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Walter should be able to upgrade the slingshot itself


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Just some simple ideas I had, due to Walter being seen by many people as "underpowered"

Walter can now deconstruct the slingshot with a razor (or even a new multi knife item)

all crafting requires the trusty slingshot

  • Walter can now craft a large sling shot, Shown to be wider, Crafting would require multiple logs twigs and mosquito sacks (Requires Alchemy Engine)
    • This Item would hold 40 more rounds of each type, (100 total)
  • Walter can now craft a incendiary slingshot with Nightmare Fuel and Red Gems (Requires Shadow manipulator, It has a special quote if being held by willow)
    • Provides a flat damage up +10 possibly, after landing consecutive shots it will set enemies ablaze! (5 shots from normal rounds, 2 for poop, will not cause fire with freeze rounds)
  • Walter can now craft a multi sling shot with Thulicite Fragments, Nightmare Fuel and a Purple Gem (Available from an ancient pseudoscience station) 
    • This Item has two ammo slots, allowing Walter to fire two shots at a time, also allows you to mix and match ammo of different types.

This was just a silly Idea I had and ran with even though it probably would never happen , thank you for taking the time to read it if you did.

1 hour ago, Horsheen said:

The slingshot is more of a tool than a weapon, I think Walter is a very underrated character, and I'd love for more people to actually play him for a while to understand what makes him so good

Walter is good, probably my 2nd most played character in dst after Wurt(or 3rd-4th, played Warly and Woodie a lot before Wurt came out so idk, doesn't really matter), and he has some pretty cool perks and downsides, but that doesn't mean slingshot has to stay just a tool! even if not really necessary, some small improvements could be good, 

I do agree that he's underrated though, guess some people just can't handle his greatness. 

2 hours ago, Horsheen said:

The slingshot is more of a tool than a weapon, I think Walter is a very underrated character, and I'd love for more people to actually play him for a while to understand what makes him so good

I mean most of the ammo types lean towards combat and damage dealing so I feel that runs counter to that idea even more so with the Woby changes. As a tool it's lackluster as what it does is replaceable or forgettable but as a weapon it widens the kitting window but increases the danger by prolonging fights regardless of how we feel about it the slingshot needs start excelling at something aside from cheese. This is coming from someone who has played him for awhile the slingshot is fun but it's really not good it's just fun it's main advantage is taking advantage of mobs and bosses who aren't programmed to deal with a ranged combatant.

Slingshot really deserve attack speed buff, its so slow by the time you shot with it and move away from the enemy you could deal three times as much damage normal way, still extremely good if you have pigs or other players to engage enemy though

Remember the slingshot is an infinite durability ranged weapon (mobs are designed around melee combat!!) that walter spawns with. Once you unlock gold rounds you can literally infinitely gain more gold for gold rounds shooting birds that spawn everywhere for pk meat trade. So thats infinite weapon with easy to obtain-pretty much infinite ammo- gold rounds. And people still want the base slingshot buffed?? Are u mad? Lol

As a walter main the only buff to the slingshot i want to see is a late game new ancient craft, faster firing speed slingshot with durability-600 uses. An/or a seperate ancient craft with the same firing speed as base slingshot with double damage but less durability-300 uses. That way you choose between a higher rate of fire or better ammo efficiency, not both.

1 hour ago, Gashzer said:

Remember the slingshot is an infinite durability ranged weapon (mobs are designed around melee combat!!) that walter spawns with. Once you unlock gold rounds you can literally infinitely gain more gold for gold rounds shooting birds that spawn everywhere for pk meat trade. So thats infinite weapon with easy to obtain-pretty much infinite ammo- gold rounds. And people still want the base slingshot buffed?? Are u mad? Lol

As a walter main the only buff to the slingshot i want to see is a late game new ancient craft, faster firing speed slingshot with durability-600 uses. An/or a seperate ancient craft with the same firing speed as base slingshot with double damage but less durability-300 uses. That way you choose between a higher rate of fire or better ammo efficiency, not both.

Okay but have you considered spiders are a infinite use drone with ranged attacks and healing capabilities in a game not really designed to deal with semi immortal ranged hordes?

14 minutes ago, Mysterious box said:

Okay but have you considered spiders are a infinite use drone with ranged attacks and healing capabilities in a game not really designed to deal with semi immortal ranged hordes?

Yeah, take it you never had to transfer spitter army between shards before? Its awkward as all hell and grindy to get and keep a decent size spitter and nurse army. Hence the op-ness is balanced by the time/grind it takes to acquire the op-ness.

