your asking ME for wep Ideas? like asking the ocean for water
so, I join the board, go throught the reg and everything, to make one post. or more then one if peeps have questions.
Now, I guess I should start with Ideas. but where to begin...
Beam Rifle:
Primary Fire:
Fire a single long blue beam at 0.75 second delay the tip blue faiding to white at the tail. mid-low dmg(damadge) 20 point max per hit, moves at 1.5* the speed of a rocket
Secondary Fire:
Single large beam, no trail, same delay, small explosive radeaus same delay normal speed = that of rocket
Modal: Plasma rifle or Shock rifle
Bomb
Primary Fire:
Lob a short range explosive which stops all attacks except shockwaves, it will stop a redeamer but the shockwave will kill you. shaped like a socker ball in red and white. 7 dmg per second, lasts for 5 seconds
Secondary Fire:
Same bomb droped at your feet, with no dmg to you. (If you cant make it deal no dmg to player, have it only stop weaponeffects)
Modal: A hand holding a 'nade (Granade)
Beam Saber
Primary Fire:
Swings the sword across your vew, emiting a blue cresent paralel with the ground, this beam destroys projectiles it encounters, and travles at normal speed. deals 15 Dmg
Secondary Fire:
Swing the sword in a Wide arc 270º deals 50 dmg range 20" should have a solid blue energy field extending to this range during the swing.
Moddle: a single handed sword with a green gem at the cross peace and no gaurd
Rage Hammer
Primary Fire:
Launch the hammer at the nearest target in LOS, hit deals 30 DMG, hit or miss the hammer then returns to the owner, to be fired again. 1/4 speed of rocket but homing
Secondary Fire:
Same as primary fire, Except the hammer is guided like a redeamer. fual limit of 80 seconds? nasty camper weapon, no muzzle flash.
Modal: A green sphere, grows nasty spikes when fired
Fireball
Primary Fire:
Large orange ball of flame, disapates at 479 metres. target is set aflame, also burns flamables in splash 30m, slow speed 1/2 rocket
Secondary Fire:
Smaller spheres of orange, wont disapate or splash, target is set aflame and takes 10 extra dmg from hit. fast speed 2* that of rocket.
Modal: any
Phalanx
Prime fire:
Launch 8 balistic rockets forward in 2 rows with large explosions when they hit the ground, or wall, or player. 30 dmg for derect hit. normal speed. First rocket should land 20 metres in front of player
Secondary Fire:
All 8 rockets in a ring around you.
Stream Reaver
Prime fire:
The sword splits with an arc of energy between the tips when it reaches 180º (a straight line | to --) the energy solidifies in a bar shape and launches forward at fast (*2 rocket) speed. Good dmg 25, poor cooldown rate 1 second.
Secondary Fire:
a closer range sword slash then the beam sword. knocks back foes a good bit however 30 dmg. knock back twice that of rocket. no cooldown but takes 1.5 seconds to finish attack
Modal: same as beam sword, difrent color
Dispersion shot
Prime Fire: Pink orb 4 times the size of plama. good speed Fast ROF (.2 second). 4 dmg +1 for each shot that hits in a row. First shot 4 second 5 third 6. (dont know if that can be done... would rock though)
Secondary Fire: Smaller orb, with 4 orbs orbiting it, along axis with it's flight path. the small orbs track any player to come near the sphere after 1 second of flight time. good RoF normal speed. 8 dmg for full hit -2 for each missing small orb
modal: a short pistol of some kind.
Homing Shot
Prime: a big white homing shot, tracks nearist player at fast speed. 30 dmg slow reload. poor homing abilitys
Secondary: 18 of smaller homing shots track all foes in vew dealing 3 dmg per hit moving verry fast.
Modal: redeamer with white energy insted of missle.
Rolling Napalm
Prime: a wave of flame from the player forward, follows the ground. 8 dmg per second, sets things on fire. (I'm getting sleepy here, going to grab a dew and take a short break....fealing much better now, lets rock) range 800M hight 8M should stop at solid objects higher then it is, else roll over them, with 16M which is possably to wide...
Secondary: BIG orb of flame, 3M or so, splashes when it hits things but continues untell it hits something Bigger then it is. should lose size everytime it hits something small, LARGE explosion when it hits, should be good for 10 small hits, of 1M splash rad, meaning 10M main splash raid, not a CC weapon »
Shock Cluster
Prime: 3 small 'nades thrown forwards, each 'nade links to the outhers with a small lightning bolt, and towards any outher 'nade within 5M of itself. the bolts flash every 3 seconds for 2 dmg, but deal 8 dmg when they cross and each 'naid has the power for (I hate saying that) 4 charges.
Secondary: same 3 'nades but when they detect a player within range they 'explode' delivering a short 1 second electro flash to the target within the 2M range, dealing 1 dmg per 0.1 second. 20 second limit before auto det.
Modal: it's a 'naid what do you think it looks like
Homing pack
Prime: 6 ripple fireing seaker rockets, .1 second between each launch then desplay loading sequance for all 6 rockets. each rocket has perfict seaking ability, but the weapon must lock on before they will launch. 10 dmg each hit the rockets are destroyed by weapon fire
Modal:the rocketlauncher with green tip rockets
Secondary: the same 6 rockets are Force launched in a tight pack, 1-4º separation on each.
Cluster- Full Blast Attack Rockets(C-FUBAR)
Prime: A normal rocket baradge. on impact, it deals no dmg however 10 cluster munitions are released at a 45º cone from the launch access each cluster munition deals 8 dmg and the launcher can load to 6 as normal.
