nathanieljbrill
Active member
This is a continuation of this post
But I have decided that rather than each person having 4 items it would be most reasonable for each person to have 5. The fifth item of course would be for an alternate fire (or in the case that they already have an alternate fire it upgrades that alternate fire). Here are some examples.
Abrams
Cluster
Weapon
Costs 500
Weapon damage +5%
Hold Mouse 2. Your pellets stay in a ball and shoot forward at 100m/s until you let go of mouse 2. When you let go they explode into your pellets. The ball deals half the total damage of your bullets if it hits instead of exploding on someone. Takes 2 ammo.
Viscous
Globule
Spirit
Costs 1250
Spirit +6
Spirit Shield +90
Ammo +10%
Altfire now scales with either weapon damage or spirit whichever would make it stronger. Scales 1.2% per spirit. Delay after firing halved.
Mirage
Beetle Bullets
Vitality
Costs 500
Bullet lifesteal +10%
Uses 2 ammo. Shoots a beetle that flies straight until it sees an enemy within 3 meters then homes in on that enemy. Bullet velocity 200.
Shiv
Blunderbuss
Weapon
Costs 1250
Weapon damage +15%
Altfire ammo consumption increased to 3. Damage and knockback +50%.
I think there should be 4 items for each character that are only visible for them. These items would each be for a specific ability of theirs. Using Abram's and Bebop's abilities as examples you could have items like
Abrams
Siphoning Aura
costs 500
Spirit
Ability range +8%
Makes Siphon Life have 360 degrees of range.
Nimble Giant
Costs 1250
Vitality
Bonus Health +100
Allows you to jump and use stamina when charging to double jump. Turn rate slightly increased.
Infernal Aggression
Costs 1250
Weapon
Firerate +5%
Weapon damage...
Abrams
Siphoning Aura
costs 500
Spirit
Ability range +8%
Makes Siphon Life have 360 degrees of range.
Nimble Giant
Costs 1250
Vitality
Bonus Health +100
Allows you to jump and use stamina when charging to double jump. Turn rate slightly increased.
Infernal Aggression
Costs 1250
Weapon
Firerate +5%
Weapon damage...
- nathanieljbrill
- Replies: 27
- Forum: Community Item Ideas
But I have decided that rather than each person having 4 items it would be most reasonable for each person to have 5. The fifth item of course would be for an alternate fire (or in the case that they already have an alternate fire it upgrades that alternate fire). Here are some examples.
Abrams
Cluster
Weapon
Costs 500
Weapon damage +5%
Hold Mouse 2. Your pellets stay in a ball and shoot forward at 100m/s until you let go of mouse 2. When you let go they explode into your pellets. The ball deals half the total damage of your bullets if it hits instead of exploding on someone. Takes 2 ammo.
Viscous
Globule
Spirit
Costs 1250
Spirit +6
Spirit Shield +90
Ammo +10%
Altfire now scales with either weapon damage or spirit whichever would make it stronger. Scales 1.2% per spirit. Delay after firing halved.
Mirage
Beetle Bullets
Vitality
Costs 500
Bullet lifesteal +10%
Uses 2 ammo. Shoots a beetle that flies straight until it sees an enemy within 3 meters then homes in on that enemy. Bullet velocity 200.
Shiv
Blunderbuss
Weapon
Costs 1250
Weapon damage +15%
Altfire ammo consumption increased to 3. Damage and knockback +50%.