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Gilded Winchester - Weapon Idea

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JBT
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Gilded Winchester - Weapon Idea

Post by JBT » Mon Jul 31, 2017 9:20 pm

im trying to make this gun sound hella cool by putting some flavour text kinda thing that also describes it
An old design, honed by the years, and made powerful by three things. High fire-rate lever action, XL lead projectiles with a big damage count and a bigger chance to stagger or stun your prey, and most importantly, a lot of skill.
This is a so called "skill cannon" with 5 rounds loaded one by one, forming a long reload but a convenient one because you can stop halfway through to keep firing. It has a bit of recoil, but it recovers quickly, making it spammable to a point. The damage is pretty hefty, probably around the same amount as a revolver shot, and the projectiles you fire are quite large and a bit slower than most. They have around 30% stagger chance, probably a bit lower. It's very heavily skill based meaning I cant use it ;-; because you have to time your shots to avoid the massive immediate recoil, without losing the power of that high fire rate. It has obvious similarities to the carbine, but only the semiauto firing is really the same. Would ideally be a power weapon with a rarity similar to that of the flamethrower or the sniper, but rarity could be changed if it was too weak. The slow projectiles would nullify it for most camping spots, though it would function really well at short-medium range. At very close, almost melee range, you might not even have to wait for the recoil to tone down, so watch out and remember to throw things. Lastly though, remember that though this would still be a wieldy gun, it wouldn't be as easily used by less skilled players like meso understand that the accents on this gun are AU, not pyrite. haha I made a play on words I'm so funny
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Post by Lunatic » Tue Aug 01, 2017 1:40 am

You might notice that no weapons in SFD have recoil. This was a design decision based on the way the devs wanted the game to play. Having a recoil-based weapon would be very out of place compared to the rest of the game. If you're looking to make a balancing gimmick, I'd recommend finding a different way to do it.

If you're just looking to make a high-power cannon then yeah, revolver damage + semi auto is fine. Give it a couple more max rounds and leave the damage alone and the weapon is a power weapon. Big + slow projectiles sounds weird but it's unique, if they travel too slow though it'll be out of place with the other bullets/parts of the game.
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Post by JBT » Tue Aug 01, 2017 6:39 pm

I know no guns in SFD have recoil. Honestly I think it's lame because it means a lot of interesting gimmick weapons like this aren't as gimmicky. Ideally this weapon could have recoil as a special trait opposed to other weapons, but then it would make the learning curve pretty weird, which is the point of this gun, to need that skill to wield it, and once you are good with it, be really good. The slow, big projectiles are because they would make camping with it mildly more difficult, big projectiles would make it apparent that you have this power weapon on the playing field and that this bullet will probably stagger you, and because you would have to understand how to lead the slightly slow shots, requiring more skill / timing. Tbh I think the damage being an entire magazine from a power weapon (if it remains as 5 shots) would be a little bit low but its still a strong gun so probably just add 3 more shots to max. Replacement to recoil gimmick probably wouldn't be needed, but special recoil patterns on weapons are always cool, ie FlatlineTF2 or Jolly RogerBL2 are examples not the best ones but I'm not gonna try and find more
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Post by Lunatic » Wed Aug 02, 2017 2:25 am

Look man, I'm just saying this game is built around not having recoil. Having a weapon break from that deviates from the game's focus as a whole. It leads to the gun itself not working right compared to the rest of the game.

How would you even do recoil if someone hipfired it? If I spam hipfire and there's no recoil, it breaks the purpose of what you were doing with it. I could just run at someone and spam it like a semi auto shotgun and once I land my first stagger they die.

Bigger bullets also equal bigger hitboxes, which can lead to bullets hitting corners you don't mean for them to, making it harder to hit someone hiding behind cover or shoot narrow shots through the map. There are a lot of things to consider when making special weapons like these and between all factors listed it's not only a weak-ish weapon, it's also a weird weapon and sounds not fun to fight or fight against.
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Originally posted by Gurt
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Post by JBT » Wed Aug 02, 2017 6:08 pm

I was agreeing with you on recoil being a weird thing to have on a weapon when most guns don't. I just personally think it's a pretty interesting thing to have certain items that vary from the guidelines of the rest, making it have a unique gimmick that can also balance it. I feel like recoil would be more work for the devs when all other guns don't have it, but I was defending my viewpoint that recoil would be both a balancing mechanic and a nice touch if the gun feels too spammable at semiauto. The recoil obviously was meant to be a balancing mechanic for it, and if it didn't have recoil it would probably need either another gimmick drawback or just a normal boring drawback. Bigger hitboxes would make it harder to guide your shots, but they would make them easier to land against moving targets because you need less precision. Tbh not even sure why you are now saying it would be too weak when on your first reply you said it would fit well as a power weapon, but lets look again. Somewhere near revolver damage (5-6 htk), semiauto (with or without recoil, without would probably need a slightly lower cap), easily identifiable projectiles with large hitboxes and high stagger chance (players would want to avoid them more than normal bullets, but like a shotgun, it's hard to dodge a large area of damage), 8? round magazine that loads one at a time( Long non-tactical reload, but you could halt midway through if you're in danger. Tact reload would be really good because you wouldn't lose your leftover ammo like the automatic guns do), rarity of 5. I feel like it would be pretty well balanced, but you can disagree. I feel like it would probably be really fun to use, I don't know how you think this would be a boring weapon to play with, and to play against, it couldn't be as frustrating as the spaM60.
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