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The "Wunder-ful" Wunder-Weapon Discussion!


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I LOVE the plasma discus weapon. Totally amazing.

When you mentioned the unnamed weapon, it made me think of a carpet bomb, so what about "the Carpetier"?

I'd also love to see more explosive wonder weapons. Imagine having a load of mines. Timed, proximity, remote. But ones that would still one hit kill past round 30.

You could even upgrade them, so they could have elemental power. Fire would release a tidal wave of flames, ice could blast up a huge iceberg that decimates zombies in range. Lightning, earthquake etc.

Maybe like claymores you can only carry 2.

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Thanks :3

That reminds me of an Idea I had a while ago. The idea was originally for "upgraded quick revive." the Idea was that every time you go down, a random attack will trigger on your body. for example the moment you go down, a phd explosion goes off, or a DG-2 shot shoots out of your body, or blasts from flamethrowers torch zombies around you. The idea is that it kills zombies near you so that it's easier to revive you, but it does it in a different way to keep it fresh.

I can Imagine incorporating that as a weapon like you described. Maybe a QED Mine? It could have 20+ different things it can do to kill zombies when they trigger it. (explode, freeze, shock, nuke, teleport, gersch, etc.)

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Dryad's Tear

This is a special grenade along the lines of beacons or monkeys. In a dense jungle, some vegetation managed to survive the missile strikes. However, the plant DNA became impregnated with 115, causing them to mutate violently. The seeds of these new plants prove useful for fighting the undead.

This special grenade is literally a large glowing green bean. When you shake it up and toss it, it instantly burrows into the ground. Then it sprouts massive beautiful petals, and unfolds into a large circular flat flower opened on the ground. It has a large stamen (tall stalk that produces pollen) which attracts zombies. After a few moments, the flower's petals snap shut, and the plant eats the zombies standing on it and withdraws back into the earth.

This has the power, range, and distraction time of a beacon, but with a quicker time to throw. However in order to balance it out it takes a good 4 seconds after you press the button before its effect kicks in.

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Thanks :3

That reminds me of an Idea I had a while ago. The idea was originally for "upgraded quick revive." the Idea was that every time you go down, a random attack will trigger on your body. for example the moment you go down, a phd explosion goes off, or a DG-2 shot shoots out of your body, or blasts from flamethrowers torch zombies around you. The idea is that it kills zombies near you so that it's easier to revive you, but it does it in a different way to keep it fresh.

I can Imagine incorporating that as a weapon like you described. Maybe a QED Mine? It could have 20+ different things it can do to kill zombies when they trigger it. (explode, freeze, shock, nuke, teleport, gersch, etc.)

 

The combination of Quick Revive and Electric Cherry has a similar effect. Unfortunately all it does is stun the surrounding zombies and end your game. A more effective version of this would definitely be a cool idea. Nice work in this thread, brains.

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Trans-FuZion

This weapon is a black box with a long glass cylindrical barrel. the end of the barrel tapers to a point like a syringe. It has a second barrel on the top which is slightly larger and is shaped like a black bell. Holding down the trigger causes the zombies to release a red vapor which gets sucked into the gun. This is their vaporized blood. removing their blood doesn't actually kill them. The blood passes through the black barrel, gets filtered in the black box, and fills the syringe as pure blue glowing liquid 115. it takes about 20 seconds of drawing blood from a full train to fully charge it.

Once it's charged and the syringe is full, ADS and press the melee button to cause the barrels to rotate (like a minigun with 2 barrels) so that the syringe is on top. Now that you've swapped from "harvest mode" you can fire it. It has 1000 ammo max and no reserve. It fires like a flamethrower in black ops 1 multiplayer. The ammo drains constantly and rapidly, although considerably less slowly than the flamethrower. Think somewhere between paralyzer and flamethrower in terms of ammo lost per second of continuous firing.

The gun lets out a continuous blast of blue light that causes the zombies to crumble and let off steam. The energy of 115 is being concentrated to the point where it is hot enough to vaporize all the fluids in the zombies' bodies.

