Kardfogu
Steampunker
Introduction:
Well, I play ranged. Most games I tend to ignore it, because most games do it bad and I go magic. Except Terraria, because it does feel awesome to shoot things in Terraria with a bow, a gun or a rocket launcher. That's why I'm writing this. It was so satisfying to get the Snowman Cannon back before.
On the other hand, there's a tendency since 1.2 that ranged lags behind the other "classes" - except poor summoners - as ranged doesn't really have anything when compared to the others and ranged lost a terrible amount of mobility with the introduction of Shroomite and the stealth mechanic. We actually lost a lot when stealth was introduced. Of course, it wasn't that bad, back than our weapons were on almost on par with magic and melee weaponry. Now that changed.
Do not misundertand me, I'm not asking for a Phantasm buff or something, that wouldn't help at all. Of course, I'd really like to see a real endgame gun - that is not a fish - or a real endgame bow like the phantasm was. Even better would be to see Celebration removed from the game and being replaced with a real rocket launcher, something like a buffed up Snowman Cannon.
Yet I don't ask for anything like that, the only thing ranged REALLY needs is mobility.
Guns would be fine too and I'm posting suggestions anyways, but we need mobility more.
Pros and cons of being ranged:
Pros:
Yes, our best weapons in stealth deal damage on par with the best melee weapons, but we aren't really doing much more. Our weapons use ammo, stealth makes us sitting target dummies for the enemies and we aren't killing anything considerably faster than a warrior does.
Stealth
This is more of a PvP advantage. We aren't forced to farm for invisibility potions or anything, we can turn almost-invisible on demand. On the other hand, it doesn't help us much, as stealth doesn't stop anything from drawing aggro of enemies in single player, it's practically not stealth at all. Every single monster knows we are there.
Short range
Many ranged weapon fire in a cone, as such many can't hit consistently without Chlorophyte bullets. Which makes their effective range lower than that of melee weapons if we use any other ammo. We also, can't shoot blindly without wasting ammo we worked hard for, while melee is free and mages have a cheap universal ammo in the form of manapots.
Not to mention Last Prism as it has a perfect 100% aim and Mages can just sweep it around and everything dies instantly within a range of multiple screens.
Ammo use
Here's a funny story: I play ranged, I didn't know that chlorophyte brick exists since 1.3, because I don't have any chrolophyte. Why? I used up thousands of chlorophyte as ammo. End of story.
Ohhh yes, my favourite part. Melee can shoot sword beams with ranges over thousands of blocks for free. Mages have their ultimate "ammo" from killing basic hallowed creatures and buying some pots from an NPC. We farm chlorophyte, crystals, even the Moon Lord itself to get ammo. Get it? We run out of ammo and we have to kill the endgame boss in order to get ammo.
Sometimes I had to farm multiple hard mode worlds I had to get enough chlorophyte in 1.2 for Frost Moons and Pumpkin Moons.
Well, I don't want ranged weapons to become free. it's just unfair that we have to work THAT hard for ammo or make that ammo deal THAT high damage.
When it comes to the fact that I can't even use some bricks, because all the ores I can get are spent on shooting at stuff, it's kinda sad.
Side suggestion: Make ammo and bricks crafted from different resources or make the bricks cheaper. Chlorophyte Bricks are just unfairly expensive for a ranged player, Shroomite Plating isn't cheap either.
Lowly damage
Our damage is underwhelming compared to all the sacrifices we make.
Well, I admit, we do more than Warriors and Summoners...
...but we can't ever dream of what Mages do and we pay so much!
We sacrifice resources for ammo, mobility for damage, heck, we can't even heal ourselves like they and mages still outdamage and outrange us.
Medium defense
Well, we are ranged, it's fine.
On the other hand, mages - despite having lower defense - with their insane health regeneration are actually way more sturdy than ranged players.
Nonexistent mobility
Here comes the funny part, we sacrifice mobility for mediocre damage. I get it, but another problem rises. We worked hard for that mount and killed, even farmed bosses repeateadly for it and then, like a bolt from the blue, we are there, we have the mount and we never use it because it removes our stealth. Why can everyone else show off their mounts while we are forced to use wings?
No regeneration
Okay, this can't be bad, right? Sooo, we can't dodge, because we aren't allowed to use dodge items or mounts and our movement speed is drastically decreased. We can't take hits because we don't have any defense. We can't regenerate back the health we lose.
Which means we are forced out of stealth at which point, our damage drops dramatically so the fight becomes even longer.
My point?
Well, at least let us fly at a reduced speed with mounts or sit in one place while in stealth. Let us use dodge items while we are in stealth.
