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Author Topic: New unique items  (Read 434924 times)

slave

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Re: New unique items
« Reply #840 on: June 19, 2013, 10:08 »

Name: Flashlight
Class: Melee Weapon
Attack: 1d6
Special Effect when equipped: After each move extend the light radius by 2 or 3 in a smallish cone in the direction of movement (light radius stays unchanged when waiting)
Description: [Some witty Doom 3 reference about duct tape]
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Asmageddon

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Re: New unique items
« Reply #841 on: June 26, 2013, 13:55 »

+1 for the Flashlight idea. It's more or less useless but I like it anyway.

Well, one way or another, here's some ideas from me!

Code: [Select]
Name: Hammerfist
Class: Melee Weapon
Damage: 4d3x3 + 1d6
Alternate Fire: Single Fire
Alternate damage: 4d3 + 1d6
Ammo: Shotgun Shells
Special: 3 cell knockback, 1 cell for single fire.
Description: For the times when just smashing their faces is not nearly enough.

Also, we need more pistols because I <3 pistols. Also, there needs to be more early game weapons, especially on higher difficulty levels, though it'd be nice if they scaled to later game too.

Code: [Select]
Name: Double Pistol
Class: Pistol
Damage: 2d5x2
Ammo capacity: 10
Rarity: Found early to mid game, semi-rare.
Alternate Fire: Single Fire (obviously)
Description: Two pistols packed into one, almost.

Code: [Select]
Name: Utility Pistol / Utility Pistol (w/ knife)
Class: Special
Damage: 2d7, pistol perk bonuses apply
Melee Damage: 2d5 (with knife), melee bonuses apply
Reload time: 0.8s
Alternate Fire: Shoot knife
Alternate Fire damage: 2d10
Alternate Reload: Load knife
Alternate reload time: 2s
Special: Aside from normal ammo supply, increased damage, and decreased reload time, this pistol allows the user to attach a knife to it and use the Utility Pistol as a melee weapon, additionally, you can shoot them.
Description: The true survivalist's tool, comes with a knife attachment slot and doubles as a melee weapon. And you can shoot the knife as well!

Code: [Select]
Name: The Bloodletter
Class: Pistol
Damage: 1d8
Ammo: 60
Fire time: 0.4s
Reload time: 2s
Special: Uses 5 ammo per shot, reload by standing on corpses, each corpse yields 7-11 ammo
Description: A vile gun borne in hell, this small. nasty, syringe-shaped pistol fires frozen hellspawn blood imbued with evil sharp enough to pierce a man.


Pardon the format that isn't in line with what the wiki/game uses, but I can't be botheredddd.

EDIT: Increased the Bloodletter's fire time from 0.2s to 0.4s since I didn't notice how overpowered it was earlier.
« Last Edit: June 27, 2013, 05:23 by Asmageddon »
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Kashi

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Re: New unique items
« Reply #842 on: December 27, 2013, 12:31 »

Shame on you, people. I haven't seen this kind of insane stuff since... well, I lost track of what was the last insane thing here.

Code: [Select]
Carnage Shotgun
Type: Special Combat Shotgun
Damage: 9d4
Clip Size: 6
Ammo used: Missiles. Yup, missiles. 1 per shot
Accuracy: ... It's a shotgun. Usual shotgun accuracy, which means it's +0, but with hitscan capabilities
Area of Effect: Focused
Firetime: 1.0s
Reload: 1.7s
Blast Radius: +2 to each enemy hit.
Description: "This would be more useful if you were to be hunting for alien relics"
Source: Borderlands
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Shinji_Ikari_9th

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Re: New unique items
« Reply #843 on: January 02, 2014, 22:41 »

One-handed Rocket Launcher

A pistol class weapon, with six rocket barrels.
Normal fire sends one rocket downrange, and Alt fire lets everything loose with the user taking damage for every rocket after the first.
Accuracy would be like a shot gun in alt fire mode and user would be thrown in the other direction as the alt fire shot.

Sorry of this is confusing.
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Thiebs

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Re: New unique items
« Reply #844 on: January 03, 2014, 02:33 »

I like the flashlight. Make it moddable (PT) into a laser knife, or PTN for a lightsaber. Both do plasma damage, have .8 sec attack, knife does 2d6 damage, saber does much more, and grants plasma resistance if you have Malicious Blades.
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S.K. Ren

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Re: New unique items
« Reply #845 on: January 27, 2014, 06:01 »

Thunderhammer
Type: Special Melee Weapon
Damage: 4d4
Accuracy: -2
Effect: Halves your attack speed (2x Multiplier). Enemies hit by the weapon change the timer for their next action to 2.0 sec.
Alternate Fire: Attacks enemies in a 3x3 in one direction. Causes Fatigue.
Description: ""
Source: WH40K

Fist of Dorn
Type: Unique Melee Weapon
Damage: 10d3
Accuracy: +2
Effect: Halves your attack speed (2x Multiplier). Enemies hit by the weapon change the timer for their next action to 3.0 sec.
Alternate Fire: Attacks enemies in a 3x3 in one direction. Causes Fatigue.
Description: ""
Source: WH40K
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raekuul

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Re: New unique items
« Reply #846 on: February 12, 2014, 20:34 »

Been a while since I've been here. Been on a Baldur's Gate kick.