It requires about 2 seconds of continuous firing on round 15 to kill a zombie, and because of limited range it will probably take 5-7 seconds to eliminate an entire train. that amount of time will probably burn through 300+ ammo. By round 25 or so it might take 500+ to kill a train. Thid is a high skill high rewards weapon that requires patience.

Once you empty your gun you ADS, swap over to the harvest attachment, and begin the cycle again. It has infinite ammo like the Paralyzer, but requires a lot more work from the player to refill it, which balances it out.

Upgraded it becomes the Hemophiliac. It now draws the same amount of blood in 15 seconds (a 25% decrease) and kills faster with the other barrel. This decreases the amount of ammo required to kill and makes the need to harvest less frequent. Aesthetically you can now see into the side of the black box which is now mostly glass, and blood is visible sloshing around in a tank beneath what is essentially a fancy carboretor.

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Leonidas's Shield

This is a medium-sized circular shield wonder weapon which acts as an upgraded zombie shield. It is modeled after a spartan shield, but black and more sleek looking. The front center has a glowing blue light on it, making it look like a giant... never mind. It is smaller and held lower, so it obscures your vision less, and allows you to run quickly while carrying it. You shield-bash much faster than with the zombie shield, too, making you act like Captain America. It can only one-hit-kill up to about round 16 though. This is a primarily defense-based item after all.

If you pull the trigger, it causes a quick shock wave to shoot out of the front of the shield which causes zombies to stop and stagger. This doesn't hurt them, but can be used for reviving more easily or getting out of a corner. It causes them to remain stationary for about 3 seconds. You can only perform this move once per 20 seconds.

Upgraded it becomes Xerxes's Nightmare. Its melee animation now shows you slicing at zombies with the edge of the shield, which is now glowing green and bladed. This melee attack can OHK up to about round 22, and allows you to swing back and forth rapidly, about twice per second. The shockwave attack now makes zombies completely fall over, like when a robot stomps next to them in Origins. This effectively doubles the amount of time for which it distracts them, to about 5-6 seconds.

Also it absorbs blows that you receive from behind when it is on your back, and cannot break. This is a sort of tactical medic's weapon. One could still kill zombies effectively with it by stunning a train, delivering several quick melee attacks, then recharging. If you were cornered, granted it's still a one hit kill, you would be able to slice through a good 5-10 zombies safely in the pause after a single shockwave.

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Tuba Gun Model 1

Magazine: 3/15

Type: Buildable(Upgradeable)

A cannon made from an over the shoulder tuba. After being modified to have an air chamber and an air compressor, this deadly weapon will send the zombies flying. The user manually fills the chamber by breathing into the mouth piece. Once full, the user presses down on one of the instrument's three valves, releasing a blast of air. The valves create the powerful blast due to the 115 that flows through the weapon's pipes. Once the other two valves are pressed, the 115 will be depleted, and new valves(like the wunderwaffe with the vacuum tubes) will have to be inserted.From close up, it can instantly kill, but from far away, all you will feel is a gust of wind(And possibly smell whatever the holder had for lunch)

Tips: Like the thunder gun, it cannot be reloaded mid magazine, and filling the air chamber is part of the reload animation(funny to watch with speed cola), the gun is pretty heavy too, so stamin up will help if you hold it, since it's an over the shoulder, it will obstruct your right side

 

Upgraded: SouZaphone

Magazine: 6/30

Type: Equipment(Only Available via P-A-P)

The Pack a Punch machine was not gentle when upgrading the tuba gun. It felt like a Sousaphone would be cooler, so it breaks physics and molds the once over the shoulder tuba into a wearable sousaphone. The weapon, when picked up, no longer takes a weapon slot, but instead takes an equipment slot(like the Jet Gun). The weapon has double the ammo than it's counterpart, giving it six bullets in the magazine, and 30 extra bullets. The weapon no longer has to have air manually filled into it, but instead sucks air from around it and auto fires it at the zombies. The 115 in this weapon becomes raw, giving it increased range and even the ability to lift the holder into the air, but without a cushioning beneath or pHd Flopper in your tummy, you will most likely be downed on impact, even with juggernog. Just like its weaker version, it kills close up, but now makes far away zombies fall backwards, giving you time to reload or run.

