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Topics - Seppsky

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1
Toxic Caves / Re: New weapon: Tazer/Stun Gun
« on: November 13, 2013, 12:59:51 pm »
How about some new weapon, huh? I just thought of it, no idea if it's been considered here or other servers.
First of all I don't know shit about statistics in this game and I could use some suggestions regarding this weapon.
So, let's get to it.

Tazer (no idea how to post images, so here's a link: http://richkidsbrand.com/wp-content/uploads/2012/04/taz.jpg )

I see this weapon as a support for energy weapons users in close combat. As it's name says, in my eyes, it would taze the opponent, make damage similar to, let's say, cattle prod but on a distance. Damage would be of course electrical. Also the idea is that it would stun enemy for a short period. 1 second seems like a good idea, 2 seconds would be a little too much.
Effects of stun: Player/mob stunned cannot perform actions of shooting or walking.
Damage: 12-20
Range: 15 hexes
Ammo: SEC/MFC
Type: One - handed
ST Requirement: 3 

Crafting:
2x junk
3x electronic part
1x good metal part
1x HQ alloy
1x Cattle Prod/Super Cattle Prod

2
Suggestions / New weapon: Tazer/Stun Gun
« on: November 13, 2013, 12:58:47 pm »
How about some new weapon, huh? I just thought of it, no idea if it's been considered here or other servers.
First of all I don't know shit about statistics in this game and I could use some suggestions regarding this weapon.
So, let's get to it.

Tazer (no idea how to post images, so here's a link: http://richkidsbrand.com/wp-content/uploads/2012/04/taz.jpg )

I see this weapon as a support for energy weapons users in close combat. As it's name says, in my eyes, it would taze the opponent, make damage similar to, let's say, cattle prod but on a distance. Damage would be of course electrical. Also the idea is that it would stun enemy for a short period. 1 second seems like a good idea, 2 seconds would be a little too much.
Effects of stun: Player/mob stunned cannot perform actions of shooting and walking.
Damage: 12-20
Range: 15 hexes
Ammo: SEC/MFC
Type: One - handed
ST Requirement: 3 
Clip size: 1
Single shot: 5/6 action points
Reload: 2 action points


Crafting:
2x junk
3x electronic part
1x good metal part
1x HQ alloy
1x Cattle Prod/Super Cattle Prod

Edit: Added clip size and ap cost.

3
Closed suggestions / Throwing knife - no more picking it up?
« on: October 20, 2013, 10:10:28 am »
It is really annoying to pick up throwing knives after every fight, when you threw like 30 of them. Following solution was implemented on 2238, as far as I remember.
So the idea is that the knife would remain in your hands after you threw it, but there is a small chance that it would just disappear, like it was broken or something. It would make the knife more useful in combat.

Pages: [1]