DoomRL > Discussion
Call for Uniques/Exotics
Sambojin:
Gonna throw another run at the "Weaksauce".
A 2d3 shotty, standard spread, low drop-off, 3 round magazine (used like a tactical shotty), plasma damage. Its primary purpose is radar-shooting and barrel popping. Could just about give it a N mod equivalent for unlimited recharging ammo, just so it's a tool-weapon that only takes up 1 inventory slot to use. Fully moddable, just in case you want more reload speed/magazine/damage(?) (or want to use up a mod to free up inventory space). 1 sec fire, 0.8sec reload (not needed unless you have very good firing speeds). Uses shells or plasma, whatever, it's nano. Your choice Kornel. Maybe make it un-reloadable, but that does remove a use for it being a mod-dump tool-weapon. T mods for proper stuff, B for mag, Reloader traits, etc should still be useful, so slapping some plasma in shouldn't be a problem, even with free recharge on a small magazine size.
"This was the UAC's first attempt at a fully modifiable self-recharging plasma shotgun. Needless to say, it didn't go well. Useful for removing paint from walls or curling eyelashes at a distance."
Would 2d3 at a distance still pop barrels and radar-shoot with damage drop-off? Minimum 1 damage isn't it, at good range, with 5% dropoff?
In theory you could WK(1) it into a 5d3 nano-plasma shotty if you really wanted to, but no-one would spend 3 P mods to do so. I wouldn't mind if it was "Fully moddable" with five mods standard, breaking the "three mods of one type" limit beyond anything else possible, so a 5P mod/7d3 damage Weaksauce is possible. Without any WK requirements to do so. So any 5-mod combo is possible, on a tiny, weak nano-plasma shotty. Still, just a handy little tool-weapon that does a "thing" for anyone. Radar shooting without the ammo problems.
edit: 2d3 damage, and "Full Mod" blurb. It has potential. Kind of..... :)
-------------
So, the "Weaksauce":
2d3 nano plasma shotgun, standard spread, 5% damage drop-off, 3 round magazine (tactical).
1sec fire speed, 0.8sec reload.
Uses plasma for reloads, 5 plasma per shot, but nano reloads anyway (Shottyman problem?)
5 mod limit (without the 3-of-one-kind limit). No Whizzkid requirements for modding.
Description:
"This was the UAC's only attempt at a fully modifiable self-recharging plasma shotgun. It didn't work out well. Still useful for curling eyelashes at a distance though."
(I forget the text character limits on in-game weapon descriptions)
Easy enough to code anyway. Radar shooting flashlight, unless you put a lot of stuff on it. Could even up the damage to 3d3 if you didn't mind it potentially becoming mod-dump godly (and more vaguely useful). Might actually break walls if you did.
---------
Evilpotatoe:
@Sambojin
I had this idea of a radar shotty too, and also read it already, maybe from someone else ? Anyay, I kinda like the idea... but wonder it it would be worth a slot.
I'd forget about the "fully moddable thing". It breaks game rules, getting it to 7d3 is not the purpose, and finding 5*P is NOT guaranteed at all anyway.
I might completely remove the magazine (or give it 10 auto-reloading shots.. quite the same isn't it), and probably lower the damage to 1d1.
All in all, it would still require 1 inventory slot (and ideally, juggler) to be of comfortable use. Not sure I'dd see any use to it.
I would rather see is as an assembly (shotty +TB ?). That way, you can get it easily if needed.
Thinking again about the assembly thing... I guess I wouldn't waste mods for that... so what ? regular weapon ? it doesn't look very "exotic" in term of efficiency. After all, what matters is just that one can find it, so I'll just give it a significant weight (say, like tactical shotty).
And then, if it proves beeing really useful, I'd make it an assembly.
@Kornel
If I had to design or rework stuff, I would try to be sure it can bring something to the player. To answer about the idea of a "railgun-like pistol", I have no idea whether it would be useful or not, but here are some clues :
* I don't think the railgun is of any real use in the current game. I love the idea, the weapon is looks nice... but the rail perk seems useless 99% of the time, and the ammo consumption looks terrible. I never used it more than for "testing" it. IIRC, good damages and accuracy, but too much cell consumption, which basically means "useless in normal situations, and not as good as a BFG in exceptionnal ones". Maybe it would be different if I could afford a mobile playstyle, and have fun creating alignments, but one word sums it up : cornershooting :(.
