Difference between revisions of "User:Danbo/Sandbox"
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− | < | + | <tabber> |
− | + | Plasma Lancer=[[File:Blue Revolver Plasma Lancer.png|240px|right]] | |
− | + | A fast-firing lancer weapon with limited enemy piercing capability. While easy and flexible to use, it does lack raw power. | |
− | + | ||
− | </ | + | Uses '''2 ammo per shot''', firing up to '''10 shots per second'''. |
+ | |||
+ | * One of the game's less consistent weapons - each shot has a random velocity, and damage potential is tied to the projectile's velocity. | ||
+ | * Overpenetration can be a concern against small targets at short range. | ||
+ | * On the very edge of being powerful enough to take down scoring targets in later stages, though only a few shots are needed in the earlier ones. | ||
+ | |-| | ||
+ | Hyper Laser (Mae)=[[File:Blue Revolver Hyper Laser Mae.png|240px|right]] | ||
+ | A slow-charging, wide and powerful laser. Eats through ammo quickly. | ||
+ | |||
+ | Firing produces a small "anticipation bullet" anchored to the player for '''38 frames''', after which the laser fires. This anticipation period consumes no ammo. | ||
+ | |||
+ | Firing uses '''6 ammo per second''' at first, which becomes '''18 ammo per second''' 55 frames after firing. | ||
+ | |||
+ | * Due to the odd ammo consumption mechanics, Mae's Hyper Laser can be surprisingly efficient and viable for scoring if fired in short bursts. | ||
+ | * The laser gains no additional damage or properties from the increased ammo consumption. | ||
+ | * The anticipation bullet has a very small hitbox but can deal damage (about half the damage of the actual laser) and counts as a special projectile. | ||
+ | |-| | ||
+ | Vortex Barrier=[[File:Blue Revolver Vortex Barrier.png|240px|right]] | ||
+ | A defensive weapon that produces multiple bullet-blocking orbiting projectiles around the player. On release, the projectiles are launched upwards with considerable power and pierce enemies. | ||
+ | |||
+ | Produces '''13 projectiles''' over time at '''3 ammo per projectile'''. Holding a full barrier costs '''4.6 ammo per second'''. Releasing costs no ammo. | ||
+ | |||
+ | * The projectiles deal damage while functioning as a barrier, though the damage is fairly weak until they are launched. | ||
+ | * Due to the piercing nature of the projectiles, they are most effective against big targets. | ||
+ | * Projectiles are always produced to the top-left of the player. | ||
+ | * Designed for players struggling against bosses. | ||
+ | * A few projectiles can be produced and released for an offensive capability. Roughly on par with the Plasma Lancer in terms of damage, though much less flexible. | ||
+ | |-| | ||
+ | Cluster Missile (Mae)=[[File:Blue Revolver Cluster Missile Mae.png|240px|right]] | ||
+ | A slow-firing finesse weapon which produces a lasting explosion on impact. Tremendous scoring potential, but punishing on miss. | ||
+ | |||
+ | Firing uses '''10 ammo per shot''', at a fire rate of '''1 missile per second'''. | ||
+ | |||
+ | * Launches behind the player before accelerating up the screen - the player can use this to their advantage by deploying the missile while above enemies, in effect "bombing" them. | ||
+ | * Has a very limited piercing capability (4 frames) before exploding to ensure good effect on target. | ||
+ | * The "particles" produced by the explosion deal no damage to bosses. The explosion sprite alone deals damage. Despite this, it is a very capable boss nuker in many cases. | ||
+ | </tabber> |
Latest revision as of 16:44, 4 August 2020
A fast-firing lancer weapon with limited enemy piercing capability. While easy and flexible to use, it does lack raw power.
Uses 2 ammo per shot, firing up to 10 shots per second.
- One of the game's less consistent weapons - each shot has a random velocity, and damage potential is tied to the projectile's velocity.
- Overpenetration can be a concern against small targets at short range.
- On the very edge of being powerful enough to take down scoring targets in later stages, though only a few shots are needed in the earlier ones.
A slow-charging, wide and powerful laser. Eats through ammo quickly.
Firing produces a small "anticipation bullet" anchored to the player for 38 frames, after which the laser fires. This anticipation period consumes no ammo.
Firing uses 6 ammo per second at first, which becomes 18 ammo per second 55 frames after firing.
- Due to the odd ammo consumption mechanics, Mae's Hyper Laser can be surprisingly efficient and viable for scoring if fired in short bursts.
- The laser gains no additional damage or properties from the increased ammo consumption.
- The anticipation bullet has a very small hitbox but can deal damage (about half the damage of the actual laser) and counts as a special projectile.
A defensive weapon that produces multiple bullet-blocking orbiting projectiles around the player. On release, the projectiles are launched upwards with considerable power and pierce enemies.
Produces 13 projectiles over time at 3 ammo per projectile. Holding a full barrier costs 4.6 ammo per second. Releasing costs no ammo.
- The projectiles deal damage while functioning as a barrier, though the damage is fairly weak until they are launched.
- Due to the piercing nature of the projectiles, they are most effective against big targets.
- Projectiles are always produced to the top-left of the player.
- Designed for players struggling against bosses.
- A few projectiles can be produced and released for an offensive capability. Roughly on par with the Plasma Lancer in terms of damage, though much less flexible.
A slow-firing finesse weapon which produces a lasting explosion on impact. Tremendous scoring potential, but punishing on miss.
Firing uses 10 ammo per shot, at a fire rate of 1 missile per second.
- Launches behind the player before accelerating up the screen - the player can use this to their advantage by deploying the missile while above enemies, in effect "bombing" them.
- Has a very limited piercing capability (4 frames) before exploding to ensure good effect on target.
- The "particles" produced by the explosion deal no damage to bosses. The explosion sprite alone deals damage. Despite this, it is a very capable boss nuker in many cases.