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Author Topic: New unique items  (Read 188324 times)

Psion

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Re: New unique items
« Reply #375 on: January 04, 2010, 13:39 »

"The Arch Vile suddenly rises from the grave.  There is no God."

Ammo Boxes - Using them opens them, giving you a certain amount of ammo (anywhere from half the amount an inventory slot could usually hold to triple the amount)
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Drone

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Re: New unique items
« Reply #376 on: January 06, 2010, 15:25 »

RPC-14
Damage: 5d6 per second, maximum of 5 seconds
Accuracy: +3
Clipsize: 1 (starts empty)
Firing time: 1 second
Reload time 3 seconds
Fire: Fires a Rocket powered chainsaw at the target. Continuously chainsaws the target until it dies. However, since theres only one chainsaw (currently) You will then have to retrieve your chainsaw from the corpse)
Reload: Reloads the RPC with a Chainsaw and a rocket.

Universal Ammo pack
Essentially a reusable device that when used, turns all of the selected ammo type into a varying amount of Nano Ammo;
1 bullet = 0.5 NAs, 1 Rocket = 5 NAs, 1 Cell = 0.75 NAs, 1 shotgun shell = 1.5 NAs
Any gun can then use NAs to reload, however, the exchange rate back is double what the exchange rate to  (ie, a rocket launcher could reload with 10 NAs, which is 2 rockets worth of NAs)
NA stacks in 50s, meaning it is not space efficient, but does mean that ammo types useless for your guns can still be used (ie, ammochain characters could turn all that useless 10mm into rockets or cells for use in the BFG)

My two cents.
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thelaptop

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Re: New unique items
« Reply #377 on: January 10, 2010, 19:24 »

Artefact of Hammerspace
Thought the Backpack was cool?  This rare artefact uses experimental fourth-dimensional technology that converts your inventory such that each slot stores exactly one type of item with the potential of storing an unlimited number of them.  For example, if you had 3 slots of 10mm ammunition x100, Artefact of Hammerspace reduces them to one slot of 10mm ammunition x300.  Note that if you consume all the items in the item slot, it is removed as per normal.  Due to the limitations of such experimental technology, objects thus accumulated must match stats exactly -- so a Blue Armour [90%] will not store in the same slot as a Blue Armour [91%], though two Blue Armours [80%] each will appear as Blue Armour [80%] x2 in the slot.
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Re: New unique items
« Reply #378 on: January 10, 2010, 19:28 »

Linked Chainsaw
Wielding the Chainsaw from The Chained Court is fun, but what happens when you find the exotic Linked Chainsaw?  You can then wield both the Chainsaw and the Linked Chainsaw and do double the damage that a normal Chainsaw does.  Even if you don't have the Chainsaw that when you find this baby, you can dual-wield it with other melee weapons and make use of the linked form to deal serious amounts of damage.

Damage: 4d6 + Damage of prepared melee weapon.  If no weapon or non-melee is prepared, just does 4d6.
« Last Edit: January 10, 2010, 19:31 by thelaptop »
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S.K. Ren

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Re: New unique items
« Reply #379 on: January 11, 2010, 01:40 »

Shot-Gauntlet - A fistful of love...
This baby packs quite the punch. With a modified shotgun attached to your wrist, you get the best of both worlds. The trigger is your fist, so hit em' as hard as you can.
Counts as unarmed.

Normal Fire-
Damage: 3d3
Magazine: 16
Must fire at point-blank
Range/Spread: 3/ narrow

Alt. Fire- Rain of Blows
Damage:  3d3 x?, Empties Magazine. Takes .40 sec per hit. Destroys Weapon
Chance to knock the enemy back. Will knock you back if you're wearing the Phaseshift set
Requires a manual reload afterwards.
___________________________
I just wanted an unarmed unique

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raekuul

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Re: New unique items
« Reply #380 on: January 11, 2010, 04:30 »

If it destroys the weapon afterwards, why does it require a manual reload?
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Thomas

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Re: New unique items
« Reply #381 on: January 11, 2010, 13:11 »

Spiked Knuckleduster
Exotic Weapon
Inventory Description: Never leave home without it.
Damage: 2d6
DamageType: Normal
Accuracy: +1
Clip: N/A
FireSpeed: 0.9s
ReloadSpeed: N/A

Special: While this is equipped, Berserking QUADRUPLES your damage instead of doubling it.



