#Firearm Tweaks & Spells

10 messages · Page 1 of 1 (latest)

red mirage
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Tweaks
Standoff: Killing enemies grants a stacking buff to reload speed and weapon accuracy/recoil reduction. Rapidly decays over two seconds of not getting kills.
Gunslinger: Dealing damage increases weapon swap speed and secondary weapon damage. Buff is consumed when not dealing damage for five seconds, or when firing your secondary weapon.

Spells (All have high CD to account for effectively being extra weapon slots)
Duel (starting spell): Mark the enemy in your crosshairs. It takes extra damage (30%? 50%?) for three seconds. Fast cast time.
Quickdraw: Rapidly fire six accurate bullets from a spare revolver.

mental loom
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  1. standoff should be more like its literal name: you are standing in one place and having a standoff, as the term originally meant. Taking what you said, a damage buff that rapidly grows in power so long as you are in combat and standing in place. As soon as you move from that spot or if you leave combat for too long the buff wears off.
red mirage
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You'll die.

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The name is irrelevant to me, if that's your only issue.

mental loom
# red mirage You'll die.

So move before you die. It will be a sort of "can I tap all the enemies around me before I get tapped?"

mental loom
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  1. gunslinger directly buffing swapping guns. Keep what you said about consecutive kills increasing swap speed; have the first hit with a weapon after swapping to it deal double damage. That way you keep swapping faster and faster and juggling your guns.
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Also what do you mean by spells? Are they different from jokers or are they jokers?

red mirage
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Yeah. A lot of people call them spells or magic, because that's what they are.

mental loom
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Ok.