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Stinger Gun drop from Bee Queen?


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Inspired by @M.P

Though stingers would require durability, I think this could work great.

Blueprint drops from Bee Queen when killed.

Recipe - 1 Honeycomb, 3 Reeds, 1 Stinger - Name: ??

Stingers would do 10 damage when shot, and can be shot 3 times each. For example, a stack of 40 stingers would do a total of 1200 damage when all are shot 3 times.

 

The gun itself would last for 60 shots, a good midpoint. It can be sewed for 50% of it's durability.


More ranged weapons are always good, and this one is staring you right in the face.

Ecu's much better idea:

Special item drops from Bee Queen when killed.

Recipe - Special Item, ?, ?

You can load up to 10 stingers in the gun at one time, indicated by it's durability, for a total of 100 damage across 10 shots, all of which consume a Stinger. This means across 10 shots, it does damage equal to a blow dart.

 

1 hour ago, Vargling said:

Inspired by @M.P

Though stingers would require durability, I think this could work great.

Blueprint drops from Bee Queen when killed.

Recipe - 1 Honeycomb, 3 Reeds, 1 Stinger - Name: ??

Stingers would do 10 damage when shot, and can be shot 3 times each. For example, a stack of 40 stingers would do a total of 1200 damage when all are shot 3 times.

 

The gun itself would last for 60 shots, a good midpoint. It can be sewed for 50% of it's durability.


More ranged weapons are always good, and this one is staring you right in the face.

Honestly, this weapon would be too strong and invalidate melee once you got it.  Perhaps if it was strictly a drop from the Bee Queen, rather than a blueprint, that would be better, but it would have to not be able to be repaired.  Ranged combat needs to be somewhat clunky to not just completely overthrow melee in DS/DST.

It also makes no sense why a single stinger could be shot multiple times.

To be completely frank, before more ranged weapons are added to the games, we really need the existing ranged weapons overhauled to make them viable...as currently our existing ranged weapons already do not get used.

10 minutes ago, Ecu said:

Honestly, this weapon would be too strong and invalidate melee once you got it.  Perhaps if it was strictly a drop from the Bee Queen, rather than a blueprint, that would be better, but it would have to not be able to be repaired.  Ranged combat needs to be somewhat clunky to not just completely overthrow melee in DS/DST.

It also makes no sense why a single stinger could be shot multiple times.

To be completely frank, before more ranged weapons are added to the games, we really need the existing ranged weapons overhauled to make them viable...as currently our existing ranged weapons already do not get used.

Yes, but that's clearly not happening.

New drops for the new stuff is.

Call me when Klei could give a damn about blowdarts.

Just now, Vargling said:

Yes, but that's clearly not happening.

New drops for the new stuff is.

Call me when Klei could give a damn about blowdarts.

I'm sorry, but regardless of whether or not Klei will balanced their existing content or not, it doesn't change my opinion.  When critiquing suggestions here, I evaluate them based on what I feel is best for the game, which is not this.  We already have a bunch of ranged weapons and the suggestion here doesn't even make sense in respect to being able to shoot 3 times with a single stinger.

Even at 1 shot per stinger, unless you have to load each stinger into the gun slowly, it is too strong.  Ranged weapons, even low damage, need to be kept in check in DST as they can trivialize combat otherwise.

Just now, Ecu said:

I'm sorry, but regardless of whether or not Klei will balanced their existing content or not, it doesn't change my opinion.  When critiquing suggestions here, I evaluate them based on what I feel is best for the game, which is not this.  We already have a bunch of ranged weapons and the suggestion here doesn't even make sense in respect to being able to shoot 3 times with a single stinger.

Even at 1 shot per stinger, unless you have to load each stinger into the gun slowly, it is too strong.  Ranged weapons, even low damage, need to be kept in check in DST as they can trivialize combat otherwise.

Killing a boss for a weapon SHOULD be better than killing a tentacle which you can kite with a bloody axe. - Ranged being better than Melee is not a bad thing.

Just now, Vargling said:

Killing a boss for a weapon SHOULD be better than killing a tentacle which you can kite with a bloody axe. - Ranged being better than Melee is not a bad thing.

Ranged being better than melee IS a bad thing in DST as nearly every enemy is melee and as such it is too easy to abused ranged combat.

While I agree that a reward for killing a boss should be better than a tentacle, this is too good.  If it is desired to have this as a craftable item, it should require a unique drop from the Bee Queen (therefore only allowing one to be crafter per Bee Queen kill), as well as use a shadow manipulator to craft it.  To add to this, each shot should be 10 damage and consume 1 stinger.  However, as I don't recall any item that can consume other items to do a task, it would probably have to be loaded (akin to lightbulbs in a lantern).  So perhaps you could load up like 10 shots (which would be represented by its durability).  This would essentially give you 100 damage before you need to reload.

I feel that this would be a good design to start with and such would offer a use for all those stingers you end up collecting.  You might feel the amount of damage would be low (given the reload time), however, I think this would be the best to start with as making it too high would trivialize a lot of combat.