With that logic, yes i want walter to get an op slingshot, i just want to earn it like webber earns his op-ness. Not spawn with it.

You may say that grinding for ammo is enough, but its not much of a grind compared to wurt/winona/webber, as gold rounds are easy to mass produce, so are thulecite rounds early game if you find the archives. Then marble rounds after you have setup marble scrub farm late game.

Walters speed boost with woby + inventory space boost really helps with finding and carrying resources back from archives/ruins too.

1 minute ago, Gashzer said:

Yeah, take it you never had to transfer spitter army between shards before? Its awkward as all hell and grindy to get and keep a decent size spitter and nurse army. Hence the op-ness is balanced by the time/grind it takes to acquire the op-ness.

With that logic, yes i want walter to get an op slingshot, i just want to earn it like webber earns his op-ness. Not spawn with it.

You may say that grinding for ammo is enough, but its not much of a grind compared to wurt/winona/webber, as gold rounds are easy to mass produce, so are thulecite rounds early game if you find the archives. Then marble rounds after you have setup marble scrub farm late game.

But the issue is there's little to no pay off as the damage output is always extremely low while having much higher risks than other characters and needing to juggle excessive amounts of ammo in boss fights using up much of your inventory slots as I've said before Walter's concept is fun but I don't see the it as a good weapon. Also idk about you but I consider Wurt's grind to be alot better than Walter's because it's a one time investment Webbers isn't nearly as time consuming either.

@Mysterious box Yeah the slingshot isnt designed for fighting the entirety of boss fights with? Walter isnt designed for sololy using the slingshot either. As he has no melee damage penalities. And his pinecone hat reduces sanity loss on hit.

My go to example is klaus. Hes easy enough to kite with no speed boosts during his first phase. Walter with a log suit, his pinecone hat and hambat can get through this phase without needing healing/speed boost or going insane. If you are average at kiting atleast. Second chomp phase however, if you are any other character, you will struggle alot trying to kill him without any speed boosts.

Not walter tho!! At this point switch to the slingshot with gold rounds stack of 15-17gold nuggets will do (easily acquired from shootin birds), slowly and safely chip away at his health while kiting back just before he jumps at u. Congrats u killed klaus with no speed boost/ no healing needed. Walter rewards patience with easy kills.

For non boss combat, slingshot actually is really good:

  • Gold round slingshot does same dps as dark sword to normal tentacles as you hold f and dont need to kite.
  • Good for killing annoying mush gnomes while avoiding their spore bombs.
  • Big tentacles, you can kite the small tentacle spawns with woby while firing rounds at it. 
  • Melee hit pigs when they get in range, when they begin kiting you switch and finish off with slingshot. Or simply kite with slingshot and wreck them as they kite you. Alot easier to kite mobs when you dont need to get in melee range to attack them back.
  • Almost forgot... simply being able to aggro koalafants from day 1 is nice too
  • Ewecus does not spit at walter riding woby, can slowly kite kill ewecus with slingshot and woby.

People want to replace melee all together with using the slingshot for walter instead of using the slingshot alongside melee as its designed to be. 

1 hour ago, Gashzer said:

@Mysterious box Yeah the slingshot isnt designed for fighting the entirety of boss fights with? Walter isnt designed for sololy using the slingshot either. As he has no melee damage penalities. And his pinecone hat reduces sanity loss on hit.

My go to example is klaus. Hes easy enough to kite with no speed boosts during his first phase. Walter with a log suit, his pinecone hat and hambat can get through this phase without needing healing/speed boost or going insane. If you are average at kiting atleast. Second chomp phase however, if you are any other character, you will struggle alot trying to kill him without any speed boosts.

Not walter tho!! At this point switch to the slingshot with gold rounds stack of 15-17gold nuggets will do (easily acquired from shootin birds), slowly and safely chip away at his health while kiting back just before he jumps at u. Congrats u killed klaus with no speed boost/ no healing needed. Walter rewards patience with easy kills.

For non boss combat, slingshot actually is really good:

  • Gold round slingshot does same dps as dark sword to normal tentacles as you hold f and dont need to kite.
  • Good for killing annoying mush gnomes while avoiding their spore bombs.
  • Big tentacles, you can kite the small tentacle spawns with woby while firing rounds at it. 
  • Melee hit pigs when they get in range, when they begin kiting you switch and finish off with slingshot. Or simply kite with slingshot and wreck them as they kite you. Alot easier to kite mobs when you dont need to get in melee range to attack them back.

