Open Strawparrot opened 1 year ago
Here are some more suggestions that I lost previously because I turned off my computer without sending:
CONDUCTOR NAILGUN Magnet stuns: I think the magnets additively add to the stun time. Maybe finding a way to nerf this would be cool
DESPERADO REVOLVER Tone changes during the middle of combat is not easy to hear. I think a ping when the beginning of the zone is reached is good (preferably the same sound as before)
FAN FIRE Holding Right Click will fire all the shots, like the previous fire mode. I don't think people want to spam click RMB just to get good use out of the Fan Fire. Please confirm if this is already a thing or not.
NEW SUGGESTION THAT'S SUPER IMPORTANT
SINGULARITY SHOTGUN
The black hole needs to suck in projectiles from a minor radius, because I tried using it in Gluttony and aiming towards the black hole with both magnets and a screwdriver, and yet they both barely missed. This can JUST be for projectiles, so enemies can still be pulled in with hitscan attacks. I cant even imagine using SRS Cannon with this...
It ALSO needs a custom velocity charge upon holding right click, similar to Core Eject. This means I can actually keep up with the black hole, because I have a skill issue.
New interactions could be that using Piercer Chargeshot or Malicious Railcannon could suck in enemies WAY harder, while using the Electric Railcannon or Conductor Nailgun Alt-Fire could cause the Black Hole to actually deal 1-3 damage electric shocks to enemies around it.
Also, there should be a config option to change the Malevolent Revolver's base fire. It SHOULD be the triple burst by default, since I know that's how you like it.
VIRTUOUS RAILCANNON's suggestion should still be noted.
Also, is reordering going to be fixable as of now?
These are all great suggestions to improve the mod, (I'm the guy who suggested the virtuous railcannon should track targets to make it fill a different role in the arsenal) though I have some additional suggestions I'd like to add to this.
SINGULARITY SHOTGUN oughta have a weaker but still present effect similar to the screwdriver synergy by default: cus currently as a alt fire it's extremely combo focused and in some levels with open space the shotgun sucks (pun not intended) unless you use the screwdriver combo. Having it do a weak automatic suck effect by default, and allow the screwdriver to speed it up/strengthen it would be cool. Also, something should be done about the coin priority. Say i'm in cybergrind and I fire the blackhole, and it bounces around then starts going upward. The distance coins can hit the blackhole and the priority is kinda too aggressive, I can have the hole a mile above the arena and coins will actively target the blackhole over the enemies nearby, thus kinda creating a anti-synergy with the marksman in some scenarios.
MALEVOLENT REVOLVER/MINDRENDER SAW LAUNCHER This is something for both the primary fires, I do agree there should be a option to configure the primary functionality of the revolver (even though I personally like it) HOWEVER I also suggest this should also apply to the MINDRENDER SAW LAUNCHER, as it's nailgun counterpart has different primary functionality BUT it's saw variant does not. I'd suggest it fires slower than normal saw launchers, but fires 3 at once in a horizontal spread.
MINDRENDER SAW LAUNCHER The alt fire feels kinda underwhelming, and i'd like to add a bit more flare to it to make it stand out more. It should by default home in on enemies, not the cursor HOWEVER if you pro-boost it, it won't home on enemies and instead fly forward like a normal projectile with increased speed. The homing fills a role for really fast enemies, and if you'd rather use it on a specific enemy you can instead parry it. I'd also suggest the impact of the projectile should make it do a small explosion, just for a bit more visual feedback that it hit a target.
MINDRENDER NAILGUN I already mentioned this a bit ago, but the nailgun variant is genuinely busted. Because you only need like 1% to be able to fire the beam as long as you hold the primary fire and alt fire, when the beam runs out you immediately start firing the primary, which then immediately fills the beam, and the process repeats on a loop. You can just melt any boss or enemy as a result. The old functionality where once you fired you couldn't stop firing was better balanced, either that or make it have some kind of overheat as to prevent spamming.
E.P CHARGER ROCKET LAUNCHER I honestly don't really know what to say about this weapon other than it's very hard to use effectively. More often than not you will get a explosion or two before it hits a surface and is gone. The old functionality where it was a easy nuke was honestly pretty fun, and was balanced because the radius was so huge you'd often risk damaging yourself.
That's the last of the suggestions, but there is one last thing I wish to add: Do consider bringing back the airblast variant. I know fundamentally in the beginning it wasn't very useful in most scenarios but the execution I think was the problem not the idea. Don't get me wrong, I LOVE the conductor variant but the role it fills is fundamentally very different from it's predecessor. I feel it could function as a multi-parry as well as allow parrying some projectiles you can't normally parry like cores or maybe even magnets. Imagine having a magnet of saws or a nail trap, then using an airblast on it and sending a shotgun blast of nails/saws all at once into a single target because of the multi-parry functionality. That and the initial movement capabilities was also helpful, essentially a extra jump. In regards to the saw variant, the one that was fundamentlly just a extra jump with no other use: my suggestion would be to make it work like a AOE parry that redirects projectiles directly back at their owner. Think of it with saw/nail traps. Sitting on a trap, activating it and all the nails/saws explode outward temporarily without destroying the magnet then pulling them back to the magnet.
I love this mod so much. I love it to the point to where I analyzed the Desperado Revolver, and while some others have came up and talked about some other weapons, I have a few suggestions that actually have a little bit of science to them.
DESPERADO REVOLVER
Right now, this is one of the most unwieldy weapons in the mod. Whoever suggested the sound cue is a genius, because you can kind of focus on it mid combat. However, there are three issues with the Desperado Revolver as is:
MALEVOLENT REVOLVER
It's nearly fine as is, although the custom triple fire burst has got to go. It's clear that it ruins the revolver design when quickdrawing, and it messes with charged beams. And it carries over to the alternate variant, which is somehow worse than instakilling Strays than the normal revolver.
MINDRENDER SAWBLADE
It's far harder to charge the alt fire in most cases, That's its only problem.
FAN FIRE
It's fine as is.
VIRTUOUS RAILGUN
As someone else has pointed out, making the heavenly beams track the enemies would be great. There is an actual practical reason for this, as the beams would spread out, spreading the damage more accurately and would clump up less in spots where tons of enemies are. It has the potential to be the only railcannon that acts both like an Electric and Malicious Railcannons, but right now its inconsistent and really likes nuking groups of enemies when close together.
AIRBLAST SAWBLADE
If done correctly, you can splatter large amounts of enemies at once with this. It's not an issue, since it gives it an actual purpose to the normal nailgun. I just think that the cooldown needs to be 50% more for the Sawblade, for two reasons:
-It can be charged faster with both other saws and nailguns -Disabling Stray, Schism, and Soldier attacks is super valuable, and you can easily use rockets to dispatch multiple of these.
If you want a video, I can DM you on Discord.