DoomRL > Discussion
Call for Uniques/Exotics
Evilpotatoe:
I agree with Tormuse on this one, it only seems usable by berserkers to me. (and is probably not even good for them. a red is better, and zerks should be vampyres anyway)
A stim armor, which gives you.. say +20% action speed with +3 damages and 2 bonus "adrenaline armor" when almost dead could be fun. Kind of "live fast, die fast" double edged item.
Or make the medical proc only when at 25% health, but heal 50% (or full) at once. Less fun, but more "medical".
I think there's a lot of cool ideas to exploit (not only about this one).
Shoop da Whoop:
Hello and welcome back! It's been a while.
--- Quote from: Evilpotatoe on April 03, 2016, 03:51 ---I'm really sad about this free chainsaw at dlvl5.
--- End quote ---
I remember one somewhat absurd proposition: making the Chained Court chainsaw into an unique powerup, separate from the exotic weapon. So, you enter the level, pick up an one-time/trial/theme park chainsaw (maybe, with a status of BLD to add to your usual brk), do whatever you do and then optionally get weapon-chainsaw in the end, all depending on your performance/challenge/Arena. The powerup runs out once you leave the level, which is a new kinda condition but I wouldn't say unimplementable. And if you run unarmed challenge, just don't touch the chainsaw then!
Also, chainsaw as a powerup wouldn't clutter exotics stats page anymore.
--- Quote from: Tormuse ---Medical Powerarmor: I've said it before, but I'll say it again: If my health is below 25% and I have no other way to heal, I'm probably about to die anyway. Also, if you've taken enough of a beating to be that low on health, it's unlikely that your armour will be in good enough shape to use its durability to heal you and the only way around that would be to switch to this armour only when you're low on health, but who's going to switch in the middle of a fire fight? There's just no situation where this armour is useful, in my opinion. I think it should, at the very least, heal you up to 50%. (All of this applies to the regular medical armour too)
--- End quote ---
Just found one in today's run, was quite disappointed.
What would be interesting and fitting for the medical armors family? I'd say, giving a free level of Badass trait HP-keep effect. It's a medical armor, thus it keeps you healthy! Whether those bonuses should stack up, is up to balancing decision.
--- Quote from: Tormuse ---Frag Shotgun: Please reduce the firing time. This could be a useful weapon if it didn't fire so slowly. As it is, I'd much rather use a chaingun for my bullets, so the only situation I would use this weapon is if I was playing Angel of Shotgunnery, and even then, only if I was truly desperate and somehow completely ran out of shells, because having a weapon that fires so slowly is very dangerous. The slow firing time completely kills any usefulness of this weapon.
--- End quote ---
It should be toned town to an exotic. I mean, much better plasma shotgun was a unique weapon back in the day and is just an exotic nowadays. And then, something better can take it place.
Now, let me admit: I am a shotgun apologetic. What kind of unusual shotguns can be implemented? Shotgun that allows you to fly with knockback ("rocketjump"). Shotgun that has close range and far range cones as alternate firing modes. Some kind of weird cornershooting shotgun (why cornershooting? Well, for example, because you can't aim enemies.)
Or, what is the specific tactic specific to shotguns? Radar shooting, isn't it? Why not make a "Radar shotgun", which increases your sight radius temporarily after being shot? It even has a ready pickup quote!
Well, if not for the sprite limitation, I'd propose a (stun rod), with a posiblity to stunlock. Or, maybe, it's chaisaw that should have stunlock, just like it does in the source game?
And, of course, there always is the rest of Quake weapon "family": Axe, Nailgun and/or Supernailgun and Lightning Gun.
Again, thanks for continued support!
Kornel Kisielewicz:
While I see the benefit of balancing the existing Uniques/Exotics - adding more works for variety. OTOH, variety that just changes a stat or two isn't real variety. Is there sense in adding slight variations of the existing uniques/exotics? Like e.g. a pistol version of the railgun?
Sereg:
Yes, because of the limitation challenges that make up much of the compelling gameplay in DoomRL.
If you have a useful artifact that is completely off limits to most Angels, it's a lot less useful, and it does make sense(if it also makes sense thematically - a Grammaton Cleric Rocket Launcher doesn't really make sense given its source material) to create variations of it that allow access to it during other challenge modes. That said, there are already good choices available for most weapon classes, so perhaps we benefit more from nudging the game in the direction of generating items that are useful during a particular playthrough. Finding the Pancor Jackhammer or the Butcher's Cleaver(or Dragonslayer) as an AoMr is utterly pointless, for example.
Additionally, there are some uniques that don't really seem to have a point. Acid Spitter, for example, is a cool concept, but I've never found a way to make use of it in practice. Charch's Null Pointer is one I've never even used - I pick it up to register the find, then put it right back down. Perhaps I'm ignorant of the tactical possibilities of these weapons, or perhaps they're just not a good fit for the way the game plays.
raekuul:
--- Quote from: Kornel Kisielewicz on April 19, 2016, 09:00 ---Like e.g. a pistol version of the railgun?
--- End quote ---
Pistol base, shot type 0x07, and done.
I believe it's shot type 0x07, at any rate. Been a long time since I memhacked.
In any case, to answer the standing question: not really? I'd have to look at what's available but afair every weapon class has exotics that work well in most Angels (shotguns might be the only exception to that general rule simply because of the problem of balancing shotgun weapons without completely ruining what makes Shotguns work, and obviously you don't really want weapons in Angel of Pacifism).
Artifacts are a different story, but aren't artifacts restricted to the current Angel ruleset already? I can't remember if that was an actual thing or just a suggestion.
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