People want to replace melee all together with using the slingshot for walter instead of using the slingshot alongside melee as its designed to be. 

I'm not saying it needs to replace melee but shouldn't be so niche either klaus again as the example you could use his slingshot to avoid speed boosts but again why forego speed boosts to make the fight longer on the 2nd phase increasing the odds for more bad variables to be added to the mix.

Then for non boss mobs why is Walter killing tentacles he doesn't need to but I guess you can?

For big tentacles It makes it easier but big tentacles aren't some big threat in the first place and you'd have a even easier time killing them on other characters with better combat centric perks.

For kiting mobs like pigs you can slip in some shots but resource wise it's cheaper to just kill them with melee unless your bad at their pattern.

I will admit it's good for mushgnomes but that's more so because it completely cheeses the mob's whole gimmick.

44 minutes ago, Mysterious box said:

I'm not saying it needs to replace melee but shouldn't be so niche either klaus again as the example you could use his slingshot to avoid speed boosts but again why forego speed boosts to make the fight longer on the 2nd phase increasing the odds for more bad variables to be added to the mix.

This actually happened me, Joined late to pub game, missed out in rushin the ruins or getting a walking cane but wanted to fight an kill klaus without having speed boosts. Slingshot served me well. And yes klaus did die!

44 minutes ago, Mysterious box said:

Then for non boss mobs why is Walter killing tentacles he doesn't need to but I guess you can?

Why kill bosses? Why kill anything at all in this game? You don't need boss drops to survive and walters tent roll provides a great cheap way of maintaining stats and seasonal protection (drys you off and heats you up) which is far better than boss loot as it combines/replaces; sanity gain of enlightened crown, jellybeans, scaled furnace and eyebrella effects in one item slot. For all your needs since you don't need to be fighting bosses like u dont need to kill tentacles....

Edit: tentacles drop 2 monster meat to feed woby... its my go to source for consistent monster meat and the tentacle spikes they drop replace the hambat as my early game general use weapon. Dont need to worry about spoilage.

56 minutes ago, Gashzer said:

Why kill bosses? Why kill anything at all in this game?

Not my point tentacles don't go out of their way to kill you and Walter doesn't really have a big use for spots or spikes also spiders and hounds are better more time efficient meat sources for Woby.

 

58 minutes ago, Gashzer said:

walters tent roll provides a great cheap way of maintaining stats and seasonal protection (drys you off and heats you up) which is far better than boss loot as it combines/replaces; sanity gain of enlightened crown, jellybeans, scaled furnace and eyebrella effects in one item slot. For all your needs since you don't need to be fighting bosses like u dont need to kill tentacles....

I never said anything bad about his tent roll I agree it's useful but I'm talking about his main perk the slingshot.

1 hour ago, Mysterious box said:

Not my point tentacles don't go out of their way to kill you and Walter doesn't really have a big use for spots or spikes also spiders and hounds are better more time efficient meat sources for Woby.

Well the amount of times ive killed 3 spiders and got no meat as walter has pushed me to kill tentacles more now, removes the rng. Spikes are great for all characters.

1 hour ago, Mysterious box said:

I never said anything bad about his tent roll I agree it's useful but I'm talking about his main perk the slingshot.

Yeah i was goin rogue off topic lol, i would argue that woby is walters main perk, having an unkillable mount to ride for a 65%-esh speed boost and permanent chest worth of extra storage that follows you to caves from day 1 is crazy good.

Slingshot is more a secondary perk that is awesome for the niche combat situations you can use it for. While woby is good all the time.

Hence why i dont complain about the slingshot too much. Ofc i would love to see another craftable stronger slingshot, but i want to work for it. And not have an easy access op range weapon from day 1 AND the current op speed boost woby gives.

2 hours ago, Gashzer said:

Well the amount of times ive killed 3 spiders and got no meat as walter has pushed me to kill tentacles more now, removes the rng. Spikes are great for all characters.

Yeah i was goin rogue off topic lol, i would argue that woby is walters main perk, having an unkillable mount to ride for a 65%-esh speed boost and permanent chest worth of extra storage that follows you to caves from day 1 is crazy good.

Slingshot is more a secondary perk that is awesome for the niche combat situations you can use it for. While woby is good all the time.

