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Author Topic: New unique items  (Read 188384 times)

DarckRedd

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Re: New unique items
« Reply #435 on: March 09, 2010, 11:23 »

Well, if you insist...

BONK! Atomic Punch
Unique Consumable
Description: Radioactive? I think you mean delicious!
On consuming BONK!, the Space Marine will get 20 seconds of +50% speed and 100% dodge. Once BONK! expires, the Marine suffers a 10 second period of -20% speed and -20% dodge.

The Sandblaster
Exotic Weapon
Damage: 4d5
Damage Type: Normal
Accuracy: +1
Clip: 1 baseball
Attack Speed (Melee): .5
Attack Speed (Baseball): 1.0
Reload Speed: Instant
Alternate Fire: You launch a baseball an enemy. If it connects, the target suffers 1-10 seconds of stun. You can only reload by picking up your baseball. You automatically recover it if you leave the level without it.
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Madtrixr

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Re: New unique items
« Reply #436 on: March 09, 2010, 13:35 »

Look, I would do it myself, but I'm no good with the numbers.
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raekuul

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Re: New unique items
« Reply #437 on: March 09, 2010, 15:44 »

As long as we're on the subject of TF2:

The Blutsauger
Unique Weapon
Description: The healing is not as rewarding as the hurting!
Damage: 2d4x6 autofire
Accuracy: +1
Fire Speed: .8
Ammo: Regenerates, like the Nuclear Plasma Rifle

The Blutsauger heals 1 HP for the player per successful hit.
This is a weapon I would like to have, and the NPR-style ammo regen, if it blocks manual reloading, is the icing on the proverbial cake.
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The Flamethrower
Melee Weapon
Description: Mmphmpmphmp!
Damage: 13d3
Accuracy: +6
Range: melee
Alt-fire: Airblast (instantly knocks the target back four tiles. Does 1d6 damage if they hit a wall or another monster)
Special: The flamethrower ignites anything it hits for 2 damage per second for five seconds. The flamethrower does an additional +3 damage if the player is standing on or over lava. 
Airblast. Guaranteed knockback. Want.
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Grenade Launcher
Exotic Weapon
Description: They'll glue you back together -- IN HELL. Where we technically are. Shut up.
I'm not saying it. I'm sure as hell thinking it, but I'm not saying it.
Quote
Damage: 6d6
Accuracy: +2
Clip size: 4
Alt Fire: Lengthens the fuse on the grenade to 16 tiles before detonation.
The grenade launcher is almost identical to the rocket launcher with one major distinction. Grenades can be bounced around corners, ricocheted off walls, and fired at other crazy angles, allowing the player to make crazy trick shots. Grenades will always travel 8 tiles before detonating, unless they hit a monster.
Now this weapon introduces new tactical strategies I would like to explore...
Lets continue with it then, shall we?

The Direct Hit
Unique

Description; Turn Pro
Damage; 8d6
Damagetype; Explosive
Blast radious: 1? 2?
Accuracy: +1
Clip; 4
Firespeed; 1
Reloadspeed: 2

Similiar to that off rocket/missile launcher expect with a way way lower blast radious. Perfect for precision fireing.
Uses rockets as ammo
Blast Radius is given as a linear number, not as a square array, because the outer part of the blast is exactly R tiles away from the impact point. Other than that nitpick, I'd lock the radius at two and change the damage to 7d7 instead of 8d6.
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Force-A-Nature
Exotic

Description; Brotha, I hurt people!
Damage; 9d3x2
Damagetype; Normal
Accuracy: N/A
Clip; 2
Firespeed; 0.5
Reloadspeed: 2

Special; Any enemy hit with this will get some SERIOUS knockback, I mean it should send them FLYING backwards.
Uses shells as ammo
Woohoo, more Guaranteed Knockback weapons. I love knocking back enemies, especially into lava and acid.
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The Huntsman
Unique

Description; Bows are primitive and harmless? Yeah right.
Damage; 10d2
Damagetype; Normal
Accuracy: +3
Clip; 1
Firespeed; 2
Reloadspeed: 1

Ammotype; Considering you can't get arrows anywhere... This weapon will use Combat Knives (!!!).
O hai dere knife collection, wanna see some use?

On a less silly note, would this be allowed to be used in AoMr? I would like it a lot more if that was the case.
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Gunboats
Unique
Boots.

