DRL > Requests For Features
New unique items
Krok:
That sound powerful with such a low firing time and no reload and low health consumption. Altho I like it. Need to be tweaked just a little probably.
1s base fire time is fine if damage is pumped up, or let it be but decrease damage by 2 pts or so (so it'd still 1 shot most weak monsters but be far less effective against bigger ones).
Edit : Well, thinking back, I like it as it is.
Arakune:
Although my idea, the GBE, sounds similar to the railgun it would only be one shot since it's a pistol. And the different power levels would do more damage for more of a health penalty on the user. Also, it destroys walls with it's bullets (continuous shot until it hits the end of the stage). I'm just trying to think of what ammo it would use....either Power Cells or self charging like the Blaster....
But over all I think the GBE would be a great addition with the game considering it's story and and usage.
I just need someone to make some stats for it cause I'm really bad at making balanced weapons and I don't understand damage dice. :(
Melon:
--- Quote from: Zi on August 20, 2009, 10:25 ---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.
--- End quote ---
10% bonus to movement speed
25% with Necro Armour
0.5s base fire time, takes 2d2 health and deals (health_taken + SoB + 3*necro_armour_present)*3
Ignores armour
Every direct kill gives you 1hp
No splash damage [;
Necro Armour would get extra +10% movement speed if Necro Gun is present
Zi:
Let's suppose you have SoaB 3 (but not Necroarmor - it'd probably be really rare to get two specific uniques in the same game)
2d2 = 3 average, so 6*3, 18 damage average, or 36 dps average
Now a regular vanilla chaingun with SoaB 3 - 1d6 = 3.5 average, so 6.5 * 5, or 32.5 dps average.
So compared to a chaingun, your weapon is marginally better (and yes the armor piercing adds a bit more too), but drains a rather large chunk of health. Draining 1-4 health is actually pretty large, and the possibility of gaining 1 back doesn't offset the cost by much.
The way you've set things up I wouldn't even use it if I found it, a health penalty is a huge drawback, it needs a powerful benefit to make it worthwhile. Furthermore, uniques are supposed to be superior to ordinary weapons, this one clearly is not.
And really, comparing it to a plasma rifle is the final straw.
1d8 = 4.5 average, so 7.5 * 8, or 60 average dps!
Even the new nerfed plasma at *6 is still 45 average dps, better than your design and with no health loss to boot.
Melon:
--- Quote from: Zi on August 20, 2009, 19:13 ---Let's suppose you have SoaB 3 (but not Necroarmor - it'd probably be really rare to get two specific uniques in the same game)
2d2 = 3 average, so 6*3, 18 damage average, or 36 dps average
Now a regular vanilla chaingun with SoaB 3 - 1d6 = 3.5 average, so 6.5 * 5, or 32.5 dps average.
So compared to a chaingun, your weapon is marginally better (and yes the armor piercing adds a bit more too), but drains a rather large chunk of health. Draining 1-4 health is actually pretty large, and the possibility of gaining 1 back doesn't offset the cost by much.
The way you've set things up I wouldn't even use it if I found it, a health penalty is a huge drawback, it needs a powerful benefit to make it worthwhile. Furthermore, uniques are supposed to be superior to ordinary weapons, this one clearly is not.
And really, comparing it to a plasma rifle is the final straw.
1d8 = 4.5 average, so 7.5 * 8, or 60 average dps!
Even the new nerfed plasma at *6 is still 45 average dps, better than your design and with no health loss to boot.
--- End quote ---
Even with no reload, shorted firing time and bigger accuracy? Okay, I think the damage could be risen a little... Any proposistion?
And besides, the idea is to get the full set [;
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