I feel there are too many similar guns available at the moment and would like some more diversity. These are some ideas for guns I'd like to see released.
For each gun I list the damage and then also how many hits it will take with that gun to kill an enemy, so you can get a clearer idea how powerful it would be.
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1)
Another 7 dmg non-automatic gun: The Egg Launcher is a cool and unique gun, but it was only available to people who joined early enough. There are so many automatic 5-6 damage guns, but only 1 non-automatic gun in the shops (purple shotgun) and it is just plain underpowered. A new non-automatic gun with 7-dmg that isn't seasonally themed could be priced high (10-15k) and it would still be bought.
Example: (a non-seasonal clone of Egg Launcher)
Name: Shard Launcher
Damage: 7 (8 hits to kill, 7 with commando)
Fire Rate: Non-automatic (same as Egg Launcher)
Bullet Speed: Medium (same as Egg Launcher)
Knockback: Same as Egg Launcher
Bonus: None
Price: 14,000
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2)
A forward "knockback" gun: I've been thinking about this idea for a while and I think it would be cool. A slower firing gun that pulls you towards the direction you're shooting would be interesting to use and different from all other guns. You could use it to quickly close in on your enemy or chase them down.
Example:
Name: Hunter's Pulsar
Damage: 5 (10 hits to kill, 9 with commando)
Fire Rate: Medium (same as Green Rifle)
Bullet Speed: Fast
Knockback: Pushes you in the direction of shot, same push amount as Enraged Rifle but reversed direction
Bonus: None
Price: 8,500
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3)
Multi-bullet guns: This idea has been brought up a lot, and that's because I think everyone would like it. Something like the shotgun in Era would be fun because it can deal more damage up close, leading to new strategies. These guns would have to be watched closely for balance because the +1 damage Commandos get is multiplied.
Example:
Name: Tri-shot
Damage: 3 (per bullet) (17 hits to kill, 13 with commando)
Fire Rate: Non-automatic (same as Egg-Launcher)
Bullet Speed: Medium
Knockback: High (same as Enraged Rifle)
Bonus: Fires 3 bullets at a time which spread
Price: 10,000
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4)
Bonus bullet guns: Basically a gun which occasionally shoots a more powerful bullet, making the player track when they are going to shoot the bonus bullet and plan accordingly. The example below would be neat cause you'd want to save your bonus shot until you know its going to hit.
Example:
Name: Coiled Beemer
Damage: 4 (for most shots) /
10 (for bonus shots); (11 hits to kill, 8 with commando assuming bonus shot hit)
Fire Rate: Slow (same as ER Beemer)
Bullet Speed: Medium-slow (for most shots) / Very Fast (for bonus shot)
Knockback: None
Bonus: The first shot after reloading is given bonus damage and speed.
Price: 8,000
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5)
Combo-hit gun: A gun that has very low damage to start with, but every time the user shoots an enemy the damage temporarily goes up for a short amount of time. If you're good at aiming and don't run away from enemies, then you can keep this gun at high damage, but if not you're stuck with one of the weakest guns.
Example:
Name: Tallied Pistol
Damage: 2 (base damage, increased by bonus) (8 hits to kill, 7 with commando assuming you hit non-stop and begin with 2 base dmg)
Fire Rate: Medium (same as Green Rifle)
Bullet Speed: Fast
Knockback: Low (same as Green Rifle or Metallic Rifle)
Bonus: Every time you hit an enemy, the damage of this gun goes up by 2 for 6 seconds. This can stack 3 times, resulting in a maximum 8 damage. Each new stack refreshes the 6 second timer of existing stacks.
Price: 12,000 (high because its aimed at more experienced players)
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6)
No-reload Gun: A fast automatic gun which sacrifices damage for the ability to fire non-stop without reloading. The damage has to be very low, because never having to reload means non-stop spamming and no chance for opponents to get in easy shots.
Example:
Name: Infinite Rifle
Damage: 2 (25 hits to kill, 17 with commando)
Fire Rate: Very Fast (same as Streamer)
Bullet Speed: Fast (same as Metallic Rifle)
Knockback: None
Bonus: This gun never has to reload. It also has Frenzy, which increases its damage to 3.
Price: 9,000
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7)
Small round guns: Sort of the opposite of the last example; a gun which can only shoot a small amount of bullets before having to reload, but has increased damage to compensate. Sort of like the grenade launcher, but with regular bullets.
