Weapon Item to Charge a shot [Charge Beam from Metroid]

Hello!

I would like to see an item which has an idea of a Charge Beam ability from Metroid series of games.
So, you can charge your attack, consuming your ammo, and after that shoot a powerful attack.
Why this item could be cool? Requires some skill to utilize, makes it fun to exchange some Ammo for an extra damage, add some bursty attack for a gun users.

Here is my raw idea:
After activating this item, you start charging your Charged Attack (Beam), consuming up to 30% of your total Ammo within 5 seconds. Shoot to activate. Shooting before attack fully charged, result into lesser damage, reloading cancels the attack. Charged attack deals 150-500% of your total basic attack. Charged attack also has a +150% Velocity Bonus and disarms user for 0.5 seconds after Charged attack been used.

Ways to activate this item: 1) active (key press) or 2) some condition, like dash + jump or something else.


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What about making it an alt fire? Feel like alt fires as a mechanic are a bit underutilized right now.
Why not have it charge, and depending if you use primary or alt-fire, it will shoot a charged shot that respects the character's fire/alt fire and their passives? It should prevent you from firing during that time. That means alt-fires would use majority of the ammo. (And yes, it should work with express shot, not doubling the ammo usage, just the flat taking away it usually does).

Example:
Multiple sparkly Celeste balls!
Hyper deadthrower Graves beam (next 3 seconds of fire will be automatic but hit like a truck!)
Mega haze shot that applies 20 stacks at once!
Mega holiday shot that applies two headshots at once (with express, that goes up to 4 headshot potential! Even more with Ricochet!)
Full stack of fire for Infernus!
Hyper Ivy spray! (Similar to Graves but Machine gun spray)
Kelvin ice shard!
Lash 9 shot automatic spray!
McGinnis spray! (Similar to Ivy/Graves)
Mina mega bullet - instant lovebite!
Mirage mega bullet - instant 2 stacks of Djinn!
Mega Paradox Carbine! - More time slow and damage!
Giant Paige book!
Mega Mo Shotgun!
Giant Rem projectile!
Giant Seven bullet that applies on-hits 5 times!
Shiv double fire (you can have a 4 alt Shiv shotgun and go zooming!)
Super Silver shotgun blast with 3 shots at once (good to get instant human 1 proc!)
Sinclair 9 shot (like Lash)
Venator Spray (like Ivy, Graves, etc)
Victor Spray (like above)
Vindicta bullet that does 5 on-hits (like Seven!)
Viscous massive goo alt-fire (or hits 5 times like Vindicta/Seven, on primary)
Vyper Spray
Warden 5-on hit mega bullet.
Wraith Spray
Yamato 5-on hit, or triple bomb throw!

Rest should be explaintory or can fill in the gaps. Just food for thought.
 
Why not have it charge, and depending if you use primary or alt-fire, it will shoot a charged shot that respects the character's fire/alt fire and their passives? It should prevent you from firing during that time. That means alt-fires would use majority of the ammo. (And yes, it should work with express shot, not doubling the ammo usage, just the flat taking away it usually does).

Example:
Multiple sparkly Celeste balls!
Hyper deadthrower Graves beam (next 3 seconds of fire will be automatic but hit like a truck!)
Mega haze shot that applies 20 stacks at once!
Mega holiday shot that applies two headshots at once (with express, that goes up to 4 headshot potential! Even more with Ricochet!)
Full stack of fire for Infernus!
Hyper Ivy spray! (Similar to Graves but Machine gun spray)
Kelvin ice shard!
Lash 9 shot automatic spray!
McGinnis spray! (Similar to Ivy/Graves)
Mina mega bullet - instant lovebite!
Mirage mega bullet - instant 2 stacks of Djinn!
Mega Paradox Carbine! - More time slow and damage!
Giant Paige book!
Mega Mo Shotgun!
Giant Rem projectile!
Giant Seven bullet that applies on-hits 5 times!
Shiv double fire (you can have a 4 alt Shiv shotgun and go zooming!)
Super Silver shotgun blast with 3 shots at once (good to get instant human 1 proc!)
Sinclair 9 shot (like Lash)
Venator Spray (like Ivy, Graves, etc)
Victor Spray (like above)
Vindicta bullet that does 5 on-hits (like Seven!)
Viscous massive goo alt-fire (or hits 5 times like Vindicta/Seven, on primary)
Vyper Spray
Warden 5-on hit mega bullet.
Wraith Spray
Yamato 5-on hit, or triple bomb throw!