Secondary: these rockets release the cluster munitions forwards insted.
Alt secondary: (I realy like this one but have no where to put it) when you press the secondary fire button again, the rockets explode releasing cluster munitions in a 45º downward cone
Modal: it's the rocket launcher this time yellow rockets
Note: yes I know what the name means. and if some one hits you with a full rack of secondary you are »
Stun Shock cannon
Prime: Fires one stun shock every .3 seconds each one stuns players for .2 seconds and deals 1 dmg. They travle at very fast speed (*2.5 that of a rocket)
Secondary: A beam lances from the barral of the weapon dealing masseve dmg, the beam is instant to 20M but stuns foes caught in it's area of effect, stay in the area long enugh and the stun effect becomes permanent.
Modal: plasma gun
Floating mine
Prime: Launches a persistent floating bomb every second this bomb will avoid walls and explosions to hit it's target, it moves at slow speed and is easy to out run or destroy with a shot. the mine is 1/4 Avrage human size and has 10 HP it is destroyed by contact with a wall or player dealing all 30 dmg within it's splash range.
Secondary: The mine orbits the player who fired it, deals no dmg on destruction and blocks any shot that hits it. it moves to intersept homing attacks and scoped sniper shots.
Modal: redeamer with a mine replacing the nuke.
Ring laser
Prime: A ring shaped laser weapon, it shoots rings which expand to 1M raidus circles. 2 dmg per hit. normal fire speed. however any energy weapon which hits the ring is absorbed negating it's effect and adding 1/2 it's dmg to the laser, this is not effecteve on instant shots or rockets.
Secondary: A ring forms around the player, bobing up and down deflecting energy attacks and splash dmg. the ring takes 2 ammo per second and deals 10 dmg to any player within 0.75M of the player. any dmg dealt to or by the ring takes 10% of the dmg delt from the ammo reserve
Modal: plasma gun or 'teched up' flak cannon.
Orbital Launcher
Prime:Launches a pair of 'bits which orbit the player fiering at any foe who enters LOS inside of the 500M range. the bits attack with mini gun/shock rifle/plasma if the player has ammo for the weapon inventoryed and is not using the weapon, however the ammo consumed is *2 normal and bits only use primary fire. if no ammo is avalible they use plasma fire at 1/2 normal ROF and DMG. if the weapon is used while bits are active, they deactavate. Any dmg will destroy a bit in this mode.
Secondary: Launches a 'bit in hunter mode, it will attack any foe who comes within 200M persewing him relentlessly untell destroyed. 'bits have 30 HP, a permanant 10 armor, and no head. bits in this mode will take half the players bullets, shockrifle charges, and plasma charges. this weapon becomes a normal bit pickup when it runs out of ammo
Modal: The Translocator and a pair of 'bits resting on the players arm, perhaps use a tricorder like skin for the Translocater.
Notes: 'bit is short for Orbital. This looks over powered to me but I know it will be fun. The Orbital Launcher should come with 4 Ammo for 'bits and 30 for the outher weapons used. Oh and feal free to replace/Add any weapon you think would be cool for bit's to have, just nothing overkill, rockets and redeamers are a bit much... right one more thing, the bits should fire with the same accurasy as the player has. if you can do that...
Energy Shot gun
Prime: A Small orange Energy shot Deals mid range dmg however on hit explods to the sides with wimpy dmg instant (hit.scan?) beams 5-20º off 180º angle good RoF low ammo max.
Secondary: A quick 3 shot with a cooldown of 2* normal
Modal: some low tech rifle
Hover bomb
Prime: A diskus shaped contact bomb WIDE explosion radus 8M however it is low only .4M off the ground. deals 40 dmg moves slowly. low RoF. but fun to use. Silent and no flash, untell it hits »
Secondary: Same bomb but it rolls on it's edge, so everything is at 90º (if you realy want to use the º simble press alt-167 it's easy)
Modal: A Hub cap or something.
Note: the bomb should block shots and will detonate if you fire a second when the first is out, however if you press the outher fire button it will not detonate.
Twin 'Monster' Ultra heavy capship laser
Prime: it's the mother of all lasers weapons...
Ok more info needed mega-poor reload time, low ammo max, 2 huge beams from the player's sholders, hit.scan when using the crosshair is replaced by a blank, and the player cannot jump or run or crouch, or dodge. missing anything, no, good. 90 dmg with this, no splash though. however the shot passes through players, and walls, and shields, and whatever gets in your way
Secondary: it's the same as above but... now it's difrent
no I lied, it's the same, but the secondary swiches to a *2 zoom with a sweet lockon interface thingy, and it beeps, so outher players can here it, it's a softwhere glich, what can you do?
Modal, 2 big drums on the players sholders, when fireing or zooming, they swing forward and open along the edges, the edges swing flat with the base, the top vaneshes and it's mirrored inside.
well, that's all I can think of for somereason, hope I didnt repeat anything. I'll think more tomarrow, hey sweet a new UT mod just finished DL, I'd talk more but... must install. afk
(edit) I dont beleve I spent 2 hours on this oh, and I prefer the weak weaps, to overpowered anyway, what I realy want BALLENCE! nothing sucks more then a one hit kill from 300 difrent weps, but no game is more fun then one where you Know exactly which 5 weps are your best, becuse they fit your style. like the AD&D DM book says "if a spell (weapon) is so good that you cant think of a place or reason NOT to have it, it's to good." so basicly if you've got a wep that everyone will NEED or will DIE if they dont get to it first, even just to deny the opponints then weaken it. like the 'bits I made, shure they are strong but they drain your ammo, and any splash hit will kill the poor things...