Battle Bee
Terrarian
This suggestion is sponsored by the Tediore corporation, the ultimate in gun reloading. Why use magazines when you can throw your guns like grenades?
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Reloading in Terraria!
Before you punch me in the face for suggesting it, stay a while and listen.
Out of the 3 main archetypes in Terraria, the Ranger is in a weird place. Warriors rely on tankiness and speed, while Mages rely on skill by constant dodging and using hard-to-master weapons. Rangers rely on... shoot the thing until it dies. Another problem is that the Mage and the Ranger are quite similar, but one has so much more variety in weaponry. Ranged weapons almost always differ from one another with mere stat differences - faster fire rate, slower fire rate, etc.
I think reloading could add so much to the Ranger archetype, serving to make all weapons unique in some way and bring the Ranger to a playstyle where tactics and decision-making is important, as a counter to the two other "classes".
But just simply reloading is boring, and would not fit into Terraria. And that's why I suggest tactical reloads!
*cough* "Tactical". *cough*
So what do I mean by this? Well instead of reloading being a short time period in which you're completely out of the action, it could be used as an offensive tool! A defensive tool! It could just be silly!
Reloading would cause a certain something to happen, depending on the gun. It could be a small explosion to damage nearby enemies. It could completely change how the weapon works for the next magazine. It could be throwing your gun to deal damage. The possibilities are endless.
But first, the basics of reloading.
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The Basics
Almost all non-arrow Ranged weapons now have to reload, and each have their own magazine sizes. Reloading is short, and on average takes about 2.5 seconds. While you have a bullet based gun selected, your Mana bar will be replaced with an Ammo bar. The Ammo bar has these adorable little bullets to symbolize the amount of shots left in your magazine --->
Each Ammo bar bullet symbolizes 5 bullets, just like how each Mana star symbolizes 10 Mana. As the magazine is emptied, these bullets will fade and eventually disappear just like Mana stars.
On top of this, reloadable weapons now have two new stats under their tooltip; magazine size, reload speed. Reload speed is similar to use time, and depends on the amount of frames the reload requires. And just like use time, the reload speed rating goes from "Snail" to "Insanely fast"
And of course, reloading sometimes has a special effect applied to it. This effect changes per each gun.
Reloading can be manually done by pressing the new Reload key, default R. The Mount key is now rebound to V as default.
Reloading does not require new magazine items in your inventory. When you reload, the ammo needed to fill your gun is taken directly from your supplies.
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Examples!
You know how reloading works. Now, let's look at some weapon examples and see how they function now!
This is the table for how reload speed is determined;
≤ 0.7 seconds = Insanely fast reload
0.8 - 1.3 = Very fast reload
1.4 - 1.9 = Fast reload
2 - 2.5. = Average reload
2.6 - 3.1 = Slow reload
3.2 - 3.7 = Very slow reload
3.8 - 4.3 = Extremely slow reload
≥ 4.4 seconds = Snail reload
Musket
1 magazine size
Reload speed matches use time
Technically, nothing has changed about this gun.
The Undertaker
8 magazine size
Fast reload
Reloading restores health depending on how empty the magazine was, up to 10 HP. Less bullets left in the magazine means more HP.
Star Cannon
9 magazine size
Slow reload
All enemies damaged by the Star Cannon gain the Starstruck debuff, making them glow yellow. Reloading the Star Cannon causes all Starstruck enemies to be targeted by stars that fall from the sky. These stars have the same properties as the stars shot by the Star Cannon.
In addition, Starstruck enemies are guaranteed to drop 2 Mana Stars on death.
Phoenix Blaster
10 magazine size
Incredibly fast reload
Does not automatically reload. Manual reloading, or left-clicking while the gun has no ammo throws the gun. The thrown Blaster acts like a grenade with higher velocity, dealing double the weapon's damage and giving enemies On Fire!
If the weapon had any ammo in the magazine before reloading, all of that ammo is lost. However, the explosion deals bonus damage depending on how many shots were left in the mag.
Clockwork Assault Rifle
30 magazine size
Average reload
Reloading toggles the gun between the default burst fire mode and the new sniper mode.
Clockwork Marksman Rifle
76 Ranged damage
23% crit chance
35 use time
No autofire
10 magazine size
Shoots High-Velocity Bullets if using Musket or Silver Balls.
Shotgun
8 magazine size
Average reload (All shots total)
Reloading alternates the gun between birdshot and buckshot shells.
While firing birdshot, the Shotgun deals the same amount of damage as default, but fires 4 more pellets.
While firing buckshot, the Shotgun gains +14 to damage, but fires the same amount of pellets as default.
Shots are loaded into the gun one by one. The reload can be inturrupted before the gun is filled completely.
Gatligator
180 magazine size
Slow reload
Fire rate increases as the magazine is emptied. Fire rate is doubled and reaches its maximum when at 50% magazine.
Megashark
Infinite magazine size
Does not need to reload.
The Ammo bar does not show up with this gun held.
Venus Magnum
6 magazine size
Very fast reload
The last shot of every magazine deals triple damage, pierces enemies and is homing. These special bullets will not home into enemies they've already damaged.
Uzi
32 magazine size
Very fast reload
Reloading throws the gun. The thrown Uzi rapidly spins in the air, while shooting by itself at the same time. Shots fired from a thrown Uzi always have the properties of Musket Ball shots, and cannot deal critical hits. A thrown Uzi stops spinning and shooting once it has fired 32 bullets. The Uzi itself deals low damage and pierces through enemies.
