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Post by purifyweirdshard on Sept 1, 2017 9:34:24 GMT -6
I've been thinking about the game's guns lately and considering all the ways they might be useful. Something that occurred to me is that since a gun's ammo will be the main determining factor of what its damage and type is, what will the point of multiple different firearms be other than visually and more slight damage differences (as compared to melee weapons)? Going further with that, what would move you to upgrade/craft a gun (if that were possible) instead of using your resources on things that have more relevant effects on their own? A gun is nothing without its ammunition, but there might be some separating factors between guns to make them desirable acquisitions.
Some such thoughts:
- Guns add varying properties to their projectiles. A "rebound stone" effect, piercing, faster and slower acceleration, multi-cost shotgun or spread blasts, an "aim" function to fire it similar to the right stick aiming for directional shards
- Special moves related to the above - separate commands from separate shots that consume higher ammo and/or MP
- Firearms add passive effects to shots atop their ammo's damage such as status effects, debuffs, and so on - so that even if the damage isn't good later on/late game, adding poison or some other effect can still be relevant to weaken an enemy, as seen in Dark Souls etc
- Different reload and firing rates. The guns may not have an across the board constant attack speed, and could have varying reload times. As with a Resident Evil magnum, the stronger guns may take longer to ready with lower capacity
- Recoil properties. Now this is an especially interesting possibility for a quirk. Say an especially powerful, maybe one or two-shot gun blows Miriam back upon firing, maybe even upwards a bit in the air. She could use this to reach higher platforms as a small sequence break/bypassing a soft lock before she gets double jump, such as was done with the wolf transform and other means in SotN, etc.
- Jamming %. Many of us recall how in Symphony, a weapon called the Red Rust would often fail to swing because of it being an ineffective weapon. Perhaps, with a somewhat fast or automatic weapon in Bloodstained, unless you upgrade/craft it a certain way to fix a problem, some guns may jam. It may happen if some guns don't have an innate affinity for an ammo type - whereas some other guns enhance other typess (see below)
- Gun affinity for ammo loads. Say certain guns give slight bonuses to varying ammo types, or change the projectile entirely. A possible trade-off is the caveat mentioned above, or MP use.
- Related to the above - a possibility of combining trigger shards and gunshots, for effects similar to what I just mentioned in the last...bullet bullet. Some guns could perform attacks similar to Union Glyphs in Order of Ecclesia where with a certain gun + certain trigger shard and maybe certain ammo, a new attack is available, a powerful or strong in utility effect that is desirable to build your kit/craft things a certain way to make it work. In this, guns become more desirable.
Put them all together and guns are amazing D:
worth a shot? D:
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Pure Miriam
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Post by Pure Miriam on Sept 1, 2017 11:00:15 GMT -6
Ammo will determine a gun's element damage, not it's power. The information about ammo being determinant to a gun's element damage was revealed at the backer's contribution thread, in a update. Information for people that can create weapons for the game.
This was the official information:
Regarding the guns in the game, this time we are using consumable bullets that are sold separately. Those bullets will have certain elemental attributes from the beginning. We sincerely apologize for overlooking this piece of information. This means, for those who have chosen a gun as their selected backer weapon will not be able to add elemental or additional attributes to their weapon.
So, guns has no damage element (such as Fire, Ice, Lightning and such), but the overall damage power and other attributes are determined by the gun itself.
About your suggestions, i personally loved all of them, except, maybe the whole Trigger Shard + Guns thing. I believe that may be a bit overpowered. Although it would be fun to have a Enchant Shard that alone does nothing, but it offers a passive effect to guns. Let me give two examples of what i personally had thought before.
Shard: Heavy Arms From: Gunner Morte (a Morte with a cool-looking hat holding a gun) Effect: increase critical chance with guns by 25%.
Shard: Bottomless From: Hunter (A demon with a hunting rifle) Effect: each shot with a gun has 50% chance of not spending a bullet.
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Post by Enkeria on Sept 1, 2017 11:28:47 GMT -6
I think the weapon equals the damage and spread. Small gun, have direct hit. Heavy cannons have an arc if shoot vertical up. Rifles have a spread.
Ammo is the effect / elemental attributes, like add flavors to the actual gun and actually adds bonus damage if the elemental effect are the enemies weakness. Fire Vs Ice etc. Or sticky bombs, homing bullets etc.
Shards might add in passive effects too, like % crit hit, every 10th bullet is free, for every bullet shot, there is a chance of this or that. etc.
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Post by spideryfingers on Sept 3, 2017 5:27:15 GMT -6
Thing is with guns, they have immense potential ... so much, that they could easily become the dominant weapon. So I presume Bloodstained might be limited to a moderate selection of guns that fire a reasonable diversity of ammo/projectiles. I say this because there are many people who adore their swords and whips. Of course, some of us would say "the more, the merrier"
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Galamoth
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Post by Galamoth on Sept 10, 2017 16:24:04 GMT -6
I'd personally love it if the developers based at least one of Bloodstained's firearm weapons on the Positron Rifle from Aria of Sorrow (earned by completing Boss Rush Mode under a certain time limit).
It obviously wouldn't fit the time period Bloodstained is set in, but then again, neither did the "Laser Sword" in Curse of Darkness.
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purifyweirdshard
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Post by purifyweirdshard on Sept 10, 2017 16:36:37 GMT -6
A -lot- of things didn't fit in CoD. There was a slot machine and an electric guitar.
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Galamoth
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Post by Galamoth on Sept 10, 2017 16:58:20 GMT -6
A -lot- of things didn't fit in CoD. There was a slot machine and an electric guitar. Don't forget the Gatling. Then there's the Deck Brush (which may or may not be an anachronism). That was my favorite "Spear" weapon in CoD.
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Post by Monomona on Sept 20, 2017 8:46:08 GMT -6
I would assume that ammo would be elemental(maybe there is both damage and elemental damage so that better ammo would do more let's say a round of +1 holy and +10 damage and another that is +3holy and +12 damage.) As for types of guns, we have those in the real world we could have automatics that shoot fast for less damage, and a regular type like pistols or rifles that do more damage but are slower due to no being automatic.
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