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Author Topic: New unique items  (Read 441177 times)

raekuul

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Re: New unique items
« Reply #15 on: February 05, 2009, 15:17 »

I've tested - slight, and always at the worst times. Best at point blank I've seen is 98%, even with a GG-type hack.

Quote from: skarczew
GG gun
Skarczew, you are being paged by the Department of Redundancy Department: paging skarczew.

Visalos: One Hit Kill weapon is bad in Doom RL. Unless it's a Nuke effect. This tradeoff of Damage for Accuracy is better, and you have to remember that it's not the type of weapon you want to be caught in the middle of some enemies with.
« Last Edit: February 05, 2009, 15:20 by raekuul »
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Tormuse doesn't lose, he dies on purpose to lull the demons into a false sense of security.

rekenne

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Re: New unique items
« Reply #16 on: February 05, 2009, 15:48 »

Kornel, is there a chance to miss with +99 accuracy weapon like this ?

Short answer: Yes, but only a 4/216 chance.
Long answer: http://forum.chaosforge.org/index.php?topic=1781.msg14169#msg14169
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Kornel Kisielewicz

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Re: New unique items
« Reply #17 on: February 05, 2009, 17:09 »

Yess, the way it is, there's always a 5% chance to miss.
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at your service,
Kornel Kisielewicz

TFoN

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Re: New unique items
« Reply #18 on: February 05, 2009, 18:04 »

Quote from: rekenne
Skarczew, you are being paged by the Department of Redundancy Department: paging skarczew.
Heheheh, cute :P

rekenne

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Re: New unique items
« Reply #19 on: February 05, 2009, 22:53 »

Yess, the way it is, there's always a 5% chance to miss.

Wait. I might be reading the code wrong, but wouldn't only the roll results of 17 and 18 result in a miss? Which would be all 6s and then 566, 656, 665, which would be ... 4/216.
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skarczew

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Re: New unique items
« Reply #20 on: February 06, 2009, 06:29 »

Skarczew, you are being paged by the Department of Redundancy Department: paging skarczew.
Thanks for pointing this out - I will try to effectively reduce overused redundancy in my next posts :) .

I think it would be nice to add +99 damage to gun every time the player shots humanoids (former humans, seargants, etc) with it. For the rest of hell horde the damage could be reduced to some sensible value.
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raekuul

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Re: New unique items
« Reply #21 on: February 06, 2009, 06:44 »

At which point we would delve into arguing semantics, up to and including <-- Spoilered to protect those who are easily distracted or have anything that they need done by a deadline.
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Tormuse doesn't lose, he dies on purpose to lull the demons into a false sense of security.

Kao

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Re: New unique items
« Reply #22 on: February 21, 2009, 10:36 »

The Mauser 00 (as far as I remember the year in Doom RL is 2200 and Mauser used to designate their rifles with the last 2 digits of the year of introduction)

Mauser 00 scoped prototype newly issued to the Marines for field testing.

Damage:    6d20
Accuracy:    +10*
Base Fire Time:    1.0 second
Base Reload Time:    1.3 second (3.5 second for full reload)
Clip Size:    5 (70 max per inventory slot)
Ammunition:    30mm Mauser***
Special Reload:   Fully loading the clip**
Quote on pickup: "An AT Rifle, no tanks here unfortunately"
Ingame Description: A prototype Mauser anti-materiel rifle issued to the Marines for field testing.

*Yes it is made in a way that would still require EE to get 100% accuracy, because I believe a good sniper rifle is worthless without a trained marksman

** This is a bolt action sniper rifle so normal reload would be repeating the mechanism. It is also impossible to repeat with move-reload this beast is just too f'*in' big to be repeated  this way.

*** The ammo itself should be VERY rare, because this is only a prototype issued in very small numbers.
« Last Edit: February 21, 2009, 11:15 by Kao »
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rekenne

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Re: New unique items
« Reply #23 on: February 21, 2009, 12:23 »

It's both useless and too powerful. With both the ammo *and* the gun being rare, who would ever pick up the ammo if they saw it? It's a waste of inventory space. Same with the gun. Unless the gun and ammo spawned on the same floor, I don't see anyone using it.
On that note, though, it would kill Cybie in an average of four shots. Three if you got even slightly lucky.

