View Issue Details

IDProjectCategoryLast Update
0018093Starward RogueBalance IssueJan 20, 2016 4:46 am
ReporterMisery Assigned ToChris_McElligottPark  
Status resolvedResolutionfixed 
Product Version0.800 
Summary0018093: Special weapons often underwhelming, need more "flair" and effect
DescriptionOkay, when playing the game, the biggest issue I notice every single time is mostly the special weapons. I end up not just forgetting they are there, but often thinking that they are bugged when I do have one and use it, because the visual effect of doing so is so small that it's almost invisible, so I often think it's not firing at all.

This one will end up being a major issue among players if not fixed, you know how people are about their blasted graphics. These things need alot more flair to them, and there also needs to be just larger shots involved for many of them. The good thing is that the bullet engine can accomplish this very easily.

In addition, the smaller ones end up being useless against any enemy that's too small, or any enemy that moves too fast, because there's only one real shot, and it's very tiny; it's so unlikely to hit that in many cases, there's no point in using the energy. They can be decent against larger targets, but there's only so many of those. Right now, only spreadshot type attacks seem worth using, since the player's central weakness is that they only have a super direct shot, and they'll have a ton of versatility. Special weapons that are also very direct (which there are way too many of) almost may as well just be damage upgrades to the main gun.

As for the effects, some of them still just dont seem to have much practical use; their effects would need to be increased somehow in order to be worth picking up. The Rain Cannon, for instance. It creates a burst effect, but it may as well just be another single-bullet direct shot weapon, because the shards it throws out will never hit anything else. They have no range, and the game never produces situations where there are tons of enemies that close to each other.

The one final problem is that there just seems to be too many of them appearing in-game, as opposed to upgrade or passive effect items. My "build" ends up being just the default for most of each run.

I really hate to be so critical of this and I hope it doesnt come off as rude, but I do think it's a genuine issue and just want to be honest about it.
TagsNo tags attached.

Activities

Pepisolo

Dec 29, 2015 2:15 pm

developer   ~0043953

Yeah, the special weapons definitely need a lot more work so that they become desirable, usable, and fun. Chris said that Dayton was planning on working on them over the christmas period so they will probably have progressed a lot by the next build, I'm hoping.

Misery

Dec 29, 2015 2:40 pm

developer   ~0043954

Worth noting though that there are definite exceptions to this.

Right now the main one that occurs to me (I might remember more if my memory wasnt so bad) is the Boomerang... thing. I cant remember the full name. That big purple shot that comes back to you. It doesnt do a whole lot of damage but the piercing effect, larger size, and the fact that it returns gives it alot of versatility. Though again, it could have a bit more visual flair somehow, but functionally, I do find it quite effective and will usually take it.

When I find other ones like that, I'll try to remember to mention them here.

Mission

Jan 4, 2016 5:26 pm

developer   ~0043966

Last edited: Jan 4, 2016 5:29 pm

Funny you mention the rain cannon, I've been toying with increasing their speed and giving them the ability to bounce off walls... oh how amusing it looks. One thing I would like to add though; with the energy iteration in such a way where energy regenerates, I've been pretty handicapped on how overpowered I can make a weapon since it can create un-ideal player habits, however I think I'm able to go pretty full force now assuming we go through with an unlimited - but limited - energy system. We shall see.

Chris_McElligottPark

Jan 20, 2016 4:46 am

administrator   ~0044441

Definitely resolved in terms of how they act!

Issue History

Date Modified Username Field Change
Dec 29, 2015 1:51 pm Misery New Issue
Dec 29, 2015 2:15 pm Pepisolo Note Added: 0043953
Dec 29, 2015 2:40 pm Misery Note Added: 0043954
Jan 4, 2016 5:26 pm Mission Note Added: 0043966
Jan 4, 2016 5:29 pm Mission Note Edited: 0043966
Jan 20, 2016 4:46 am Chris_McElligottPark Note Added: 0044441
Jan 20, 2016 4:46 am Chris_McElligottPark Status new => resolved
Jan 20, 2016 4:46 am Chris_McElligottPark Resolution open => fixed
Jan 20, 2016 4:46 am Chris_McElligottPark Assigned To => Chris_McElligottPark