blocks In Every Direction), Upon Bomb Deploy/Priming, A Sonic Pulse Emits, Damaging All Enemies in Range And Pulls All Constructs Hit by the Initial Magnetic Pull/Shockwave Towards Focus Point of Detonation, Where The Bomb Then Explodes. All Constructs That Die Due to the Final Bomb Explosion Will Be Seen Exploding, Creating Small Explosions on Death, Damaging Nearby Enemies. Final Explosion Damage: Medium, Initial "Magnetic" Shockwave Pulse Upon Priming/Deploy Damage: Very Low, High Range. Charge Time Increase: Low
Description: A bomb made to counter the ever-increasing Gremlin Constructs. This bomb is used to send out signals capable of detecting, and capturing, any Constructs in the immediate vicinity. When a Construct is detected, the signal is sent back to the bomb, which then uses it's incredibly powerful magnetic components to drag it's victim out into the open, where it detonates.

Signalbomb(4* Elemental, Evolution of Prototype Signalbomb): Must Charge to Use, Damage VS Constructs: Medium, Bomb Radius: High(Around 7 Blocks In Every Direction), Upon Bomb Deploy/Priming, A Sonic Pulse Emits, Damaging All Enemies in Range And Pulls All Constructs Hit by the Initial Magnetic Pull/Shockwave Towards Focus Point of the Point of Detonation, Where The Bomb Then Explodes. All Constructs That Die Due to the Final Bomb Explosion Will Be Seen Exploding, Creating Small Explosions on Death, Damaging Nearby Enemies. Final Explosion Damage: High, Initial "Magnetic" Shockwave Pulse Upon Priming/Deploy Damage: Low, High Range. Charge Time Increase: Low
Description: Highly effective against Constructs; this bomb is very capable of sending them back to their junkyard in not time at all!

Signalcharge(5* Elemental, Evolution of Signalbomb): Must Charge to Use, Damage VS Constructs: Very High, Bomb Radius: High(Around 8 Blocks In Every Direction), Upon Bomb Deploy/Priming, A Sonic Pulse Emits, Damaging All Enemies in Range And Pulls All Constructs Hit by the Initial Magnetic Pull/Shockwave Towards Focus Point of the Point of Detonation, Where The Bomb Then Explodes. All Constructs That Die Due to the Final Bomb Explosion Will Be Seen Exploding, Creating Small Explosions on Death, Damaging Nearby Enemies. Final Explosion Damage: High, Initial "Magnetic" Shockwave Pulse Upon Priming/Deploy Damage: Low, High Range. Charge Time Increase: Medium
Description: Just don't wear too much equipment and you'll be fine.

Mon, 11/05/2012 - 02:57
#11
Kimahsonite's picture
Kimahsonite
You want elite weaponry?

You want elite weaponry? Brandish line.

@thetwopostsbeforethisone - Just make a new thread for your ideas and post them in the Suggestions forum section.

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