It's pretty much the Railgun, but more obtuse.

... Though, it does give me an idea for a unique Sniper Rifle that could work. Fueled by either 9mm or cells, where the normal fire mode is nothing special, but the Special fire Mode would increase accuracy, give a +1 or +2 bonus to sight range, and up the damage -- But would take a few seconds to get into or out of, and you couldn't move while in.
« Last Edit: February 21, 2009, 12:25 by rekenne »
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Kao

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Re: New unique items
« Reply #24 on: February 21, 2009, 16:19 »

it would kill Cybie in an average of four shots. Three if you got even slightly lucky.

but then again you're a sitting duck even while repeating the thing and this takes more than enough for a shot or two even for the Cybie,  also after 5 shots you have to fully reload  the thing. This takes even more time and there's no way you can do it on the move.

Unless the gun and ammo spawned on the same floor, I don't see anyone using it.


Yea that's a good idea.

It's both useless and too powerful.

Ok I wanted to compensate for it's slow firing speed and being a sitting duck while reloading with power, guess I've overdone it, then again I don't know the exact hp of enemies so it was more of a wild guess. I'd be grateful if anyone could post a table with hp values for enemies, this would help me avoid overpowering ideas.
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rekenne

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Re: New unique items
« Reply #25 on: February 22, 2009, 03:02 »

Ok I wanted to compensate for it's slow firing speed and being a sitting duck while reloading with power, guess I've overdone it, then again I don't know the exact hp of enemies so it was more of a wild guess. I'd be grateful if anyone could post a table with hp values for enemies, this would help me avoid overpowering ideas.

http://doom.chaosforge.org/wiki/index.php?title=DoomRL_Wiki
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raekuul

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Re: New unique items
« Reply #26 on: February 22, 2009, 14:50 »

More of me dicking around.

Assault shotgun with a magazine of 64 that deals 1 damage per bullet and shoots in lots of 16. I call it... the BeeBee Gun.

Spoilered out for non-hexers:
Spoiler (click to show/hide)
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Kao

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Re: New unique items
« Reply #27 on: February 22, 2009, 20:06 »

Zeliska .600 Nitro Express aka the reason why Dirty Harry was wrong.

Damage: 7d4
Accuracy: +1
Base Fire Time:    1.5 second
Base Reload Time: 1.8 second (2.8 second for full)
Clip Size:    5 Revolver cylinder
Ammunition: 10mm ammo
Special Reload: Fully loading   (Normal loads 1 bullet at a time)
Quote on pick-up: If Harry only knew this beast existed.
Ingame Description: THE handgun of choice for those compensating something.

It's heavy, it's slow, but the gigantic bullet combined with an insane charge, (normally used in elephant hunting rifles in the 19th and early 20th century), packs one helluva punch. Although sadly the recoil kills the accuracy. (and sometimes the user :P)
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Melon

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Re: New unique items
« Reply #28 on: February 22, 2009, 23:39 »

Hm, those sniper rifles of yours are very powerful.

I think that letting the sniper rifles into the game would be a cool idea with one little catch:

If you want to shoot the sniper rifle, you have to stand still for one turn. This way it won't be the ultimate slaughter machine. Also, welding a sniper rifle slows you down (it is really hard to run with 1,5m metal pipe attached to your hands)
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Kao

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Re: New unique items
« Reply #29 on: February 23, 2009, 10:11 »

Hm, those sniper rifles of yours are very powerful.

If you mean my ideas, the second one is technically a high calibre revolver. On this note though, forget dual-wielding it with anything, if it is ever wielded with one hand the recoil would:

- twist or brake your wrist.
- break your arm. (if the grip was not proper.)
- jump out of your hand and smack you on the face with enough force to break your nose.
- result in a combination of 2 or more of the injuries listed above.
« Last Edit: February 23, 2009, 10:13 by Kao »
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