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Author Topic: New unique items  (Read 187970 times)

Psion

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Re: New unique items
« Reply #450 on: March 15, 2010, 16:45 »

Omni Launcher
A gun that launches anything in your inventory a short distance.  Deals moderate damage and destroys the item if it hits anything but, if it doesn't, the item lands safely.  In other words, it facilitates long distance gift dropping.
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Strange guy

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A few ideas
« Reply #451 on: March 16, 2010, 10:15 »

Ambassador
Exotic
Damage:    4d6
Accuracy:    +6
Base Fire Time:    2.0 second
Base Reload Time:    2.5 second
Clip Size:    6
Ammunition:    10mm ammo
Alternate fire: Aimed shot
Alternate reload: If you have Dualgunner trait - it reloads both pistols in your weapon and prepared slot.
Quote on pickup:    "The time for negotiations are over"
Ingame Description:   Put two wheels on this thing and it's a cannon.
Reference: TF2

Gatling Shotgun
Unique
Damage:    (7d3)x4
Accuracy:    Standard shotgun spread
Base Fire Time:    1.0 second
Base Reload Time:    2.5 second
Clip Size:    40
Ammunition:    Shotgun shells
Alternate fire:   Chain fire
Ingame Description:   When you need to give the air itself lead poisoning.

Razor
Unique
Damage:    4d5
Accuracy:    +1
Ingame Description:   Perfect for slitting throats on the streets of London town.
Special:  Does 1.5x damage to humanoid (ie can use items/wear armour) enemies.
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action52

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Re: New unique items
« Reply #452 on: March 24, 2010, 17:24 »

Lightning Gun
Exotic
Damage:    5d3, armor piercing
Accuracy:    +8
Base Fire Time:    0.6 second, alternate fire 1.5 second
Base Reload Time:    2.5 second
Clip Size:    100, consumes 5 per shot
Ammunition:    energy cells
Alternate fire: Shoots a big but inaccurate bolt that consumes 20 cells, for 20d3 damage
Alternate reload: None
Ingame Description:   Concentrated electric death. Be careful around water with this thing.
Reference: Quake
May not seem powerful, but notice the very quick base fire time.
When you use this on an enemy standing in water, all other enemies in the water will be damaged. If you use it on an enemy standing in water while you are standing in the water, you will instantly consume all the cells in your clip, doing (d3)x(number of cells) damage to yourself and all enemies in the water.

Vorpal Weapon Mod Pack
Unique Mod Pack, Works on weapons only
Reference: Rogue (but Rogue is referencing Through the Looking Glass)
Ingame Description: This glowing... thing seems to be pulling itself towards one of your weapons.
When you use this mod pack on one of your weapons, it immediately becomes "vorpalized" versus one random nonboss monster type. Could be Arch-Viles, could be Former Humans. A vorpalized weapon will flash whenever the one of the monsters it is vorpalized against steps into view. It will always hit its monster type, and will do an extra 10 points of damage. Plus, there is a 10% chance of instantly killing that monster every time you hit it.
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Kornel Kisielewicz

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Re: New unique items
« Reply #453 on: March 26, 2010, 03:55 »

Lightning Gun
(...)
Ingame Description: This glowing... thing seems to be pulling itself towards one of your weapons.
When you use this mod pack on one of your weapons, it immediately becomes "vorpalized" versus one random nonboss monster type. Could be Arch-Viles, could be Former Humans. A vorpalized weapon will flash whenever the one of the monsters it is vorpalized against steps into view. It will always hit its monster type, and will do an extra 10 points of damage. Plus, there is a 10% chance of instantly killing that monster every time you hit it.
Oh yeah, this was planned since 0.9 I think, but would be a bitch to code without hacks -_-
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UnderAPaleGreySky

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Re: New unique items
« Reply #454 on: March 26, 2010, 05:17 »

A couple from my sandbox level, tweaked a little.

.44 Magnum
Exotic Weapon
Inventory Description: I know what you're thinking. "Did he fire six shots or only five?"
Damage: 4d3
DamageType: Normal
Accuracy: +5
Clip: 6
AmmoType: Bullets
FireSpeed: 1.2s
ReloadSpeed: 2.0s
First Pickup Quote: "Go ahead, make my day."

AltFire: Aimed shot.
AltReload: Dual reload.

Crowbar
Exotic Weapon
Inventory Description: Normally used for opening crates or doors. Good for skulls, too.
Damage: 3d4
DamageType: Physical
Accuracy: +2
First Pickup Quote: Looks like Freeman didn't make it...

EDIT: Fixed crowbar to be better than combat knife.
« Last Edit: March 26, 2010, 19:56 by UnderAPaleGreySky »
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GenTechJ

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Re: New unique items
« Reply #455 on: March 26, 2010, 06:58 »

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

Same, there's some nice uniques in here.

