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Re: Magic Weapon Ideas

Posted: Thu Mar 05, 2009 6:15 pm
by DW_ACY
D2Boss wrote:Haste: In addition for Quickfoot, have the weapon shoot slightly faster than others.




You already have this with Force! that is the characteristic many don't realize about it!!!

Re: Magic Weapon Ideas

Posted: Thu Mar 05, 2009 6:26 pm
by DW_Ant
DW_ACY wrote:
D2Boss wrote:Haste: In addition for Quickfoot, have the weapon shoot slightly faster than others.

You already have this with Force! that is the characteristic many don't realize about it!!!


Oh I didn't mean the projectile speed, I was thinking of the WS skill. But that could do, too. I enjoyed Quickfoot when it was on the server ^.^

Re: Magic Weapon Ideas

Posted: Fri Mar 06, 2009 12:49 pm
by Tazcrosblade_
i would sure like quickfoot mines on the gorro wave

Re: Magic Weapon Ideas

Posted: Fri Mar 06, 2009 4:16 pm
by Seven_of_69
As an enhancement to healing weapons (yes I'm aware of the irony in putting those two words together), how about showing the same "health status" which I believe medics have? It could be visible only when wielding a healing weapon or there could be some kind of health awareness which would always show teammates' health as long as you have a healing weapon in your arsenal.

Re: Magic Weapon Ideas

Posted: Sat Mar 07, 2009 4:46 am
by Jon!
but the problem with that is that with lvl 3 (essential) LM you get +250 max hp when a medic heals you.

Re: Magic Weapon Ideas

Posted: Sat Mar 07, 2009 5:30 am
by Seven_of_69
Problem? How does adding a health status bar/number (awareness style) above your teammates' heads when wielding a healing weapon, which already exist, affect anything else? If I had a healing weapon I'd simply know immediately if someone needed a few shots.

Re: Magic Weapon Ideas

Posted: Sat Mar 07, 2009 5:32 am
by Jon!
I forgot to edit...

A dorky statement. I am tired today, my water heater is broken, I'm cold and un-showered.

Re: Magic Weapon Ideas

Posted: Sat Mar 07, 2009 8:08 am
by Terra
I thought of a weapon that would work like a vorpal wep, i dont know if anyone has suggested this yet bcos i dont feel like reading all 56 posts in this topic - please tell if it has been.

A critical wep, [for example: Critical link gun +8 ]
a weapon that will save lives in tough times would be welcomed by many i think. It will work something like this: While a player is at full health or somewhere near, this weapon will be as useful as a plain wep but when a player falls to a certain low amount of HP this weapon becomes deadly.
A critical hit pecentage working something like a vorp [but slightly higher] applies when the user has fallen to a low % of Hp, 15 or 25 maybe.
Perhaps increase ur Dr a little too?
A player would not be able to drop themselves to low Hp and run around destroyin everything because of the huge risk of catching a couple of vagary or slith shots [or whatever] from the back or sides, this is pretty much inevitable - and using a globe on low Hp wouldnt work either since its near impossible to run a globe for a reasonable amount of time with just a vorp.
Its often not possible to get a vorpal wep [especially if u hav no mwm]
so by having critical weps too it increases the chances of having something to turn to when the low lvl players die and the level is raised.
>>>>>>>>>>>>>>>> :shock:
Having a wep that allows u to keep fighting in those situations instead of being left with only one option - run and hide - would be nice.

Re: Magic Weapon Ideas

Posted: Sat Mar 07, 2009 9:31 am
by Jon!
wow, yeah, that's a good idea. I think 20-30% hp would be good, but can I clarify: what you're saying is that if you have lower hp than X %, you have a good chance of vorpaling the monsters? if so, maybe every time you get a vorp you get 3 or 5 or 10% of your max hp back, otherwise you could stand in a hiding spot and spam vorpal like mad until you die/get healed...

Re: Magic Weapon Ideas

Posted: Sat Mar 07, 2009 12:30 pm
by Jade
Terra wrote:
and using a globe on low Hp wouldnt work either since its near impossible to run a globe for a reasonable amount of time with just a vorp.
am`s can do that fairly easy,becuase of a thing called adrenal surge,witch geve`s the player 2 times the adren per slayed monster.
so i am a little afraid it might be abused by the higher level am`s with max adren and ammo bonus,with the exeption of the poision slith wave`s....... :alien: :pale:
Terra wrote:Its often not possible to get a vorpal wep [especially if u hav no mwm]
try to pick up a "skull" thingy.had it the other day,rolled 3 vorpal weaps with it in 6 turns :rr: their rare though..... :binky:

to get back on track,how about creating some thing that would help the low level players some,but would be little use 2 higher lvl players?
here is the idea kinda.lets call it **** of seekerama.(i know,terrible name,just an example,waiting 4 more inspiration :geek: )
here is what i have in mind with it.
when holding it,seeker pull wont pull you out eny more
max +3 (like nrg weap fire power,+4 for am)
you will be able to survive 1 leathal hit from enything,but will set u back to 1 health (like protection weaps do,but without the dr properties from it)
the trade off however is that a tripple can not be used on it.whe woulnd wan it to be to powerfull,now would whe.
the idea for this is to give low level player a some fighting chance on the later waves,and to encourige teamplay as well.while the high levels slay the walking beasties,the low levels can slay the flying beasties :angel13: .
just an idea,
bye,bye.