Magic Shield Guns
Posted: Mon Aug 18, 2008 6:11 am
(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.
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.