the sword has been undermined to some extent, thanks to the hammer and fire breath abilities. a longer sword is what i noticed, which is what i wanted in cditdz.
SpiriteousPoet02
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I hope there are for raptor mark 3's
I also want a longsword upgrade to the sword, as well as a shield that players can get instead of blocking arrows with your sword. It would be a trade off ifplayrrs decided to get it: no reflecting arrows at enemies, but being able to block hammers and swords whenever the player uses it.
there can be endless horrors with a level and challenge creator.
5 fire sword bots, 10 mark 2 jetpack archers, and 15 mark 3 sword bots.
that's hell if you ask me.
i take it back, 10 fire hammer bots, 10 mark 2 jetpack archers, 2 spidertron-6000s, and 5 combat fire-bots. That's literally the worst thing for players.
the size does. until i zoomed out in blender, i thought it was tiny, and when i zoomed out, i found this thing thats 20 times larger than the cube in the middle and was gray. but i should be set to go now.
Edit: your stuff is awesome in comparison to most things i could make, so i give this a 10/10 for your work
i had an idea for a Railgun laser pistol, but i lack the ability to do what you can do.
it would explode in the radius that spider-trons death explosion does, except without the ring, and takes 2 energy to fire. it goes at about two times the speed arrows go at.
if i knew the software you used for your images i could possibly make a model, but for general design, its similar to the handcannon from destiny.
Edit: it takes a second or two to charge up to fire.
aim time would never be an upgrade in any multiplayer mode.
also, i was thinking of tipped arrows, such as:
sticky bomb arrow: this arrow sticks to players, and has half the explosion radius of a spider-tron exploding.
electric arrows: arrows that don't chip anything off the enemy, but electrocute the enemy 3 seconds after impact, ending his life.
scatter arrow: an arrow that scatters into multiple smaller arrows upon hit anything (including enemies). you can only choose one arrow, and it costs 1 energy to tip them (the keybind is F), but if it is combined with your idea for quivers, then you can store them beforehand to use during battle.
basically, right click is to turn arrows, and left click is to create them. the arrows in the quiver can't be pulled out by pressing q again, and the only proper keybind for pulling the arrows out is right click.
the mouse wheel does change the arrow now, but kick is right click. in the end, it might work, but the kick needs to be put in E.
probably not unless they get way ahead of schedule
making the hammer 10% slower will help alot. i think its not true, sadly. i can predict enemy movements and time it better, soo either it gets slower and people do worse, or it can be worse to swing faster. or it can be the exact opposite
my idea of classes make certain things look op, but it isn't. its all sort of balanced when you think of it. something easily counters this class, like a ninja being to fast for the knight, but berserkers bring him down fast with stun and execution. or just timing his throwing axe right. and the knight counters a berserker easy, having a shield to block axes and throwing axes, and spin attacking him.
and then adding some enemies based off alll the classes is a unique challange