DRL > Requests For Features
New unique items
IronBeer:
--- Quote from: Uitë on February 26, 2012, 14:14 ---I could see it being used on the regular and double shotguns like that.
--- End quote ---
I suppose it could potentially work with the break-action (standard/double/Super) shotguns, but it wouldn't make a whole lot of sense. Following from the real-life inspiration, making a clip-fed break-action would basically result in a clunky Combat Shotgun. Not my intention here.
Plus, it might be too good for a double shotty; as described, the assembly would add 2 to the clipsize, which would allow 2 back-to-back double shotty blasts. Yeah, I don't think that's balanced.
--- Quote from: Uitë on February 26, 2012, 14:14 ---Also, how would you have it interplay with the Shottyman trait?
--- End quote ---
The obvious interplay, like on the Jackhammer or old Tac Shotty: you get a fully fresh clip upon moving. Does the Tac Shotty still get a full reload from Shottyman?
ZicherCZ:
--- Quote from: IronBeer on February 26, 2012, 10:55 ---I don't see a thread for proposed assemblies, nor have I seen anything like this proposed, so I submit:
Clip-Fed Shotgun
Mods Required: 2x Bulk (I guess? Dunno what should be appropriate)
Eligible Weapons: Combat/Assault Shotgun
Damage: Unchanged
Clip Size: +2 (Only counts one Bulk Mod's effects)
Accuracy: Unchanged
Spread: Unchanged
Firetime: Unchanged
Reload: 1.5s (Reloads entire magazine!)
Other Effects: None, Combat Shotgun base still requires pumping
Shottyheads would go absolutely bananas for something like this, and this is the sort of assembly that any Shottyman would really dig. I'm not entirely sure what modset would be balanced for such a powerful change. Bulks seem to fit the proper design mantra, but I don't want the clipsize to go through the roof when the whole thing is reloaded at once.
--- End quote ---
Just a consideration:
Reloading speeds are usually the most troublesome thing with shotguns, and therefore reloading full magazine at once would IMHO seem a bit overpowered for a basic assembly.
On the other hand, since WK and MAD are incompatible, making this advanced would mean that this shotgun is ruled out of MAD build - and MAD would probably benefit the most from the reloading speed.
All in all a very nice idea.
Former Lurker:
--- Quote from: IronBeer on February 26, 2012, 14:32 ---I suppose it could potentially work with the break-action (standard/double/Super) shotguns, but it wouldn't make a whole lot of sense. Following from the real-life inspiration, making a clip-fed break-action would basically result in a clunky Combat Shotgun. Not my intention here.
Plus, it might be too good for a double shotty; as described, the assembly would add 2 to the clipsize, which would allow 2 back-to-back double shotty blasts. Yeah, I don't think that's balanced.
--- End quote ---
Unless you are fighting the Cyberdemon / Mastermind, knockback will drastically reduce the damage on the second shot.
HexaDoken:
<Insert a title here>
Stats: same as Rocket Launcher stats.
Special: if it kills anything, the corpse goes BOOM with a standart rocket explosion(6d6 radius 4).If the resulting explosion kills something else, the killed corpse goes boom too, and so on, and so on, and so on... possibly resulting in huge chain reactions wiping out the whole level for good. The enemy must be killed for an explosion to occur - just hitting him won't count. Chain explosions can wipe out YOU too, so, bro, be careful there.
spacedust:
Corpse Explosion! Who remembers the glory days of CE Necros in D2?
:offtopic:
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