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« on: September 16, 2016, 03:38:54 AM »
weapon ideas:
primaries
Mobeel Satellite • a bot that fires a machine gun at the enemy if it can see it. has perfect accuracy, but can be shot down, the projectiles do noticable knockback (pushing the enemy out of optimum range) and the projectiles travel slowly enough that outside of a short range (16 bricks or something) they can easily be dodged and the satellite can destroyed- you can replace it the instant it goes down, but it takes 4 seconds to prime after placing. has 150 hp
Satellite Missiles • the same as above but instead of firing a machine gun it fires a missile that explodes at a consistent range and can take more damage. has 300 hp, takes 8 seconds to prime. deals higher per-shot damage
for now just use the machine gun / missile storm models with a transparent player, and mount it to their hip
both satellites are designed as decoys / extra fire density weapons. destroying a satellite causes it to explode like a rotary grenade, potentially killing anyone nearby. they're especially useful as anti-rushdown tools but probably won't get a kill unto themselves
Plasma Star • a glowing blue bolt that suddenly stops exactly 1 second out of the barrel, then becomes a glowing 'star' of energy before suddenly exploding exactly 3 seconds later to deal surprising (40~) damage over a wide (larger then the missile launcher) area. the Plasma Star fires 3 shots in a bullpup-length burst.
Heavy Star • designed for area denial. rapidly fires an area of effect projectile that flies in an arc, as opposed to the stock Plasma Star. the Heavy Star also fires exactly 5 stars in a long burst, which can more then kill a target, but due to poor alpha strike damage it's more of a trapping weapon
use one of your many laser models
directly hitting an enemy with a Star weapon will cause the Star to bounce off and for the enemy to take some knockback and some inconsequential damage (like, 10 per hit). it's a zoning weapon, and a weapon that forces enemies out of cover
Trick Missile • 'fires' very slow missiles (like the missile storm) that creep out of the barrel and slowly fly toward their target, but when you release the trigger all the missiles suddenly shoot out at normal missile speed. walking into the missiles also causes them to detonate (potentially causing you to kill yourself). you can switch to another weapon and fire it to make better use of your trick missiles, which will still fire when you release the trigger allowing for you to attack from two places at once
RC Missile • fires a missile that can be 'refired' toward wherever the player is currently aiming by pressing the fire button again. the missile is just a stock missile launcher missile, but only one missile can be out at a time making the reload time effectively much longer except at very short ranges
use the drunken missiles model
Charge Beam • click and hold to charge beamu. charging the beam causes a slowly growing explosion to appear from the barrel of the gun, until the explosion completely eclipses your player character. release at any time to fire a beam that deals damage and causes an explosion that increases with the amount of charge you've put into the beam until it's a warhead-sized explosion that instantly kills on a direct hit and busts shields if only the explosion hits, after 20 seconds of charging. you can 'store' a charge by just putting the gun away before you fire it, and at 7 seconds of charging it's already basically a superior version of the railgun (and at 0 seconds, it's just the beam rifle). taking a hit takes a second off your charge, and while the charge is standing by it slowly loses charge at the same rate that it gains charge
use the railgun model
this is a weaponized timer scam
secondaries
Flash Armor • a secondary 'weapon' that just makes you invincible for half of a second, to resist things like airshots and direct shotgun attacks. sacrifices your actual secondary weapon, however, and can only be used every 8 seconds (and increases every time you use it, to 12, to 16, to ultimately 20 which is like the entire rest of the round). also clears fires
forget i dunno
other stuff
turn down missile l's rocket jump impulse (as in, the self damage impulse) to like 70%