Author Topic: looking for Quake-Type Weapon Ideas  (Read 9763 times)


Guys make up your own weapon ideas.

The railbow, a crossbow that uses a section of a railway track with a small but powerful explosive charge on it. When you press the light key and enter alternate fire, it flips the railnade and uses the charge as a propellant, turning it into a sniping weapon akin to a railgun.
« Last Edit: May 12, 2013, 11:40:11 PM by Tomcat »

Is this what you mean by "Quake uniqueness"

http://wiki.spiralknights.com/Biohazard
I would love to see a gun that functions like this in BL

Is this what you mean by "Quake uniqueness"
[img ]http://wiki.spiralknights.com/images/1/1d/Biohazard-Equipped.png[/img]
http://wiki.spiralknights.com/Biohazard
I would love to see a gun that functions like this in BL

http://forum.returntoblockland.com/dlm/viewFile.php?id=1319

also, why not the Unmaker from Doom 64?
maybe it can have progressive upgrades with killstreaks (simulating demon keys) and at like a 10 kill streak it gets triple lasers?
and of course it fires raycasts.

how would ammo work?


Knock-back gun

Sends enemies 125 velocity back wards with 5 seconds in between shots

Like this?


GEP Gun from Deus Ex




Personal Ion Cannon from C&C Renegade



Other C&C Renegade arsenal:





Unreal Tournament 2004:


Other UT:




I hope ai was herpful.


I've got some ideas! They're terrible, mind you, and I came up with many of these on the go.