Hence why i dont complain about the slingshot too much. Ofc i would love to see another craftable stronger slingshot, but i want to work for it. And not have an easy access op range weapon from day 1 AND the current op speed boost woby gives.

I see Woby as a side perk she's nice but with many movement options in the game I feel she's far from op even less so due the buck and a I see the Chester as compensation for the amount of ammo you have to juggle for the slingshot.

I'm not against the idea of working for a good slingshot I'm against the idea of it breaking as it defeats the.point as it stands thr slingshot is a fun but mediocre that's use comes from wanting to use it rather than it actually useful in most situations so unless this upgrade is really powerful why not just work something better but if it doesn't break then even if it's not game changing the upgrade would be acceptable.

42 minutes ago, Mysterious box said:

I see Woby as a side perk she's nice but with many movement options in the game I feel she's far from op even less so due the buck and a I see the Chester as compensation for the amount of ammo you have to juggle for the slingshot.

I strongly disagree, while yes there are many movement options in the game, big woby is very cheap, accessible from day 1, can help move marble/altar pieces, negates piggy backpack speed penality, allowing for even more inventory space without downsides.

The rest of the movement options either take alot of time before you can get access to (walking cane), take up your backpack (Magiluminescence), or take alot more time/resources to maintain (beefalo). Woby has none of these drawbacks saving you alot of precious travel time first autumn.

Even against other character specific movement boosts:

  • Woby is faster to get access to than wormwoods bloom and better speed boost.
  • Overall better than wx's (you will probably be using moggle circuit with 1 speed circuit, so woby is still far faster, with 3 speed circuits they are equal enough.. wx slightly faster due to walter needing to dismount for things, wx cant move marble pieces tho!)
  • Wortox soul jump is great but you have to go out of your way more to kill things to use it constantly compared to walter gettin 1 monster meat every other day.
  • Wes is bad.
  • Wurt can only go zoomies in swamp.
  • And the worst early game character specific movement perk.... wandas rift watch, since it takes minimum 21days to even access this, all other characters beat her out for movement speed in the early game.

By the time wanda even grinds out her alarming clock. walter will have mapped out the entire surface world, found and assembled marble pieces, located whereabout of lunar via map deduction, found ruins an archives.

Pfft... woby a side perk.... no way!

An upgraded slingshot needs durability!! You can't have all the power without the downsides!

6 minutes ago, Gashzer said:

I strongly disagree, while yes there are many movement options in the game, big woby is very cheap, accessible from day 1, can help move marble/altar pieces, negates piggy backpack speed penality, allowing for even more inventory space without downsides.

The rest of the movement options either take alot of time before you can get access to (walking cane), take up your backpack (Magiluminescence), or take alot more time/resources to maintain (beefalo). Woby has none of these drawbacks saving you alot of precious travel time first autumn.

Even against other character specific movement boosts:

  • Woby is faster to get access to than wormwoods bloom and better speed boost.
  • Overall better than wx's (you will probably be using moggle circuit with 1 speed circuit, so woby is still far faster, with 3 speed circuits they are equal enough.. wx slightly faster due to walter needing to dismount for things, wx cant move marble pieces tho!)
  • Wortox soul jump is great but you have to go out of your way more to kill things to use it constantly compared to walter gettin 1 monster meat every other day.
  • And the worst early game character specific movement perk.... wandas rift watch, since it takes minimum 21days to even access this, all other characters beat her out for movement speed in the early game.

By the time wanda even grinds out her alarming clock. walter will have mapped out the entire surface world, found and assembled marble pieces, located whereabout of lunar via map deduction, found ruins an archives.

Pfft... woby a side perk.... no way!

An upgraded slingshot needs durability!! You can't have all the power without the downsides!

And if the game ended in autumn I feel like this would be a compelling argument Woby locks you to slingshot combat and can't benefit from movement equipment unlike the other speed characters so their speed will match or surpass her and still 0e useable in melee combat, beefalo also exist and while they can die they protect your hp and count as a infinite use weapon depending on your focus with them Woby is a nice early game perk but by no means is she op.

That aside what do you mean without downsides Walter's sanity loss on hit is arguebly one of if not the most crippling downside in the game and even his ability not to lose sanity from magic was removed and given to Wanda add to that his bee allergy making bee queen a nightmare without cheese then there's the time sink that is producing his ammos and now we're also saying he'll have a upgraded slingshot that not only requires repeated trips to the ruins to craft like his lackluster cursed rounds but will also break while consuming the already time consuming ammo to make?