Example:
Name: LR Revolver
Damage: 9 (6 hits to kill, 5 with commando)
Fire Rate: Non-automatic, slow (like Purple Shotgun)
Bullet Speed: Medium
Knockback: High (like Enraged Rifle)
Bonus: This gun can only fire 6 bullets before having to reload.
Price: 13,000
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8)
No-moving while shooting guns: These guns would behave similar to most guns in Era and also similar to melee weapons, where it locks you in place while you shoot. To compensate, they would be given high damage. They would require good timing to use, and prohibit spamming/walling.
Example:
Name: Steady Shot
Damage: 9 (6 hits to kill, 5 with commando)
Fire Rate: Non-automatic, temporarilly locks you in place while shooting
Bullet Speed: Fast
Knockback: None
Bonus: Temporarily locks you in place while shooting
Price: 5,500 (low price because the stunning would be a sever drawback)
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9)
Melee weapons which fire projectiles: This would be a novelty weapon that deals high damage within melee range, but also fires bullets when attacking so that it can serve as a ranged weapon. Similar to the last example, it would lock you in place while firing, so the bullets damage should be relatively high. Melee hits would result in both the sword and the bullet hurting the enemy. They would be counted as guns, so they couldn't be used in melee spar.
Example:
Name: Current Sword
Damage: 7 (melee),
5 (bullet)
Fire Rate: Identital to lightsaber
Bullet Speed: Fast
Knockback: None
Bonus: When attacking, shoots a beam in the direction of attack. It can deal 12 damage if both the melee attack and bullet hit, making it the strongest melee weapon.
Price: 24,000 (expensive novelty item like lightsaber)
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10)
Health-related bonus guns: Guns which give a bonus related to taking damage, or which restore health as a reward triggered similar to frenzy. These guns would give health more of an active role, making players pay closer attention to both their health and the health of their opponents.
Example: Damage goes up as health decreases.
Name: Panic Pulsar
Damage: 3 base dmg (damage goes up as health decreases)
Fire Rate: Medium (similar to Red Rifle)
Bullet Speed: Medium (similar to Red Rifle)
Knockback: High (similar to Enraged Rifle)
Bonus: For every 18 health missing, damage goes up by 3, resulting in a maximum of 9 total damage. You cannot switch to this weapon unless you have full health (to prevent people from simply using another weapon until they reach low health).
Price: 9,500
Example: Gun used as a "finisher"; deals high damage to enemies at low health. Looks like a recolored ER Beemer.
Name: ER Finale
Damage: 3 (higher against low health enemies) (13 hits to kill after bonus, 10 as commando)
Fire Rate: Slow (identical to ER Beemer)
Bullet Speed: Slow (identical to ER Beemer)
Knockback:None
Bonus: Deals 15 damage to enemies equal to or below 15 health (instant-kill)
Price: 10,500
Example: Rewards health as a bonus on kill (also grants a short damage boost to keep the Rambo theme)
Name: Rambo Rifle
Damage: 4 (13 hits to kill, 10 with commando) /
6 with frenzy (9 hits to kill, 8 with commando)
Fire Rate: Medium (similar to Red Rifle)
Bullet Speed: Medium
Knockback: Low (similar to Metallic Rifle)
Bonus: Restores 10 health upon killing an enemy; also grants "frenzy" which increases damage to 6 for a short period
Price: 11,000
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11)
Paired bonus weapons: Guns which work best when paired with another weapon of a specific type. These guns would rely on a player knowing how to successfully switch between two weapons to deal effective damage.
Example: Relies on successfully poisoning/burning target to be effective. High skill cap gun which is difficult to use.
Name: Grief Rifle
Damage: 3 base damage,
9 against poisoned/enflamed targets (17 or 6 hits to kill, 13 or 5 hits to kill if commando)
Fire Rate: Medium (similar to LR Pulsar)
Bullet Speed: Fast
Knockback: Low (similar to Metallic Rifle)
Bonus: Deals triple damage (9) to enemies that are poisoned or on fire.
Price: 9,000 (not too high because both the Goonadier and flame gun are expensive and required to use this gun)
Example: Relies on being able to juggle melee attacks and gun attacks to be most effective. Could also be used to increase a teammates damage. This would take a lot of practice to use well.
Name: Butcher Blaster
Damage: 2 (25 hits to kill, 17 if commando)
Fire Rate: Fast (similar to Metallic Rifle)
Bullet Speed: Slow
Knockback: None
Bonus: When an enemy is hit, they gain a "Butcher Blaster" charge. Charges last 12 seconds, and an enemy can have up to 4 charges at once. Upon being hit with a melee weapon, all charges explode dealing 6 bonus damage per charge.
