# An assortment of SDNL Weapon Suggestions and Nitpicks

**URL:** <https://forums.pixeltailgames.com/t/an-assortment-of-sdnl-weapon-suggestions-and-nitpicks/52874>\
**Category:** SDNL Suggestions\
**Created:** [March 13, 2025, 12:55am UTC](https://forums.pixeltailgames.com/t/an-assortment-of-sdnl-weapon-suggestions-and-nitpicks/52874 "2025-03-13T00:55:46Z")\
**Posts on this page:** 3\
**Page:** 1

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**Author:** ![Mid](https://forums.pixeltailgames.com/user_avatar/forums.pixeltailgames.com/mid/32/82583_2.png) [@Mid](https://forums.pixeltailgames.com/u/Mid)\
**Post date:** [March 13, 2025, 12:55am UTC](https://forums.pixeltailgames.com/t/an-assortment-of-sdnl-weapon-suggestions-and-nitpicks/52874/1 "2025-03-13T00:55:47Z")

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This is part 2 of the post I wanted to write ([Part 1](https://forums.pixeltailgames.com/t/0-18-8-0-an-assortment-of-sdnl-weapon-bugs/52870) was just a bug report) - Here’s some suggestions for weapon balance, nitpicks and quality of life.

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- **Pirate Gun**

- **Phase Zapper**

- **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:

- **Super Weapons**

- **Grav Glove**

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**Author:** ![HatNHoodie](https://forums.pixeltailgames.com/user_avatar/forums.pixeltailgames.com/hatnhoodie/32/68035_2.png) [@HatNHoodie](https://forums.pixeltailgames.com/u/HatNHoodie)\
**Post date:** [April 30, 2025, 10:10pm UTC](https://forums.pixeltailgames.com/t/an-assortment-of-sdnl-weapon-suggestions-and-nitpicks/52874/2 "2025-04-30T22:10:50Z")

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Oh shoot, you beat me to the punch. I have a ton of more balanced focus ideas I wanted to write out but this tackles stuff that are better then mine.

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**Author:** ![DreamPiece](https://forums.pixeltailgames.com/user_avatar/forums.pixeltailgames.com/dreampiece/32/68464_2.png) [@DreamPiece](https://forums.pixeltailgames.com/u/DreamPiece)\
**Post date:** [July 25, 2025, 4:27am UTC](https://forums.pixeltailgames.com/t/an-assortment-of-sdnl-weapon-suggestions-and-nitpicks/52874/3 "2025-07-25T04:27:14Z")

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And the Katana could use a touch up as well. Maybe slightly less height and distance given with the dash as the current dash feels disorienting. The Katana itself should also have some more reach cause it feels like I need to be right next to the other player to do damage to them.
