DRL > Requests For Features
New unique items
DarckRedd:
Well, if you insist...
BONK! Atomic Punch
Unique Consumable
Description: Radioactive? I think you mean delicious!
On consuming BONK!, the Space Marine will get 20 seconds of +50% speed and 100% dodge. Once BONK! expires, the Marine suffers a 10 second period of -20% speed and -20% dodge.
The Sandblaster
Exotic Weapon
Damage: 4d5
Damage Type: Normal
Accuracy: +1
Clip: 1 baseball
Attack Speed (Melee): .5
Attack Speed (Baseball): 1.0
Reload Speed: Instant
Alternate Fire: You launch a baseball an enemy. If it connects, the target suffers 1-10 seconds of stun. You can only reload by picking up your baseball. You automatically recover it if you leave the level without it.
Madtrixr:
Look, I would do it myself, but I'm no good with the numbers.
raekuul:
--- Quote from: DarckRedd on March 08, 2010, 23:18 ---As long as we're on the subject of TF2:
The Blutsauger
Unique Weapon
Description: The healing is not as rewarding as the hurting!
Damage: 2d4x6 autofire
Accuracy: +1
Fire Speed: .8
Ammo: Regenerates, like the Nuclear Plasma Rifle
The Blutsauger heals 1 HP for the player per successful hit.
--- End quote ---
This is a weapon I would like to have, and the NPR-style ammo regen, if it blocks manual reloading, is the icing on the proverbial cake.
--- Quote ---The Flamethrower
Melee Weapon
Description: Mmphmpmphmp!
Damage: 13d3
Accuracy: +6
Range: melee
Alt-fire: Airblast (instantly knocks the target back four tiles. Does 1d6 damage if they hit a wall or another monster)
Special: The flamethrower ignites anything it hits for 2 damage per second for five seconds. The flamethrower does an additional +3 damage if the player is standing on or over lava.
--- End quote ---
Airblast. Guaranteed knockback. Want.
--- Quote ---Grenade Launcher
Exotic Weapon
Description: They'll glue you back together -- IN HELL. Where we technically are. Shut up.
--- End quote ---
I'm not saying it. I'm sure as hell thinking it, but I'm not saying it.
--- Quote ---Damage: 6d6
Accuracy: +2
Clip size: 4
Alt Fire: Lengthens the fuse on the grenade to 16 tiles before detonation.
The grenade launcher is almost identical to the rocket launcher with one major distinction. Grenades can be bounced around corners, ricocheted off walls, and fired at other crazy angles, allowing the player to make crazy trick shots. Grenades will always travel 8 tiles before detonating, unless they hit a monster.
--- End quote ---
Now this weapon introduces new tactical strategies I would like to explore...
--- Quote from: Fanta Hege on March 09, 2010, 01:37 ---Lets continue with it then, shall we?
The Direct Hit
Unique
Description; Turn Pro
Damage; 8d6
Damagetype; Explosive
Blast radious: 1? 2?
Accuracy: +1
Clip; 4
Firespeed; 1
Reloadspeed: 2
Similiar to that off rocket/missile launcher expect with a way way lower blast radious. Perfect for precision fireing.
Uses rockets as ammo
--- End quote ---
Blast Radius is given as a linear number, not as a square array, because the outer part of the blast is exactly R tiles away from the impact point. Other than that nitpick, I'd lock the radius at two and change the damage to 7d7 instead of 8d6.
--- Quote ---Force-A-Nature
Exotic
Description; Brotha, I hurt people!
Damage; 9d3x2
Damagetype; Normal
Accuracy: N/A
Clip; 2
Firespeed; 0.5
Reloadspeed: 2
Special; Any enemy hit with this will get some SERIOUS knockback, I mean it should send them FLYING backwards.
Uses shells as ammo
--- End quote ---
Woohoo, more Guaranteed Knockback weapons. I love knocking back enemies, especially into lava and acid.
--- Quote ---
The Huntsman
Unique
Description; Bows are primitive and harmless? Yeah right.
Damage; 10d2
Damagetype; Normal
Accuracy: +3
Clip; 1
Firespeed; 2
Reloadspeed: 1
Ammotype; Considering you can't get arrows anywhere... This weapon will use Combat Knives (!!!).
--- End quote ---
O hai dere knife collection, wanna see some use?
On a less silly note, would this be allowed to be used in AoMr? I would like it a lot more if that was the case.
--- Quote ---
Gunboats
Unique
Boots.
Protection; 5/5
Durability; 200%
Special; Allows you to rocket jump with 75% decreased self damage.
Speed bonus; 0%
Knockback bonus: 0%
--- End quote ---
Other than the really bad pun, this would be good. Too bad I would only ever find them on Fireangel runs.
--- Quote ---
Kukri
Exotic
Description; You got blood on my knive, mate
Damage; 5d4
Damagetype; Normal
Accuracy: 1
Clip; N/A
Firespeed; 1
Reloadspeed: N/A
Special; Hits double damage on invisible opponents. (dohohohooo)
--- End quote ---
Hey, Waldorf, are there any invisible opponents to test this out on? Or is that in the beta?
--- Quote from: DarckRedd on March 09, 2010, 11:23 ---Well, if you insist...
BONK! Atomic Punch
Unique Consumable
Description: Radioactive? I think you mean delicious!
On consuming BONK!, the Space Marine will get 20 seconds of +50% speed and 100% dodge. Once BONK! expires, the Marine suffers a 10 second period of -20% speed and -20% dodge.
--- End quote ---
On the one hand, radioactivity does not work that way. On the other hand, more consumables!
--- Quote ---The Sandblaster
Exotic Weapon
Damage: 4d5
Damage Type: Normal
Accuracy: +1
Clip: 1 baseball
Attack Speed (Melee): .5
Attack Speed (Baseball): 1.0
Reload Speed: Instant
Alternate Fire: You launch a baseball an enemy. If it connects, the target suffers 1-10 seconds of stun. You can only reload by picking up your baseball. You automatically recover it if you leave the level without it.
--- End quote ---
Sandblaster... why am I thinking Haruhi Suzumiya when I should be thinking TF2 Scout?
DarckRedd:
Team Fortress never dies.
The Flaregun
Exotic Weapon
Description: Light up someone's day.
Damage: 2d4
Accuracy: +2
Fire Speed: 1.0
Reload Speed: 1.5
Clip Size: 1
Any target hit with the Flaregun will catch ablaze, and take continuous damage for some time afterward. It gets a +2 damage bonus if the player is standing on lava.
The Kill Gloves of Boxing
Exotic Weapon
Description: I am coming to beat your ass!
Damage: 5d6
Accuracy: +2
Fire Speed: 1.5
Range: Melee
After getting a kill with the KGBs, its attacks will always do double damage for five seconds. Every following kill will extend the timer. Goes nicely with Blademaster.
ChaoticJosh:
--- Quote from: DarckRedd on March 09, 2010, 20:07 ---The Kill Gloves of Boxing
Exotic Weapon
Description: I am coming to beat your ass!
Damage: 5d6
Accuracy: +2
Fire Speed: 1.5
Range: Melee
After getting a kill with the KGBs, its attacks will always do double damage for five seconds. Every following kill will extend the timer. Goes nicely with Blademaster.
--- End quote ---
That's horrifically strong with Berserk. I say this since, as you probably already know, being in berserk status doubles the physical damage you do, so with this you're doing quadruple damage while berserking... You could probably take out Cybie in two hits flat in a Max Carnage run while berserking and the timer still going.
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