#Unique ADS/Alt-Fires For Each Weapon

4 messages · Page 1 of 1 (latest)

blazing cypress
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I think with how fun and unique the weapons all look, they also deserve to have distinct function and gamefeel, built into their base function, independent from their unique joker options:

Quad Cylinder
Unchanged standard fire. Firing while ADS shoots a 4-round burst, each cylinder firing almost simultaneously with a nice ratcheting sound. The delay between bursts is affected by fire rate%. Lower sustained damage than standard fire because of the delay, but better burst damage and accuracy.
(I just think it would feel nice, and fit the nature of how doohickey-y the gun is)

Shotgun:
Unchanged standard fire. Firing while ADS shoots a single shell. Holding down the trigger overloads additional shells into the chamber, one by one, affected by fire rate%. Releasing the trigger shoots all shells at once, a giant burst of pellets.
(Lets the shotgun fill both the role that it does currently, but also the fantasy of big hefty blast of buckshot, charging up before you dip in close to blet out a slab of damage)

Long Ranger
Standard fire ricochets among enemies - It deals damage to whatever it hits first, and if it kills, any overkill damage beams to the next closest enemy, then if that kills, it ricochets again, so on and so forth until the remaining damage fails to kill. Hitting a weakspot doesn't then headshot the next enemy or anything, but does increase the ricochet potential because of the increased damage "budget" from the first hit. Firing while ADS pierces, as it does already.
(Unscoped fire has less damage potential than a collateral shot, but can more easily clear fodder enemies without needing to aim or set up the same way)

Leveredge
ADS fire is unchanged, but standard fire is now a shotgun, with a very tight, fixed spread (perhaps 6 pellets in the shape of a little star, to be cute), effective out to long range.
(Lets the leveredge be both a lever action rifle and the kind of "sporting shotgun" archetype, without stepping on its own toes, i hope)

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Minigun
(This one is obv a little silly but would certainly make it feel unique, just hear it out) The gun now a rhythm game; Standard fire will only achieve about 30% of the maximum fire rate/spin speed that the gun can achieve, and after reaching that rate, every ~20 bullets shot, the gun will enter a "heated" state, where it will lose spin speed over time, that is until you press secondary fire to overcrank and clear the heated state, where it will build up spin speed again as normal, requiring you to actively keep up pace with the gun to maintain max spin speed.

limpid topaz
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Neat ideas. Any for the secondaries?

blazing cypress
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I don't necessarily think the secondaries need specific treatment the same way, but if I were to give them similar unique functions:

Revolver
The revolver already has a lower fire rate/higher accuracy tradeoff when you aim down sights, I would just double down on this (not too much, but a little more noticeable) and make the hipfire animation a hammer fan (not as intense as the unique joker's fan, but still a different shooting style than the ADS.

Bow
Tap fire is now more powerful, but there is a minimum draw time on the bow. Hipfire is now always a tap fire, letting you hit them in succession by holding down the button without giving yourself carpal tunnel, while aiming down sights lets you fully charge.

Dualies
Secondary fire could honestly be another reload key, but perhaps something like a terribly inaccurate shotgun blast that dumps all remaining ammo and lets you immediately throw without wasting any ammo (only technically, you're probably going to miss with how wide the spread should be). The way to balance this would probably be actually making the primary fire more accurate, so theres an actual tradeoff to doing the secondary blast.

Sherriff Star
Each "throw" is now a burst of 3 stars (tripled ammo count, same dps but the damage is divided among the 3); Standard fire is 3 in a row, straight down the crosshair, secondary fire (no ads, you press the button and it throws) is a fanned throw with a wide angle, less accurate but with a shorter delay to the next throw (basically just genji's weapon in overwatch lol)

Boomerang
Standard fire is the same, secondary is a melee hit? I was already thinking it would be interesting mechanically if, when the melee system is improved upon, and jokers specifically working with melee attacks and damage are implemented, the boomerang should count as a melee weapon in its throw, and this would just go in hand with that