Price: 7,000
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12)
"Level-up" guns: Guns which have poor stats when you first buy them, but can be improved over time to be good. They are bought for cheaper than most of the powerful guns, but can be ranked up to be just as powerful. These would be great for newer players, and would add an interesting element to existing activities like spar, mission etc.
Example: A gun which ranks up if it is used frequently in spar.
Name: Duelist's Shotgun
Damage: 4/5/6/7 (increased by being used in spar) (Hits to kill when maxed: 8, 7 if commando)
Fire Rate: Slow, non-automatic (similar to Plasma Shotgun)
Bullet Speed: Fast
Knockback: Medium (similar to Green Rifle)
Bonus: Every time this weapon deals the finishing blow against an enemy during a spar match, it gains 1 point.
- Lvl 1: (0 points) 4 dmg
- Lvl 2: (50 pts) 5 dmg
- Lvl 3: (200 pts) 6 dmg
- Lvl 4: (500 pts) 7 dmg
- Lvl 5: (1000 pts) 7 dmg, requires no ammo while being used in spar (but must still be "reloaded" every 18 shots), and it reloads 25% faster than regular guns.
Price: 6,500
Example: A gun which ranks up when used to PK
Name: PK Pulsar
Damage: 3/4/5 (increased by being used to PK)
/ 6 with frenzy (gained at 1500 points)
Fire Rate: Very fast (similar to Streamer)
Bullet Speed: Fast (similar to Streamer)
Knockback: Light (similar to Metallic Rifle)
Bonus: Every time this weapon kills an enemy (outside of spar), it gains 1 point.
- Lvl 1: (0 points) 3 dmg
- Lvl 2: (150 pts) 4 dmg
- Lvl 3: (600 pts) 5 dmg
- Lvl 4: (1500 pts) 5 dmg and "frenzy" (boost to 6 dmg after a kill for a brief period of time)
- Lvl 5: (3000 pts) 5 dmg, "frenzy", and a brief movespeed bonus after killing an enemy (similar to frenzy, but increases movespeed by a small amount)
Price: 6,500
Example: A bomb spar equivalent; equip this weapon while playing bomb spar to level it up. It shoots like a Goonadier but lays mines instead of poison traps. When ranked up and equipped during bomb spar matches, it can change the color (and eventually the range) of bombs.
Name: Bombadier
Damage: 6/8/10/12 (increased by being held during bomb spar)
Fire Rate: Slow, non-automatic (identical to Goonadier)
Bullet Speed: Slow, launched (identical to Goonadier, Grenade Launcher)
Knockback: High
Bonus: Shoots a mine onto the map which explodes, damages and briefly stuns (for as long as typical reload time) anyone who walks over it. Additionally, when equipped, the player lays different colored bombs in bomb spar. Gains points by winning bomb-spar while it is equipped: 1 point per player you defeated.
- Lvl 1: (0 points) 6 dmg
- Lvl 2: (50 pts) 8 dmg, player's bomb spar bombs are yellow when this is equipped
- Lvl 3: (200 pts) 10 dmg, player's bombs are blue
- Lvl 4: (500 pts) 12 dmg, player's bombs are red
- Lvl 5: (1000 pts) 12 dmg, player's bombs are white, and their bombs begin with +1 explosion range
Price: 6,500
Example: A "mission" equivalent. Ranked up by completing missions and killing NPCs while having this gun equipped during the entire mission.
Name: Agent's Pistol
Damage: 5 (deals 1/2/3/5 bonus damage to NPCs)
Fire Rate: Medium (similar to LR Pulsar)
Bullet Speed: Medium (similar to LR Pulsar)
Knockback: None
Bonus: Deals 1 bonus damage to NPCs, and grants 5 bonus graalats for completing a mission. Grants 10 points (times the level of the mission completed) every time it is used throughout an entire mission without being unequipped, as well as 1 point for every NPC killed.
- Lvl 1: (0 points) 5 dmg, 1 bonus dmg against NPCs, 5 bonus graalats per mission
- Lvl 2: (250 pts) 5 dmg, 2 bonus dmg against NPCs, 5 bonus graalats per mission
- Lvl 3: (1000 pts) 5 dmg, 2 bonus dmg against NPCs, 10 bonus graalats per mission
- Lvl 4: (3500 pts) 5 dmg, 3 bonus dmg against NPCs, 10 bonus graalats per mission
- Lvl 5: (10000 pts) 5 dmg, 5 bonus dmg against NPCs, 20 bonus graalats per mission
Price: 6,500