Tips: Just like the Zeus Cannon, it cannot be reloaded mid magazine, the weapon is heavy, so stamin up is a must. The launch effect is similar to the trample steam, but instead of launching in the direction its aiming, it launches you up, but only if you aim at the ground, pHd Flopper is the only way to survive the fall, so either buy pHd, don't upgrade the tuba gun, or don't aim at the ground, the giant bell on this weapon will block the top of your sight(like wearing a P.E.S.)

 

I made this in my story, so I decided to share it with you.

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that's a pretty sweet idea. I've seen a few music-based ideas like dubstep guns or an electric guitar, but that seems the most plausible. I really love the idea you had with the magazine / reloading. How far is it supposed to launch you? I don't even think the Paralyzer could kill you if you had jugg.

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AMP: A microphone super up to a large speaker on your chest, lightweight, how it works is that, you must hold the "shoot" button, and then Shout into your mic. Doing so will launch a massive subsurface-resonator blast at the zombies. The more you scream without recovery however, the slower you become until you're almost passing out. Of course, If one does not have the ability to use a mic or shout, there would also be button configuration. 

FUS-RO-DAH! The zombies back to HELL!

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that's a pretty sweet idea. I've seen a few music-based ideas like dubstep guns or an electric guitar, but that seems the most plausible. I really love the idea you had with the magazine / reloading. How far is it supposed to launch you? I don't even think the Paralyzer could kill you if you had jugg.

Good point. I wasn't thinking about the paralyzer when I wrote it. So instead of killing you, it'll do as much damage as the paralyzer, or fall damage based on height.

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Clean Sweep
Tactical bomb, you get 2 per max ammo. 

It's a buildable, so it requires the following items: A vacuum bot, a rusty saw blade (circular), an extension cord, and a light bulb. 

Upon being placed it just begins to scoot around vacuuming. The saw blade spins as it vacuums, causing anything in its path to have its legs chopped of and their health reduced to 1. Goes in a straight line, then just goes around randomly. You can replenish 1 sweep by finding another bot around the map. 1 bot spawns every round, with one for each player present who is holding them. 

 

Soda bomb

Replaces your PRIMARY grenades 4 per max ammo. One is replenished each round

Another buildable, requiring the following items: A can of soda, a cooking thermometer, liquid 115 (in a tube), dynamite.

To prime it, your character will shake it up rapidly. Its an explode on contact weapon, which kills anything in the explosion on pretty much any round. due to the fact its just soda, these also do not deal splash damage to you. However your vision will be blurred pretty badly, and soda will cover your screen making it even worse. So be careful. 

 

The following weapons were created by the Green run crew at the groom lake base. While there they also found this:

 

Ancient Bell
10/50

A vaguely bell shaped object with odd symbols and lines all over it. It looks like its made from old thick metal. Characters will complain about the weight, despite the fact it can only be held with one hand. (small grip, the bell cannot be held while firing) When shot the symbols and lines glow purple, and a strange purple pulse will come out. The pulse will make a ringing sound that causes anything in its path to shake then after about 2 seconds their heads explode. Any allies caught in the blast will be stunned severely and take damage. (it will never down you, but it will drain your health until you remain with 1 point) this item is not only useful as a weapon, but is required in order to venture into certain areas of the laboratory. Shooting it at any glass, even bullet proof sheets, will instantly shatter it. 

 

PaP: Liberty Bell

10/100

The weapon becomes a much more obvious bell shape, the weight is decreased to that of a pistol, and the device becomes pure beautiful silver with blue symbols. The killing is much faster, and shooting it at an ally will HEAL them and increase their speed for a few seconds. Hitting left on the d-pad will allow you to twist the top and make it into

Justice Heart

1/10

Holding it up into the air you fire and a beautiful sound plays and a pink aura surrounds you. You and any team mates standing close will become invulnerable for 20 seconds and receive insta-kill, and anybody in the circle who needs reviving will be revived.

 

At first glance this gun seems OP, but the ring only kills at its center, and its range is rather poor. Its true strength lies in the justice heart attachment which is reminiscent of the V-R11.