And if you really care, give us something fun too, because a horrible rocket launcher and one more lame fishgun - I don't care about dolphins being mammals, they are fish for the sake of this thread - aren't fun. Give us something that isn't a fish or a firework, give us something badass and destructive!
If mages can incinerate the planet with a laser while riding an UFO, why can't we have something cool too?
Conclusion:
Mobility
We can use grappling hooks to move, it doesn't destealth us. Why can't we use dodge? If we are willing to sacrifice an accessory slot, we should gain the ability to dodge while remaining in stealth.
We already have reduced movement speed on land. Why can't we use a mount with reduced movement speed as well?
We want to use dodge accessories and even mounts.
This is our most important need as Vortex Armor's bonus is borderline useless without the ability to dodge attacks while using stealth, as such, we are constantly forced out of stealth and we can't deal any damage with our weak weapons.
Weaponry
Our weapons are mediocre at best. Endgame ranged weaponry were designed in a way that it was expected that we never leave stealth. We can't remain in stealth and stay alive unless we build a huge autofarm-like teleporter system. Without stealth our weapons are much weaker than most - even summoner weapons are considerably stronger - and many of the same weapons are barely mediocre while using stealth.
The S.D.M.G. is a fairly powerful machine gun without any unique ability, low damage and a high ammo consumption. It could reach high DPS, but only during stealth and it costs an arm and a leg to keep firing it. Not to mention that it is a dolphin...
The Celebration is a rocket launcher with a gimmicky impact modifier that is outmatched by many previous rocket launchers. The low range, the abscence of seeking ability and the terrible accuracy together make it an extremely underwhelming weapon.
It would be reasonable to make Celebration into a toy sold by the Party Girl and give ranged players a true rocket launcher instead. Even other weapons... ...or even turrets that we can fit a weapon on and feed with ammo. Give us better weapons or, let us shoot multiple ones at the same time!
Ammo
Ammo requires farming, farming requires time, so it better worth it, but it sometimes doesn't. Especially in the case of Chlorophyte. Of course, this would be less of an issue if we could craft useful ammo from resources we have access to.
As for bullets, we don't use anything but Crystal, Luminite and Chlorophyte, the others are ignored as the better bullet weapons have insanely fast attack speeds, so most kinds of piercing/explosive doesn't work well - because of the invulnerability frames caused by piercing damage.
As it stands for arrows, it is probably even worse, we use Luminite and Holy, but nothing else, because most arrows are piercing/explosive so they don't work well with the new shotbows.
Luminite is farmed from the Moon Lord, Hallow ammo is farmed from basic hallow enemies and underground hallow crystals. As such, in order to get Luminite for ammo, numerous celestial towers are defeated. One obvious use is to make sigils out of them to summon the Moon Lord repeatedly...
...what if we could craft ammo from the fragments as well? That would make it possible to have access to not one type of bullet and arrow, but instead five!
Thanks for the original idea to @GC_dzbanek!
We'd really like to see the growth rate and spread limit of Chlorophyte increase further and getting more bullets from a single Chlorophyte bar. Also, it would be good to see powerful ammo crafted from fragments and possibly other endgame resources with seeking, shattering or similar abilities. Even new material drops from Moon invasion events and such that are used for crafting useful ammo.
Armor
Vortex Armor, basically a recycled, less awful Shroomite gear. Except for the part that now we can walk in stealt and every single weapon we have was designed to be awfully weak without using stealth. Back in 1.2 our weapons were fine even out of stealth. While Shroomite itself was worse, our weapons were better and we had the freedom of mobility.
Shroomite also has the problem of having 3 different helmets, but even all the helmets together can't cover all our weapons, changing the bonus to on the headpieces to simply "ranged damage" would solve the problem.
At this point many of us got bored of stealth as it's based on the non-working concept of grappling ourselves to an object in order to endure damage taken in order to deal more damage in stealth.
Changing the Vortex Armor's set bonus to something more realistic could help or even releasing a new ranged armor alternative. Something like bonus damage bonus based on the speed of the player, which is the exact opposite of the nonsense stealth mechanic. Perhaps possibly changing the penalty of stealth to a defense reduction instead of movement speed reduction.
With the help of @GC_dzbanek here is the list of the more important comments:
Weapon suggestions:
Well, I'm not asking for these, but any of them would be nice, we sacrifice precious resources in the form of ammo, so we should get higher damage, right?
Ranged weapons should be highly damaging even without stealth, for the sole reason that we sacrifice resources and that Stealth isn't practical in a boss fight where you want to dodge things.
