Firearms in GW

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Lishy
Lishy
Forge Runner
#121
I cant imagine guns in Guild Wars.Maybe catapults that shoot explosives(Isn't that already in Guild Wars?) but not guns.
Guild Wars is medieval.
It would just be too out of place with technology.

Sure, you can have guns in rpg's such as final fantasy or grandia, but it just wouldn't fit guild wars' atmosphere.
T
Targuil
Krytan Explorer
#122
http://uk.youtube.com/watch?v=CwbObW1j5QM
Who said there are no guns in GW?


















Sorry if this has been posted already, i didn't bother to read thread.
Lishy
Lishy
Forge Runner
#123
Who hasen't seen that vid?lol.
It would make an AWESOME mini-game, but still....

BTW that vid does truly sum up the dervish in pve :P
Hott Bill
Hott Bill
Wilds Pathfinder
#124
Aw great more people that want gw to evolve into current times. Guild Wars doesn't have guns specifically because it would ruin the time frame. Do any of you guys play Fable 1 or The Elder Scrolls? Those games were good because guns didn't ruin the atmosphere of the time. Think about modern times, we dominate the environment, because we have guns. These games are great because of our ability to adventure at our free will. Magic, intertwines all of these games why? Because we do not have it in real life, add guns into gw and many players will quit.
Milennin
Milennin
Jungle Guide
#125
Even though I'm not a fan of guns, I love having variety, and as long as they have a nice fantasy look I really wouldn't mind having them in the game.=P
Abedeus
Abedeus
Grotto Attendant
#126
Quote:
Originally Posted by Hott Bill
Aw great more people that want gw to evolve into current times. Guild Wars doesn't have guns specifically because it would ruin the time frame. Do any of you guys play Fable 1 or The Elder Scrolls? Those games were good because guns didn't ruin the atmosphere of the time. Think about modern times, we dominate the environment, because we have guns. These games are great because of our ability to adventure at our free will. Magic, intertwines all of these games why? Because we do not have it in real life, add guns into gw and many players will quit.
Too bad that it's pretty natural - if someone sees that a firework (they DO exist in Guild Wars) rips apart someone's guts or crushes his hand, that someone will try to make a weapon out of it. Alkar already made a grenade against destroyers, so why there are no gun-like skills? Pve-only, of course:

10 energy, 2 second cast, 20 recharge
You put an ignited firework into a metal tube. After 5 seconds, it explodes and flies towards your target 3 times faster than a Shortbow arrow. You deal 30...140 damage and has a 5...30% chance to cause Deep Wound and Cracked Armor on your target.

Wouldn't be that overpowered. Could be linked to main attribute of the user.
[M]agna_[C]arta
[M]agna_[C]arta
Desert Nomad
#127
Fable 2 would have guns you know?
And I think people are hyped bout it XP!

And the Guns were talking bout are the First-Age of Firearms.
Check Granado Espada or the Fable 2 Trailer. that's what I am talking bout.

Just increase the Recharge time to 25, then it's not.
And decrease the Damage to +5-29 Damage^^.
No need for Deep Wound just Cracked Armor.

Claymore Shot
-Bullet Attack, 10e|1c|25r : Deal +5-29 Damage to Foes within Radius, If blocked this causes Crack Armor for 1-5 seconds. This Skill has 20% of Backfire (Ranks 4 or below, Chance 50%, Ranks 6 or Below, Chance 30%)

I just find Bullets faster than Arrows.
But the Guns Refire is Slow.
Let's say,

Bow
Piercing Damage 12-28
Refire Rate 2.4 seconds
Flight Time 0.59 seconds

Firearm
Piercing Damage 10-30
Refire Rate 3.66 seconds
Flight Time 0.25 seconds

A Bow could deal 25 Damage every 3 seconds.
While a Firearm could deal 25 Damage every 4 seconds.
But the Firearm is less likely, To miss.
And cause of the size of the Bullet is can be Blocked Easily.

