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We've decided what all episode 2 weapons will be, we no longer need suggestions! We'll be taking suggestions when we start work on episode 3.
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Ok, so we're going to add 24 new weapons in episode 2. Around 5 level 1s, 6 level 2s and 13 level 3s. We have SO MANY ideas for new guns, but we figured that you guys would enjoy it if we put a bunch of your ideas in the game. Now's the time!

First of all, there's three ammo types. I need a balanced variety of guns that use either light, heavy or magic ammo or a combination of those. Don't forget weapons that don't use ammo too, but those are usually a bit weaker or have a flaw, like melee weapons having limited range.

Level 1s are common in episode 1 and you can keep one at level end. They work ok, but are a bit weak near the end of episode 1 and will be much weaker against episode 2 enemies.

Level 2s are a bit rare in episode 1, but can always be found in treasure rooms. They'll become your bread and butter in episode 2 as soon as you get the node to keep level 2 weapons. Level 2s are just good weapons with a good balance of damage and ammo usage.

Level 3s are a new weapon level only found rarely in episode 2. These weapons are simply awesome and have few flaws. They tend to use more ammo than level 2s though.

Full weapon list: https://steamcommunity.com/sharedfiles/filedetails/?id=1808813650
Post edited February 16, 2020 by ItBurn
Some kind of Quake 2 inspired Railgun would be nice. Also Thor's hammer for melee and Dirty Harry's .44 auto-magnum for a powerful pistol. I'll think about more soon™.
Post edited October 02, 2019 by Berzerk2002
I honestly didn't think I'd be alive at a point where Turok 2's arsenal seemed "small".
avatar
Berzerk2002: Some kind of Quake 2 inspired Railgun would be nice. Also Thor's hammer for melee and Dirty Harry's .44 auto-magnum for a powerful pistol. I'll think about more soon™.
44 auto-magnum is already there, as
Six Shooter

Check this out:
https://steamcommunity.com/sharedfiles/filedetails/?id=1808813650
Post edited October 03, 2019 by Jacek_Wo_niak
avatar
Jacek_Wo_niak: 44 auto-magnum is already there, as
Six Shooter
A six shooter is not a .44 auto-magnum. I was talking about this bad boy here:

https://upload.wikimedia.org/wikipedia/commons/3/32/Automag_44amp.jpg

EDIT: How about adding something like this as a rare legendary melee weapon that you can only find in a secret area?
Post edited October 04, 2019 by Berzerk2002
i'd say magnums, railguns, earth type spells were it causes some sort of earthquake around you and spears.
How about some mental health themed weapons?

Service Dog - A sort of homing missile that runs at targets then explodes.
Fidget Toy - A mass stun device .
Stress Ball - A portable medkit (not really a weapon but, why not throw it out there!).
Electroconvulsive Unit - Shoots a cone of electricity.

etc... :)

Thanks for asking!

-Jeff
Dark Magic Book?
Main fire, slow moving more powerful balls, kind of like firebolt but, you know... slower and stronger.
Alt fire, charge up AOE around character
Perhaps a disk that can be thrown in two ways: Primary fire uses no magic on the initial throw and the disk bounces between enemies before returning. Perhaps holding down the primary fire button would make it consume magic but bounce between more enemies (and faster?). Secondary fire would always consume magic on the initial throw; the disk travels in a straight line, piercing enemies and lodging itself in the first surface it hits, the disk can now be used as a platform. Hitting either fire button will recall the disk and pierce enemies on its return trip.

(I know it sounds like Kratos' Leviathan Axe, but he couldn't use it as a platform)

Maybe a trap launcher: Primary fire shoots beartraps that momentarily halt enemies and deal damage: Can be placed on surfaces or fired at enemies directly. Secondary fire could shoot bounce pads that propel enemies away from whichever surface they attach to. The player can also interact with these bounce pads to achive great heights and horizontal speed.

I know this is less inspired, but maybe a mind-control ray to instigate in-fighting.
Well obviously a scythe since the game is called Nightmare Reaper. However it needs to be special and not just your generic melee weapon. There are many games that have scythes, some have them as pure melee weapon, some have an alt fire which fires scythe blades, which could be a magic attack. But I'm not a fan of that, so I have another idea. Since the Grim Reaper is a mystical figure of death the scythe should have a mystical attack of death too (obviously).
So let's take the opposite direction, not that I have anything against holding the power of death in your hands, but I've seen it so many times where you fire skulls, blades, revive the dead, insta kill or summon the reaper itself which kills someone. That's all cool but I would like to see something fresh. So instead of giving the scythe some ubernatural powers, how about this? Give it a build in shotgun. A nice pack of oomph for all those things that are just out of reach. Maybe give it decent knockback as well so you can crowd control if there are too many enemies at once clawing at your face.
*******************************************************************************************************
We've decided what all episode 2 weapons will be, we no longer need suggestions! We'll be taking suggestions when we start work on episode 3.
*******************************************************************************************************
avatar
ItBurn: ************************************************************************************************ *******
We've decided what all episode 2 weapons will be, we no longer need suggestions! We'll be taking suggestions when we start work on episode 3.
*******************************************************************************************************

Ok, so we're going to add 24 new weapons in episode 2. Around 5 level 1s, 6 level 2s and 13 level 3s. We have SO MANY ideas for new guns, but we figured that you guys would enjoy it if we put a bunch of your ideas in the game. Now's the time!