Crom Faeyr
Melee
5d4
Special: Guaranteed gib on kill against mechanical foes.
Depth: 15+

Runehammer
Melee
4d4
Special: Guaranteed gib on kill against any and all formers.
Depth: 10+
« Last Edit: February 12, 2014, 20:35 by raekuul »
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Sum Gai

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Re: New unique items
« Reply #847 on: April 30, 2014, 04:22 »

Here's one I've been wishing existed a long time:

Auto-phase device
If it's in your inventory when you die, then instead of dying you are teleported.
Depth: 1+
--Note: It might also heal the player, as no-one want to be teleported only to be immediately shot again before getting a turn.



(I haven't actually read all 57 pages of this thread, so you'll have to forgive me if someone's already posted something similar to this)
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GinDiamond

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Re: New unique items
« Reply #848 on: April 30, 2014, 15:09 »

Here's one I've been wishing existed a long time:

Auto-phase device
If it's in your inventory when you die, then instead of dying you are teleported.
Depth: 1+
--Note: It might also heal the player, as no-one want to be teleported only to be immediately shot again before getting a turn.



(I haven't actually read all 57 pages of this thread, so you'll have to forgive me if someone's already posted something similar to this)

This has been discussed before. I would think a depth level of +1 would be too unbalanced, but I do support the idea that in special cases, if you die, you can respawn. What if its if you die in only an extremely special way?
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ZicherCZ

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Re: New unique items
« Reply #849 on: April 30, 2014, 18:42 »

How about this:
When you have this item in possession when you die, you are randomly teleported with exactly 1HP and monsters are "stunned" for 4s (the same grace time you get upon entering new level). You get your second chance, so use it well. Of course, the item has to be unique, only one spawned per game, and maybe some med-packs nerf during the grace time might be in order as well.
Just a thought at nearly 3am here :).
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Sum Gai

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Re: New unique items
« Reply #850 on: May 10, 2014, 20:19 »

The stun is a pretty awesome idea.

I figured a large effect wouldn't be that big a deal for a unique drop. After all we find medpacks all over the place.
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singalen

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Re: New unique items
« Reply #851 on: June 23, 2014, 08:30 »

An idea from Pixel Dungeon: if you die and respawn, you lose all the inventory.
Probably it will be left lying at the "death" location. This should make a pretty pitiful respawn, especially if a Hell Baron picks up your spare Red Armor [N] and 6 Large Medkits. You might wish you died instead :-E
« Last Edit: June 23, 2014, 08:32 by singalen »
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Nick

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Re: New unique items
« Reply #852 on: November 23, 2014, 17:58 »

Repulsion Armor (2) (rare, not unique). Melee 80%, bullet 15%, shrapnel 15%.
An aura of unknown force field glows around this armor!
Feature: hitting an enemy with your fist causes titanic kickback, throwing him literally through the whole level unless a wall stops him.
« Last Edit: November 24, 2014, 02:57 by Nick »
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Trar

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Re: New unique items
« Reply #853 on: June 04, 2024, 13:45 »

New decade, new version in beta, new unique idea:

M6D Magnum Pistol
12 round magazine, high accuracy, very high damage, and has a scope that extends visibility when targeting

It's from Halo CE and is so infamous it has its own Wikipedia page: https://en.m.wikipedia.org/wiki/M6D_Pistol
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Omega Tyrant

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Re: New unique items
« Reply #854 on: August 09, 2024, 12:24 »

New decade, new version in beta, new unique idea:

M6D Magnum Pistol
12 round magazine, high accuracy, very high damage, and has a scope that extends visibility when targeting

It's from Halo CE and is so infamous it has its own Wikipedia page: https://en.m.wikipedia.org/wiki/M6D_Pistol

So I was considering adding this to the compilation thread of suggestions I just made, as I think a unique pistol that has an Aimed Shot alt-fire that extends visibility while targeting is interesting, which can be especially handy as lategame Pistol builds will frequently knockback enemies out of their vision. My concern however is with how you described it, it'll just completely outclass all other pistols. You didn't give a number on damage, but I'm assuming you're thinking of something as strong as the Trigun's 3d6, or at least no weaker than 3d5, yet has a clip twice the size of the Trigun and Jackal, while also having the aforementioned sniping ability that would be very powerful on just the base Pistol. If it's to have that sort of power, I think it'll have to have a 1.5 second firing speed at base (which will come down to .15 second firing speed with SoG5), in addition to still having the half speed penalty when aim shooting, so that it isn't just the best pistol at everything and broken out of the box (at least not without also having heavy Finesse investment too to hit that minimum firing speed with it). I never played Halo, so I don't know if that slower firing speed is faithful, but some compromise would have to be made and the power + sniping are the defining parts of the weapon, so slow firing speed seems to the best place to compromise on (also reading the Wikipedia page, the pistol even got changed in Halo 3 to fire slower, so there's precedent for that balancing).
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