Chaosforge Forum

  • April 26, 2024, 01:25
  • Welcome, Guest
Please login or register.



Login with username, password and session length
Pages: [1]

Author Topic: Improving/Balancing current uniques  (Read 2729 times)

Aki

  • Marketing/PR and Wiki Ops
  • Elder
  • Major General
  • *
  • *
  • Offline Offline
  • Posts: 969
    • View Profile
Improving/Balancing current uniques
« on: September 01, 2009, 00:22 »

I notice a heck of a lot of activity in the "New Unique Items" Thread, but shouldn't we focus on the 31 that we already have?

Since we're in the Beta phase of 0.9.9, why not try and rebalance/improve the current set of uniques, rather then add new ones?

This is what I think that a unique should be:

Something that makes it stand out from the class it belongs too (Armour, Melee, Boots, Pistol, Shotgun, Rocket, Rapidfire, Power). This can be either being more powerful (Damage, Accuracy, Speed, ect.) Or having a distinguishing trait (Regeneration of ammo, Multi-use Nuke, Different firing system (Think Assault shotgun vs Combat), ect.).

Uniques should be better then the basic weapons in their class, but do not need to be overpowered. That said, If a Unique is "powerful" It should have a drawback(s).

In addition, All uniques should be useful in their particular class. (See: BFG10K. It's not useful.)

Go ahead.
Logged
[0.9.9.7]
Rank: Arch-Vile Lt. General
Badges: [22/17/15/10/4/0]

Dervis

  • Nightmare Berserker
  • Elder
  • Major
  • *
  • *
  • Offline Offline
  • Posts: 321
    • View Profile
Re: Improving/Balancing current uniques
« Reply #1 on: September 01, 2009, 04:20 »

This is already being done. 4 uniques have had their stats balanced in this last Beta.
Logged

Aki

  • Marketing/PR and Wiki Ops
  • Elder
  • Major General
  • *
  • *
  • Offline Offline
  • Posts: 969
    • View Profile
Re: Improving/Balancing current uniques
« Reply #2 on: September 01, 2009, 14:58 »

So all of the uniques are currently balanced, then?
Logged
[0.9.9.7]
Rank: Arch-Vile Lt. General
Badges: [22/17/15/10/4/0]

Dervis

  • Nightmare Berserker
  • Elder
  • Major
  • *
  • *
  • Offline Offline
  • Posts: 321
    • View Profile
Re: Improving/Balancing current uniques
« Reply #3 on: September 01, 2009, 16:35 »

So all of the uniques are currently balanced, then?
There was a thread some time ago discussing how powerful some uniques were. Although it didn't get that many responses a few uniques gathered some consensus.
Blaster and Necroarmor at the top. Revenant Launcher, BFG 10k and Railgun bottom.
Logged

Zi

  • Sergeant Major
  • *
  • Offline Offline
  • Posts: 147
    • View Profile
Re: Improving/Balancing current uniques
« Reply #4 on: September 01, 2009, 16:51 »

Logged

Passionario

  • Elder
  • Second Lieutenant
  • *
  • *
  • Offline Offline
  • Posts: 168
    • View Profile
Re: Improving/Balancing current uniques
« Reply #5 on: September 02, 2009, 04:58 »

I'd suggest making Minigun belt-fed; that is, make it automatically reload when chainfired (with no extra effect if you have the relevant master trait).
Logged
Who do you send when Warp can't get the job done?
Pages: [1]