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The Phantom Fists

These are a pair of electronic gauntlets. They are black with a glowing horizontal aqua blue ring that stretches around the back of the hand across the palm. They take up a weapon slot. When you switch to them from your other weapon, you raise your fists. after about 2 second idle, the gloves project a pair of massive hologram fists that perfectly match the shape and movement of your character's real hands. the holograms are a light translucent aqua blue, with a more opaque lighter blue outline. they will flicker occasionally. They sit in the air about 1 foot in front of your actual hands, and extend out of your frame of view to the sides because of how large they are.

Their function is pretty predictable. you can punch with your left and right triggers, and it causes the massive hologram hands to punch too. They punch more slowly than one inch punch, but can kill 5-10 zombies per punch just because of their size. You can punch by alternating hands at a rate of about one punch per 2.5 seconds. It can OHK on any round.

They don't have a "magazine," but they do have a battery life. They have a max charge of 1000, and lose 2 charge every second you spend idle. additionally every punch you throw costs 30 charge. The best way to use it is to switch to the gauntlets, kill quickly, then switch back, as it doesn't lose battery life while idle unless it's currently being held.

If the battery life runs out, the holograms flicker and go out. You can still punch with them while empty, but they only deal enough damage to OHK on round 20.

Upgraded this becomes the PolterCuffs. The glowing stripes on the gloves are now red, and so are the hologram fists. You can now punch at a rate of about once per 1.5 seconds, and the fists can consistently kill 10+ zombies per punch, as they are significantly larger. The battery has an idle drain rate of 1 per second, and it only consumes 25 per punch. It is overall more efficient.

Watching your teammate use this from 3rd person would be F&@$ing hilarious.

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Particle Scrambler.

 

A sleek chrome gun that's scope goes into the gun, it has a glowing orb in the hole through the gun. It has a bolt on the back like the L96A1. It's barrel is to separate barrels in a double helix shape.

 

This snipers main ability is that the barrels start to spin and after 5 seconds a black beam will fire. If it hits a zombie the zombie will glow black and explode violently, killing all zombies in a 5 meter radius (this is OHK till round 20 ). If the beam hits a surface a hazy black dome will appear around in a 10 meter radius that gradually does damage s zombies until their health is at 1. It has a 5 shot magazine and reloads by taking the sphere out and putting in a new one. You cannot reload mid magazine and it has 35 reserve ammo. To emphasise on sniping any player caught in either effects will be instantly downed.

 

Gerches vengeance.

 

The pack a punched version of it has a darker chrome and the orb has a particle effect like the Gerche device portal. It has the two same abilitys as last time except now the black explosion and mist are purple instead. They are now both one shot kills till round 40. If a player is caught in the dome they will teleport to another part of the map. It's has the same amount of ammo and same mag size. The scope now has a variable zoom and the zombie explosion will still insta kill you.

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Pinball Wizard

This weapon is shaped like a large barcode scanner, except that the side has a pinball flipper and bumpers on it. They light up and flash neon colors. The gun itself is mostly black but with rainbow neon lights.

It has a 3 round magazine and 45 reserve shots. Firing causes a silver pinball slightly larger than a baseball to shoot out. If it hits a zombie, it bounces off towards another, then another. It will bounce around 10 times before disappearing. Each time it hits a zombie it deals enough damage to OHK on round 15. Each impact creates a DING sound as though the zombies are pinball bumpers. it acts a bit like a hell's redeemer. A notable difference is that a single shot could potentially hit the same zombie twice (but not in a row) because it isn't a OHK forever.

It should be noted that it can't hit the same zombie twice in a row. So if you shoot at a zombie alone, it will be wasteful of killing potential. It can only bounce from one zombie to another if they are within about 5 meters of each other.

Firing all 3 shots at a train on round 20 (for example) would likely kill more than half of them. (30 impacts, 2 to kill = about 15 dead.) You reload by flipping the back of the gun open and dropping in new pinballs one by one. You can cancel mid reload like a shotgun and only reload 1 or 2. As you put each ball in, it lets out a "rising" sound effect (like an ooooooooOOOOOOO) until it is full and closed up.

