Difference between revisions of "Talk:Handgun"
From SpiralKnights
m (removed template. Page was otherwise blank. - Node 108463 for details) |
m |
||
Line 104: | Line 104: | ||
==Reskins== | ==Reskins== | ||
I'm going to pop the reskins out of the main list and put them in their own list below the main list. The game has had more and more of these lately, so I figure this sort of thing would be useful for collectors. -[[User:Novaster|Novaster]] 02:19, 22 October 2014 (UTC) | I'm going to pop the reskins out of the main list and put them in their own list below the main list. The game has had more and more of these lately, so I figure this sort of thing would be useful for collectors. -[[User:Novaster|Novaster]] 02:19, 22 October 2014 (UTC) | ||
+ | |||
+ | ==Current Discussion== | ||
+ | Reducing editor workload by linking to reskin page, instead of having different lists on each item type page (similar to what we did for armor/helmets and costumes). -[[User:Novaster|Novaster]] 20:00, 24 March 2015 (UTC) |
Revision as of 20:00, 24 March 2015
Contents
MK vs Mk
Hadn't thought about it until now...but weapons "mark" is (usually) abbreviated MK, whereas Mk is used as the abbreviation for Mark (bible). Not sure which way we're wanting to standardize it though. (I agree we need to choose one or the other. I'm guilty of using Mk in the ones I just added, on the bright side, moving pages is super easy?) --Dwyn 06:36, 28 December 2010 (UTC)
As long as we pick one and be consistent, we should be fine. We can also create re-directs if needed, but currently, we've got a mix of pages linking to different capitalizations. (I use "Mk II", as in the game; some others use MK II) That creates the appearance of many broken links scattered around the wiki, when in fact the information requested is there. If someone who knows how to create redirects would be willing to do so, that would be a wonderful help. --Pauling 20:23, 28 December 2010 (UTC)
I can create redirects, can't say I'll be quick about it though. After New Years is when I'll get things in gear and power though a bunch. (Also, what's the wiki code for that nice timestamp?) --d0gr0ck Dec-29
- Perhaps this should be put to a vote. I prefer to use the capitalization as seen in game because this wiki is about Spiral Knights and not real weapons. Whichever is the choice, I'll go through and make all the titles (page and image) & links consistent. --Equinox 06:14, 2 January 2011 (UTC)
- Finished "MK" -> "Mk" redirects fro currently existing pages. I'm going to tidy up the same errors in the handguns table and flag the unused fire names for deletion. --D0gr0ck 01:32, 5 January 2011 (UTC)
- Thanks for the work doing the guns. After a few minutes of confusion, I realized the issue and finished the Mk bomb names as well. --Equinox 03:26, 10 January 2011 (UTC)
Use MK
Use Mk
- See my reasoning above. --Equinox 06:14, 2 January 2011 (UTC)
March 20th Stats Update
Leftover guns are:
- Proto Gun
- Blaster
- Needle Shot
- Pepperbox
- Fiery Pepperbox
Please double check the basic Alchemers as my browser cache is playing games with me. --D0gr0ck 02:47, 21 March 2011 (UTC)
- Okay, I think I got everything you listed. Woo! --Equinox 00:09, 22 March 2011 (UTC)
Slow down while firing?
I've seen talk on Guns slowing you down while you're firing them. Does anyone know if this is true, and if it is, how slow do you go? --Dromer 20:46, 17 April 2011 (UTC)
- Yes, it's true. The Autogun series completely prevents you from moving while firing, and the Alchemers reduce your movement speed. I'm not much of a gunner and haven't seen an Alchemer in use since Preview, but I'd say they slow you to at least 3/4 your normal walking speed while firing. I can't speak for any other guns at the moment. Maget 22:05, 17 April 2011 (UTC)
- Proto gun/blaster series handguns also slow you down, and the punch/pummel guns also make you stand still.-xPlad
Gun Handling Characteristics...
I would like to clean up the "Attacks" section of some of the lower tier handguns since most of them offers no real insight on how the gun behaves during combat...
Example copied from Proto Gun description:
Basic Attack A modest bolt of normalcy.
Charge Attack A larger bolt of normalcy. It offers some decent knockback.
This doesn't provide any useful information except that the charge attack will deal knockback to enemies. I believe we should provide the following info:
1) Number of shots before reloading.
2) Whether the user can move while firing. (Autogun vs Blaster)
3) Recoil
4) Bullet Speed
5) Range
6) Extra Effects (Stun, Freeze, Fire, Shock, Knockback, AOE, etc)
Is everyone okay with this? --SK Tactics (unsigned)
- I don't see a problem with this. Feel free to bring things up to a standard. --D0gr0ck 04:07, 13 July 2011 (UTC)
- Have cleaned up all the 0~1 stars guns + Autogun & Cryotech Alchemer. Viva la Revolution! (^^)/
- I need some questions answered tho....
- 1) Original article for Frost Gun & Super Stun Gun states that they are able to freeze/stun on their basic attack. However, I have never seen the effects proc when using these 2 guns. Anyone can shed some light?
- 2) Does the other Alchemers handle the same as the Cryotech? If they do, I can just copy/paste the stuff over.
- 3) Can anyone explain "knockdown" mechanics to me? I'm able to knock down most of the gremlins in tier 1 using the punch gun but it doesn't seem to work in danger rooms when I needed it the most. --SK Tactics
- 1) I have seen Super Stun work on charge attack. They may only work like that; similar to how the Troika family of swords only stuns on charge attack.
- 2) The basic attack for all Alchemers is the same. As the weapon is crafted into higher versions they gain ricochets per shot. For instance, all Driver shots bounce on impact.
- 3) Knockdown only works reliably when you have a weapon that is at a stratum equal or less than it's star rating. You have Star 0-5 and Stratum 1-6, so they match up nicely. Danger rooms spawn monsters that are roughly 2 Strata more powerful, meaning that a Punch Gun in Tier 1 will have no knockdown in a Tier 1 danger room (spawning Tier 2 equivalent monsters). Charge attacks usually still work regardless of depth for knockdown. --D0gr0ck 17:59, 14 July 2011 (UTC)
Gun Charging Times
I've done some testing on handguns charging times & it seems that most guns share the same charge rate.
Do you think we should include a table inside each individual gun's page or should we do a master table on the main page?
Data so far: (no stats on the Catalyzer series but I've heard that they charge faster)
None | Low | Medium | High | V. High | Ultra | Max | |
Proto Gun & Variants | 2600 | 2400 | 2200 | ? | ? | ? | ? |
Punch Gun / Pummel Gun | ? | 2400 | 2200 | ? | ? | ? | ? |
Autogun | ? | 2400 | ? | ? | ? | ? | ? |
Alchemers | 2600 | ? | 2200 | ? | ? | ? | ? |
--SK Tactics 23 July 2011
OUTDATED
Note to editors and readers: any gun damage table which has had its information before May 9, 2012 is OUTDATED. If you spot any information of the kind, either inform an editor or clear off the old info.
Reskins
I'm going to pop the reskins out of the main list and put them in their own list below the main list. The game has had more and more of these lately, so I figure this sort of thing would be useful for collectors. -Novaster 02:19, 22 October 2014 (UTC)
Current Discussion
Reducing editor workload by linking to reskin page, instead of having different lists on each item type page (similar to what we did for armor/helmets and costumes). -Novaster 20:00, 24 March 2015 (UTC)