Stealth just, doesn't help you in a boss fight, it's not a working strategy...
...so here are some weapon suggestions, if mages can have Last Prism, why can't we have any of these?
Tournament
Tournament (Alternative)
Punishment
Clockwork Sniper
Airstrike
Nova Cannon
Nuker
Clockwork Compositebow
Clockwork Arrow Dispenser
Well, I play ranged. Most games I tend to ignore it, because most games do it bad and I go magic. Except Terraria, because it does feel awesome to shoot things in Terraria with a bow, a gun or a rocket launcher. That's why I'm writing this. It was so satisfying to get the Snowman Cannon back before.
On the other hand, there's a tendency since 1.2 that ranged lags behind the other "classes" - except poor summoners - as ranged doesn't really have anything when compared to the others and ranged lost a terrible amount of mobility with the introduction of Shroomite and the stealth mechanic. We actually lost a lot when stealth was introduced. Of course, it wasn't that bad, back than our weapons were on almost on par with magic and melee weaponry. Now that changed.
Do not misundertand me, I'm not asking for a Phantasm buff or something, that wouldn't help at all. Of course, I'd really like to see a real endgame gun - that is not a fish - or a real endgame bow like the phantasm was. Even better would be to see Celebration removed from the game and being replaced with a real rocket launcher, something like a buffed up Snowman Cannon.
Yet I don't ask for anything like that, the only thing ranged REALLY needs is mobility.
Guns would be fine too and I'm posting suggestions anyways, but we need mobility more.
Pros and cons of being ranged:
Pros:
- Goodish damage.
- Stealth.
- Short range, yes, heard me right. See below!
- Ammo use.
- Lowly damage compared to how much weaknesses we have.
- Medium defense.
- Nonexistent mobility.
- No Mount use.
- Stealth decreases aerial acceleration and ground movement speed as well.
- No Mount use.
- No regeneration.
Yes, our best weapons in stealth deal damage on par with the best melee weapons, but we aren't really doing much more. Our weapons use ammo, stealth makes us sitting target dummies for the enemies and we aren't killing anything considerably faster than a warrior does.
Stealth
This is more of a PvP advantage. We aren't forced to farm for invisibility potions or anything, we can turn almost-invisible on demand. On the other hand, it doesn't help us much, as stealth doesn't stop anything from drawing aggro of enemies in single player, it's practically not stealth at all. Every single monster knows we are there.
Short range
Many ranged weapon fire in a cone, as such many can't hit consistently without Chlorophyte bullets. Which makes their effective range lower than that of melee weapons if we use any other ammo. We also, can't shoot blindly without wasting ammo we worked hard for, while melee is free and mages have a cheap universal ammo in the form of manapots.
Not to mention Last Prism as it has a perfect 100% aim and Mages can just sweep it around and everything dies instantly within a range of multiple screens.
Ammo use
Here's a funny story: I play ranged, I didn't know that chlorophyte brick exists since 1.3, because I don't have any chrolophyte. Why? I used up thousands of chlorophyte as ammo. End of story.
Ohhh yes, my favourite part. Melee can shoot sword beams with ranges over thousands of blocks for free. Mages have their ultimate "ammo" from killing basic hallowed creatures and buying some pots from an NPC. We farm chlorophyte, crystals, even the Moon Lord itself to get ammo. Get it? We run out of ammo and we have to kill the endgame boss in order to get ammo.
Sometimes I had to farm multiple hard mode worlds I had to get enough chlorophyte in 1.2 for Frost Moons and Pumpkin Moons.
Well, I don't want ranged weapons to become free. it's just unfair that we have to work THAT hard for ammo or make that ammo deal THAT high damage.
When it comes to the fact that I can't even use some bricks, because all the ores I can get are spent on shooting at stuff, it's kinda sad.
Side suggestion: Make ammo and bricks crafted from different resources or make the bricks cheaper. Chlorophyte Bricks are just unfairly expensive for a ranged player, Shroomite Plating isn't cheap either.
Lowly damage
Our damage is underwhelming compared to all the sacrifices we make.
Well, I admit, we do more than Warriors and Summoners...
...but we can't ever dream of what Mages do and we pay so much!
We sacrifice resources for ammo, mobility for damage, heck, we can't even heal ourselves like they and mages still outdamage and outrange us.
Medium defense
Well, we are ranged, it's fine.
On the other hand, mages - despite having lower defense - with their insane health regeneration are actually way more sturdy than ranged players.