Upgraded it becomes Tilt and Flipper. It is now dual-wielded, and the previously rainbow neon colors are now all either red yellow or orange. Each shot bounces from zombie to zombie more rapidly, and can hit up to 15. It now has 5 round magazines and 75 reserve shots. Each impact can now one hit kill up to about 23. The range at which it can bounce from one zombie to another is extended to 7.5 meters.

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Das Medley

 

A simple trumpet that has a rotating bell and 115 dripping through its spit valves. On the inside of the bell is a medley of barrels(Four in total), each fires a different type of thing. On the bell, lined up with the barrels, are four symbols that show what each barrel's ammo does. One picture shows a person, then next to it is a smaller person. This barrel is called the Mini Mister. Another barrel's icon is simply a bolt of lightning, this barrel is called Kilowatt. The third barrel shows a red cross. This one is called Dr. Zombé(Dr. Dre joke) The last barrel's picture is the picture you see on the wet floor sign, with the figure who slipped and is about to fall on his butt. This weapon is called Rutschig. There is also a unique melee attack while holding this weapon. The holder literally bashes the zombie with the weapon, providing decent damage, enough to kill a zombie up until round 14 in one hit.

 

Das Medley Mk.II

 

When upgraded, the weapons on Das Medley Mk.II gain more ammo, have different colored ammo, and their effects are better. Mini Mister becomes the Instant Infant. Kilowatt becomes 7.62 High Velocity. Dr. Zombé becomes Mr. Pick-Me-Up. And Rutschig becomes Slip-N-Spit.

 

Mini Mister

Ammo: 5/20

 

Effect: Shoots a small, pink pellet at the zombies. When the pellet hits either a zombie, an object, or the ground, it releases a blast of pink gas that shrinks anything that inhales it to the size of an bean. The effect is temporary and usually lasts about a few seconds(Similar to the Baby Gun, but makes them smaller.). The gas stays in the area for as long as a Nova Crawler gas cloud. Also, since it is a gas, players can also breath in the gas. But the gas only reacts to dead cells, so if a living being breaths it in, they get the effect of a Nova Crawler gas cloud, so training with this weapon is not smart unless you use a long path. Using this is just like using the baby gun, but it is not the preferred choice when using Das Medley.

 

Instant Infant

Ammo: 8/40

Upgraded Effect: The gas goes from being pink, to being baby blue and stays in the area for a longer period, AND the effect lasts for a longer time. The gas also no longer harms the player in any way(apart from blurred vision).

 

Kilowatt

Ammo: 8/64

 

Effect: Shoots a small, white bolt of lightning that instantly kill any zombie it hits. This weapon is the second best choice when training as it always kills what it hits. The only real downside is that even though its similar to the zap dun dual wield, it isn't dual wield, so the "shoot one weapon and leave the other weapon for emergencies" strategy doesn't help it.

 

7.62 High Velocity

Ammo: 10/100

Upgraded effect: The electricity's color goes from white to a bright green and now chains to zombies(up to five from one shot)

 

Dr. Zombé

Ammo: 1/9

Effect: Similar to Sekhmet's Vigor, it shoots a red orb at a downed teammate and instantly revives them. When playing as the team healer, this with a good back up weapon will make sure you and your teammates stay alive for a long time.

 

Mr. Pick-Me-Up

Ammo: 3/12

Upgraded effect: The orb changes from red to blue. It does the same thing, but when the downed player gets up, they are coated with a blue aura that temporarily protects them from the zombies(Silimilar to the VR-11), when fired at the ground, the shooter gains said effect. You can also shoot other players to give them the effect. This can be a life saver both to you and your friend if you are about to get swarmed. Although, the weapon has little ammo capacity, so its best to only use it when Quick Revive isn't an option, or you are cornered.