Rest should be explaintory or can fill in the gaps. Just food for thought.
Mostly because only a few characters have alt fires to begin with. I think replacing the ADS or alt fire on any hero with this mechanic is a lot cooler of a novelty than adding another active item. Would be like if you took counterspell and made it an active instead. Loses a bit of the cool factor.
 
Mostly because only a few characters have alt fires to begin with. I think replacing the ADS or alt fire on any hero with this mechanic is a lot cooler of a novelty than adding another active item. Would be like if you took counterspell and made it an active instead. Loses a bit of the cool factor.
But then you lose that alt-fire capability on the other characters. It should be used for getting a good ambush, or to catch someone running off.
 
What about making it an alt fire? Feel like alt fires as a mechanic are a bit underutilized right now.
I thought about it before, but there are 2 issues:

1) Doesn’t work with heroes which has an alternative attack
2) Makes sense if you want to combine your zoom-in with this ability to land snipe shots for some running away target. If you lose your ability to zoom-in, it might backfire in some situations.
I think, if you want to keep it non-active (not spending an active item slot), there should be some more creative ways to design a passive activation for this item.
 
Why not have it charge, and depending if you use primary or alt-fire, it will shoot a charged shot that respects the character's fire/alt fire and their passives? It should prevent you from firing during that time. That means alt-fires would use majority of the ammo. (And yes, it should work with express shot, not doubling the ammo usage, just the flat taking away it usually does).

Example:
Multiple sparkly Celeste balls!
Hyper deadthrower Graves beam (next 3 seconds of fire will be automatic but hit like a truck!)
Mega haze shot that applies 20 stacks at once!
Mega holiday shot that applies two headshots at once (with express, that goes up to 4 headshot potential! Even more with Ricochet!)
Full stack of fire for Infernus!
Hyper Ivy spray! (Similar to Graves but Machine gun spray)
Kelvin ice shard!
Lash 9 shot automatic spray!
McGinnis spray! (Similar to Ivy/Graves)
Mina mega bullet - instant lovebite!
Mirage mega bullet - instant 2 stacks of Djinn!
Mega Paradox Carbine! - More time slow and damage!
Giant Paige book!
Mega Mo Shotgun!
Giant Rem projectile!
Giant Seven bullet that applies on-hits 5 times!
Shiv double fire (you can have a 4 alt Shiv shotgun and go zooming!)
Super Silver shotgun blast with 3 shots at once (good to get instant human 1 proc!)
Sinclair 9 shot (like Lash)
Venator Spray (like Ivy, Graves, etc)
Victor Spray (like above)
Vindicta bullet that does 5 on-hits (like Seven!)
Viscous massive goo alt-fire (or hits 5 times like Vindicta/Seven, on primary)
Vyper Spray
Warden 5-on hit mega bullet.
Wraith Spray
Yamato 5-on hit, or triple bomb throw!

Rest should be explaintory or can fill in the gaps. Just food for thought.
I also thought about some special attacks for each hero. That would require a lot of extra designing for each hero.
But overall, it seems that Charged Attack will still require a separate animation for each hero, because it would look terrible if a powerful shot used the same animation as a regular shot.
 
