DRL > Requests For Features

New unique items

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zchris13:
That's not even funny.  The super spread is just atrocious, you can't even hit things at the edge of your vision.

But what I meant was that you can't call it the Super Shotgun, because that's what the double shotty is.

Madtrixr:

--- Quote from: zchris13 on January 23, 2010, 18:00 ---That's not even funny.  The super spread is just atrocious, you can't even hit things at the edge of your vision.

But what I meant was that you can't call it the Super Shotgun, because that's what the double shotty is.

--- End quote ---

No. We can just say the Super Shotty is to the Double, what the Assault is to the Combat.

An upgraded version of a regular weapon that has a name sort of suggesting an upgrade. (thus fitting nicely into the idea of exotics.)

I think the Super Shotgun is a good idea, but we really need more Melee exotics, and this is coming from someone who doesn't care about Melee.

Cobalt:
Yes, it is very silly that melee builds depend on visiting a pair of special levels because the combat knife is garbage and there's only one unique.  It would be nice if there was more variety than "shotguns, then chainsaw, then LS".

Gargulec:
No, since AoB recreates the classical rite of passage through this limited weapons choice.
From a youngling, to warrior and from the warrior, to the hero.

Thomas:
Well, (as I said the FIRST time I suggested the super shotgun idea) I made it to fill two niches:

Inefficient but effective shotgun (For two shells, 9d4 is pretty lousy damage)
A double-shotgun based special weapon (Jackhammer, Assault and Plasma Shotgun are all based off the Combat Shotgun)

The current "Double Shotgun" is nothing like DooM 2's "Super Shotgun" anyway, hence the name.
The double shotgun of DoomRL's main drawback is that it has a long fire time in which you must stand still like a moron, whereas in DooM 2 (and with this exotic weapon) the fire time is absolutely nothing, but it does less damage to compensate.


--- Quote from: Madtrixr on January 23, 2010, 18:21 ---I think the Super Shotgun is a good idea, but we really need more Melee exotics, and this is coming from someone who doesn't care about Melee.

--- End quote ---

...really? We already have 3 if you include the chainsaw.

Besides, it's hard to make melee interesting. The only two melee weapons I can think of that would actually force you to change the way you fight are:

Plasma Sword
Exotic Weapon
Inventory Description: You need a description? It's a SWORD made out of PLASMA. Duh.
Damage: 9d9
DamageType: Normal
Accuracy: +1
Clip: 100 plasma cells (Attacks cost 15 cells)
FireSpeed: 1.0s
ReloadSpeed: 2.0s

Altfire: Costs all 100 cells. Slashes out an energy wave that damages all enemies in a line, like the railgun. Counts as a melee attack for most intents and purposes, but does not get a damage bonus from berserking.

Unholy Scythe
Unique Weapon
Inventory Description: Killing stuff is easy, it's getting back in to combat position that's hard!
Damage: 13d6
DamageType: Normal
Accuracy: 0
Clip: N/A
FireSpeed: 2.0s
ReloadSpeed: N/A

Altfire: Smacks someone with the blunt end of the scythe. Does half damage, but only takes 1.5 seconds.

PRE-POST EDIT:
Cobalt raises another good point. The LS is already the end-game weapon of choice, so these weapons are balanced to be better than the LS... but only in some situations.

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