If the weapon had any ammo in the magazine before reloading, all of that ammo is lost. However, the thrown Uzis' bullets deals bonus damage depending on how many shots were left in the mag.
Reload effect suggested by @TMB50!
Stynger
18 magazine size
Fast reload
When reloaded, the Stynger shoots out 3 floating miniature Golem heads around the player. These Golem mines will stay stationary until an enemy gets near, at which point they will explode. The explosions deal lots of of damage, have very strong knockback and throw out large amounts of Stynger shrapnel. The mines will also explode automatically after 30 seconds.
Sniper Rifle
5 magazine size
Very slow reload
Does nothing on reload.
Increased damage from 185 to 258. Now has 5 defense penetration.
Tactical Shotgun
12 magazine size
Fast reload
The last shot of every magazine is a nerve gas grenade. These grenades act like grenades fired by the Grenade Launcher, and release deadly toxic gas as they travel. Gas slows down and deals constant damage to enemies inside of it.
Inspired by @Kawagiri!
Xenopopper
14 magazine size
Slow reload
Reloading spawns 12 to 16 of the bubbles that the gun shoots. Bubbles are spawned one after the other as the reload is in progress.
Electrosphere Launcher
8 magazine size
Fast reload
Reloading causes all nearby enemies to be struck with bolts of electricity, dealing very high damage. In addition, these bolts spawn the same electrosphere fields caused by the rockets fired from the Electrosphere Launcher.
Elf Melter
100 magazine size
Slow reload
Reloading causes a massive, fiery explosion around the player that leaves behind burning greek fire-like shrapnel. The explosion deals massive damage to enemies, sets them on fire, and knocks them back quite far.
If the weapon had any ammo in the magazine before reloading, all of that ammo is lost. However, the explosion has a bigger radius, deals more damage and inflicts stronger knockback depending on how much gel was left in the mag.
Snowman Cannon
15 magazine size
Average reload
Does not automatically reload. Manual reloading, or left-clicking while the gun has no ammo throws the gun. The thrown Snowman Cannon flies forward like a rocket, with a slight arc. On contact with a surface or enemy it explodes, dealing massive damage and creating 3 to 10 small cluster bombs shaped like tiny snowmen.
If the weapon had any ammo in the magazine before reloading, all of that ammo is lost. However, the explosion deals bonus damage and spawns more cluster bombs depending on how many shots were left in the mag.
Chain Gun
480 magazine size
Slow reload
Fire rate increases as the magazine is emptied. Fire rate is doubled and reaches its maximum when at 50% magazine.
Jack 'O Lantern Launcher
22 magazine size
Very slow reload
Reloading spawns 3-4 of the big scythe-like projectiles that Pumpkings shoot. Scythes automatically target nearby enemies and deal high damage.
Candy Corn Rifle
60 magazine size
Very fast reload
Reloading disperses 40-60 Candy Corn in random directions at an extremely high rate. Candy Corn dispersed via reload have very slight knockback, but are the same in all other aspects. This does not use up any ammo.
Nail Gun
40 magazine size
Fast reload
Reloading causes all Nails to blow up immediately. Nails exploded this way deal 50% bonus damage.
The timer for Nails blowing up normally is now twice as long.
Vortex Beater
40 magazine size
Fast reload
Does not automatically reload. Manual reloading, or left-clicking while the gun has no ammo throws the gun. The thrown gun flies slowly like a rocket and homes into enemies, and while homing into an enemy it shoots by itself. A thrown Vortex Beater will only shoot regular bullets and no rockets, and cannot deal critical damage. When the gun hits a surface or an enemy it explodes, dealing massive damage.
If the weapon had any ammo in the magazine before reloading, all of that ammo is lost. However, the explosion deals bonus damage depending on how many shots were left in the mag.
--OR--
Upon reload, the Vortex Beater ejects a glowing, unstable power cell forward. The power cell acts like a grenade with more range, much higher velocity and a short fuse time, but does not explode on contact with enemies. The power cell goes off with a small explosion, creating a singularity that sucks enemies in and deals constant damage. The singularity reaches critical mass after 5 seconds and explodes spectacularly, dealing extremely high damage and blasting nearby enemies away.
Reload effect suggested by @DJFlare84!
Nucleus Neutralizer
(From here!)
5 magazine size
Extremely slow reload
Weapon can be charged up by holding left-click, like some other weapons. Charging takes 3 seconds. Releasing the mouse button consumes all 5 shots in the magazine and fires a large, slow moving projectile that zaps enemies near it with electricity, like the Magnet Sphere. On contact with a surface or enemy the projectile explodes, dealing 2.5x the weapon's damage within a massive radius.
Increased damage from 645 to 685.
S.D.M.G.
200 magazine size
Snail reload
Reloading while the gun is completely empty fires a large, red laser beam similar to the Moon Lord and the Saucer's Deathrays. The laser beam lasts for the duration of the reload, dealing extremely high damage and piercing all targets.
As the magazine is emptied, the gun emits a red glow and a "charging up" sound that grow more intense the emptier the magazine is.
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I will be adding more weapons to the list above.
But for now, that's it for this suggestion! I'd love to hear your thoughts on, what I hope, is an interesting take on the rather disliked reloading concept.
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