 

Rutschig

Ammo: 10/30

Effect: The weapon shoots a clear substance at the zombies. The substance drips down to the ground and causes any zombie that was hit with the substance and any that steps in it on the ground to slip and fall. The substance is super acidic and will dissolve the zombies it hit, while other zombies slip around in it, and take damage as long as they are in it. This weapon is exactly like the Sliquifier, except it's substance is clear and doesn't bubble(it sizzles). Using this weapon is a must when training, since if it hits the train, all of the zombies  hit will die. The puddle however lasts about 15 seconds, before being absorbed into the ground(evaporates if not on dirt). Also, players can step on the puddle, which if done, results in damage similar to stepping in lava(except when hurt, the HUD becomes foggy and the sizzling sound is heard(It makes you look like you're dissolving), and you "fall to the floor"(you go prone). As long as you avoid the puddle, you should be fine.

 

Slip-N-Spit

Ammo: 8/24

Upgraded Effect: The substance gains a faded red coloring in it and it no longer sizzles(It literally represents blood filled spit). When fired, it does its old effect, the zombies slip around and dissolve if they are hit, but now, similar to the unpatched Sliquifier, any zombie that comes into contact with the puddle will die on any round(This is why it has lower ammo, to cope with the fact that its super over powered.) The puddle also stays on the ground as long as zombies are in it, if not, it fades away in 10 seconds. Anyone who used the unpacthed Sliquifier knows that this thing is powerful, making it and the 7.62 High Velocity great training weapons.

 

The origin behind this weapon is just like my tuba gun. It was built in my story by the main group, who were musicians, in hopes it would help fight off the zombies. The weapon originally was just a trumpet used by the leader as a bat, but upon finding a pack a punch machine, it became the Das Medley. Then when upgraded again in Pack a Punch Machine Mk.II(A new version of pack a punch machine that makes pack a punched guns even better), it become the Das Medley Mk.II. The P-a-P MK.II does not give the guns new names, it only adds the Mk.II to the name of the upgraded gun.(ie. M1911 -> Mustang & Sally -> Mustang & Sally Mk.II) Upgraded wonder weapons however, are named by the up-grader. it seems weird, but the names are pretty easy to get around. Say one character has the Blundergat, when they upgrade it, it'll become The Sweeper, then when they upgrade The Sweeper, it'll become whatever they want to name it.

Edited by JHock115
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Red Sun

5/20

This gun is an abnormorality among wonder weapons, as it is bolt action. It resembles the arisaka vaugely, but is larger and red, with a hunk of red rock floating in a clear capsule on the top. Firing it unleashes a large red shot of energy, which causes any zombies hit in the line to explode like napalm, leaving patches of fire behind. Getting a headshot results in a larger explosion and a larger patch of napalm.

Stardust (pap)

10/30

It is now a bit more of an orange colour, with an ambient glow like coals in a dead fire. The upgraded varient literally shoots meteors out of the tip, causing massive explosive damage and range, and leaving behind a glowing mess of fire and debris to cause damage.

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The Hexa-cutioner

This weapon is a large black and red Death Machine similar in appearance to the paralyzer, but without moving parts. Each of the 6 barrels has a long thin sword-like bayonette, so when you fire and the barrels are spinning, the swords completely chew through any zombies point-blank. Even when the weapon is empty, you can press the ADS button to spin the barrels and use it almost like a chainsaw.

Pressing the left D-pad buttun causes the weapon to split into dual-wield submachine guns, with 3 barrels each. This allows you to kill twice as fast, but with restricted range and accuracy. They still allow you to use the bayonettes with the same damage per second as the full form. This dual-wield form would be advantageous for running and gunning, like trying to quickly chew through a train to revive a teammate, while the main form would be more for camping or tactically and efficiently eliminating a train. The Death Machine form has a 150 round magazine and the SMGs have 75 each.

Upgraded it becomes the Deca-mator. It now has a 200 round magazine in its main form and 100 in each SMG. The bayonettes are now longer, and deal more damage. The barrels spin faster, and there are now 10 barrels (5 per SMG.)

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Thought of this when i was talking about pap attachments with some people, didnt know if i should put it here or there but i decided here.

Ray Gun-S

Ray Gun-X

Ray Gun-L

Ray Gun-F

Get the ray gun from the box as usual, then find the "graph" of the corresponding letter. Graphs are small metal doughnut shaped objects with a glowing symbol on it. With the ray gun in hand picking up a graph will automatically equip it. To remove the graph and get a standard ray gun, find the pliers item.