Nonexistent mobility
Here comes the funny part, we sacrifice mobility for mediocre damage. I get it, but another problem rises. We worked hard for that mount and killed, even farmed bosses repeateadly for it and then, like a bolt from the blue, we are there, we have the mount and we never use it because it removes our stealth. Why can everyone else show off their mounts while we are forced to use wings?
No regeneration
Okay, this can't be bad, right? Sooo, we can't dodge, because we aren't allowed to use dodge items or mounts and our movement speed is drastically decreased. We can't take hits because we don't have any defense. We can't regenerate back the health we lose.
Which means we are forced out of stealth at which point, our damage drops dramatically so the fight becomes even longer.
My point?
Well, at least let us fly at a reduced speed with mounts or sit in one place while in stealth. Let us use dodge items while we are in stealth.
And if you really care, give us something fun too, because a horrible rocket launcher and one more lame fishgun - I don't care about dolphins being mammals, they are fish for the sake of this thread - aren't fun. Give us something that isn't a fish or a firework, give us something badass and destructive!
If mages can incinerate the planet with a laser while riding an UFO, why can't we have something cool too?
Conclusion:
Mobility
We can use grappling hooks to move, it doesn't destealth us. Why can't we use dodge? If we are willing to sacrifice an accessory slot, we should gain the ability to dodge while remaining in stealth.
We already have reduced movement speed on land. Why can't we use a mount with reduced movement speed as well?
We want to use dodge accessories and even mounts.
This is our most important need as Vortex Armor's bonus is borderline useless without the ability to dodge attacks while using stealth, as such, we are constantly forced out of stealth and we can't deal any damage with our weak weapons.
Weaponry
Our weapons are mediocre at best. Endgame ranged weaponry were designed in a way that it was expected that we never leave stealth. We can't remain in stealth and stay alive unless we build a huge autofarm-like teleporter system. Without stealth our weapons are much weaker than most - even summoner weapons are considerably stronger - and many of the same weapons are barely mediocre while using stealth.
The S.D.M.G. is a fairly powerful machine gun without any unique ability, low damage and a high ammo consumption. It could reach high DPS, but only during stealth and it costs an arm and a leg to keep firing it. Not to mention that it is a dolphin...
The Celebration is a rocket launcher with a gimmicky impact modifier that is outmatched by many previous rocket launchers. The low range, the abscence of seeking ability and the terrible accuracy together make it an extremely underwhelming weapon.
It would be reasonable to make Celebration into a toy sold by the Party Girl and give ranged players a true rocket launcher instead. Even other weapons... ...or even turrets that we can fit a weapon on and feed with ammo. Give us better weapons or, let us shoot multiple ones at the same time!
Ammo
Ammo requires farming, farming requires time, so it better worth it, but it sometimes doesn't. Especially in the case of Chlorophyte. Of course, this would be less of an issue if we could craft useful ammo from resources we have access to.
As for bullets, we don't use anything but Crystal, Luminite and Chlorophyte, the others are ignored as the better bullet weapons have insanely fast attack speeds, so most kinds of piercing/explosive doesn't work well - because of the invulnerability frames caused by piercing damage.
As it stands for arrows, it is probably even worse, we use Luminite and Holy, but nothing else, because most arrows are piercing/explosive so they don't work well with the new shotbows.
Luminite is farmed from the Moon Lord, Hallow ammo is farmed from basic hallow enemies and underground hallow crystals. As such, in order to get Luminite for ammo, numerous celestial towers are defeated. One obvious use is to make sigils out of them to summon the Moon Lord repeatedly...
...what if we could craft ammo from the fragments as well? That would make it possible to have access to not one type of bullet and arrow, but instead five!
Thanks for the original idea to @GC_dzbanek!
We'd really like to see the growth rate and spread limit of Chlorophyte increase further and getting more bullets from a single Chlorophyte bar. Also, it would be good to see powerful ammo crafted from fragments and possibly other endgame resources with seeking, shattering or similar abilities. Even new material drops from Moon invasion events and such that are used for crafting useful ammo.
Armor
Vortex Armor, basically a recycled, less awful Shroomite gear. Except for the part that now we can walk in stealt and every single weapon we have was designed to be awfully weak without using stealth. Back in 1.2 our weapons were fine even out of stealth. While Shroomite itself was worse, our weapons were better and we had the freedom of mobility.
Shroomite also has the problem of having 3 different helmets, but even all the helmets together can't cover all our weapons, changing the bonus to on the headpieces to simply "ranged damage" would solve the problem.
At this point many of us got bored of stealth as it's based on the non-working concept of grappling ourselves to an object in order to endure damage taken in order to deal more damage in stealth.