31 minutes ago, Mysterious box said:

And if the game ended in autumn I feel like this would be a compelling argument Woby locks you to slingshot combat and can't benefit from movement equipment unlike the other speed characters so their speed will match or surpass her and still 0e useable in melee combat, beefalo also exist and while they can die they protect your hp and count as a infinite use weapon depending on your focus with them Woby is a nice early game perk but by no means is she op.

True but the first autumn is the most important season, early game really makes each character's perks stand out more compared with the later game when you get a big base with high tier armour, weapons, stable supple of strong crock pot foods from farmed plants (potato puree). The differences between most characters begin to become less noticable as all characters become op in the late game. The exception being wanda(rift watch network) and maybe wurt(100% seasonal immunity), where these characters really outshine the rest of the roster in the late game, megabase phase.

Again taming a beefalo takes time, annoyance of dealing with bucking and worst of all... constant feeding every time you dismount....

31 minutes ago, Mysterious box said:

That aside what do you mean without downsides Walter's sanity loss on hit is arguebly one of if not the most crippling downside in the game and even his ability not to lose sanity from magic was removed and given to Wanda add to that his bee allergy making bee queen a nightmare without cheese then there's the time sink that is producing his ammos and now we're also saying he'll have a upgraded slingshot that not only requires repeated trips to the ruins to craft like his lackluster cursed rounds but will also break while consuming the already time consuming ammo to make?

Woby is not a combat movement speed booster. Ofc you still need mag and cane for kiting certain bosses but regardless woby is competitive with cane way into the late game for non-combat movement.

Walters sanity loss on hit is only a downside during certain boss fights. During regular combat, its actually great to go insane, i tend to farm nightmare creatures while i do combat with bishops in the ruins... spamming blue caps ofc since im insane already. U have so much control over sanity as walter it makes up for it. When im ready to stop fighting nightmares, just sleep in his perfectly designed tent roll until im good. No sanity loss to darkness is a massive Qol perk. The tent roll counters his downside for non boss combat atleast.

The main two boss fights that trouble me with the sanity loss is dfly and ofc bee queen. Using a marble suit massively helps when fighting dfly, sanity loss is only 7 per hit if you are using football helmet alongside it. One cactus flesh heals 2 hits of sanity. Fight isnt hard, just requires you to gather some cactus flesh as prep.

For bee queen, 400 thulecite rounds, mag and walking cane plus about 4-5 days of ingame time and she is dead. Fight isnt actually hard as walter just ofc time-consuming. Thing is, bee queen crown is worthless to walter since his immunity to negative sanity-auras anyway. So you only need to fight her the once for the blueprint.

My suggestion for the upgraded slingshot is a durability of 600uses... not 100. That is plenty worth it in speeding up the fight with bee queen without breaking during it.

 

13 hours ago, Gashzer said:

True but the first autumn is the most important season, early game really makes each character's perks stand out more compared with the later game when you get a big base with high tier armour, weapons, stable supple of strong crock pot foods from farmed plants (potato puree). The differences between most characters begin to become less noticable as all characters become op in the late game. The exception being wanda(rift watch network) and maybe wurt(100% seasonal immunity), where these characters really outshine the rest of the roster in the late game, megabase phase.

I consider the late game year 2 autumn isn't the end of the early game.

 

13 hours ago, Gashzer said:

Again taming a beefalo takes time, annoyance of dealing with bucking and worst of all... constant feeding every time you dismount....

But in exchange it protects your hp, can fight, and isn't bound to a particular character so you still have other perks on top of that it requiring work for being overall superior is a good trade.

13 hours ago, Gashzer said:

Woby is not a combat movement speed booster. Ofc you still need mag and cane for kiting certain bosses but regardless woby is competitive with cane way into the late game for non-combat movement.

I mean that's still debatable since you can transition into caves and combat faster saving more time the speed boost is nice but it's replaceable which is why I can't see it as op it's good and that is fine.

13 hours ago, Gashzer said:

Walters sanity loss on hit is only a downside during certain boss fights. During regular combat, its actually great to go insane, i tend to farm nightmare creatures while i do combat with bishops in the ruins... spamming blue caps ofc since im insane already. U have so much control over sanity as walter it makes up for it. When im ready to stop fighting nightmares, just sleep in his perfectly designed tent roll until im good. No sanity loss to darkness is a massive Qol perk. The tent roll counters his downside for non boss combat atleast.

