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The "Wunder-ful" Wunder-Weapon Discussion!


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5-FB TEST#0

Large coil-ish object, with a boxy base on one end, serving as a grip and firing mechanism. Four blue capsules filled with a glowing yellow gel are on the side. Shooting it will cause it to spin up like a death machine before firing, it fires a strange sticky yellow gel that will slow down the undead significantly, and cause any players that step in the residue to slow down to a snails pace. You cannot kill anything with this weapon on its own, but you can slow them down enough it wont matter too much. Perhaps the gel is flammable....?

5-DR TEST#1

Upon finding a new canister filled with a white gel, and a large warning lable, our heroes decide to switch out the gel. This white gel makes anything it touches light as a feather, sending zombies and players alike floating around like spacemen. Again not lethal... Use your imagination to make is useful in battle.

5-HL TEST#2

A canister filled with aqua colored gel is retrieved, and thus must be tested. The aqua gel is strange, it temporarily converts organic matter into itself. Spray a team mate to temporarily allow them access to unreachable areas through cracks, as well as an easy escape from a horde of the undead.

5-MX TEST#3

The red gel appears to make anything it coats multiply in weight. Becoming more dense might be useful...

Also its fun to watch zombies crash down and explode from a high ledge. :)

5-EY TEST#4

The final purple gel acts as a powerful conductor, sending electromagnetic pulses through its span. Anything effected by this will pull towards eachother, including the player, zombies, and.. Perhaps walls?

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5-FB TEST#0

Large coil-ish object, with a boxy base on one end, serving as a grip and firing mechanism. Four blue capsules filled with a glowing yellow gel are on the side. Shooting it will cause it to spin up like a death machine before firing, it fires a strange sticky yellow gel that will slow down the undead significantly, and cause any players that step in the residue to slow down to a snails pace. You cannot kill anything with this weapon on its own, but you can slow them down enough it wont matter too much. Perhaps the gel is flammable....?

5-DR TEST#1

Upon finding a new canister filled with a white gel, and a large warning lable, our heroes decide to switch out the gel. This white gel makes anything it touches light as a feather, sending zombies and players alike floating around like spacemen. Again not lethal... Use your imagination to make is useful in battle.

5-HL TEST#2

A canister filled with aqua colored gel is retrieved, and thus must be tested. The aqua gel is strange, it temporarily converts organic matter into itself. Spray a team mate to temporarily allow them access to unreachable areas through cracks, as well as an easy escape from a horde of the undead.

5-MX TEST#3

The red gel appears to make anything it coats multiply in weight. Becoming more dense might be useful...

Also its fun to watch zombies crash down and explode from a high ledge. :)

5-EY TEST#4

The final purple gel acts as a powerful conductor, sending electromagnetic pulses through its span. Anything effected by this will pull towards eachother, including the player, zombies, and.. Perhaps walls

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The Dog Whistle

A small whistle in the shape of a dog. The part you breath into is on the tip of the dog's tail, while the dog looks like a German Sheperd. The whistle takes an equipment slot and when pulled out and used, it summons a hellhound. The hellhound attacks any zombie in its area and follows the caller around until it dies(It has the health of the first dog round dogs). Its attacks to the zombies are an instakill until round 14, after that it requires two, then adds another hit every four rounds. Before the dog dies, it explodes similar to the Green Run dogs and kill zombies in one hit on any round. The hellhound can also fetch power ups, if it sees a power up, it runs over to it and grabs it with its mouth, and keeps it until the player takes it or it dies(It drops it like a normal powerup).

 

The whistle breaks after use, due to it being made out of Agarthan Energy. The whistle is obtained from a strange person in the map. They do nothing but tell you the easter egg, give one player the whistle, and tell you about their history with the zombies. They are located in the Pack a Punch room, which is only accessible to one person at a time, due to it being so small and since only person can get the whistle at a time. The pap room is a small "cell" in the deepest, unreachable area of the map. It looks as is an animal lived in it, as there are chains along the walls with collars on the ends, bloody paw prints on the ground, and faint barking can be heard. The pack a punch is located on top of the beasts "Bed", which is just a fur pelt, and the person stands in the corner and wears a familiar uniform(I guess I should say that the map is a dog shelter. The place was abandoned after the apocalypse began, and dogs, while freed, continued to live in the remains, until they were also turned into hellhounds by Richtofen to use against the Green Run Group, since he couldn't control Fluffy and her puppies). The players speculate around who this person is the whole game and the only hint that is given as to who it is is their distorted young voice(hint hint...). The person leaves, but gifts each player with a whistle that never breaks, but can only be used once per round.