Changing the Vortex Armor's set bonus to something more realistic could help or even releasing a new ranged armor alternative. Something like bonus damage bonus based on the speed of the player, which is the exact opposite of the nonsense stealth mechanic. Perhaps possibly changing the penalty of stealth to a defense reduction instead of movement speed reduction.
With the help of @GC_dzbanek here is the list of the more important comments:
Arguments, contraguments, reasons and support:
I know that one could argue about whether those things are problematic or not. There were such arguments, a lot of them, in which we had to repeat our contrarguments many times, because people still listed the same things, which we've seen a lot of from people before them. Here are links for most importants arguments and contrarguments, so that no one will again write the same text, just for us to paste our response once more:
Exact reasons for which our weapons are lame:
http://forums.terraria.org/index.php?threads/ranged-may-require-some-tweaks.27466/#post-640711
Contrarguments for Xyifer12's post - another evidence that we're not just trying to get our class OVER others, jut in line with them:
http://forums.terraria.org/index.php?threads/ranged-may-require-some-tweaks.27466/page-2#post-643540
The reason for which I (we?) consider 70 bullets per bar not enough:
http://forums.terraria.org/index.php?threads/ranged-may-require-some-tweaks.27466/page-2#post-643701
All-around arguments and clearing some things out:
http://forums.terraria.org/index.php?threads/ranged-may-require-some-tweaks.27466/page-3#post-643757
http://forums.terraria.org/index.php?threads/ranged-may-require-some-tweaks.27466/page-3#post-643797
http://forums.terraria.org/index.php?threads/ranged-may-require-some-tweaks.27466/page-4#post-643842
Complains about other classes fauvoritism:
http://forums.terraria.org/index.php?threads/ranged-may-require-some-tweaks.27466/page-4#post-643885
http://forums.terraria.org/index.php?threads/ranged-may-require-some-tweaks.27466/page-4#post-643882
When the voting was changed to allow multiple choices:
http://forums.terraria.org/index.php?threads/ranged-may-require-some-tweaks.27466/page-5#post-643995
Why Celebration is weak:
http://forums.terraria.org/index.php?threads/ranged-may-require-some-tweaks.27466/page-7#post-645562
It's not just us:
http://forums.terraria.org/index.php?threads/ranger-class-is-outmatched.27089/
http://forums.terraria.org/index.php?threads/why-endgame-ranger-fails-and-how-to-improve-it.25127/
Summary:
We are not whining, we just want our class to be in line with the Warriors and Mages. We are meant to be glasscannons, relying on movement and high DPS, but how the hell can we achieve it, when for one we must sacrifite the other?
Voting clearly shows that these changes are needed.
Weapon suggestions:
Well, I'm not asking for these, but any of them would be nice, we sacrifice precious resources in the form of ammo, so we should get higher damage, right?
Ranged weapons should be highly damaging even without stealth, for the sole reason that we sacrifice resources and that Stealth isn't practical in a boss fight where you want to dodge things.
Stealth just, doesn't help you in a boss fight, it's not a working strategy...
...so here are some weapon suggestions, if mages can have Last Prism, why can't we have any of these?
Tournament
Damage 30 (Ranged)
Knockback 4
Velocity 20
Critical Chance 4%
Rarity Red
Use Time 17 (Very Fast)
Approx base DPS without criticals (30*1.15+65)*6*4=2400
Mechanic: Tournament has 33% chance to not consume ammo. Shoots 6 rockets simultaenously in a spread, each counting as a different weapon (like the beams of Last Prism). Holding down the right mouse button makes the rockets circle around each other in a tight, precise spread instead.
"Way Beyond Unreal"
Obviously, with rocket that destroy terrain, this rocket launcher would DEMOLISH the living crap out of terrain. Why? Because that's FUN with all capital letters. Especially since Rocket III and Rocket IV does the same damage as of 1.3 so there's no reason to use Rocket IV over Rocket III if you don't want to destroy terrain.
This a direct reference to Unreal Tournament's rocket launcher which was capable of shooting a horizontal spread or a helix-like cluster of 6 rockets at the same time. It was also capable of shooting rockets like grenades and lock on targets, but that would be just too much for one weapon in Terraria.
Knockback 4
Velocity 20
Critical Chance 4%
Rarity Red
Use Time 17 (Very Fast)
Approx base DPS without criticals (30*1.15+65)*6*4=2400
Mechanic: Tournament has 33% chance to not consume ammo. Shoots 6 rockets simultaenously in a spread, each counting as a different weapon (like the beams of Last Prism). Holding down the right mouse button makes the rockets circle around each other in a tight, precise spread instead.