Seems ballanced to me, and the Normal Hit of the Firearm is 25 cause of the Large distance between it's Maximum and Minimum Damage.

What'ya think?

But the Exploding Firearm is like this:

Exploding Firearm
Piercing Damage 9-31
Refire Rate 4.33 seconds
Flight Time 0.15 seconds
Able to Hit up to 3 Foes (within 125 Radius)
Range 1 (.05 lesser Range than a Shortbow)

Have I ballanced it^^?
MithranArkanere
MithranArkanere
Underworld Spelunker
#128
Firearms would be better if we had expendable arrows(quiver off-hand) and bullets (item in inventory).
Bow would work without them, but some skills would require them.
itsvictor
itsvictor
Krytan Explorer
#129
I can't wait to say BOOM HEADSHOT!... lol , a cosmetic change in that sense would be nice o-o...
[M]agna_[C]arta
[M]agna_[C]arta
Desert Nomad
#130
Why not have a Quiver/Bullet/Dual Off-Hand?
It's a great Idea^^, for Customizing Damage Types and etc.

A Headshot in GW, if Ballanced the only thing it would do is Higher Damage, Higher Crit and possibly Daze XD.
Why don't they have Headshot for Bows.

And Firearms would never have Barrage attacks, Unless it is the Explosive one.
Cause of the Slow Refire Rate, and unability to Rapid Fire, ATM.
And Bows can hold up to 6 Arrows at a time, But it would be hard.
MithranArkanere
MithranArkanere
Underworld Spelunker
#131
Yup. Imagine it: Instead of fire bowstrings, fire quivers.

There could be skills targeting certain parts of the body only, considering only the armor of those. They could be gun attack subtypes:
- Headshots: Hit always the head, may cause Blindness or Dazing.
- Breastshots: Hit always the torso, may cause Deep Wound or Cracked Armor.
- Handshots: Hit always the hands, may disable skills and cause weakness.
- Legshots: Hit always legs or feet, may cause crippling.
[M]agna_[C]arta
[M]agna_[C]arta
Desert Nomad
#132
What would happen if GW is played like Devil May Cry and Rangers can go 1st Person Sniping XD.

@Hot Bill again
-Magic Dominates more then guns.
Trust me, If there is Magic, people would just call upon Firestorms and Meteor Showers.
And these are just normal people but how bout terrorists?
Onarik Amrak
Onarik Amrak
Forge Runner
#133
I'd rather not have to pay for munitions every time I leave town.
Biostem
Biostem
Jungle Guide
#134
No ammunition please. Next thing you know, people will actually be asking to have to repair their armor every so often, too.

If they're going to add firearms, either make them part of marksmanship for rangers and give them more skills...
[M]agna_[C]arta
[M]agna_[C]arta
Desert Nomad
#135
Oh, there would be unlimited Ammunition but Quivers/Bullets are just Offhands for dealing more damage.
Offhand Weapons sounds nice right?, For Dual Weilding.

Firearms would go with Marksmanship^^.

Who ever wants limited ammunition^^.
I loved GW in first sight, when I found out my Ranger could take out giant wurms without limited ammunition(Pre-Sear)^^.
kerpall
kerpall
Wilds Pathfinder
#136
closest thing i'd want to a gun in GW would be a mini "seige cannon" stolen off of a seige turtle, and put on my shoulder like a RPG (its a shoulder mounted weapon, not "role playing game") lol.

Jade + whatever shoots it = fits into GW perfectly, on luxon side.
[M]agna_[C]arta
[M]agna_[C]arta
Desert Nomad
#137
Bows are Speed Based while Firearms are Power Based.
How does that feel like?
Just to make it sound more ballanced^^.
MithranArkanere
MithranArkanere
Underworld Spelunker
#138
Quote:
Originally Posted by Biostem
No ammunition please. Next thing you know, people will actually be asking to have to repair their armor every so often, too.

If they're going to add firearms, either make them part of marksmanship for rangers and give them more skills...
Ammo could work like adrenaline, but at the inverse... hm... more like a Exhaustion that affedcts only attack skills:

It doesn't need to be 'Buy bullets, spend bullets, buy more bullets'.