EDIT: Kornel, or anyone who's messed with sandbox mode more than I have, is it possible to have "bouncing" weapons? So I can make grenades and grenade launchers work (semi-)properly?
« Last Edit: March 26, 2010, 06:59 by GenTechJ »
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yaflhdztioxo

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Re: New unique items
« Reply #456 on: March 26, 2010, 19:58 »

I don't think so.  If anyone can figure out a way to bounce projectiles they would make a lot of people happy.
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Madtrixr

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Re: New unique items
« Reply #457 on: April 02, 2010, 01:36 »

On the one hand, radioactivity does not work that way. On the other hand, more consumables!

It does in TF2...Bonk is the best way to piss a heavy off, or probably survive a turret.
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SirReginaldBathwater

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Re: New unique items
« Reply #458 on: April 05, 2010, 00:57 »

Necronomicon
One-use item, probably either
-drains the life from all nearby monsters and heals you up to 300%, which will decay as normal, down to 200% for Badass.
-draws power from all corpses on the level, and heals you the same way, or possibly makes you invulnerable (mortuary anyone?)

Since the Butcher's Cleaver is in there...
Hellforge Hammer
\
Damage - 15d4
Inventory description - The hammer of Hephaestus, said to shatter the very soul of evil.
Pickup - The power of hell flows into your hands.
Acc - + 6
Firespeed 1.8s
Normal fire - smash a foe with the hammer
Alt-Fire - Shatter the very earth! Aim it like a normal weapon, causes damage (less than attack) in a line, and turns the tiles struck into lava, including walls, tires you out.

Found in a unique level perhaps, the Hellforge - You must defeat Hephastus (a powerful melee-baron), and can choose to either shatter the hellstone *, and gain some random loot, mostly upgrade kits (for non-melee chars) or keep the hammer.


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BEEF

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Re: New unique items
« Reply #459 on: April 06, 2010, 07:06 »

Thought there should be a second chaingun-based weapon, so harrup:

Flechette Gun
Exotic weapon
Description: Death by a thousand needles.
Damage: 1d3x9 (1d3x3)x3
Damage type: Physical
Accuracy: +3
Clip: 30 x 10 mm ammo
Firetime: 1 second
Reload time: 2.0 seconds
Alt-Fire: Chainfire
Special: Fires 3 shots for every bullet consumed. Each level of Triggerhappy increases the number of shots fired by 3, Firestorm mod by 6. Each bullet does damage three times, as indicated in Damage.

Pretty weak without Son of a Bitch, and even with that maxed out revenants and the Cyberdemon will be tough to crack. On the other hand, enemies with less than 4 armor will take wicked amounts of damage, especially if you power mod it.
« Last Edit: April 06, 2010, 07:55 by BEEF »
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Gargulec

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Re: New unique items
« Reply #460 on: April 06, 2010, 07:15 »

Thought there should be a second chaingun-based weapon, so harrup:

Flechette Gun
Exotic weapon
Description: Death by a thousand needles.
Damage: 1d3x9
Damage type: Physical
Accuracy: +3
Clip: 30 x 10 mm ammo
Firetime: 1 second
Reload time: 2.0 seconds
Alt-Fire: Chainfire
Special: Fires 3 shots for every bullet consumed. Each level of Triggerhappy increases the number of shots fired by 3, Firestorm mod by 6.

Pretty weak without Son of a Bitch, and even with that maxed out revenants and the Cyberdemon will be tough to crack. On the other hand, enemies with less than 4 armor will take wicked amounts of damage, especially if you power mod it.

Erm... I do not understand. Are you saying that this is (1d3x3)x9 (three shots per one bullet?). If that's true, it does not deal wicked amounts of damage, it deals INSANE amount of damage. Without tri and SoaB which turns this thing into ultimate machine of Doom, Death and Destruction.
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BEEF

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Re: New unique items
« Reply #461 on: April 06, 2010, 07:21 »

Nah, using that notation it would be (1d3x3)x3, but I thought that implied it fires only 3 shots, each of which does damage three times, like some kind of double-Jackhammer or something.

It uses 3 ammo, but fires 9 shots, each doing damage once.
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Gargulec

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Re: New unique items
« Reply #462 on: April 06, 2010, 07:31 »

Ah, then it is pretty balanced. But still, with Tri2 and Soab3 it deals damage faster than plasma rifle.
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And greater honour is well due to them
when they foresee (and many of them foresee)
that in the end Ephialtes will appear,
that after all the Persian shall break through.

BEEF

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Re: New unique items
« Reply #463 on: April 06, 2010, 07:53 »

Well yeah, it's an exotic, so it's supposed to be better than the standard weapons. Otherwise, why would an Ammochainer use that, ever? Plus, you'll still get a nasty surprise when it turns out a baron was wearing red armor.

Also, on second thought it probably should fire three shots that hit three times each, if only for the sake of sanity when watching the animations.
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BEEF

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Re: New unique items
« Reply #464 on: April 06, 2010, 14:55 »

Thinking about it some more, the flechette gun has enough going for it that it doesn't have to be better than a plasma rifle. If it did (1d4x3)x3 shrapnel damage, it would do a respectable 26.25 damage to a monster with 2 armor, and a floor of 15 damage isn't too shabby either. On the other hand, unarmored monsters have few enough hp that they'd die in one hit. With 1 armor, it would average 52.5 damage, enough to take down a hell knight in one volley, or up to two demons if you're lucky.
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