Laser Rifle
Exotic Weapon
Inventory Description: With no recoil and pinpoint accuracy, it takes a world-class moron to miss while using a laser rifle.
Damage: 1d7 (x5)
DamageType: Normal (NOT Plasma)
Accuracy: +8
Clip: 40 Plasma Cells
FireSpeed: 1.0s
ReloadSpeed: 1.5s





Super Shotgun
Exotic Weapon
Inventory Description: After the first hellish invasion, weapon engineers designed the super shotgun as the world's first firearm designed to kill demons. And boy does it do a good job.
Damage: 9d4
DamageType: Shrapnel
Accuracy: N/A
Clip: 2 Shotgun Shells (Uses both at once)
FireSpeed: 0.2s
ReloadSpeed: 2.0s
Spread: Same as Double Shotgun
Damage Dropoff: Same as regular Shotgun
« Last Edit: January 11, 2010, 13:13 by Thomas »
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thelaptop

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Re: New unique items
« Reply #382 on: January 11, 2010, 17:43 »

Super Shotgun
Exotic Weapon
Inventory Description: After the first hellish invasion, weapon engineers designed the super shotgun as the world's first firearm designed to kill demons. And boy does it do a good job.
Damage: 9d4
DamageType: Shrapnel
Accuracy: N/A
Clip: 2 Shotgun Shells (Uses both at once)
FireSpeed: 0.2s
ReloadSpeed: 2.0s
Spread: Same as Double Shotgun
Damage Dropoff: Same as regular Shotgun
This. I. Want. Now.
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zchris13

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Re: New unique items
« Reply #383 on: January 21, 2010, 20:09 »

You have that already. It's called the double shotgun.

Now what I would really like is a better pistol. Like a six-gun. Seriously.
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thelaptop

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Re: New unique items
« Reply #384 on: January 21, 2010, 20:24 »

You have that already. It's called the double shotgun.
No.  Double shotgun has tremendous drop-off -- this one has the same amount of drop-off as that of a regular Shotgun, making this far superior.
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zchris13

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Re: New unique items
« Reply #385 on: January 23, 2010, 18:00 »

That's not even funny.  The super spread is just atrocious, you can't even hit things at the edge of your vision.

But what I meant was that you can't call it the Super Shotgun, because that's what the double shotty is.
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Madtrixr

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Re: New unique items
« Reply #386 on: January 23, 2010, 18:21 »

That's not even funny.  The super spread is just atrocious, you can't even hit things at the edge of your vision.

But what I meant was that you can't call it the Super Shotgun, because that's what the double shotty is.

No. We can just say the Super Shotty is to the Double, what the Assault is to the Combat.

An upgraded version of a regular weapon that has a name sort of suggesting an upgrade. (thus fitting nicely into the idea of exotics.)

I think the Super Shotgun is a good idea, but we really need more Melee exotics, and this is coming from someone who doesn't care about Melee.
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Cobalt

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Re: New unique items
« Reply #387 on: January 23, 2010, 18:31 »

Yes, it is very silly that melee builds depend on visiting a pair of special levels because the combat knife is garbage and there's only one unique.  It would be nice if there was more variety than "shotguns, then chainsaw, then LS".
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Gargulec

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Re: New unique items
« Reply #388 on: January 23, 2010, 18:40 »

No, since AoB recreates the classical rite of passage through this limited weapons choice.
From a youngling, to warrior and from the warrior, to the hero.
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Thomas

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Re: New unique items
« Reply #389 on: January 23, 2010, 18:41 »

Well, (as I said the FIRST time I suggested the super shotgun idea) I made it to fill two niches:

Inefficient but effective shotgun (For two shells, 9d4 is pretty lousy damage)
A double-shotgun based special weapon (Jackhammer, Assault and Plasma Shotgun are all based off the Combat Shotgun)

The current "Double Shotgun" is nothing like DooM 2's "Super Shotgun" anyway, hence the name.
The double shotgun of DoomRL's main drawback is that it has a long fire time in which you must stand still like a moron, whereas in DooM 2 (and with this exotic weapon) the fire time is absolutely nothing, but it does less damage to compensate.

I think the Super Shotgun is a good idea, but we really need more Melee exotics, and this is coming from someone who doesn't care about Melee.

...really? We already have 3 if you include the chainsaw.

Besides, it's hard to make melee interesting. The only two melee weapons I can think of that would actually force you to change the way you fight are:

Plasma Sword
Exotic Weapon
Inventory Description: You need a description? It's a SWORD made out of PLASMA. Duh.
Damage: 9d9
DamageType: Normal
Accuracy: +1
Clip: 100 plasma cells (Attacks cost 15 cells)
FireSpeed: 1.0s
ReloadSpeed: 2.0s

Altfire: Costs all 100 cells. Slashes out an energy wave that damages all enemies in a line, like the railgun. Counts as a melee attack for most intents and purposes, but does not get a damage bonus from berserking.

Unholy Scythe
Unique Weapon
Inventory Description: Killing stuff is easy, it's getting back in to combat position that's hard!
Damage: 13d6
DamageType: Normal
Accuracy: 0
Clip: N/A
FireSpeed: 2.0s
ReloadSpeed: N/A

Altfire: Smacks someone with the blunt end of the scythe. Does half damage, but only takes 1.5 seconds.

PRE-POST EDIT:
Cobalt raises another good point. The LS is already the end-game weapon of choice, so these weapons are balanced to be better than the LS... but only in some situations.
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