DRL > Requests For Features
New unique items
Melon:
--- Quote from: Krok on August 20, 2009, 07:50 ---About the necrogun it really depends of what you want it to be. It could be a BFG-like, backup situational wep or a good main wep you use in replacement to a chaingun for example. My idea was to make a good main wep, so low health drain and decent-but-not-BFG-like damage.
It's a bit themed with necro armor that also give speed boost and drain a low continuous amount of health to repair, altho my version may be a bit underpowered. Bigger speed boost, better damge, shorter fire time, 1hp instead of 2hp drain, are options to improve it ; also bigger clip or instant reload (no need to move a tile) but it's less fun imho :P
@ Melon : Your version takes way too much health compared that what it deals. To take down a major monster (vile, BoH, mancubus...) that got 60hp you'd need 30+ hp (more because they are armored) i.e. something like 70% of your health for only double damage of a pistol.
--- End quote ---
(hp_taken+son_of_a_bitch+ 2 * (is_necro_armour_present) ) *2
Krok:
With SoB i'd rather use a chaingun. Your necro gun is 16 dmg per shot with SoB 3 (20 with necroarmor) and chaingun is 32 for 5 missiles. Difference is less important with armor tho bc it applies 5 times on chaingun, but still, for a weapon that drain life at such fast rate (~10% per shot), it's too weak. For 10% health, almost insta-death of a target is the price to make it useful imho.
I'd like to +1 these ideas i found in this thread : Boomrang, Translocator, the force-a-nature, and most long-range-only weapons suggestions.
Zi:
Dealing damage equal to merely two times the hp drained is definitely not worth it. Taking a look at killcounts, in a typical win I probably deal over 10,000 damage (after armor!) while taking perhaps 1000 hp in damage. Preserving your health is fundamental to surviving, so if you're trading it away for something, that something better be really good.
That's probably why I don't think a health draining gun would be appropriate as a main weapon, unless it drained at a very low rate (1 hp per 10 shots?). Instead, it'd be a viable option if the player was in a situation and thought to him/herself: "Well, if I were to fight this out the usual way, I'd probably lose x hp, but if I used to health drain weapon, I might handle the situation well and only lose y hp to the health drain." So I think a strong, fast single-target gun (to use against viles or other dangerous targets that could lead to major trouble), or a pretty strong area effect gun (to use against dangerous crowds that can really deal out the pain) would be useful archtypes for this weapon.
However, currently there already are weapons that fill these roles - whatever build you use, the matching weapon will be the fast strong single target attack, and the BFG9000 is the weapon to use against crowds. So this necrogun will have to be better, to offset its downside.
I do think it's a good idea for a unique weapon, though.
Krok:
I agree with the whole post. Looking back at my necrogun it's ridiculously unuseful.
Zi:
Well the +20% move speed is tremendously useful, especially on a permanent item like a weapon (i.e. not armor).
Maybe if the necrogun drained life with each shot, but restored it with each kill? That could be interesting. It could even lead to situations when players softened up targets with regular weapons, then switched to the necrogun to finish them off and even come out with more health than he started with.
Costs 1 hp to fire (0.5s firing time). No need to reload. Deals 5d5 (maybe a bit less) damage with radius of 2. For every kill directly from the shot and its blast radius, gain 1hp. Perhaps +3 accuracy.
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