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Some final base kit requests for Walter


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I think that it'd be awesome if gold and marble had their base damage buffed, as they're both otherwise not very relevant ammos to players who are more experienced with the game. These rounds currently serve for people who are unable to obtain glass, dreadstone, gunpowder or thulecite which are all much better than gold (and a strict upgrade from marble) and much easier to mass produce than marble. I tried to come up with buffs that don't change the character's "viability" as I think that he's currently overall in a very good spot, but aims to make his progression flow a little nicer especially if you're a beginner.

Marble rounds:

  • Damage now scales off of distance, with 80 damage that decreases to a minimum of 51 the more Walter is far away from his target.
    • ALT: Damage increased from 51 -> 59.5 / 68 (whichever one sounds better)
  • Now has a 20% chance to not break and fall on the floor.

Explanation: Marble rounds are the epitome of... not great, and with the introduction of gunpowder rounds I fear that Walter's more beginner friendly to obtain ammo has been entirely replaced. Hard-headed remedies how annoying marble is to renew but I feel like the issue still persists with how long it takes to grow and how rng intensive it can be to get a decent amount early on, especially if you'd want to use the slingshot as your main weapon. This mini rework aims to elevate Walter's playstyle by adding riskier play that rewards people who are more comfortable with playing up close and personal without taking away from people who would just want a more accessible non-ruins ammo. Having a lower chance of the round dropping on the floor would also remedy the renewal issue while complimenting Woby's pick up perk.

Gold rounds:

  • Damage increased from 34 to 42.5 

Explanation: Nothing fancy or complex, but just to give more value off of making gold rounds for the sake of early game progression or less-skilled players so that they're not stuck with 34 damage tickle pellets. The cost is fine, the ammo can be mass farmed in bulk so I think it justifies the lack of new flashy effects.

Pebbles:

  • Damage increased from 17 to 27.

Explanation: idk i guess it's inline with an axe now lol

woby skins plz :)

 

13 minutes ago, Crimson Hollow said:

At least we will be able to shoot birds from spawn xd

Im pretty sure walter's stinger rounds do 25 dmg to the main target, if you have an axe and a knack for killing bees without being hit, you could shoot up to 30 things maximum before needing more stingers, and once you got some, you can just use the rounds to get more stingers.

I think marble is fine since you can start gathering it very early on--that said, I like the idea of damage scaling based on how far away you are from it.

Whether or not the damage buffs get implemented, they should just give Walter 5 or 10 gold rounds from start instead of pebbles. A lot of the "the slingshot is always awful even when you get better ammo" complaints could be solved if people weren't set up to expect gold rounds to be combat-viable. They don't even need to be automatically prototyped, just give people the gold rounds up-front so they don't expect their first ammo upgrade to be good against spiders.

42 minutes ago, Catuna_ said:

Damage now scales off of distance, with 80 damage that decreases to a minimum of 51 the more Walter is far away from his target.

  • ALT: Damage increased from 51 -> 59.5 / 68 (whichever one sounds better)

I like this idea but it shouldnt be a straight buff because thats too strong. The damage should fall to a minumun of 42.5, and a max of like 74 at super close.

Just now, Jakepeng99 said:

I like this idea but it shouldnt be a straight buff because thats too strong. The damage should fall to a minumun of 42.5, and a max of like 74 at super close.

That's the point, it enables risky high reward play for people that want it (which there seems to be a fair bit of) without taking away from less experienced players who use it as a more accessible ammo source
Don't take the numbers that seriously, it's just to give an idea of what numbers would roughly look like
You have to be all up close and personal, which would be a first for Walter's ammos

1 hour ago, Dyzrespect said:

Marble rounds definitely feel left behind now, and gold and rock rounds have no reason to exist when stinger rounds exist. Would be nice to get some variety injected back into the earlygame.

Personally I feel like gold would be fine if it didn't need prototyped first that's actually one of the main reasons I stick with stinger early on if I delay science. I mean assuming they don't tweak the damage values instead.

on the topic of marbles, did you know that (i know you know) the trinket Melty Marbles can be used in the slingshot, dealing 59.5 damage as an ammo? https://dontstarve.wiki.gg/wiki/Melty_Marbles/DST

yeah amassing trinkets is a pain, even with the ruins. i've never once in my 1k hours used it as an ammo, no matter how desperate i am. so my proposal to helping marble round is that you can craft marble round from melty marbles, at a 10:1 ratio, sounds fair?

19 minutes ago, _mylilsunshine_ said:

on the topic of marbles, did you know that (i know you know) the trinket Melty Marbles can be used in the slingshot, dealing 59.5 damage as an ammo? https://dontstarve.wiki.gg/wiki/Melty_Marbles/DST

yeah amassing trinkets is a pain, even with the ruins. so my proposal to helping marble round is that you can craft marble round from melty marbles, at a 10:1 ratio, sounds fair?

I've been dreaming of similar things ...

I'd so so love for regular Marble Rounds crafted while at any sufficient heat source to result in Melty Marbles instead,
-> So 1 piece of Marble can create up to 30 Melty Marbles when you've "planned ahead" by crafting at a heat source.. 

But there's a second recipe too, where existing Marble Rounds can be fused into Melty Marbles, at any adequate heat source, but this afterthought version is literally fusing the Marble Rounds together in 3s to make the Melty Marbles, so it's far less efficient,
-> So 1 pc of Marble becomes 30 Marble Rounds, which then becomes only 10 Melty Marbles 

9 hours ago, Catuna_ said:

Gold rounds:

  • Damage increased from 34 to 42.5 
9 hours ago, Catuna_ said:

Pebbles:

  • Damage increased from 17 to 27.

These two ideas together also got me thinking, why not have Flint and Nitre rounds? I struggle to believe Walter wouldn't try these, and I'll always want more rounds bc Walter having too much stuff is very funny to me. So:
Gold Rounds 42.5 & Nitre Rounds 34
Pebbles 17 & Flint Rounds 27 

10 minutes ago, BrixGoBrrr said:

I've been dreaming of similar things ...

I'd so so love for regular Marble Rounds crafted while at any sufficient heat source to result in Melty Marbles instead,
-> So 1 piece of Marble can create up to 30 Melty Marbles when you've "planned ahead" by crafting at a heat source.. 

But there's a second recipe too, where existing Marble Rounds can be fused into Melty Marbles, at any adequate heat source, but this afterthought version is literally fusing the Marble Rounds together in 3s to make the Melty Marbles, so it's far less efficient,
-> So 1 pc of Marble becomes 30 Marble Rounds, which then becomes only 10 Melty Marbles

the idea of glass blowing fascinates me, how about buffing melty marbles to high heaven (64 dmg/shot) and you can craft melty marbles from marble rounds (maybe 1:1 ratio), by standing next to a scaled furnace?

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