"Way Beyond Unreal"
Obviously, with rocket that destroy terrain, this rocket launcher would DEMOLISH the living crap out of terrain. Why? Because that's FUN with all capital letters. Especially since Rocket III and Rocket IV does the same damage as of 1.3 so there's no reason to use Rocket IV over Rocket III if you don't want to destroy terrain.
This a direct reference to Unreal Tournament's rocket launcher which was capable of shooting a horizontal spread or a helix-like cluster of 6 rockets at the same time. It was also capable of shooting rockets like grenades and lock on targets, but that would be just too much for one weapon in Terraria.
Tournament (Alternative)
Damage 1565 (Ranged)
Knockback 4
Velocity 15
Critical Chance 4%
Rarity Red
Use Time 66 (Snail)
Approx base DPS without criticals (1565*1.15+65)*1=1865
Mechanic: Holding Down the mouse right mouse button guides the rocket. The explosion is similar to a nuclear warhead's. Not a firework.
"End their world and Redeem their souls!"
This is a direct reference to the Redeemer, a guided nuclear warhead, the ultimate weapon of Unreal Tournament. Suggested In cooperation with GC_dzbanek.
Knockback 4
Velocity 15
Critical Chance 4%
Rarity Red
Use Time 66 (Snail)
Approx base DPS without criticals (1565*1.15+65)*1=1865
Mechanic: Holding Down the mouse right mouse button guides the rocket. The explosion is similar to a nuclear warhead's. Not a firework.
"End their world and Redeem their souls!"
This is a direct reference to the Redeemer, a guided nuclear warhead, the ultimate weapon of Unreal Tournament. Suggested In cooperation with GC_dzbanek.
Punishment
Damage 111 (Ranged)
Knockback 4
Velocity 10
Critical Chance 14
Rarity Red
Use Time 5 (Insanely Fast)
Approx base DPS without criticals (111*1.15+22)*15=2250
Mechanic: The Punishment has a 75% chance to not consume ammo.
"Not vengance, punishment!"
Obviously, a The Punisher reference. Except the part that this is a minigun! Not a dolphin!
Knockback 4
Velocity 10
Critical Chance 14
Rarity Red
Use Time 5 (Insanely Fast)
Approx base DPS without criticals (111*1.15+22)*15=2250
Mechanic: The Punishment has a 75% chance to not consume ammo.
"Not vengance, punishment!"
Obviously, a The Punisher reference. Except the part that this is a minigun! Not a dolphin!
Clockwork Sniper
Damage 300 (Ranged)
Knockback 6
Velocity 15
Critical Chance 24%
Rarity Red
Use Time 40 (Very Slow)
Approx base DPS without criticals (300*1.15+22)*3*5/3=1835
Mechanic: The Clockwork Sniper Rifle shoots in burts of 3, only the first projectile costs ammo. Also, holding Down the right mouse button activates zoom as the Sniper Rifle does, it stacks with the Rifle Scope or the Sniper Scope.
"Clockwork Core, it's power is beyond control."
Steampunk weapon! Why? Well, for reasons, like steampunk is awesome.
Knockback 6
Velocity 15
Critical Chance 24%
Rarity Red
Use Time 40 (Very Slow)
Approx base DPS without criticals (300*1.15+22)*3*5/3=1835
Mechanic: The Clockwork Sniper Rifle shoots in burts of 3, only the first projectile costs ammo. Also, holding Down the right mouse button activates zoom as the Sniper Rifle does, it stacks with the Rifle Scope or the Sniper Scope.
"Clockwork Core, it's power is beyond control."
Steampunk weapon! Why? Well, for reasons, like steampunk is awesome.
Airstrike
Damage 96 (Ranged)
Knockback 6
Velocity 20
Critical Chance 4%
Rarity Red
Use Time 17 (Very Fast)
Approx base DPS without criticals (96*1.15+65)*3*4=2100
Mechanic: Each shot rains 3 rockets from the sky, ignoring terrain until the point they have been aimed, each rocket of the same shot are considered different weapons when calculating invulnerability.
"Slimegirl approved." or "His wrath falls from the heavens!"
Awesome, purely awesome. Thank you Esmerelda the Slime Girl for the nice idea. This would be my way to implement it into the game. WarHammer 40k quote really spiced up the idea in my fantasies. xD
Knockback 6
Velocity 20
Critical Chance 4%
Rarity Red
Use Time 17 (Very Fast)
Approx base DPS without criticals (96*1.15+65)*3*4=2100
Mechanic: Each shot rains 3 rockets from the sky, ignoring terrain until the point they have been aimed, each rocket of the same shot are considered different weapons when calculating invulnerability.
