Author Topic: looking for Quake-Type Weapon Ideas  (Read 9761 times)

A 3 - round burst pistol kind of like the Sicarus from warframe would be cool.

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.
datablock StaticShapeData(gc_BulletTrailStatic) { shapeFile = "./bullettrail.dts"; };

function beamStatic::onAdd(%this,%obj)
{
  %obj.playThread(0,root);
  %obj.schedule(100,delete);
}

function VectorRotateAxis(%vector,%axis,%angle)
{
  %x = getWord(%vector,0);
  %y = getWord(%vector,1);
  %z = getWord(%vector,2);
  %u = getWord(%axis,0);
  %v = getWord(%axis,1);
  %w = getWord(%axis,2);
  %ux = %u * %x;
  %uy = %u * %y;
  %uz = %u * %z;
  %vx = %v * %x;
  %vy = %v * %y;
  %vz = %v * %z;
  %wx = %w * %x;
  %wy = %w * %y;
  %wz = %w * %z;
  %sa = mSin(%angle);
  %ca = mCos(%angle);
  %nx = %u*(%ux+%vy+%wz)+(%x*(%v*%v+%w*%w)-%u*(%vy+%wz))*%ca+(-%wy+%vz)*%sa;
  %ny = %v*(%ux+%vy+%wz)+(%y*(%u*%u+%w*%w)-%v*(%ux+%wz))*%ca+(%wx-%uz)*%sa;
  %nz = %w*(%ux+%vy+%wz)+(%z*(%u*%u+%v*%v)-%w*(%ux+%vy))*%ca+(-%vx+%uy)*%sa;
  return(%nx SPC %ny SPC %nz);
}

thanks gcat

I can only think of one.
Shoulder-Fired Fireball Gun
Designed to look like an anti-tank weapon, it launches a high-velocity projectile in a form of solidified, super-heated balls of metal. Takes away 35-health when hit with a 60% chance of lighting them on fire. Projectiles can bounce off the floors and walls and will eventually disintegrate after 11-seconds. (Based on Donkey Kong Country 3 as a reference)

Star trek voyager elite force:

Star trek voyager elite force:
[img]http://2.bp.blogspot.com/_nHxPUR3bFoc/Sst2FuzaCVI/AAAAAAAAAFA/IeQzPUZVKGY/s1600/phaser_SHEET.jpg[ /img]
looks like a remote lol

Thanks for looking at my ideas! If you don't like 'em though, do what you will. They're only suggestions and it's up to you as a developer of mods to do what you want. If you like or don't like them, change 'em up!

Armada Laser Cannon: A laser cannon that shoots a giant laser, vaporizing anyone who touches it. (An idea is to have them disappear like they do with Invisibility Watch, then hide all of their nodes when they fully vanish, and kill them there)
You come up with an appearance. I just love laser cannons.




i still need ideas, people.

that said, i've started working on the weapon pack, and here's a brief overview of stuff i've already done, so you know what not to suggest (weapons are separated into tiers- primary, secondary, and tertiary. i have grouped them up in that order.)

Chaingun: powerful, repeater-like weapon that does high damage extraordinarily quickly, with a very accurate spread and a fast rate of fire.
Missile Launcher: a quick-firing rocket launcher which operates very much like the stock launcher; with minor modifications. the biggest differences are that it hurts to rocket jump, you rocket jump much lower, rockets are slower, but the launcher cycles quickly and is still very effective.
(related, but not used in typical gameplay- the MISSILE STORM: AN AUTOMATIC MISSILE LAUNCHER HOLY forget)

Super Shotgun: a lever-action shotgun with 3 barrels. instant-kills at a long range, and is passable outside that range, but is fairly mediocre outside of a very specific area and needs to be backed up with a powerful secondary weapon
Twin Spam Rifles: two laser-spewing rifles that fire accurate, but completely wild shots at an extreme pace! the stream is easy to see and thus easy to dodge, and the recoil is hard to manage, and it's hard to see past the two behemoths on screen, forcing your view while firing into a small porthole- but it does titanic damage per second and has no spool-up
Rotary (grenade) Launcher: a rotating grenade launcher that fires fast, bouncy airburst grenades quickly and accurately. rockets are typically better for juggling and acrobatic purposes, but the grenade launcher is best for popping around corners, getting targets at weird angles, and even direct combat. the only lackluster thing about it is it's cycle time, which can be worked around by just hitting the guy you're shooting at

