An experiment: Sonic, Tails, and Knuckles all get their own set of weapon rings. This aims to make them feel more focused, rather than being nigh-identical excluding abilities. They are as follows:
A couple things have changed to compensate for the less variety of weapons one can have at once. For starters, you start with all your weapons and some shots for it. Instead of needing to gather and use ammo, you get infinite ammo and instead have cooldowns on your weapons after you use them enough. Panels and ammo pickups now give you extra rings instead, as weapon gathering is no longer a thing.
- Sonic - Offense
- WEAPON SLOT 1: Automatic
- WEAPON SLOT 2: Scatter
- TRAITS: With his close range weaponry, playing Sonic involves dipping in and out of range of his enemies to attack. With Thok and the highest top speed, he's great at flanking. Use Auto to stand your ground, and Scatter to push back opponents!
- Tails - Support
- WEAPON SLOT 1: Bounce
- WEAPON SLOT 2: Grenade
- TRAITS: Tails has more situational and tough to utilize weapons, but he can prove to be very valuable as area denial. Bounce makes cramped areas he can't dodge in easier to manage, and Grenade and Flight go together well for a surprise attack!
- Knuckles - Defense
- WEAPON SLOT 1: Bomb
- WEAPON SLOT 2: Rail
- TRAITS: Knuckles is less mobile than the other two due to his slow Climb and shorter jump, but he's evened out by his excellent range and high-knockback weapons. Bomb knocks enemies close to you away, while Rail snipes from far away!
A couple things have changed to compensate for the less variety of weapons one can have at once. For starters, you start with all your weapons and some shots for it. Instead of needing to gather and use ammo, you get infinite ammo and instead have cooldowns on your weapons after you use them enough. Panels and ammo pickups now give you extra rings instead, as weapon gathering is no longer a thing.
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