  • A reflect-o-beam! This would be a weapon that fires a beam which can reflect off of surfaces depending on the angle at which it is fired. It would have a short range without ricocheting and would only be able to actually reflect three or four times, getting weaker with each reflection. Since it's a beam, sustained fire can create silly laser traps or constantly-shifting light shows from whoever is holding it.
  • A chemo-cannon! This would be similar to a flamethrower in the sense that it fires chemicals, but that's about it. It'd fire either chemicals or sludge of some sort in a sustained stream which is affected by gravity and loses consistency as it travels further. Aiming higher makes it travel shorter distances in a less focused manner, while aiming lower does the opposite. The stream could have a very small radius wherever it lands that could cause very small poison damage to players, but it'd do more damage on direct impact. This means that with the right aim, you can give free demonstrations on the lethality of chemical rain! The cannon could also have toggle-able 'pressure' settings; higher settings make stream travel further and retain its consistency longer, while lower settings do the opposite.
  • A penetrator gun! A lot of weapons can break bricks, but very few actually break them and travel through them. The penetrator gun would be a weapon which fires a single, large projectile that can break through small to medium sized bricks without disappearing until it reaches its maximum range or hits a brick too big for it. It make it seem cooler, it could have a 'radius' when penetrating bricks, causing multiple holes to appear in vulnerable brick structures rather than single bricks falling out. Despite its high penetrating power, it'd only do middling damage (about as much as the default Gun).
  • A radius generator! This weapon would create a small, visible radius around its user that would damage other players upon contact. Players would have to hold down the fire button to sustain the radius, and it'd probably be best if it were rather small. An alternate version could be a Blast generator. A blast generator would function similarly to the radius generator, but instead of a sustained field it'd create a much larger, very low damage blast around its user that can send enemy (and ally!) players flying. It'd have a cooldown time, to prevent spamming.
  • A double-beam! This would simply fire short-ranged projectiles both in front of and behind its user. The obvious drawbacks are that users cannot tell what they're aiming at, and that it has little range. Making its fire highly noticeable could also  make it riskier to use, as it draws more attention.
  • A powerwave! It's just a generic sci-fi sorta weapon which sends an expanding horizontal arc of energy at its targets. Making it short ranged would limit its usefulness in non-CQC sistuations.
  • A Supa-Gatler! Based off of an Ork titan weapon in 40k, this'd be a big gun which fires off a massive, forget-all barrage of dakka at anything it's pointed at. However, it cannot stop firing (or in this case, be put away, either) until it has run out of ammunition. It could also have recoil similar to Kaje's minigun, and player using it could utilize it as a one-time backwards boost! It would presumably slow down players firing it considerably, have a fairly long fire time, and hopefully be refillable.
  • A frag rocket! Extra-generic, this'd be a rocket version of the 'frag' grenade, launching shrapnel instead of an explosion when it collides with a target. However, the direct damage of the rocket itself would be considerable, and it would still release its full shrapnel payload upon detonation. Having it affected by gravity could be neat?
  • A brick launcher! This weapon would fire brick-shaped and textured projectiles which would probably stop in size at the 2x4 range. Bricks would probably spin in the air while fired, bounce around and leave dusty trails, and bounce a tiny bit after hitting a target. However, it'd do most of its damage only on hitting a target directly, it does little to no damage after it has landed.
  • A 'gatherer' gun!This weapon fires a slow projectile which gets physically bigger or more powerful in damage as it travels. It'd probably fire fairly slowly and would not be very effecting in CQC.
  • A sawblade launcher! This weapon would fire horizontal buzzsaw blades which would be affected by gravity. Upon hitting the ground, the blade will travel forwards from the throw, and backwards from its rotation, returning to the point where it was fired. However, the longer it travels in the air, the less it travels on the ground. It would be unable to travel vertical walls.
  • A health-sucka! This weapon does not actually kill players, but instead drains their health and adds it to the user's  own. Multiple players using it at once would probably end up in a sad loop.
  • Deploy-a-bots! Little bot buddies you can carry in your pocket. This item would, when used, create a miniature version of the player who created it. The bots would come in variations for different tasks or items, with some directly attacking players, healing the user, etc. Bots would be weak and stupid and would do less damage/have less health than an actual user. Bots can be picked up and repaired with a cooldown time, provided the user has the inventory space. Players can only carry and use one bot at a time, and the bot disappears when the player dies.
  • A power pogo-stick! It's kind of like Quint's weapon from Mega Man for the Game boy. You can bounce around and do radius damage on landing while it is equipped and in use. Direct hits would do major damage as well. However, you are always bouncing while using it, and it is not very useful in enclosed spaces.
  • Defense spray! It's rather like the item of the same name from Earthbound; use it and it'll disappear, but under its effects you will take less damage. Using it multiple times will stack the effect but has a max and will not protect you from any kind of insta-death.
  • A spear gun! It fires default spears that stick out of stuff like arrows do, whilst having the same effects as the spear weapon does.
  • A mine launcher! It launches weak lil' bombs that will explode if a player gets too close or if sixty seconds pass without anything happening. Getting hit by other projectiles, vehicles, or having the surface on which it is placed destroyed would also cause the mine to explode. It would only be able to have a certain amount of mines placed at one time. It's kinda like the sticky launcher from TF2 except lamer.
  • Gas grenades! This has already kinda been done, but smaller radiuses, better effects/models in general, and a launcher for said grenades could be neat. Think like the gas grenades in Thing Thing. Pretty lame as well.
  • A projectile mitt! The Scout in TF2 was originally intended to be able to catch and throw back projectiles with a mitt in TF2's development, but the concept was scrapped. With this item equipped, you can do what that little bunny can't! It can catch and store projectiles and fire them in a shotgun blast. Gets obviously OP when explosives are taken into consideration unless there's some way to make it detect differences between explosive  and non explosive projectiles. Explosives would be carried only one at a time.
  • An implosion gun! It creates a tiny little gravity well that briefly sucks nearby players into its target area. Pits are your friend!
  • An actual beam! It's an item that creates a consistent beam wherever it's pointed and does damage n' such.
  • A handheld radar! When held it shows you a little GUI showing the locations of nearby players, bots, and vehicles. I'm not actually sure if this is possible. It's be neat if it looked kinda like the one in 'Aliens'.
  • A cloud gun! It shoots clouds of smoke that do slight damage and hang around for a bit. Clouds are shot out fast, but rapidly slow down. Once stopped, it will sink and evaporate, but very slowly, and possibly doing light damage to players in the cloud. Area denial and convenient cover!

Pretty dumb suggestions. Honestly I'm not even sure if all of these are fully possible, and if they are they probably wouldn't be very fun to make. Thanks.

A grenade shotgun... yeah, that would be cool...

I've got some ideas! They're terrible, mind you, and I came up with many of these on the go.