"Slimegirl approved." or "His wrath falls from the heavens!"
Awesome, purely awesome. Thank you Esmerelda the Slime Girl for the nice idea. This would be my way to implement it into the game. WarHammer 40k quote really spiced up the idea in my fantasies. xD
Nova Cannon
Damage 1 (Ranged)
Knockback 20
Velocity 5
Critical Chance 4%
Rarity Red
Use Time 19 (Very Fast)
Approx base DPS without criticals (1*1.15+5000)*1/3=1666.67
Mechanic: Uses Fusion Star Cores as ammo. Charge up weapon. Holding down the left mouse button charges the weapon. The weapon won't launch any projectile if it is not charged for at least 3 seconds. Upon reaching 3 seconds, a sound or effect reminds the player that the charge is complete. Upon impact, the charged nuke deals it's damage within a range of 32, the explosion doesn't destroy blocks.
"Charge it up, then unleash Hell."
This weapon's sprite is a reference to Turok 2's nuke.
Fusion Star Core
Damage 5000 (Ranged)
10 Fusion Star Core is Craftable from: 10 Fallen Star and 1 Luminite.
The slightly modified alternate version of the idea which came from Esmerelda the Slime Girl lately.
Knockback 20
Velocity 5
Critical Chance 4%
Rarity Red
Use Time 19 (Very Fast)
Approx base DPS without criticals (1*1.15+5000)*1/3=1666.67
Mechanic: Uses Fusion Star Cores as ammo. Charge up weapon. Holding down the left mouse button charges the weapon. The weapon won't launch any projectile if it is not charged for at least 3 seconds. Upon reaching 3 seconds, a sound or effect reminds the player that the charge is complete. Upon impact, the charged nuke deals it's damage within a range of 32, the explosion doesn't destroy blocks.
"Charge it up, then unleash Hell."
This weapon's sprite is a reference to Turok 2's nuke.
Fusion Star Core
Damage 5000 (Ranged)
10 Fusion Star Core is Craftable from: 10 Fallen Star and 1 Luminite.
The slightly modified alternate version of the idea which came from Esmerelda the Slime Girl lately.
Nuker
(removed word "the" from the beginning, so it sounds less weird with a prefix like Unreal)
Damage 435 (Ranged)
Knockback 20
Velocity 5
Critical Chance 4%
Rarity Red
Use Time 200 (Snail)
Approx base DPS without criticals (435*1.15+4000)*1/3=1500
Mechanic: Uses The Nuke as ammo. Upon impact it deals it's damage within a range of 32, the explosion doesn't destroy blocks.
"Charge it up, then unleash Hell."
This weapon's base idea is a reference to Turok 2's nuke.
The Nuke
Damage 4000 (Ranged)
Craftable from: any celestial shard.
The modified version of the idea which came from Esmerelda the Slime Girl lately.
Damage 435 (Ranged)
Knockback 20
Velocity 5
Critical Chance 4%
Rarity Red
Use Time 200 (Snail)
Approx base DPS without criticals (435*1.15+4000)*1/3=1500
Mechanic: Uses The Nuke as ammo. Upon impact it deals it's damage within a range of 32, the explosion doesn't destroy blocks.
"Charge it up, then unleash Hell."
This weapon's base idea is a reference to Turok 2's nuke.
The Nuke
Damage 4000 (Ranged)
Craftable from: any celestial shard.
The modified version of the idea which came from Esmerelda the Slime Girl lately.
Clockwork Compositebow
Damage 74 (Ranged)
Knockback 6
Velocity 20
Critical Chance 24%
Rarity Red
Use Time 14 (Very Fast)
Approx base DPS without criticals (74*1.15+15)*6*5=2500
Mechanic: The Clockwork Compositebow shoots in burts of 5, only the first projectile costs ammo. The Clockwork Compositebow shoots in a 15° cone. It has a 66% chance to not consume ammo. Allows the use of zoom from Rifle Scope and Sniper Scope.
"Mechanic Mayhem."
Even more steampunk weapons! Why? Well, I already told you, they are awesome.
Knockback 6
Velocity 20
Critical Chance 24%
Rarity Red
Use Time 14 (Very Fast)
Approx base DPS without criticals (74*1.15+15)*6*5=2500
Mechanic: The Clockwork Compositebow shoots in burts of 5, only the first projectile costs ammo. The Clockwork Compositebow shoots in a 15° cone. It has a 66% chance to not consume ammo. Allows the use of zoom from Rifle Scope and Sniper Scope.