Just now, Ecu said:

Ranged being better than melee IS a bad thing in DST as nearly every enemy is melee and as such it is too easy to abused ranged combat.

While I agree that a reward for killing a boss should be better than a tentacle, this is too good.  If it is desired to have this as a craftable item, it should require a unique drop from the Bee Queen (therefore only allowing one to be crafter per Bee Queen kill), as well as use a shadow manipulator to craft it.  To add to this, each shot should be 10 damage and consume 1 stinger.  However, as I don't recall any item that can consume other items to do a task, it would probably have to be loaded (akin to lightbulbs in a lantern).  So perhaps you could load up like 10 shots (which would be represented by its durability).  This would essentially give you 100 damage before you need to reload.

I feel that this would be a good design to start with and such would offer a use for all those stingers you end up collecting.  You might feel the amount of damage would be low (given the reload time), however, I think this would be the best to start with as making it too high would trivialize a lot of combat.

Then overhaul the enemies. Don't punish players because you designed your game around stale melee combat.

 

Alas, I do like your idea, and indicating via Durability. Though that would make it unbreakable - Is that what you were going for?

7 minutes ago, Vargling said:

Then overhaul the enemies. Don't punish players because you designed your game around stale melee combat.

 

Alas, I do like your idea, and indicating via Durability. Though that would make it unbreakable - Is that what you were going for?

Yeah, unbreakable would be fine if it required a special Bee Queen only drop (limiting how many can be crafted) and that it would have to be reloaded to fire.  Since ranged weapons can miss rather easily, it would make this a great support combat tool.  With the low damage, it wouldn't be able to kill anything too fast, but could be a nice tool for tagging things.

As for the game having stale melee combat...I disagree.  Sure there isn't a whole lot of complexity with melee combat, but there really isn't supposed to be.  In addition, if you really learn the tells of the different creatures, you essentially have a fun minigame of trying to dodge their hit and striking your own (to avoid damage).  I think this works perfectly fine given the simple mechanic design of DST.

At the end of the day, this is just a game where ranged weapons should be highly limited and clunky to work with.  That isn't a bad thing either, as not every game needs amazing ranged combat.  I am a person who loves playing archers in various video games, so I also want to see better ranged weapons...but I recognize that in DST, melee should remain the best.

Just now, Ecu said:

Yeah, unbreakable would be fine if it required a special Bee Queen only drop (limiting how many can be crafted) and that it would have to be reloaded to fire.  Since ranged weapons can miss rather easily, it would make this a great support combat tool.  With the low damage, it wouldn't be able to kill anything too fast, but could be a nice tool for tagging things.

As for the game having stale melee combat...I disagree.  Sure there isn't a whole lot of complexity with melee combat, but there really isn't supposed to be.  In addition, if you really learn the tells of the different creatures, you essentially have a fun minigame of trying to dodge their hit and striking your own (to avoid damage).  I think this works perfectly fine given the simple mechanic design of DST.

At the end of the day, this is just a game where ranged weapons should be highly limited and clunky to work with.  That isn't a bad thing either, as not every game needs amazing ranged combat.  I am a person who loves playing archers in various video games, so I also want to see better ranged weapons...but I recognize that in DST, melee should remain the best.

I much prefer your idea for the Stinger Gun, perhaps you should make a thread of your ideas.

4 minutes ago, Vargling said:

I much prefer your idea for the Stinger Gun, perhaps you should make a thread of your ideas.

I already have a basic thread with some of my ideas, which goes over the loading mechanism concept for ranged weapons.  To make a thread with every since idea I have would be a bit absurd, especially when one of the main things I feel is that existing content needs to be fixed before Klei continues to dump new content into the game.

Edit:  Noticed you changed the OP.  I think you misunderstood when I commented on damage.  You wouldn't do 100 damage at once, you would be able to fire 10 shots at 10 damage a piece.  This makes it a bad item for hunting, but a good sustained ranged weapon for supporting boss fights, or a nice tool to tag creatures so they attack you.

28 minutes ago, Ecu said:

I already have a basic thread with some of my ideas, which goes over the loading mechanism concept for ranged weapons.  To make a thread with every since idea I have would be a bit absurd, especially when one of the main things I feel is that existing content needs to be fixed before Klei continues to dump new content into the game.

Edit:  Noticed you changed the OP.  I think you misunderstood when I commented on damage.  You wouldn't do 100 damage at once, you would be able to fire 10 shots at 10 damage a piece.  This makes it a bad item for hunting, but a good sustained ranged weapon for supporting boss fights, or a nice tool to tag creatures so they attack you.

I didn't misunderstand, I badly wrote it. I'm making a megathread thingy atm so I can't update right now.

Just now, Ecu said:

Alright.  Sounds good.  Be good to have your stuff in mostly one place...instead of 500 different threads, lol.

Fixed OP, this will be the last 'standalone' thread.

 

*places little paper boat in stream* be free

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