* Making such a pistol useful would probably depend a lot on it stats. If it got the exact same stats as a regular pistol, people will try it. If it can't, e.g., be turned into a speedloader, it might be put aside "just" because of that. Same applies for damages : make it lousy to "balance" the AOE damages effect, and it might not be tried at all. Give it great damages (without bad shooting/reload times) and everyone will at least try it, which will provide several different experience returns.
* Now, maybe the "rail perk" will be more a drawback than an advantage (collateral 'call' of too much monsters at once when trying to isolate a single target, accidental bareelshooting bumping monsters close to player...)
* From my pov, the only way to know if it's too powerful / too weak is to put it in the game and let players experiment.
Since I would like people to try it, I would probably make it a copy/improvement of the current regular pistols, *without* drawbacks (yup, speedloable too, at least for it's release, so that it is appealing). I would probably also increase damages a little, to motivate players even more (and make it worth its exotic value, *if* exotic).
Then, of course, I would try it, (and more importantly, have other people try it) to see what we think of it.
If it sucks, I'd make damages significant, and if it still sucks after that, I'd remove it. If it's a blast, I would start out with the obvious nerf of removing the speedloaddy thing (which seems off topic for such a gun). Nerfs like higher reload or shooting time cripple stuff really fast (and so would bad damages), so I would keep it as-is, unless it looks completely OP, which I can't actually imagine. In fact, I wouldn't worry too much about it beeing "too good" unless it looks at least as good as a nuclear/laser rifle. And I don't think anything can be that good :).
All this makes me think of a "gauss rifle/chaingun" ^^ Why ? Not because I'd like it everywhere (I really don't care much about that perk, shotties are better anyway). Just because the use could be different from current railgun, and therefore... may actually be useful. If some chaingun could be as efficient as a plasma rifle (in its way), I might consider them again. (currently, I drop my chaingun once I got one of plasma rifle / chainsaw, and rarely pick one again).
Sambojin:
The 2d3 was more-so storyline (and it not having "non-purpose-gun" as a weapon). A few shots will certainly take down a "marine" enemy, and maybe a few, but the bolt-ons really aren't available to everyone. No doubt real special forces of the UAC had their "Weaksauces" being very useful for their missions, modded to hell, and the self-recharging aspect made it reasonably deployable anywhere. But it didn't even match up to a decent shotgun in effect. In lethality or usefulness. So it was one of those research projects that just quietly went away to die somewhere. With enough examples laying around research bases to warrant its inclusion.
That it could be modded easily wasn't the problem. That the base weapon was shite, was.
The lack of WK requirements and the "super-moddability" is what makes it exotic beyond "just-another-shotgun". It breaks the rules. But it's still got an in-game purpose before you do.
You could up clip-size or damage easily. But as an exotic "oddity", that might just work for Doomguy's situation, I reckon it's alright.
And it's not that hard to code in either.
edit: removed the word "deployed" from the weapon description.
Q2ZOv:
I have not played for quite some time, so I don't have useful ideas right now. But I remember that during donation campaign there was some kind of a form where if you donated enough you could offer design for items. I am sure I submitted several item ideas there and probably somebody else too. So if Kornel still has access to that form submissions he can check there.
BaronVonMurderkill:
What about Assault Rifle, like in Brutal Doom, or new Doom? Common, 2d5 damage, accuracy +5, clip size 30(45?), 1 shot without TH(2 shots?), no Chainfire(I'd suggest Single Shot instead), probably add Former Private armed with it(after all, in the original game basic zombies had rifles in their sprites). And a slightly better version can be added as exotic AR Mk.2.
To avoid confusion, the AR assembly can be renamed to Marksman Rifle. BTW, it's really underpowered, if the original gun does N shots with dX damage, then:
1)It costs you Tactical Boots(A).
2)It does less damage per round than the original gun. (2d(X-1)+SoB)/2 instead of dX+SoB.
3)It spends more ammo per burst than the original gun. 2(N/2)+2TH(BTW, how it's rounded in case of Laser Rifle?) instead of N+TH.
4)It deals less damage: (N/2+TH)(2d(X-1)+SoB) instead of (N+TH)(dX+SoB).
IMHO, changing recipe to APB or something, and making shot cost 1 ammo, would be enough to make it useful.
Navigation
[0] Message Index
[#] Next page
[*] Previous page
Go to full version