"Mechanic Mayhem."
Even more steampunk weapons! Why? Well, I already told you, they are awesome.
Clockwork Arrow Dispenser
Damage 96 (Ranged)
Knockback 6
Velocity 10
Critical Chance 24%
Rarity Red
Use Time 34 (Very Slow)
Approx base DPS without criticals (96*1.15+15)*3*4*2=2250
Mechanic: The Clockwork Arrow Dispenser is practically a bursfiring multishot repeater. It shoots bursts of 3 shots, each firing 3 arrows, only the first projectile costs ammo. Allows the use of zoom from Rifle Scope and Sniper Scope.
"Dispensing ammo as fast as possible."
Steampunk crossbow... ...ohhh come on, you should have known I'll post a crossbow variant for various people who like that more.
Knockback 6
Velocity 10
Critical Chance 24%
Rarity Red
Use Time 34 (Very Slow)
Approx base DPS without criticals (96*1.15+15)*3*4*2=2250
Mechanic: The Clockwork Arrow Dispenser is practically a bursfiring multishot repeater. It shoots bursts of 3 shots, each firing 3 arrows, only the first projectile costs ammo. Allows the use of zoom from Rifle Scope and Sniper Scope.
"Dispensing ammo as fast as possible."
Steampunk crossbow... ...ohhh come on, you should have known I'll post a crossbow variant for various people who like that more.
Red Curse
Mined Freak
Blackhole Bow
Damage 75(Ranged)
Knockback 6
Velocity 100
Critical Chance 14%
Rarity Red
Use Time 12 (Very Fast)
Approx base DPS without criticals (75*1.15+15)*(3+2)*6=3030
Mechanic: It has a 75% chance of not consuming ammo. Shoots 3 arrows, at a the cost of one, the middle arrow is converted into a special red arrow projectile, the arrows travel at an almost instantaneous speed. While holding down the left mouse button, the bow fires a piercing beam which decreases enemy defense and tripples damage taken from the red arrow.
"It's red."
The weapon idea of @GC_dzbanek.
Knockback 6
Velocity 100
Critical Chance 14%
Rarity Red
Use Time 12 (Very Fast)
Approx base DPS without criticals (75*1.15+15)*(3+2)*6=3030
Mechanic: It has a 75% chance of not consuming ammo. Shoots 3 arrows, at a the cost of one, the middle arrow is converted into a special red arrow projectile, the arrows travel at an almost instantaneous speed. While holding down the left mouse button, the bow fires a piercing beam which decreases enemy defense and tripples damage taken from the red arrow.
"It's red."
The weapon idea of @GC_dzbanek.
Mined Freak
Damage 80(Ranged)
Knockback 6
Velocity 10
Critical Chance 4%
Rarity Red
Use Time 10 (Very Fast)
Approx base DPS without criticals (80*1.15+15)*3*60/9=2140
Mechanic: The Mined Freak shoots 3 arrows at a time. Pressing the right mouse button shoots a proximity Vortex Mine. Upon activation the Vortex Mine disables the movement of enemies within it's range and deals damage to them.
"Resistance is futile."
The weapon idea of @Qui Devorat.
Knockback 6
Velocity 10
Critical Chance 4%
Rarity Red
Use Time 10 (Very Fast)
Approx base DPS without criticals (80*1.15+15)*3*60/9=2140
Mechanic: The Mined Freak shoots 3 arrows at a time. Pressing the right mouse button shoots a proximity Vortex Mine. Upon activation the Vortex Mine disables the movement of enemies within it's range and deals damage to them.
"Resistance is futile."
The weapon idea of @Qui Devorat.
Blackhole Bow
Damage 90 (Ranged)
Knockback 10
Velocity 20
Critical Chance 4%
Rarity Red
Use Time 30 (Very Slow)
Approx base DPS without criticals (90*1.15+15)*6=714
Mechanic: Upon hitting an enemy, a blackhole is generated, drawing enemies to itself and dealing damage over time.
"There is no escape."
The weapon idea of @Esmerelda the Slime Girl.
Knockback 10
Velocity 20
Critical Chance 4%
Rarity Red
Use Time 30 (Very Slow)
Approx base DPS without criticals (90*1.15+15)*6=714
Mechanic: Upon hitting an enemy, a blackhole is generated, drawing enemies to itself and dealing damage over time.
"There is no escape."
The weapon idea of @Esmerelda the Slime Girl.
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