It could be:
- Exit to explorable, you have 32 bullets.
- Use bullet attack skills, you have 31
- Use very powerfull attack skill, you have now 21 bullets.
There could be a skill to 'make bullets' (like recover energy skills).

It would be just like adrenaline, a separate action management, but downwards instead of upwards.
This system could be even applied to arrows and spears too.

Each gun type could have a max of bullets and a 'reload rate':
- Handgun: 12 bullets, recover 1 bullet every 4 seconds.
- Rifle: 36 bullets, recover 1 bullet every 10 seconds.
- Shotgun: 6 cartridges. 1 cartridge per second.
- Bow: 48 arrows. 1 arrow per every 2 second.
- Crossbow: 60 bolts. 1 bolt per every 5 seconds.
- Spear: 10 spears. 1 spear every 2 seconds.
Out of battle bullets would regenerate really fast, but slow during battles.

Then there could be kills like:
- Magic missiles: For 5 seconds your skills do not need projectiles.
- Bullet Craft: You make 1..7..6 bullets.
- Bullet barrage: Lose all your bullets and preparations. Target enemy and up to 12 nearby enemies take +1..10 damage per each bullet lost.
- Wide bullets: Preparation, your max bullets is reduced to half, but you bullets deal double the damage.
- "Reload!" Shout. For 3..10 seconds, you have double bullet recover rate.
- "Halt!" Shout. For 10 seconds, target enemy will take double damage from your projectiles while moving.

There could be also mods for that, instead of +10% adrenaline, there could be things like 10% chances of half projectile cost.

Hm... see? No need to pay for bullets, while having them.
sagilltwins
sagilltwins
Banned
#139
you have a bow.... there thats your firearm ^^
Biostem
Biostem
Jungle Guide
#140
Quote:
Originally Posted by MithranArkanere
Ammo could work like adrenaline, but at the inverse... hm... more like a Exhaustion that affedcts only attack skills:

It doesn't need to be 'Buy bullets, spend bullets, buy more bullets'.

It could be:
- Exit to explorable, you have 32 bullets.
- Use bullet attack skills, you have 31
- Use very powerfull attack skill, you have now 21 bullets.
There could be a skill to 'make bullets' (like recover energy skills).

It would be just like adrenaline, a separate action management, but downwards instead of upwards.
This system could be even applied to arrows and spears too.

Each gun type could have a max of bullets and a 'reload rate':
- Handgun: 12 bullets, recover 1 bullet every 4 seconds.
- Rifle: 36 bullets, recover 1 bullet every 10 seconds.
- Shotgun: 6 cartridges. 1 cartridge per second.
- Bow: 48 arrows. 1 arrow per every 2 second.
- Crossbow: 60 bolts. 1 bolt per every 5 seconds.
- Spear: 10 spears. 1 spear every 2 seconds.
Out of battle bullets would regenerate really fast, but slow during battles.

Then there could be kills like:
- Magic missiles: For 5 seconds your skills do not need projectiles.
- Bullet Craft: You make 1..7..6 bullets.
- Bullet barrage: Lose all your bullets and preparations. Target enemy and up to 12 nearby enemies take +1..10 damage per each bullet lost.
- Wide bullets: Preparation, your max bullets is reduced to half, but you bullets deal double the damage.
- "Reload!" Shout. For 3..10 seconds, you have double bullet recover rate.
- "Halt!" Shout. For 10 seconds, target enemy will take double damage from your projectiles while moving.

There could be also mods for that, instead of +10% adrenaline, there could be things like 10% chances of half projectile cost.

Hm... see? No need to pay for bullets, while having them.
I think a better option would be to have "auto attacks" w/ firearms, much like we currently have w/ bows. You can then have adrenal and/or energy-based skills w/ different effects. Basically, I would treat firearms like another marksmanship-based weapon, having a slower rate of fire, and a wider damage range; think of bows compared to firearms as being similar to swords compared to axes.