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Magic Shield Guns

Posted: Mon Aug 18, 2008 6:11 am
by DW_Fry
(Please excuse the cut-and-paste job)

While most players don't, rolling magic shield guns can be useful, and can even sway the outcome of a map. Unlike translocators, shield guns can also do damage, meaning their magic properties can be activated, although may or may not be effective.

I'd agree that the stupid but usable ones could be left in so you don't only have a few types to roll through, but maybe a few of them could be removed just to make it a bit more likely that you'll get a desirable shield gun.

Also, it becomes frustrating when your strategy for a map calls for a certain shield gun and you lose it because for some reason Denial is not invoked for the trans. Might Denial be updated to keep these too?

Here's a list of weapon types and effect of their magic modifiers, and possible usefulness as I see it. I didn't include the negative ones since the shield gun isn't picked up (in Invasion anyway) and isn't included in Loaded Weapons, which are the only two ways to get negative magics as I understand (since there's no chance of spawning with magic trans):


Damage (Vanilla +)- Works as usual, but could be removed.
Energy - Works as usual.
Force - Useless since there is no projectile.
Freezing - Works as usual, but could be removed.
Healing - Works as usual.
Infinity - The official shield gun of the last surviving player. The alt-fire can absorb an infinite amount of damage, even though it only protects you from one angle and a lot of splash damage can get to you anyway. Took 4 Luci hits when I tried it, fifth one hit the ground near me and that was that.
Knockback - Works as usual.
Luck - Works as usual.
Medic - Works as usual. Also has protective properties of Infinite.
Null Entropy - Works as usual.
Piercing - Works as usual, but could be removed.
Poison - Works as usual, but could be removed.
Protection - Works as usual.
Quickfoot - Works as usual.
Rage - Works as usual, but could be removed.
Reflecting - Works as usual, but could be removed.
Sturdy - Works as usual, but could be removed.
Vorpal - Works as usual.

DWCritical - Only for high fire-rate weapons.
DWEarth - Works as usual.
DWFlight - Works as usual. Plus, you're already at your shield gun ready to push off floor if you want.
DWPlunder - Works as usual.
DWReloading - Works as usual, but could be removed.
DWRetaliating - Works as usual, but could be removed.

Posted: Mon Aug 18, 2008 10:19 am
by DW_Wraith
When it comes to magic ability removal, its treated as a general type, I can't selectively give any weapon a range of choices, its all the weapons or none.

You dont know how many times I have used my infinite artifact to change the shieldgun. If you have null or freezing, its nearly impossible to push yourself skyward while in flight. Vorpal is also bad as you risk killing yourself too.

Posted: Mon Aug 18, 2008 1:11 pm
by Bandito
Vorpal is fun for titan killing - thats all i have to say.

Bandito

Posted: Mon Aug 18, 2008 6:29 pm
by DW_Fry
Oh. I'd seen Vorpal rocket launchers and mini guns, and other combinations that aren't available on MM and figured there was an option for enabling/disabling them.

Posted: Mon Aug 18, 2008 6:36 pm
by DW_Fry
Bandit-fs wrote:Vorpal is fun for titan killing - thats all i have to say.

Bandito
I just noticd Vampiric isn't in that list... I've played a few games with shield-gun only, and I like to use a quickfoot for the first few waves (or if i hit a Vorpal), and then a Vampiric is the best way to stay alive longest for the majority of the game.

Posted: Mon Aug 18, 2008 6:37 pm
by DW_Fry
And nevermind about the shield gun Denial... I shouldn't have pasted that part, denial does keep it.

Posted: Mon Aug 18, 2008 6:48 pm
by DW_WailofSuicide
Fry wrote:Oh. I'd seen Vorpal rocket launchers and mini guns, and other combinations that aren't available on MM and figured there was an option for enabling/disabling them.
We could have vorpal rocket launchers and miniguns and such - The main thing is when a modifier is obviously not appropriate for a given gun (e.g. Vorpal Minigun) I would want to tone it down for that particular weapon. That's possible, but I'm not sure how much that should be done because it could get confusing if you have a modifier acting too different depending on the weapon it's applied to.

Posted: Mon Aug 18, 2008 10:34 pm
by NickyNick
the critical magic weapon modifier is the same as vorpal, but for rapid fire weapons such as the minigun and link :)

Posted: Tue Aug 19, 2008 2:16 am
by DW_WailofSuicide
NickyNick wrote:the critical magic weapon modifier is the same as vorpal, but for rapid fire weapons such as the minigun and link :)
Right, and that's one reason it's disabled.