Weapons & Equip I noticed a lack of variety of guns in the game(specifically snipers and shotguns).

spike4597

Terrarian
so when I was recently watching a Youtube video about subclasses(by yerdsteil, the video is here) and how not all of them are very viable, one of the subclasses mentioned in the game is shotguns. there is a sorry lack of shotguns, with 4 in hardmode and 2 in pre hardmode. i know terraria subclasses are not intended to be the main way to play the game, but what if they were? I know that there is not really a sniper subclass, but I will touch on that later. for now, shotguns! another shotgun option in pre hardmode and hardmode would be useful. the xenopopper is a decent weapon, but it is not really too viable for moonlord. I know it is decent, but it could be better. so I propose slightly bumping up the stats of the tactical shotgun and xenopopper, and adding a new shotgun in between the tactical shotgun and onyx blaster. the tactical shotgun fires decently fast, so the new shotgun would be a slower firing one. I propose:

The Chlorophyte Doublegun
a double barreled shotgun crafted out of chlorophyte could be the perfect addition. the onyx blaster is obtainable pre-boss, and the tactical shotgun is post-plantera, so how about a weapons that is after all three mech bosses? it fires two shots in quick succession but then has a decent cooldown before the next two shots, providing a both slow and fast speed attack. im not the best at balancing stats, so i wont propose any here, but it would have more bullet damage than the tactical shotgun, but with slightly less bullets per shot and much less shots per second, the tactical shotgun is still substantially better.
tooltip:
"you can't just go around and shoot people in the kneecaps with a double-barreled shotgun!"

for the pre-hardmode shotgun, i propose:

the Trench Shotgun
a substantially slower firing shotgun compared to the early-hardmode shotgun, the shotgun, with slightly less damage, it has decent stats. as is important for pre-hardmode weapons, it is viable for wall of flesh, with good knockback and crowd control for early hardmode(if needed). a bayonet could also be obtained and attached, making it a Trench Shotgun(Bayonet). this would make it so that whenever the gun is fired or the player is in motion, enemies that make contact with the weapon would take damage. the Trench Shotgun is found in shadow chests in the underworld, and the bayonet is crafted with cobalt/palladium. when the bayonet is attached, it has a substantial stat increase as well, making it better than the regular shotgun, but worse than the onyx blaster, meaning the Trench shotgun would be both a pre-hardmode and hardmode shotgun.
or at least, that's the idea.
tooltip:
"a classic weapon."
when the bayonet is attached:
"a classic weapon, with a twist."

a cool accessory for the ranger class could be the:
Ammo Pouch
while worn, it gives the player 15% chance not to consume ammo, and a 20% chance to fire an extra bullet that does 2/3 the original damage, at the expense of consuming one additional ammo.
when using a shotgun, it will just always fire one additional normal bullet, with no extra expense.
another possible effect
while worn, the player has 4 additional ammo slots,
and the player can double tap the down key to cycle through the ammo used.

truly, there is not much to add to sniper rifles, but there is one thing that bugs me. when you have a sniper rifle and a sniper scope equipped, one of the effects is mostly nullified. can this be fixed to either add the full range or something like a 5% critical strike chance increase when both are used?

TL;DR make more shotguns and a new ranger accessory
 
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