Protection; 5/5
Durability; 200%
Special; Allows you to rocket jump with 75% decreased self damage.
Speed bonus; 0%
Knockback bonus: 0%
Other than the really bad pun, this would be good. Too bad I would only ever find them on Fireangel runs.
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Kukri
Exotic

Description; You got blood on my knive, mate
Damage; 5d4
Damagetype; Normal
Accuracy: 1
Clip; N/A
Firespeed; 1
Reloadspeed: N/A

Special; Hits double damage on invisible opponents. (dohohohooo)
Hey, Waldorf, are there any invisible opponents to test this out on? Or is that in the beta?
Well, if you insist...

BONK! Atomic Punch
Unique Consumable
Description: Radioactive? I think you mean delicious!
On consuming BONK!, the Space Marine will get 20 seconds of +50% speed and 100% dodge. Once BONK! expires, the Marine suffers a 10 second period of -20% speed and -20% dodge.
On the one hand, radioactivity does not work that way. On the other hand, more consumables!
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The Sandblaster
Exotic Weapon
Damage: 4d5
Damage Type: Normal
Accuracy: +1
Clip: 1 baseball
Attack Speed (Melee): .5
Attack Speed (Baseball): 1.0
Reload Speed: Instant
Alternate Fire: You launch a baseball an enemy. If it connects, the target suffers 1-10 seconds of stun. You can only reload by picking up your baseball. You automatically recover it if you leave the level without it.
Sandblaster... why am I thinking Haruhi Suzumiya when I should be thinking TF2 Scout?
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Tormuse doesn't lose, he dies on purpose to lull the demons into a false sense of security.

DarckRedd

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Re: New unique items
« Reply #438 on: March 09, 2010, 20:07 »

Team Fortress never dies.

The Flaregun
Exotic Weapon
Description: Light up someone's day.
Damage: 2d4
Accuracy: +2
Fire Speed: 1.0
Reload Speed: 1.5
Clip Size: 1
Any target hit with the Flaregun will catch ablaze, and take continuous damage for some time afterward. It gets a +2 damage bonus if the player is standing on lava.

The Kill Gloves of Boxing
Exotic Weapon
Description: I am coming to beat your ass!
Damage: 5d6
Accuracy: +2
Fire Speed: 1.5
Range: Melee
After getting a kill with the KGBs, its attacks will always do double damage for five seconds. Every following kill will extend the timer. Goes nicely with Blademaster.
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ChaoticJosh

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Re: New unique items
« Reply #439 on: March 10, 2010, 14:55 »

The Kill Gloves of Boxing
Exotic Weapon
Description: I am coming to beat your ass!
Damage: 5d6
Accuracy: +2
Fire Speed: 1.5
Range: Melee
After getting a kill with the KGBs, its attacks will always do double damage for five seconds. Every following kill will extend the timer. Goes nicely with Blademaster.

That's horrifically strong with Berserk. I say this since, as you probably already know, being in berserk status doubles the physical damage you do, so with this you're doing quadruple damage while berserking... You could probably take out Cybie in two hits flat in a Max Carnage run while berserking and the timer still going.
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DarckRedd

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Re: New unique items
« Reply #440 on: March 12, 2010, 20:32 »

That's horrifically strong with Berserk. I say this since, as you probably already know, being in berserk status doubles the physical damage you do, so with this you're doing quadruple damage while berserking... You could probably take out Cybie in two hits flat in a Max Carnage run while berserking and the timer still going.

You're totally right. I wasn't thinking too much about balance, just modeling the TF2 weapon.

Then again, the random number god would never be so kind as to allow such a combination!
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raekuul

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Re: New unique items
« Reply #441 on: March 12, 2010, 22:20 »

Do not taunt Happy Fun RNG.
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Tormuse doesn't lose, he dies on purpose to lull the demons into a false sense of security.

