nathanieljbrill
Active member
If people have been following my hero postings they may have noticed I really like unique guns. That's because guns can feel basically the same on a lot of characters and I want the gun to feel as unique a part of their kit as their abilities. So here are 5 of the Unique Guns that I've made that I think should be implemented. Some of these are older than the -10% global weapon damage change so i updated them with that.
1. From The Shopkeeper's Son
Weapon
Collection of Pluggers
12 ammo pistols
3 shots per second
18 damage
Reload 1.2 seconds
Ammo cannot increase. Instead the % increase of ammo is treated as a -% on reload time, which is how long it takes for the Shopkeeper's son to grab another gun. Flat ammo increases are calculated as a % of base ammo.
Constantly switching to the next pistol has a lot of flavor and a different shooting interaction than any other character. Should be a lot of fun.
2. From Midboss spawn/child
Weapon
3 pistols in 6 arms.
6 bullets per second
9 damage per bullet
Velocity 400
Ammo 24
Reload time 3 seconds.
Alt fire
Throw your pistols and pull new ones out of your body
Bullet velocity 50
Spread 15 degrees
25 damage per pistol
Start reloading if you aren't. Reload time is set to 1.5 seconds if it was less than that.
The Alt fire is what makes this one super fun. Even while reloading you can chuck your pistols and pull out new ones. It's another "pull out more pistols" effect but with an entirely different playstyle of emptying the chamber then using the guns as weapons themselves and a normal reload time.
3. From Steam Punk
Weapon
9.45 damage per bullet. (or change to 9.45 to match today's patch)
8 bullets per second.
Velocity 300.
DPS 75.6
Ammo 30
Reload time 3 seconds.
Builds up 5% of heat meter per bullet fired. Heat meter declines at 40% per second after 0.5 seconds of not firing.
Once heat meter fills your gun overheats and cannot be fired for 3 seconds. It will reload during this time.
So he has a strong gun with a limiting heat effect. Steampunk has an interesting relationship with overheating since his abilities are stronger while doing it so he has a cool dynamic between emptying his chamber to overheat intentionally or being more careful to take advantage of his high dps at the right time.
4. From Jellyfish Man
Weapon
Gun has a 1.5 second buildup. Starts shooting 4 bullets per second, increases to 6 bullets per second. At the full buildup the gun shoots a shotgun blast of 15 pellets doing 2.7 damage each
The gun must start over the buildup every time the shotgun blast happens.
When you stop shooting before reaching the shotgun blast the buildup decays, and increases again when you start shooting.
The shotgun blast takes 1 ammo.
Bullet damage 9.
DPS with shotgun blast 72.
ta-ta-ta-ta-ta-ta-ta-BANG every 1.5 seconds or you can hold off and use the normal shots to fire with more precision before leaning into it for the BANG when you're up close.
5. From nobody but I'd like to see it!
Weapon
12 damage
3.5 shots per second
42 dps
14 ammo
Bullet velocity 600
Every bullet that hits a target increases the damage your altfire does by 2 for 3 bullets. Scales up with weapon damage.
Altfire
12 damage
3.5 shots per second
42 dps
14 ammo
Bullet Velocity 600
Every bullet that hits a target increases the damage your primary fire does by 2 for 3 bullets. Scales up w with weapon damage.
So optimal gameplay would have you alternate 3 hits with one then 3 hits with the other repeat. And of course you technically have 28 ammo so orb shooting should be a strong point.
1. From The Shopkeeper's Son
Weapon
Collection of Pluggers
12 ammo pistols
3 shots per second
18 damage
Reload 1.2 seconds
Ammo cannot increase. Instead the % increase of ammo is treated as a -% on reload time, which is how long it takes for the Shopkeeper's son to grab another gun. Flat ammo increases are calculated as a % of base ammo.
Constantly switching to the next pistol has a lot of flavor and a different shooting interaction than any other character. Should be a lot of fun.
2. From Midboss spawn/child
Weapon
3 pistols in 6 arms.
6 bullets per second
9 damage per bullet
Velocity 400
Ammo 24
Reload time 3 seconds.
Alt fire
Throw your pistols and pull new ones out of your body
Bullet velocity 50
Spread 15 degrees
25 damage per pistol
Start reloading if you aren't. Reload time is set to 1.5 seconds if it was less than that.
The Alt fire is what makes this one super fun. Even while reloading you can chuck your pistols and pull out new ones. It's another "pull out more pistols" effect but with an entirely different playstyle of emptying the chamber then using the guns as weapons themselves and a normal reload time.
3. From Steam Punk
Weapon
9.45 damage per bullet. (or change to 9.45 to match today's patch)
8 bullets per second.
Velocity 300.
DPS 75.6
Ammo 30
Reload time 3 seconds.
Builds up 5% of heat meter per bullet fired. Heat meter declines at 40% per second after 0.5 seconds of not firing.
Once heat meter fills your gun overheats and cannot be fired for 3 seconds. It will reload during this time.
So he has a strong gun with a limiting heat effect. Steampunk has an interesting relationship with overheating since his abilities are stronger while doing it so he has a cool dynamic between emptying his chamber to overheat intentionally or being more careful to take advantage of his high dps at the right time.
4. From Jellyfish Man
Weapon
Gun has a 1.5 second buildup. Starts shooting 4 bullets per second, increases to 6 bullets per second. At the full buildup the gun shoots a shotgun blast of 15 pellets doing 2.7 damage each
The gun must start over the buildup every time the shotgun blast happens.
When you stop shooting before reaching the shotgun blast the buildup decays, and increases again when you start shooting.
The shotgun blast takes 1 ammo.
Bullet damage 9.
DPS with shotgun blast 72.
ta-ta-ta-ta-ta-ta-ta-BANG every 1.5 seconds or you can hold off and use the normal shots to fire with more precision before leaning into it for the BANG when you're up close.
5. From nobody but I'd like to see it!
Weapon
12 damage
3.5 shots per second
42 dps
14 ammo
Bullet velocity 600
Every bullet that hits a target increases the damage your altfire does by 2 for 3 bullets. Scales up with weapon damage.
Altfire
12 damage
3.5 shots per second
42 dps
14 ammo
Bullet Velocity 600
Every bullet that hits a target increases the damage your primary fire does by 2 for 3 bullets. Scales up w with weapon damage.
So optimal gameplay would have you alternate 3 hits with one then 3 hits with the other repeat. And of course you technically have 28 ammo so orb shooting should be a strong point.