Ray Gun-S

20/120

Looks like the classic ray gun, although green lines grid all over the gun, looking similar to bo1's digital pap camo. It also has the S Graph screwed onto the barrel. This version of the ray gun ditches splash damage and becomes a very powerful impact weapon. The shots look like a vague cone shape, like the head of a spear almost. And to clarify what I mean by impact damage, the shots are going to hit a zombie like a normal bullet and have no splash. But they do not go through. And before one of you says it, this is nothing like the mark 2. Mark 2 is a laser that pierces. This is a contained impact explosive.

Ray Gun-X

20/120

Classic ray gun design again, but red glowing cracks appear all over it. Again the graph is screwed onto the barrel. This version is the opposite of the above. It enhances the splash damage and range dramatically, but the initial shot does almost no damage, and each shot takes up 2 bullets.

Ray Gun-T

20/120

Ray gun as usual, purple ripples form on the guns surface. This version is a charge shot. The longer you charge, the bullet count on the clip will decrease digit by digit. Use this to plan what shot will fire.

1-3 bullets- Small purple ray orb that sticks to the first surface it touches. It acts as a land mine, remaining there until a zombie comes within range. It works on walls too, exploding purple electricity on them like a shock charge.

4-10 bullets- Mid sized purple orb that sticks to a surface, then goes off in an explosion after 3 seconds.

11-19 bullets- Large purple orb that explodes on impact. Pretty simple.

20 bullets- Very large orb, sticks to a surface then remains there shocking zombies that stray too close. Lasts for about 10 seconds.

And if you couldnt tell already, more bullets = more damage

Ray gun-F

10/60

You get it know, same as before plus blue circles of varied size on the gun. The final version is interesting.. The bullet splits into 10 small blue balls that hit zombies, going through them. The balls will bounce off walls and floors, even ceilings. Causing chaos and destruction in their wake. (This one is my personal favorite.. Imagine spraying a whole clip at a train in a tight hallway and watching the little balls bounce around and rip them to shreads!)

All of these can be pack a punched, which causes the color to glow brighter then before (and its bright to begin with) and double the ammo capacity.

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@Prince Lolz so would that work like the blundergat? cpuld you equip one after it is already upgraded?

Pyroclast Mines

This acts like a more powerful IMS. It takes up a secondary grenade slot but you only hold one. You plant it on the ground and it burrows in, like the Extinction drill. Once fully underground, any zombie that passes over it causes it to let out a massive volcanic eruption of fire, instantly toasting any zombies it hits. The eruption lasts 10 seconds and acts like a temporary deadly barrier. It does this a total of 5 times, with a 20 second cooldown. Good for tactically placing out of the way then running a train over it, or covering a choke point when reviving.

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@Prince Lolz & @Electric Jesus If that was in a map where doing that was required for like the eater egg or something, there could be a part of the map that would have a Ray Gun upgrade station, where you have to find all the graphs hidden around the map before it's usable. Then on the wall or somewhere are four images of the variants that light up when the Ray Gun is put into the upgrade machine. You look at whichever version you want and hit the action button, and after a few seconds, the Ray Gun pops out modified to whatever version you chose. To turn it back to normal, just put the gun back into the machine and press the action button while looking at a reverse button, which will turn the gun back to normal. Since everyone can have the Ray Gun, maybe if all people wanted to upgrade it, once one model is taken, it isn't usable for others until the owner dies or reverses the upgrade.

 

The Thrustodyne Aeronautics Model 24

 

Functions exactly like the previous jet gun, but it is modified with a cooling system so it no longer explodes after overheating. The gun itself is mostly like the jet gun, the same look, feel, and power, but a thermometer is on it which shows when it'll overheat. Once it overheats, it stops firing and is unusable while it cools down(like the flamethrower), plus it's Pack a Punchable. The gun doesn't allow sprinting, going to prone, and takes up a weapon slot rather than an equipment slot. 

 

The Sonic Boom

 

The Sonic Boom becomes a whole new weapon, with a sleek design, clean metal and parts, and a colder coolant and faster spinner, allowing for kills to be instant at 250 mph rather than 400 mph, and the gun cools at a fast pace, making it kind of OP, except it's heavy. You can sprint, but it's like holding the death machine in MotD.

