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Author Topic: New unique items  (Read 437834 times)

raekuul

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Re: New unique items
« Reply #810 on: October 14, 2012, 11:39 »

It would be like the altfire on the double shotgun
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AJBuwalda

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Re: New unique items
« Reply #811 on: October 15, 2012, 02:01 »

I think that the fire time for that double rocket weapon should be about 1.5 times as long as the rocket launcher.

Will its alt+fire be one rocket at a time, or a massive rocket jump?
That would be hilarious!
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raekuul

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Re: New unique items
« Reply #812 on: October 15, 2012, 17:07 »

And it would forever answer the question of "Can you explode twice?"
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Fanta Hege

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Re: New unique items
« Reply #813 on: January 17, 2013, 08:18 »

Seperated Archviles Arm
/

"Who's laughing now?"

6d6 damage.
+1 accuracy
0.8 firing time
Cannot be modded

Alt fire: Hit a tile or enemy next to you using archvile fire attack for addiotinal splash damage to surrounding tiles, including yours. Might break walls?
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ParaSait

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Re: New unique items
« Reply #814 on: January 17, 2013, 11:50 »

Seperated Archviles Arm
/

"Who's laughing now?"

6d6 damage.
+1 accuracy
0.8 firing time
Cannot be modded

Alt fire: Hit a tile or enemy next to you using archvile fire attack for addiotinal splash damage to surrounding tiles, including yours. Might break walls?
Nah, alt fire should be revive corpses and let em fight on your side. :p
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raekuul

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Re: New unique items
« Reply #815 on: February 08, 2013, 05:19 »

Purple Boots
;
[4], infinite durability.
Movespeed +15%
Knockback -15%
All resistances +15% feet
"Why do these have to be purple?"
They're comfortable, they're tough... they're purple.
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Klear

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Re: New unique items
« Reply #816 on: March 26, 2013, 06:52 »

Purple Boots
;
[4], infinite durability.
Movespeed +15%
Knockback -15%
All resistances +15% feet
"Why do these have to be purple?"
They're comfortable, they're tough... they're purple.

That's overpowered. Make them pink and you're onto something =P
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EuphoricSektor

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Re: New unique items
« Reply #817 on: March 26, 2013, 07:49 »

For weapon grafting, I was thingking more along the lines of mounting it on the shoulder than the arm (so you could still use big guns logically.) What I don't know is how it would affect dualgunner.

I wonder how the life of a marine that has revolvers instead of hands would look. Besides, it's Hell anyway, which means it's totally OK to have your body parts replaced by lethal devices.
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Fanta Hege

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Re: New unique items
« Reply #818 on: March 27, 2013, 11:53 »

SORD..
/

'a real life JPG artifact?'
unique
damage: 1d1
-6 accuracy
1.5 firing time
"A weapon so bad you're refunded for crafting it"

lets see how many people know where this weapon is from
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UnderAPaleGreySky

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Re: New unique items
« Reply #819 on: March 27, 2013, 20:02 »

SORD..
/

'a real life JPG artifact?'
unique
damage: 1d1
-6 accuracy
1.5 firing time
"A weapon so bad you're refunded for crafting it"

lets see how many people know where this weapon is from
Now Fanta, you can't suggest something like this without suggesting some sort of pogo hammer.
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Klear

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Re: New unique items
« Reply #820 on: March 28, 2013, 02:34 »

AHAHAHAHAHAHA just how HIGH do you even have to BE to THUNK OF something like that...
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LuckyDee

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Re: New unique items
« Reply #821 on: March 28, 2013, 02:38 »

lets see how many people know where this weapon is from

I played a game called 'Legend of the Sord' once, but it was nowhere near as fun as this item seems to be... :)
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Melon

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Re: New unique items
« Reply #822 on: April 05, 2013, 05:36 »

Plague bearer

Upon hit enemy takes damage every move he/she makes. Lesser enemies will run themselves to death. More intelligent won't do that. Also they would use a health pack to cancel the effect. Plague bearer is active at the start of the level. Once used, you have to enter another level for it to recharge.
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BrewFall

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Re: New unique items
« Reply #823 on: April 05, 2013, 08:10 »

The Cross Punisher - Wolfwood's weapon from Trigun...

It's heavy because it's so full of mercy!

Machine Gun/Rocket Launcher [90/90]

Uses 9mm ammo
Accuracy +3
(1d6)x6

Alt Reload switches to Missile Mode
every shot uses 30 bullets
Accuracy +5
6d6 small explosion

Tear it up like Wolfwood!
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zenfur

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Medical implant
« Reply #824 on: April 23, 2013, 10:46 »

SORD..
/

'a real life JPG artifact?'
unique
damage: 1d1
-6 accuracy
1.5 firing time
"A weapon so bad you're refunded for crafting it"

lets see how many people know where this weapon is from

Hmm shouldn't ideas like that go to crappy ideas theard? I suppose that this one is for real suggestions.

I've got an idea which could need to be balanced but is original:
Medical implant or MFDoc XXX (mechanical field doctor model XXX)
I have 2 views of this.
1)
It is cursed and can be equipped as a weapon (and swapped normally).
It is hand implant which can be reloaded with power cells (up to 100). Shift + reload turns it on/off. It uses 1 cell per player action. It stops when power is 0.
What it does is actually caring for your health. When it's powered and something hits you as hard as it would drop your health below 0 it uses more economical med pack right before it happens (small med pack if you'll be higher than 0 with your current health and small med's health, and large otherwise).

Whether this can heal you with more than 1 small med packs at once (if you don't have large ones), ammo, cell consume etc is balance issue.

2)
It's not so original, as it's just simple medpack compresser (reloaded with meds (and possibly 30 power cells per med), has up to 25 charges, shooting (using a charge) heals 7d3 health) Small meds are 1 charge, large are 3 charges. It can have 3 charges when found.

In both views cannot be modded.

BTW: Does anyone anymore treat this theard seriously? Are any of the new uniques inspired by this topic?
« Last Edit: April 23, 2013, 10:47 by zenfur »
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