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Author Topic: New unique items  (Read 201795 times)

Melon

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Re: New unique items
« Reply #480 on: June 28, 2010, 09:31 »

I have an idea
Name:Maleks shotgun
Damage:8d12
Description:The gun of the Grand Inquisitor
Alt fire:does 13d12 damage at the cost of some health and it knocks you back
Alt reload:Nothing

About the damage thing I don't even know how that works im just thinking it is 8 dice and 12 damage.

Minimum damage: 12
Maximum damage: 156
Average: 78

This weapon has average damage nearly the same as maximum damage of BFG9000. So it's 3-4 shots (with average damage) to kill Cyberdaemon.

A definite no-no.
« Last Edit: June 29, 2010, 02:46 by Melon »
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Angles of death

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Re: New unique items
« Reply #481 on: June 29, 2010, 00:40 »

Minimum damage: 12
Maximum damage: 156
Average: 78

This weapon has average damage nearly the same as BFG9000. So it's 3-4 shots (with average damage) to kill Cyberdemon.

A definite no-no.
Fixed : )
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Fanta Hege

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Re: New unique items
« Reply #482 on: June 30, 2010, 21:00 »

+
MSJar
MegaSphere in a jar? Every marine's dream come true...


Basicly a carriable megasphere.
As good as this sounds, too bad its atleast 10 times rarer than regular megasphere, so what chances do you think you have for ever finding it?
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thelaptop

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Re: New unique items
« Reply #483 on: July 01, 2010, 00:08 »

+
MSJar
MegaSphere in a jar? Every marine's dream come true...


Basicly a carriable megasphere.
As good as this sounds, too bad its atleast 10 times rarer than regular megasphere, so what chances do you think you have for ever finding it?
Actually I think we can just have a jar item that allows us to capture any spheres that are lying around.  Might be more handy for the adventuring Marine than just a single MSJar.
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Melon

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Re: New unique items
« Reply #484 on: July 01, 2010, 01:30 »

+
MSJar
MegaSphere in a jar? Every marine's dream come true...


Basicly a carriable megasphere.
As good as this sounds, too bad its atleast 10 times rarer than regular megasphere, so what chances do you think you have for ever finding it?
Well, since megaspheres do not exist, then you wouldn't have a chance to find such MSJar. However, a "jar" to capture spheres...

No, the game would be too easy. Leave it be [;
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Garlyle

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Re: New unique items
« Reply #485 on: July 01, 2010, 04:03 »

Well, since megaspheres do not exist, then you wouldn't have a chance to find such MSJar. However, a "jar" to capture spheres...

No, the game would be too easy. Leave it be [;
I wanted to say that a jar to pick up and hold onto a powerup for later would be awesome, but you're right.  Carrying an Invulneurability Globe would make some things way too easy.

I wouldn't mind some sort of consumable unique/exotic that can restore armor somehow, which is the main thing that such an item would allow that could be useful without being broken (I think?)
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ZZ

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Re: New unique items
« Reply #486 on: July 01, 2010, 04:22 »

Something that repairs armor you want?

Armor Repair Kit
Exotic Endless Consumable
InGame Desc: A kit that repairs your armor but however needs power
Transorms cells into armor durability with the rate 5%=1 cell.
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action52

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Re: New unique items
« Reply #487 on: July 03, 2010, 00:33 »

I don't think a rare, one-use item that acts like a portable Megasphere would be unbalanced. Or even a portable invincibility power-up. Sure, it would make the Cyberdemon a cakewalk, but for every player who successfuly used it on Cybie there would probably be five who died with it in their inventory because they were saving it for later.

A jar that lets you collect powerups would definitely be unbalanced, though.
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Garlyle

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Re: New unique items
« Reply #488 on: July 03, 2010, 03:05 »

I don't think a rare, one-use item that acts like a portable Megasphere would be unbalanced. Or even a portable invincibility power-up. Sure, it would make the Cyberdemon a cakewalk, but for every player who successfuly used it on Cybie there would probably be five who died with it in their inventory because they were saving it for later.

A jar that lets you collect powerups would definitely be unbalanced, though.
...All things considered a portable one-use invulneurability might be awesome.  I think I'm all for it - it would definitely help out in a pinch, and yeah, invariably people would die with it in their inventory anyway, just like health kits.
Spoiler (click to show/hide)
Not sure how I feel about a portable Megasphere, but a portable Supercharge would probably be alright (A super medkit of some sort)

Also, the armor repair kit sounds great, but as it currently stands, it would make Ammochain builds even more ridiculous than they currently are, even if the ammo cost was increased.
« Last Edit: July 03, 2010, 03:17 by Garlyle »
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Angles of death

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Re: New unique items
« Reply #489 on: July 10, 2010, 06:12 »

I have another failed idea:

Necrogun
Clip:2
Damage:The same as a Double Shotty
Acuracy:0 (its a shotgun)
Ammo: Shotgun Shells
Special fire:for the cost of some health and making you tired it can make the shotgun shells that you fired explode
Spoiler (click to show/hide)
you can shoot it again once you are not tired
Special reload:Reload the gun using some health instead of shells.
Description ingame:A truly vile device,made of what appears to be flesh and bone.You hear screams of tortured souls and get a cold chill when you look at it.
« Last Edit: October 02, 2010, 22:25 by Angles of death »
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UltimateChaos

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Re: New unique items
« Reply #490 on: August 17, 2010, 19:10 »

I don't see why armor repair kits would even have to be a unique, we have health powerups and medkits, phase devices and teleporters, why not armor packs and armor shards?

I think the pistol exotic/unique ratio is a little imbalanced.  Anti-freak jackal ought to be dropped down to exotic status so the awesome referenced pistols can stand glorified.  Here's my idea for another one.

Pistol Unique: Hades
Gotten from:  The Anime "Black Cat"

Desc:  A beautiful pistol made of orichalcum.
Damage: 3d5
Base Fire time: 0.8s
Accuracy +8
Alternate fire: Railgun.  Fires off a shot similar to the railgun (8d8 travels through targets) but makes you tired.
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Captain Trek

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Re: New unique items
« Reply #491 on: August 18, 2010, 10:25 »

With regards to the powerup jar idea, do you guys suppose it could work if it were a unique (that is, rare and only one per game at most) and only worked once?
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ZZ

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Re: New unique items
« Reply #492 on: August 27, 2010, 17:47 »

Demon's Mark
 Unique Boots
All parameters are 0.
Description: You feel it won't be easy to wear this.
Special: Every 2 seconds you wear this you loose 1 health. Demons can't hurt you while you wear this.
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Melon

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Re: New unique items
« Reply #493 on: August 28, 2010, 01:26 »

Demon's Mark
 Unique Boots
All parameters are 0.
Description: You feel it won't be easy to wear this.
Special: Every 2 seconds you wear this you loose 1 health. Demons can't hurt you while you wear this.

By what do we understand daemons? All the monsters? We don't include possessed?
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ZZ

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Re: New unique items
« Reply #494 on: August 28, 2010, 02:57 »

Every enemy. This is meant to be awesome escape thingy, but you can't use it for long.
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