Megabonk

Megabonk

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Space Noodle weapon feedback
To be blunt Space Noodle feels like it's doing the exact opposite of what it should be doing.

It's meant to attach to one monster and destroy everything between said monster and yourself. The problem? It always attaches to the nearest monster when the cooldown is over which means you then have to somehow place a bunch of monsters in-between your nearest target and yourself which is just super silly and tedious.

The item would become a lot better if it could benefit from projectile count by attaching to more targets or if it was targeting a random target in a much longer range. As it is it's kind of inviting you to take unnecessary risks to do mediocre damage at best.

It might have some weird niche applications but honestly I'd rather not have it than having it because it dillutes your upgrade pools for a weapon you should never upgrade because it's that bad.

I think it could become a lot more fun with a little tweak or two (whatever they end up being) but in its current state it feels like a joke item that is meant to be really bad but I don't think it's supposed to be?
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Showing 1-15 of 21 comments
Sombrero 24 Sep @ 4:20am 
Oh I also forgot to mention the fun fact that it makes the attached target invulnerable for the duration of the effect (it takes all damage at the end then) which means that you can kill your character very easily because of it as you will always have one invulnerable target (the nearest one of you at the time of attachment) running after you.

Basically this weapon is not bad, it's actively working against you. So there's that.
Nalik 24 Sep @ 10:08am 
I'd have to agree, I tried it out today for the first time and it just feels like a detriment. I can't feel safe because I always have one enemy to run away from while my attacks uselessly hit it, and I don't think I've ever seen it actually kill a single enemy. I was quite excited to try it because the idea of having a bunch of beams I could use on a high-speed character sounded like fun, but instead I get one beam that keeps enemies alive.
Yeah I dislike the weapon quite a bit - I think you'd need a really specific build to get good use out of it. I'm just keeping it toggled off for my runs cause I don't want to use it.
There's a simple fix to this because I have the same issues with it.

- Make it benefit from projectile count.
- Make it do the damage to the enemy it attaches to
- Have it randomly attach to another enemy if the enemy dies while attached to it. Or it could linger in the space it was when the enemy died, then attach to a nearby enemy when they get close enough.
- There was something else but, I forgot.
Originally posted by Sombrero:
To be blunt Space Noodle feels like it's doing the exact opposite of what it should be doing.

It's meant to attach to one monster and destroy everything between said monster and yourself. The problem? It always attaches to the nearest monster when the cooldown is over which means you then have to somehow place a bunch of monsters in-between your nearest target and yourself which is just super silly and tedious.

The item would become a lot better if it could benefit from projectile count by attaching to more targets or if it was targeting a random target in a much longer range. As it is it's kind of inviting you to take unnecessary risks to do mediocre damage at best.

It might have some weird niche applications but honestly I'd rather not have it than having it because it dillutes your upgrade pools for a weapon you should never upgrade because it's that bad.

I think it could become a lot more fun with a little tweak or two (whatever they end up being) but in its current state it feels like a joke item that is meant to be really bad but I don't think it's supposed to be?
I was having the same issue with it making enemies invulnerable, was going for the speedrun+ challenge in forest, got space noodle and it almost exclusively attached to the boss no matter how many closer enemies there were, it was weird
Originally posted by Doomstruck:
Originally posted by Sombrero:
To be blunt Space Noodle feels like it's doing the exact opposite of what it should be doing.

It's meant to attach to one monster and destroy everything between said monster and yourself. The problem? It always attaches to the nearest monster when the cooldown is over which means you then have to somehow place a bunch of monsters in-between your nearest target and yourself which is just super silly and tedious.

The item would become a lot better if it could benefit from projectile count by attaching to more targets or if it was targeting a random target in a much longer range. As it is it's kind of inviting you to take unnecessary risks to do mediocre damage at best.

It might have some weird niche applications but honestly I'd rather not have it than having it because it dillutes your upgrade pools for a weapon you should never upgrade because it's that bad.