This really depends on the player but again a player needs extra caution with Walter that isn't really required on other characters it's what makes his so much more impactful and aside from taming a beefalo it can't be cheesed.

13 hours ago, Gashzer said:

My suggestion for the upgraded slingshot is a durability of 600uses... not 100. That is plenty worth it in speeding up the fight with bee queen without breaking during it.

No it's not worth it your asking a person to juggle too many resources at that point why not just farm gunpowder or blowdarts?

14 minutes ago, Mysterious box said:

I consider the late game year 2 autumn isn't the end of the early game.

 

But in exchange it protects your hp, can fight, and isn't bound to a particular character so you still have other perks on top of that it requiring work for being overall superior is a good trade.

I mean that's still debatable since you can transition into caves and combat faster saving more time the speed boost is nice but it's replaceable which is why I can't see it as op it's good and that is fine.

This really depends on the player but again a player needs extra caution with Walter that isn't really required on other characters it's what makes his so much more impactful and aside from taming a beefalo it can't be cheesed.

No it's not worth it your asking a person to juggle too many resources at that point why not just farm gunpowder or blowdarts?

Ah man we are never gonna agree are we? Haha

Since we disagree with woby completely ill stay on topic about just his slingshot.

As i mentioned before, 400 thulecites rounds (probably wont even need them all) are required for killing bee queen, with a durability of 600uses, lets say the upgraded slingshot has same attack speed as melee or close to.

Well the bee queen fight time will be cut down massively, and you will have 200uses left on it after the fight. Hence there is no additional juggling of the upgraded slingshot compared to the basic one as it wouldnt break an last the whole fight. You would have to craft a new one per boss fight yeah but for other characters you have to spam more armor and healing than walter requires anyway since kiting will be easy with this upgraded slingshot so having to make a new slingshot per boss is more than reasonable for the massive power boost.

Mysterious box, walter is my main! If klei buffed his slingshot through the roof i would be happy as can be! But at the same time, im trying to be reasonable with my buff suggestions so klei actually might give us a new proper op ancient slingshot to craft not just a silly minor useless buff to the basic one.

 

11 minutes ago, Gashzer said:

Ah man we are never gonna agree are we? Haha

Since we disagree with woby completely ill stay on topic about just his slingshot.

As i mentioned before, 400 thulecites rounds (probably wont even need them all) are required for killing bee queen, with a durability of 600uses, lets say the upgraded slingshot has same attack speed as melee or close to.

Well the bee queen fight time will be cut down massively, and you will have 200uses left on it after the fight. Hence there is no additional juggling of the upgraded slingshot compared to the basic one as it wouldnt break an last the whole fight. You would have to craft a new one per boss fight yeah but for other characters you have to spam more armor and healing than walter requires anyway since kiting will be easy with this upgraded slingshot so having to make a new slingshot per boss is more than reasonable for the massive power boost.

Mysterious box, walter is my main! If klei buffed his slingshot through the roof i would be happy as can be! But at the same time, im trying to be reasonable with my buff suggestions so klei actually might give us a new proper op ancient slingshot to craft not just a silly minor useless buff to the basic one.

 

I'm not sure what degree of a buff your expecting but I'm excepting more of a reasonable buff like a 17 to 20 base damage increase to each ammo type this would not be worth it on a weapon that breaks in x amount of uses I'm not saying he needs a machine gun or alarming clock part 2.

9 minutes ago, Mysterious box said:

I'm not sure what degree of a buff your expecting but I'm excepting more of a reasonable buff like a 17 to 20 base damage increase to each ammo type this would not be worth it on a weapon that breaks in x amount of uses I'm not saying he needs a machine gun or alarming clock part 2.

A base damage buff is nice but alot of people, including myself find the fire rate to be more the issue with regards to actually having more fun using the weapon during combat.

The x amount of uses im suggesting is extremely high at 600 uses! Yes it definitely shouldnt be like 100 or 200uses. I believe this is more than fair especially if we take your suggestion of buffing damage. That increases the ammo efficiency of 10 stacks of rounds. For an ancient craft that might be 2living logs, 1 gem and base slingshot. 

A permanent slingshot upgrade that just boosts damage is a boring buff that doesnt change the way u use the slingshot, just makes it slightly more efficient for bosses, whereas an increase in fire-rate would feel far nicer an feel like an upgrade, changing how you play with the slingshot in general.

Edit: maybe a slight increase in fire-rate with a slight increase in damage per round is a nice compromise.... still needs a durability tho...

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