Railgun: a single-shot raycasting beam-type weapon that does huge damage at huge range, instantly- but is plagued by long reload times, making it bad for direct conflict. good for bolstering other weapons outside of their ranges
Sniper Rifle: a gigantic sniper rifle designed to punch through shields. headshots for 150 damage, and bodyshots for 50- which pales in comparison to the primary weapons. like the railgun, it's good for bolstering your primary weapon by accessing more ranges outside of your typical range, but it is not good for direct combat.
Nailgun: a slow-firing alternative to the chaingun, the nailgun fires flechette rounds- affectionately called Nails- that do high damage, but at the cost of cycle speed. still automatic, and still dangerous, but not on the same tier as it's 8-barreled cousin. because it only has the one.
Static Beam: a blue-beam firing laser weapon that acts remarkably like a flamethrower- does high damage, but has short range. if you aren't shouting STATIC BEEEEEEEEEEEAM whenever you use it, you are using it wrong

Machine Gun: a wimpy version of the nailgun and chaingun, but not without it's perks. easy to use and almost recoil-less, the machine gun is a tertiary weapon that does well at mid-range
Shotgun: a 'normal', pump-action shotgun. still has a concussion blast, like the T+T version. actually, it's basically just the Tier+Tactical pump shotgun. that should give a good image of how stupid powerful these other guns are (despite duels oft taking upwards of 3 seconds or more)

there's still room for a bunch more guns, and i still want to use more exotic, crazy-pants weaponry. i have got so many models lying around and i want this to be the most chaotic forgetin mod to ever liiiiiiiive

it should be noted that these weapons are all used with a Shield mod- one that doesn't allow for overload. so, if you get hit by one of these guns- even if it's an instant-kill otherwise- if your shield is up, your shield will break, and then you'll take health damage, much like Halo and other similar games. your shield is absolutely negligible though (50% of your normal health) so you can't expect it to soak up everything, but it'll help you in a pinch. this is why the primary weapons- despite being instant-kill juggernauts- are all survivable and balanced (so far).
« Last Edit: June 24, 2013, 04:48:51 AM by Bushido »

I didn't know the super shotgun instakilled at long range.  :cookieMonster:

How about some type of weapon that uses raycasts, but an explosion happens when it hits something. Not a really big one, just one with a decent splash damage. Fire rate similar to missile launcher (faster/slower?)

Tier Classical
also when do we get pics???



the Electrodriver from Painkiller

aka the shurikens and lightning gun

A sniper plasma RPG. Upon firing at a target, allies have a certain amount of time to remove the grenade or it will detonate, releasing arcs of plasma at all nearby players. Maybe have an RTB pref or the right-click mechanism (like the C4) for choosing the time period? This would be an awesome weapon :D


The devastator from Duke nukem 3-D...Seriously...double-barreled, rapid-fire missile launcher. Can it get any better? And its from DUKE FRIGGEN NUKEM!

Also, the railgun from Quake 2 would be pretty cool.

Bushido, I think the samurai sword from Shadow Warrior Classic would be a good idea.
A melee weapon would help balance things :3

Dead Space 2 Javelin Launcher
Launches spears at enemies. Has a secondary function that makes them electric/explosive.


Dead Space 2 Line Gun
Launches a horizontal, latitudinal beam at enemies.


Killzone 3 StA-5X Arc Cannon
Fires a misty green plasma at enemies that makes them explode into a cloud of blood (yummy).


For more ideas, look at these Madness videos on Newgrounds:
http://www.newgrounds.com/portal/view/401329
http://www.newgrounds.com/portal/view/456543
http://www.newgrounds.com/portal/view/461233
http://www.newgrounds.com/portal/view/548811
http://www.newgrounds.com/portal/view/576764
http://www.newgrounds.com/portal/view/579818