An assortment of SDNL Weapon Suggestions and Nitpicks

This is part 2 of the post I wanted to write (Part 1 was just a bug report) - Here’s some suggestions for weapon balance, nitpicks and quality of life.


  • Pirate Gun

    Ammo on this gun is VERY stingy, increasing the Ammo reserve would be very helpful for some edge cases, and for Arena mode when you spawn in with this weapon.

  • Phase Zapper

    While the custom ammo display is cool, this doesn’t really tell you how much Ammo reserve you have, you only can check on the weapon wheel. Here’s just a small concept:

    display

  • Bert
    You spawn with 22 Ammo reserve, which is 2 short for the last magazine, could you increase it to 24 and the max Ammo reserve to 30?

  • Dual Uzi
    I’m not sure if this a bug, but why is this classified as a “Pistol”? Shouldn’t it be in the Automatic category when it comes to the Weapon Pickup spot?

  • Bug Blaster
    This has sort of the same issue as the Phase Zapper, the Alt Fire grenades do have Ammo reserve, but in this case you can’t see it at all, not even in the weapon wheel. Could you add another square for it next to the “ALT #”?

  • Super Shotty
    For being called “Super”, the damage is a bit underwhelming compared to the other two shotguns, could it do more damage or shoot more pellets?

  • Crossbow
    This weapon has the special mechanic of doing more damage if it bounces once, but this isn’t really telegraphed or shown in any way. Could you make it so it changes the tracer color when it bounces or something like that?

  • Chainsaw
    The Alt fire should make the weapon unavailable instead of removing it from your inventory altogether, so when you pick up an Ammo Crate, it makes the Chainsaw usable once more. This would be very useful for Gun Game and Slasher modes in particular.

  • Sword
    Picking up an Ammo Crate should give your shield back if it was destroyed, or at least half of it.

  • Hatchet
    I have a couple of suggestions to make this weapon a bit more usable:

    • A. This weapon could have a return to hand after a while mechanic like the Leviathan Axe from God of War, for cases when this weapon gets out of bounds (like Lookout or Meadows) or in an unreachable spot (Into Acid or Fire)

      • Alternatively, just placing it back into your inventory would be fine too.
    • B. Give it one or two Ammo reserve, so it’s more usable when thrown. Something like this:

    When used as a Melee weapon, the damage is very underwhelming, I think it should do at least 50 damage, it doesn’t really make sense to me that this weapon is weaker than the Toy Hammer.

  • Super Weapons

    Currently they have either placeholder or no animations when they’re reloading:

    • Flamethrower and Rocket Launcher have an Instant Reload and no animation at all.
    • Egon Cannon, Bowling Shotgun, Minigun, Grenade Launcher and Cannon make no sound when reloading.
    • Grenade Launcher reload time doesn’t match its animation.
  • Grav Glove

    • Grabbing a Bowling Shotgun or Cannon projectile and launching it should make it explode on target or ground/wall impact, currently it awkwardly bounces off a target or a player until it times out. Cannon projectile just rolls if affected by the Grav Glove.

    • Grabbing a Crossbow Bolt and launching it should behave like it was shot from the Crossbow instead of just being a prop.

    • The Main fire is practically useless when used for damage, I feel like it should have double the range and do at least 10 damage or more in Grav Glove mode.

    • Currently it resides in Slot 6, which is where all the Super Weapons go. If you happen to have multiple of them, having the Grav Glove in-between all the Supers makes it very inconvenient to select what you want from that menu. I suggest moving it to Slot 8, which is currently unused.