Board Thread:General Pixel Gun 3D Discussion/@comment-35545374-20180912040047/@comment-24751918-20180912230103

TreyR9 wrote:

GENERAL—

MINIGUNS:

Add a spin-up time, and can be spun idly without firing by pressing a button to toggle (in place of the scope). Increase movement speed while not spun up. While spun up, the wielder cannot jump, and is slowed significantly.

WALL BREAK:

Reduce damage of all wall-break weapons.

SNIPERS:

Reduce fire rate (after all, they are snipers, not primaries) and increase headshot damage, while reducing bodyshot damage. Reducing clip sizes should also be considered. Most snipers should 1- or 2-shot headshot.

DEBUFFS:

Bleeding prevents health recovery and does low damage to health over a long period of time (but medkit removes it), poison deals rapid damage to health but can be removed by a medical pickup, and burning deals damage to both armor and health and cannot be extinguished through its relatively short duration.

HEALTH:

Slow, idle health regeneration added.

HEAVY WEAPONS:

Damage reduced, explosion falloff added (the further away you are from the explosion, the less damage you take), deploy time increased by 1 second, clip size decreased significantly, and reload time increased. The only one-shot heavy weapons should be fully charged, expertly aimed charge weapons. They also would now be able to knock back enemies.

HOMING WEAPONS:

Add a locking mechanism that requires you to lock on to enemies before you can fire homing missiles. Anything fired while not locked on will travel in a straight line. Locking can be broken by staying out of line of sight for 3-4 seconds, but locked missiles will continue to follow the target. Damage reduced, speed and flight time increased. If the weapon has a scope, lock-on time will be halved while scoped. Homing projectiles can be shot out of the sky.

WEAPON BALANCING—

CHAMPION PEACEMAKER:

Increased damage, reduced clip size, making it a sidegrade to the Automatic Peacemaker.

EXCALIBUR:

Shield only blocks damage while barrel is spun up, blocks 35% of all incoming damage, damage slightly reduced.

VETERAN/WARMASTER/MECH HEAVY RIFLE:

Damage per shot slightly increased, max bloom significantly decreased.

MINIGUN SHOTGUN:

Damage per pellet reduced, 35% larger spread, +2 pellets per shot, fire rate increased to 97, -4 bullets per clip.

ORBITAL PISTOL:

Should do a lot of damage with a longer charge time and 2-3 seconds of travel time, requiring prediction skill. Also, a cool idea would to be to give the scope the ability to look down on the map, pinging the location of moving players every 1.5 seconds, like a real radar.

SHOTGUN PISTOL:

-2 pellets per shot, more damage per pellet to compensate, 10% tighter shots.

THUNDERER:

Fire rate reduced, damage slightly reduced, scope to x4 from x2, 1 more shot per clip.

DUAL HAWKS:

Slightly increase fire rate and damage.

CHAMPION MERCENARY:

Ten-shot headshot kill, longer in between bursts.

REAPER:

Shoots six-shot bursts with less time between projectile.

COMBAT YO-YO:

Remove the hidden Wall Break attribute and reduce the range.

SWORD OF SHADOWS:

Mobility to 80, damage is capable of one-shotting on a headshot but with a very slow swing speed, making it an assassin’s weapon.

DARK FORCE SABER/ELDER FORCE SABER:

Decrease damage and increase swing speed.

BARRIER RIFLE:

Projectile size increased, provide significantly more damage reduction to all weapons.

DART RIFLE:

Visible projectiles, bodyshot damage reduced slightly but headshot damage not changed.

NAPALM CANNON/LAVA THROWER:

Initial damage increased, fire does more damage, fix the reloading animation.

LASER BOUNCER/REFLECTOR:

Lasers do less damage and ricochets cannot hit the same person more than once (can hit initially and once after, but no more).

ONE SHOT:

Remove crosshairs from hip fire, largely reduced fire rate and 1-2 bullets per clip, increased damage to compensate for the high risk and make it a consistent one-shot.

ANTI-CHAMPION RIFLE/ANTI-HERO RIFLE/PROTOTYPE/PROTOTYPE S:

Two shot headshot, four shot bodyshot, four shots per clip with slower fire rate.

SEMI-AUTO SNIPER RIFLE/SAKURA:

Remove the dumb burst fire thing which just reduces the accuracy, and increase the damage per shot. It should fire once per button press.

JUDGE:

Damage increase, turning speed decreased, flight time increased, leaves a lingering smoke trail from where it was fired. Reload back to the old, longer animation.

GHOST LANTERN:

Projectile hitbox and speed reduced, attack cooldown only decreases while held.

STINGER:

Rockets will attempt to hit any players near the crosshairs (instead of directly under them).

ERASER:

Only initial shot does damage.

OTHERS—

EXPLOSIVE BARRELS:

Can no longer be detonated by grenades or wall-break weapons.

WEAPON CUSTOMIZATION:

Give us the ability to add killstreak or kill counting modifiers to our weapons. Customizable skins would also be nice.

GUARDIAN:

Fires much more slowly, and cannot function while a Mech is deployed.

TURRET (GADGET):

Increased health and decreased damage. It serves as more of a defensive utility that cannot dish out a lot of damage but can absorb a lot of it.

MECHS:

Duration reduced, movement speed reduced, health increased, slight deploy time.

Give me some feedback. Every bit helps, even if it’s negative! Homing Weapon balancing: Agree

Minigun mechanism concept: Give a speed bonus while not firing. Excalibur should give you a mobility of 70 while firing but not firing will be 80.

Sniper efficiency and its stats: Ok

Champion Peacemaker: Agree.

Excalibur: Stay its current damage while make it block 25% damage than 35%.

Minigun Shotgun: Ok but increase its reload speed and reduce its capacity to 10.

Veteran/others: OK.

For Champion Mercenary, burst fire should stop for 0.2-0.25 seconds while remaining 2 bursts kill.

Shotgun Pistol: Fire pellet of 10 per shell, tighter spread like you said and each pellet should deal 2-3 efficiency.

Orbital Pistol: Good idea!

Thunderer: Yes please! So many Cata Spammers recently. But increase its reload speed.

Reaper: Remove Multiple Shots and make it 30 shots before reload. Fires bursts of 5, firerate should be 300 rpm, stops for 0.2 second per burst, deal 10 efficiency per shot (16 if headshot), make it headshot-able while retaining its area damage (though greatly decrease its blast radius) and that's all.

Dual Hawk: Make it 240 RPM, 12 efficiency per shot while 24 if headshot.

And everything else, they are ok!