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Author Topic: New unique items  (Read 188397 times)

Jarkko

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Re: New unique items
« Reply #285 on: November 09, 2009, 09:10 »

Forget twin weapon things. Add a powerup that lets you shoot two *anything*. Kind of like in Blood.
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Floyd

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Re: New unique items
« Reply #286 on: November 09, 2009, 10:38 »

Forget twin weapon things. Add a powerup that lets you shoot two *anything*. Kind of like in Blood.

Carrying two or duplicate the weapons as in Blood?
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raekuul

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Re: New unique items
« Reply #287 on: November 09, 2009, 12:27 »

Wouldn't that make dualgunner redundant on AoMr?
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Tormuse doesn't lose, he dies on purpose to lull the demons into a false sense of security.

ZZ

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Re: New unique items
« Reply #288 on: November 09, 2009, 12:58 »

Quadrapistoling!!! I'm unstoppable!!!!!!
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raekuul

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Re: New unique items
« Reply #289 on: November 09, 2009, 13:05 »

While the master traits for AoMr still require taking Dualgunner, such a powerup would really make people doing a pistol run on other modes angry if they had just taken Dualgunner before finding the powerup.

So, yeah, I'm against.

New Item Time:

Spinner Blade
"Where the hell is this from?"
Inventory: A bladed... boomerang? Sure, whatever.
Accuracy: +4
Damage: (2d6)x2
Throw Time: 1.2 sec
Damage Type: Physical
Special: Goes between Player and Range of Vision, hitting anything on the aiming line. More useful against crowds than single enemies. If it's at the edge of the Range of Vision, it only gets hit once. Returns once thrown.
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Tormuse doesn't lose, he dies on purpose to lull the demons into a false sense of security.

ZZ

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Re: New unique items
« Reply #290 on: November 09, 2009, 14:37 »

Better Spinning Blade Launcher. Consume 1 combat knife on pickup but does all that you say.
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Jarkko

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Re: New unique items
« Reply #291 on: November 09, 2009, 14:57 »

Wouldn't that make dualgunner redundant on AoMr?

Yes, for about 40 turns until it wears off.

Carrying two or duplicate the weapons as in Blood?

I think duplicate weapons like Blood would be more fun but firing chainguns and shotguns at the same time might be ok too.
« Last Edit: November 09, 2009, 15:00 by Jarkko »
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X-Heiko

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Re: New unique items
« Reply #292 on: November 11, 2009, 14:43 »

Energy Armor. Immune to plasma, hell baron/knight shots and explosion blasts, but loses gratuitous amounts of durability when shot at with ballistic weapons, direct rocket hits,  melee attacks etc. Has 0 protection points.

Plasma Mine Launcher: shoots barrells for energy cells. Yeah, basically placing a barrel that explodes BFG-ish when shot at.
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metroidRL

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Re: New unique items
« Reply #293 on: November 25, 2009, 23:01 »

Grenade launcher

Damage: (5d7)
accuaracy: +2
fire rate: 1.3 secs.
reload speed: 1.2 secs.
alf fire: none
alt reload: none
capacity: 1
blast radius: 3

special ability: can bounce off the walls, direct enemy hits make the rocket explodes (obiously duh).

slayor (fixed cuz i have maked the suggestion one time but at that time i dind't know the damage stuff lol)

damage (8d3)x4
accuaracy: none
capacity: 8
reload time: 1.5 secs.
alt reload time: full magazine. (3.5 secs.)
fire speed: 1 secs.
alt fire: make an attack like this one (no sharpnel attack just an straight one)
Code: [Select]
###########
#
#@**c*
#
###########
         
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[24]    [20]   [15]  [07]       [03]
Bronze Silver Gold  Platinum  Diamond
Assemblies: 31/40;  Uniques and Exotics: 56/60;  Medals: 26/42.

Psion

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Re: New unique items
« Reply #294 on: November 26, 2009, 19:59 »

Metalstorm Disposable Pistol - A non-reloadable rapid fire pistol based off metal storm technology.  30 rounds, regular pistol damage, 5 shots per trigger pull.