What about making it an alt fire? Feel like alt fires as a mechanic are a bit underutilized right now.
Ok i got an idea. Why not make it “hold a Reload button to activate it”? I think it doesn’t have any conflicts with any other mechanics in the game. Also it makes some sense that charged attack would be placed onto reload button.
It could also use Active reload activation mechanics, but I think it’s a little bit clunkier way, since you won’t be able to combine these items cause their idea are completely opposite - with Charged Attack you would need some time to prepare an attack, while Active Reload is used to keep attacking your opponents right after activation.
 
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Why not have it charge, and depending if you use primary or alt-fire, it will shoot a charged shot that respects the character's fire/alt fire and their passives? It should prevent you from firing during that time. That means alt-fires would use majority of the ammo. (And yes, it should work with express shot, not doubling the ammo usage, just the flat taking away it usually does).

Example:
Multiple sparkly Celeste balls!
Hyper deadthrower Graves beam (next 3 seconds of fire will be automatic but hit like a truck!)
Mega haze shot that applies 20 stacks at once!
Mega holiday shot that applies two headshots at once (with express, that goes up to 4 headshot potential! Even more with Ricochet!)
Full stack of fire for Infernus!
Hyper Ivy spray! (Similar to Graves but Machine gun spray)
Kelvin ice shard!
Lash 9 shot automatic spray!
McGinnis spray! (Similar to Ivy/Graves)
Mina mega bullet - instant lovebite!
Mirage mega bullet - instant 2 stacks of Djinn!
Mega Paradox Carbine! - More time slow and damage!
Giant Paige book!
Mega Mo Shotgun!
Giant Rem projectile!
Giant Seven bullet that applies on-hits 5 times!
Shiv double fire (you can have a 4 alt Shiv shotgun and go zooming!)
Super Silver shotgun blast with 3 shots at once (good to get instant human 1 proc!)
Sinclair 9 shot (like Lash)
Venator Spray (like Ivy, Graves, etc)
Victor Spray (like above)
Vindicta bullet that does 5 on-hits (like Seven!)
Viscous massive goo alt-fire (or hits 5 times like Vindicta/Seven, on primary)
Vyper Spray
Warden 5-on hit mega bullet.
Wraith Spray
Yamato 5-on hit, or triple bomb throw!

Rest should be explaintory or can fill in the gaps. Just food for thought.
Also, i think if they make an item which every single hero will use, it won’t be healthy for the game. If there is some item which used by everyone, there are 2 ways:
1) If this item is so fun, make this mechanics permanent, without any item design
2) nerf it

With my raw idea, i think this item shouldn’t be good for high-attack speed, high velocity, rapid shooters like Haze, Wraith, Venator etc - heroes which not gonna benefit from 500% attack with a 30% mag loss and a 0.5 sec disarm penalty.
This item would be perfect for heroes with a low ammo count, low velocity or low attack speed - Sylver, Abrams, Celeste etc, since they benefit the most from this idea.
 
Also, i think if they make an item which every single hero will use, it won’t be healthy for the game. If there is some item which used by everyone, there are 2 ways:
1) If this item is so fun, make this mechanics permanent, without any item design
2) nerf it

With my raw idea, i think this item shouldn’t be good for high-attack speed, high velocity, rapid shooters like Haze, Wraith, Venator etc - heroes which not gonna benefit from 500% attack with a 30% mag loss and a 0.5 sec disarm penalty.
This item would be perfect for heroes with a low ammo count, low velocity or low attack speed - Sylver, Abrams, Celeste etc, since they benefit the most from this idea.

I was thinking of a split shot type of approach. Each of the charges will serve a specific purpose, making the gun fit a different purpose. So it would be more orientated to burst enabling.

High attack speed characters would lose dps, at the cost of gaining more burst, to help compliment their spirit playstyle. Pair that up with Merc Magnum, you see where I'm coming from?

Each gun (including Silver's claws), will have different variations of this charge up, where pressing it, causes you to channel, and you consume a good chunk of your ammo for a burst. You should be able to use abilities, move, etc, just only having a self-disarm. Set up burst potential to get off someone who's running away around the corner for a shot (or spray) that's ready.
 
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