Simon-v

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Re: New unique items
« Reply #442 on: March 13, 2010, 06:58 »

Mournblade
Unique

Inventory description: The black blade hums slightly, demanding blood.
Base damage: 4d5
Base attack speed: 1s
Special: When wielded, the blade grants you the same benefits as the Vapmyre master trait (similar to how the Butcher's Cleaver does for Blademaster). However, as long as you are in melee range from an enemy, any move action you attempt is replaced with a melee attack action towards the nearest enemy, preventing you from running away and forcing you to continue fighting regardless of your judgment. Phase devices still work normally.
Source: Elric of Melnibon (http://en.wikipedia.org/wiki/Elric_of_Melnibone)
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ChaoticJosh

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Re: New unique items
« Reply #443 on: March 13, 2010, 16:32 »

Elephant Gun
Unique
10d10
Ammo: 10/10 shotgun shells (uses them all in one shot)
Firing time: 1s
Reload: 4s
Alternate fire: N/A
Alternate Reload: N/A
Special: This guns is massively powerful, shooting out a torrent of death whereever you point it. However, the recoil from this gun is so intense it will knock you back 2 squares whenever you fire it, and then needs a 4 second reload. Also, seeing as how it's not a shotgun, cannot be quickloaded with shottyman.
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raekuul

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Re: New unique items
« Reply #444 on: March 13, 2010, 19:49 »

Syrinx Axe
Unique
What could this strange device be...?
Base Damage: 7d5
Base Attack Speed: 2s
Special 1: Hits the targeted tile (at regular power) and the two tiles that are both adjacent to it  and perpendicular to Doomguy's line of attack (their armor is +5 for this).
Examples:
Code: [Select]
<X>
.@.
...

Code: [Select]
..>
.X.
<.@

Special 2: Gibs if it deals more than 30 damage on an attack. Yeah, I know, it makes AoMC a lot easier on N!. So what?
« Last Edit: March 13, 2010, 20:22 by raekuul »
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Tormuse doesn't lose, he dies on purpose to lull the demons into a false sense of security.

DarckRedd

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Re: New unique items
« Reply #445 on: March 13, 2010, 20:59 »

Gammatron Cleric Katana
Unique
Hey, if we have the pistol, we might as well go all the way.
Damage: 6d7
Speed: 1s
Special: If you keep the Katana in the reserve while using the Gammatron Cleric Beretta, it's treated like you have the Juggler trait -- you may switch between them instantly, and you'll automatically use the Katana in melee.
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LockeCarnelia

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Re: New unique items
« Reply #446 on: March 14, 2010, 19:55 »

Riot Gun
Damage: 6d3x5 (30-90)
Speed: 1.0 Sec
Reload Speed: 2.5 Sec, one shell per reload
Accuracy: Shotgun, Spreads less than shotgun.
Clip: 20 (Unloads 5 shells per shot.)
In-Game Description: Might be a bit unwieldy, but 20 shells in the tank doesn't lie.

Eats shells like candy, doesn't spread as much as a shotgun, but does a ton of damage, and serves as a slight in-between between the Chaingun and the Shotgun.
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UnderAPaleGreySky

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Re: New unique items
« Reply #447 on: March 14, 2010, 21:20 »

Someday, I'm gonna go through some of this thread, pull out a few and bodge them up in the sandbox. :P
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Gargulec

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Re: New unique items
« Reply #448 on: March 15, 2010, 15:36 »

My very own take at ultra-hiper-deadly-super-killy-shotty piece of weaponry.

The Randomator
Safeties? I need no safeties!

Damage: 1d200
Clip: 5 (uses rockets as ammo, takes 5 per shot)
Splash radius: 5
Firing time: 0.1s
Reload time: 1 second per rocket.
Damage type: Fire
To-Hit: Special. You do not choose a destination firing the Randomator. Instead, every time you fire this bizarre piece of tech, a huge explosion is created in random point of level. This can be out of LOS, or in LOS or even on a top of DoomGuy. Since this weapons is very destructive and powerful, if somewhat random one, it can be as deadly for player as for his foes. And overusing it is a sure invitation to suicide. And it shines with Fireangel.
In-game description: 'Strike the bell, bid the danger. And get obliterated today!'


Emergency Teleporatation Device
'Warp out!'

Looks like hell staff- lime ?. Can be used only if player is cautious or running, and tires him afterwards. It allows to telporatate to any tile, picked by player, using normal targeting methods. It can be used to jump beyond LOS. But, should the player teleportate onto a tile that is occupied with a wall... Then he dies, he knew the risk after all. Same goes for spaces occupied with enemies. So, it is very powerful and insanely risky piece of equipment, that can save life, or give a very amusing YASD.
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raekuul

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Re: New unique items
« Reply #449 on: March 15, 2010, 16:21 »

I'm still waiting for someone to slug me for the 2112 reference.
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Tormuse doesn't lose, he dies on purpose to lull the demons into a false sense of security.
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