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Revision on the ray gun-t after giving it some thought...(edits are for nerds XD)

Ray Gun-T

10/60

Same design as before, purple rings... But now it only shoots the "ray charges" which burst into purple energy when zombies come in range. They remain once placed indefinently, so they are a great line of defense. Watch out though, if you place 20 mines the 21st shot will cause the 1st to go off.

And I think a better explanation on the graphs was in order. Metal is the wrong word to use in retrospect... Its like rock but not... Like a meteorite. Very hard and VERY heavy. (For its size) about 10 pounds. And when screwed onto a gun a rocky spread goes over its surface that makes it look like the same material. So the ray gun becomes rocky and has glowing lines in it. The shapes and lines are more like... Ore in appearance. Actually similar to the blue rock in origins.

And jhock, the idea of the map is a research facility. The graphs are devices found in ancient ruins. They think they are alien in nature but spoiler alert! They are not XD their true origin is much more mysterious.....

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My idea for a gun is this:

 

The Avatar:

 

The gun looks like a maxis of the Famas and an MP5K. It is fully black and has dissimilar looks to the Famas but with the grip of an MP5K at the front. In the middle of the gun is a blue tube filled with 115 liquid. Near the front middle and back of the gun are light blue wires which dangle from the gun. It also has many added on features like a new Iron sights and energy buttons at the side. When shooting it blue laser like energy will shoot and though it is Semi-Automatic, when Double Tap is obtained and the trigger is pressed fast enough it will shoot like a Fully-Automatic weapon. At the back of it on the left side the word "Axis" is written, this is the creators name. When reloading the blue tube in the middle is replaced with another (like the PDW) but once all ammo is depleted it cannot be replenished through normal means. Max Ammo's or Amm-O-Matics do not affect it. To give it replenished ammo you must plug it in to a certain box somewhere in the map which will keep it contained for 3 rounds until it is recharged.

 

Ammo: 10/40

 

 

Upgraded: Axis Pulse Uup:

 

This version now has purple  instead of blue, its damage and range have increased. When shooting it you can get one shots until round 25. Recharging it now only takes 2 rounds.

 

Ammo: 10/70

 

Note this will feature in a map idea I am bringing out soon.

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@Nightmare Voyager That sounds cool. The ammo thing is strange, but if there's a reason for it, it'll work(getting rid of the gun temporarily might be hard without Mule Kick though).

 

Party Bombs

 

A simple tactical grenade in the shape of a flash bang with a red and white stripe pattern along the sides, with blue and white stars on the ends. When primed it does nothing until thrown, after a few seconds, it explodes, then again, and again, and again, and again(it does this a total of 9 times) The only way to get them is to, on the map that just popped into my head, go to a fireworks booth(The map is set in a cul-de-sac on the night of the 4th of July in rural California.) and buy them off the wall for 250 points. They fill your secondary grenades slot, but you only get two. As they explode, the top end of the grenade shoots fireworks out of it, making it roll around(think of a decoy grenade from Black Ops, but while making firework noises, it also explodes violently.) The final explosion makes the biggest explosion and does the most amount of damage(An instant kill until round 12). The damage of the first eight explosions is an instant kill until round 8, then makes crawlers until round 15, while the final explosion makes crawlers at round 13 until round 21.

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@JHock115 come on dont get me in a fireworks based weapob mood.. I have so many XD though mine came from the streets of china during a big festival. Ya know the big fireworks and dragon costume full of people? It was actually a special zombie... Anyway i digress, another firework idea for a gun.

Freedom Ringer

1/20

Large blue launcher, with white glowing knobs, and a big cartoony red missile in the barrel.

Shoots out with a load hissing sound and upon impact it explodes in a random bright color, killing anything in range.

'MERICA!

2/20

Same as before, though more glowy looking. Each rocket now explodes, then shoots out smaller missiles that drop back down and explode again, finally ending as a big rainbow blast.

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Merica brilliant! I like not having the weapon like charging staves in Origins, there will be a bit added to the weapon in my map idea about getting tactical from it and things like that.

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