First of all, there's three ammo types. I need a balanced variety of guns that use either light, heavy or magic ammo or a combination of those. Don't forget weapons that don't use ammo too, but those are usually a bit weaker or have a flaw, like melee weapons having limited range.

Level 1s are common in episode 1 and you can keep one at level end. They work ok, but are a bit weak near the end of episode 1 and will be much weaker against episode 2 enemies.

Level 2s are a bit rare in episode 1, but can always be found in treasure rooms. They'll become your bread and butter in episode 2 as soon as you get the node to keep level 2 weapons. Level 2s are just good weapons with a good balance of damage and ammo usage.

Level 3s are a new weapon level only found rarely in episode 2. These weapons are simply awesome and have few flaws. They tend to use more ammo than level 2s though.

Full weapon list: https://steamcommunity.com/sharedfiles/filedetails/?id=1808813650
couple of questionable ideas:
I. Alternative to nightmare reaper "gun"/powerup.
so i've seen the russian Nightwatch, daywatch movies again recently and i think you could make an iteration of that bloody yo-yo of apocalypse (tho preferably not destroy whole world?), somewhat longer wind up but creates a wave of destruction in a cone, possibly have it be a skill based thing when you have to hold the firebutton to determine how far it goes.

II. Chakram (as seen in Xena) throwing circle, that can bounce of walls (if at all possible) - chakram would probably drift to side slightly when thrown and would have to hit wall at an angle, skillshots with this would be incredible i think.

III. a sword whip (kinda like urmi but a single bladed one? i am not sure what the thing is property called i just recall seeing a regular looking sword that can be made to segment into flexible whip-like whirlwind of death), not sure what skill to ask for here, but maybe it will be something like having to keep it constantly moving for decent damage - just keep whipping with mouse in some fashion or even looping motion to keep thing going (Looping meaning not changing direction in more than say 45° so that the momentum is somewhat preserved)?

IV. two component gun (just like unreal's ASMD rifle each component on its own dose damage but combined they should multiply the damage) lets say a slow moving blob that sticks to walls, but slowly drips down(leaving trail behind tho so that you can ignite it, possibly at penalty of delay) and energy projectile that can blow the blob immediately. This way you could introduce another way to play smart (i like feeling smart you see) and give players something strange and exciting to do.
IDEAS FOR WEAPONS

1-Hive Barricade
I talked about this on twitter, maybe you might remember. A bee hive weapon, maybe a grenade that will stick to walls and create a dangerous area of damage there. The difference with fire or acid? That area would stop projectiles. It would work as a shield, with some protection, but would not be able to stop explosions, those would destroy the grenade completely, just bullets.

2-Soul Spear
You have a magical Spear, and you only have one Ammo of it. But if you throw it, it will get stuck anywhere. What is the point? If you throw it at an enemy, it can cause effects where the enemy is, like drain health, splatter poison or fire, or lightning, or just freeze it. But the secondary fire gives you and instant teleport to were the spear is. Maybe this could be reduced to a certain distance, and if you leave, it returns to you. But If you teleport to an enemy, it explodes like a grenade and you get a nice telefrag.

3-The Mirrored
This one weapon will build a clone of you, with the weapon you are using. This clone will not really move, but you can deactivate it. While it drains your HP to sustain itself, it will be indestructible as long as you keep it activated. I might have a timer too, so it wouldn't kill you. Good thing is that it will drain a specific amount of HP, and every time it kills an enemy, Quite useful for traps, but it won't fool all enemies.

4-Kali Armor
Are you ready for bruises? You will get into a magic armor that will get into you like the armor from Saint Seiya. What it does is give you more protection against damage, four arms to attack and even eviscerate enemies, rip heads and arms, all of this coasting Magic. While in the armor, you cannot use the grappling hook, and your jump is shorter, but even your jump will cause damage to anyone around you when you fall. Normal attacks gives you a left-right combo of punches,holding the attack she will execute a powerful uppercut that will launch enemies in the air.
Secondary fire makes her grab enemies and dismember them.
The armor can limit your movement, and uses plenty of magic ammo, so you can't use it all the time, but it can be great for bosses.

5-Bet Gun
How does it feel to not have control? This weapon, that looks like a creature have a godlike creature stuck inside ir. What it does is to generate any kind of projectile possible in the game. It will keep that projectile type for a limited time. After that, it will rerun. You can force a rerun with a secondary shot, but it does not reload. It spends ammo, so, if you don't have that ammo at the moment, it will just bite enemies with a melee that will leech hp.
Post edited November 18, 2020 by eltonbm