I think it could become a lot more fun with a little tweak or two (whatever they end up being) but in its current state it feels like a joke item that is meant to be really bad but I don't think it's supposed to be?
I was having the same issue with it making enemies invulnerable, was going for the speedrun+ challenge in forest, got space noodle and it almost exclusively attached to the boss no matter how many closer enemies there were, it was weird
same, tried it once. It kept attaching to the pig mini boss, and I died because he wouldn't take any damage.
Another idea could be making it so the target takes all the damage the beam itself did. So say you hit 10 enemies with the beam and the noodle resets, the target then would take all of that damage from those ten targets.

In any case it's kinda just a terrible gimmick weapon, but at least that way it could be somewhat useful I guess idk.
Wish it was affected by Quantity, that'd be hilarious
it looks cool and i want it to be good so bad but as it stands its unusable.
Alio 13 Oct @ 6:29am 
Originally posted by Boogie With Stu:
Another idea could be making it so the target takes all the damage the beam itself did. So say you hit 10 enemies with the beam and the noodle resets, the target then would take all of that damage from those ten targets.

In any case it's kinda just a terrible gimmick weapon, but at least that way it could be somewhat useful I guess idk.

100%, this.
Space noodle is a fun concept, but it's by far the worst weapon in the game currently. Frostwalker is also rather weak but that at least has the freeze effect which can prevent you from getting pinned as fast. Space Noodle requires too much work to be effective and the reward for it is worse than Dragon's Breath...

With Dragon's Breath you're rewarded for getting close to enemies and facing them with a lot of burst damage, space noodle makes you constantly need to move around, often putting yourself in danger in order to deal out admittedly, impressive damage but is too hard to be in position to get this reward and not worth a slot over other high-risk choices like Dragon's Breath, or just going with the brainless Dexecutioner. Not to mention, Noodle makes your target invincible, and you can still get hurt by them...

How i'd fix Space Noodle to keep the current functionality but make it more functional and fun:

Make the Space Noodle latch onto a far-away target if possible, reducing the need to constantly move around.
Don't make the target that gets latched invincible, they take normal damage, but won't get killed until the space noodle finishes (this is mostly to prevent it from latching to a boss and giving them a shield from your attacks)
Latched targets can't deal contact damage. This is to prevent the item from feeling like a detriment if your target closes-in on you, while also keeping it balanced by letting bosses do their primary attacks to you.
(Alternatively, instead of not taking contact damage, the noodle causes the latched target to stop moving, same idea but with a different execution)

I think these 3 changes would at least put it in a better position, letting it function for the purpose it was intended for instead of feeling like it's doing more harm than good...
Zefar 13 Oct @ 7:25am 
https://youtu.be/pg3yWlh2vbM?t=4365

This video from Dex demonstrate how bad it is at end game. It's towards the end where it will show the issues. But this happens anytime you stay onto the endless wave.

Because enemies become so quick they are somehow not affected by the anchor effect that the Space noodle should be giving the enemy.

So now you have an enemy that is invulnerable to damage but CAN damage you that is constantly chasing you. This is bad. Real bad.
Sicarius 13 Oct @ 9:16pm 
It sorta seems like this weapon is meant to be played with the settings "Random Enemy Targeting" turned down to zero. For anyone that doesn't know, it is amazing especially with Smart Aim turned on. This is set to something like 60% be default and it is trash. With random enemy turned off it always targets the strongest enemy near you. This can be a little risky since it tends to ignore weak targets but I just run Aura or another quick close range weapon to kill them off and then my main weapons always focus the bosses and elites first. This is great with weapons like wireless daggers, revolver, dexecutioner, and banana. Test it out and tell me if that makes Space Noodle worth using.
Natred 13 Oct @ 10:13pm 
needs to work with quality, have bunch of wires out like a octopus
IcyCyborg 13 Oct @ 10:16pm 
If it auto finished when the enemies health would have already been at zero instead of doing it's full duration always, I'd use it for bosses, especially final boss as a way to skip all shield stages if I upped it's damage and duration.
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