Discontinuity Projector - Fires a projectile that causes an enemy to jump forward in the time stream.  It'll vanish for a random amount of time before reappearing exactly where it was (potentially telefragging something).
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felttippen

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Re: New unique items
« Reply #295 on: November 27, 2009, 05:41 »

STS - Scarecrow Turret System

appearance:  T
damage (1d6)x5
capacity: 100 bullets
accuracy: +3
firing time 0.8s deployment time 3s
100 health
moddable with one area of effect weapon(shotguns RL and BFG) + usesone stack of the according ammunition

Id like to see some kind of ally for the player to divert fire and do damage.
The big question is if you should be able to pick it up again- id say yes.
But if we can use it multiple times it would of course be imba as hell, so here are some suggestions to weaken it:
-uses cells to operate
-has 10%(5%?- 15%?)chance to malfunction and also target player when down to 20 hp
-has x% chance to be taken over by vile attack-magic and EXCLUSIVELY attack player

Btw:this is not undoomish since its not a weapon but a piece of hi-tech equipment just like the thermie

edit:
holograpic projector

4-8 charges
projects an @ in your LoS that has a 30% chance of monsters attacking it instead of you
attacks go through it of course and can hit other enemies
useless after depletion( or is it...?)
« Last Edit: November 27, 2009, 14:00 by felttippen »
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Frankosity

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Re: New unique items
« Reply #296 on: November 27, 2009, 10:10 »

STS - Scarecrow Turret System

appearance: green T
damage (1d6)x5
capacity: 100 bullets
accuracy: +3
firing time 0.8s deployment time 3s
100 health
moddable with one area of effect weapon(shotguns RL and BFG) + usesone stack of the according ammunition

Id like to see some kind of ally for the player to divert fire and do damage.
The big question is if you should be able to pick it up again- id say yes.
But if we can use it multiple times it would of course be imba as hell, so here are some suggestions to weaken it:
-uses cells to operate
-has 10%(5%?- 15%?)chance to malfunction and also target player when down to 20 hp
-has x% chance to be taken over by vile attack-magic and EXCLUSIVELY attack player

Btw:this is not undoomish since its not a weapon but a piece of hi-tech equipment just like the thermie

I think this would be better if it were streamlined and quite a bit weaker. 20-30 HP would be much more reasonable than 100, as it's basically a lightweight deployable turret, not a tank. The limited ammo and low health would make it pretty weak on its own, but would be great for backup or as a decoy.

While I don't really like the idea of malfunctioning or Vile control, it does give the idea of a new enemy in corrupted security systems, like surveillance hardware and turrets.
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Psion

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Re: New unique items
« Reply #297 on: December 04, 2009, 14:15 »

Freeze Sprayer - An energy weapon that shoots a cone of cryogenically liquified nitrogen. It deals moderate damage but stuns anything hit for a longer period of time.  It also turns lava into regular floor.  (I guess this isn't very Doomy.   Maybe it could be called Satan's Snowcone Maker?)

Blade Chain - A razor sharp javelin on a long chain.  Melee types can throw it to pull far away enemies closer.  It only deals minor damage, however.
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Madtrixr

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Re: New unique items
« Reply #298 on: December 04, 2009, 14:50 »

How about "BFHG" (Big Fucking Hand Gun)? Anyway, with some tweaking, I can certainly see this working as a kind of half-brother weapon to the anti-freak jackal. The BFP (or BFHG or whatever it ends up being called) would be to the BFG what the AFJ is to the rocket launcher...

Two words: Hand Cannon

I think thats a better name that BF(Insert abbreviation here), at least for a Pistol.
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ZZ

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Re: New unique items
« Reply #299 on: December 05, 2009, 04:59 »

Hazardous terran Gun
Ammo:150;
Damge:Lava/acid;
Sp. FIre:N/A;
Sp. Reload: Changes clip to an different one;
Sp. Rel. Time: 3.0 sec;
Fire Time:1.0 sec;
Special:1)Has 2 clips, for lava and acid;
2)When walks on a 'clip' terran, gun consumes lava and loads it into it's clip;
3)When loaded 150 ammo, it destroys.
4)When shoots, places a lava/acid on target;

Maybe an artifact, guaranteed to spawn in the lava pits. It makes an lava/acid a bonus, not a curse.
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