  • A reflect-o-beam! This would be a weapon that fires a beam which can reflect off of surfaces depending on the angle at which it is fired. It would have a short range without ricocheting and would only be able to actually reflect three or four times, getting weaker with each reflection. Since it's a beam, sustained fire can create silly laser traps or constantly-shifting light shows from whoever is holding it.

i like the idea, but making the gun weaker and weaker as it rebounds makes it seem less and less useful. if anything, the inverse should be true, or the damage it does should be static throughout

  • A sawblade launcher! This weapon would fire horizontal buzzsaw blades which would be affected by gravity. Upon hitting the ground, the blade will travel forwards from the throw, and backwards from its rotation, returning to the point where it was fired. However, the longer it travels in the air, the less it travels on the ground. It would be unable to travel vertical walls.

aww yeee boi sawblades all up ova dem places. this should actually be merged with the above, for extra rachet-and-clank-osity

  • Defense spray! It's rather like the item of the same name from Earthbound; use it and it'll disappear, but under its effects you will take less damage. Using it multiple times will stack the effect but has a max and will not protect you from any kind of insta-death.

this is pretty cool, but i'll probably use it as a power-up, using the Kevlar Suit thing that's already been released as a base. i never would have thought of a spray can and i've played the stuff out of earthbound, that part is fantastic

  • A spear gun! It fires default spears that stick out of stuff like arrows do, whilst having the same effects as the spear weapon does.

we call them 'pile bunkers' now. and they're better for it. also considering this

  • An implosion gun! It creates a tiny little gravity well that briefly sucks nearby players into its target area. Pits are your friend!

hoo-hoo! love it! we'll call it the Vortex Cannon, and it could fire out little micro-rockets that cause air pressure to suddenly drop (instead of increase) and suck in enemies, crushing them with atmospheric force. forget, let's just call it the Atmo Rocket. that sounds really rad.

  • An actual beam! It's an item that creates a consistent beam wherever it's pointed and does damage n' such.

i was toying with this for T+T future, then i realized that i have no idea how the forget to do beams. i'll ask port.

  • A cloud gun! It shoots clouds of smoke that do slight damage and hang around for a bit. Clouds are shot out fast, but rapidly slow down. Once stopped, it will sink and evaporate, but very slowly, and possibly doing light damage to players in the cloud. Area denial and convenient cover!

it's interesting that you bring this up because this was actually the original idea for the Gauze Gun from medical 1- see, you would spray it, and all your teammates in the area would be healed up some level. keep spraying and they'd eventually reach full health, but it's faster to just use the gauze gun and nobody would use it anyway because people were barely using the gauze gun on people

but it should be noted that people ARE using the gauze gun on people, so there's some hope in humanity.


Pretty dumb suggestions. Honestly I'm not even sure if all of these are fully possible, and if they are they probably wouldn't be very fun to make. Thanks.

Oh, can I say one of those electric grenades from callodooty that creates an electric field which slows you? I don't think they exist in real life.

The Purifier
Launches capsules which upon hitting a target, release cleansing chemicals that get rid of any enhancements from that person. Side effects may include corroding of the flesh.
Slow, weak, long-lasting damage over time
Slow firing rate
Removes select enhancements, obviously, you would have to script it to remove specific enhancements from certain mods, most likely only your own. for example, that defense spray mentioned, or any similar powerups
No radius effect


Hot-Rod
Fires specialized poles that penetrate the target and heat it up from the inside. Hit the same person with enough of them and they might catch on fire!
Low damage, with a short period of damage over time
Semi-automatic
Being hit 3 more times within the damage over time period from the first shot causes instant death, depicted by the player combusting
No direct radius effect, but players turning into a fiery mass may damage nearby targets
« Last Edit: May 14, 2013, 03:27:50 AM by Chrono »

Heres another few

Shock Cannon
Fires an electric bolt that slows down and makes enemies weaker

Tazer Dusters
Basically the shock cannon but a melee and does more damage

Laser Grapple
Sniper halfway across the map? Shoot this at them and they will come right at you

Cluster Sniper
Sniper that shoots a bomb that explodes once for 50 damage splash,the other explosion does 15 and on the 1st explosion it clusters into the 2nd explosion.10 direct impact because this was MADE for cluster

Acid pistol
A pistol....with acid damage also (if possible) it turns blockhead bots into zombie bots

Ricochet pistol
This pistol shoots a laser that ricochets on any brick that has ray casting on


You should try some of my ideas maybe