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I can respect the idea behind the Jet Gun. A weapon with an infinite kill potential, but with a lot of downsides. I think it would have been good if it was a box gun, as it is already a huge hassle because of the cooldown. I think they just tried to make it a pain in too many ways, and it wasn't strong enough to pay off.

So how about a weapon that has a million drawbacks, but is other wise OP?

Thundergun Mark II

Imagine a larger thundergun with spikes, and a vent on the side that has hot air shooting out (you can see heat wave distortion.) It has a magazine like a flamethrower, draining with continuous firing. It has the power and range of a thundergun except that it can fire continuously for 5 seconds between reloads. So like a mix between a paralyzer and a thundergun. It has 8 additional magazines.

It seems pretty OP, but here are the downsides:

-Must be built, and one part is a Thundergun, meaning you must spin the box for a thundergun then sacrifice it until it is built.

-10 second reload

-Death machine running speed

-Takes up weapon slot

-Gives very few points per kill

-Time to switch weapons while holding it or to switch to it is almost 4 seconds.

-You can barely turn at all while firing (imagine it reduced your look sensitivity to 1)

-It slows down teammates in the blast like a subsurface.

-one buildable part is a soul catcher with a 60 second timer. Meaning you have to get 30 kills in 60 seconds next to the workbench before you can pick it back up.

I'm not sure whether it would be upgradable. That might shift it toward the OP side of the spectrum. Whatever.

Upgraded it becomes the Max Zeus cannon. It now has 8 seconds of continuous fire per magazine and 12 reserve. Otherwise is is mostly the same. Appearance-wise it now has multiple smaller spikes coming off of each larger one and the vent shoots out flames.

This can be upgraded like the Vitriolic withering. You can either upgrade the thundergun or convert it to a Mark II first. meaning it has 4 forms total: 2 classic and 2 new.

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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.

yh, but they already have that, with the galvaknuckles

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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.

yh, but they already have that, with the galvaknuckles

 

The galvaknuckles are melee weapons though, instead of an actual slot weapon. Plus they only kill one zombie per hit. These sound really cool and kind of remind me of the Heavy when he punches stuff.

 

Party Popper

The weapon looks kind of like a China Lake with a b-day candle camouflage. The camo is white with red stripes, and the iron sight is orange like a flame. This weapon is a grenade launcher, and hold two shells in the chamber and comes with 18 reserve shells. When fired, the shell fires in the air and explodes on impact, but the explosion sounds like a party popper going off and confetti is shot into the air. The reload speed is the speed of the China Lake upgraded, and has the movement speed of it as well. Killing wise, its about the same as the China Lake, to about round 12.

 

Birthday Blast

The gun is now lighter than air and hold double the ammo. The upgraded camo is the same as before, except the red stripes glow like lava and the iron sight becomes a real flame. The shells explosion is even stronger, and whatever zombie isn't killed from the blast, starts dancing and clapping happily. The confetti effect also makes whatever character or zombie in it also start laughing. This variant kills any zombie in one direct hit until round 20, the explosions kill till about round 18, and make crawlers after that.

(Its  my b-day and I thought of this so...) 

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  • 3 weeks later...

Chinese Toy Rocket

 

This would take the place of a tactical grenade and be only attainable from the box. Once obtained, the player will have 3 to use, but will only refill with Max Ammo, just like Monkey Bombs.

 

They resemble small model rockets and are painted with bright colors. There is no cook time for them, so they can be infinitely held like an EMP. Once launched/thrown, the player will animate a quick pull from a small string at the bottom of the rocket and throw it. Before the rocket hits the ground, it will ignite and will randomly fly around the map, spraying out loud and colorful fireworks as it flies. 

 

The main use is that it distracts zombies. They will follow it around and it will be active doing this twice as long as a Monkey Bomb. However, unlike the Monkey Bomb, the Chinese Toy Rocket doesn't explode and take out zombies, instead as the fireworks are scattered, they may collide with a zombie and kill them. The fireworks randomly burst from the rocket as it travels around the map and usually will blanket a small area underneath the rocket, so there's a good chance many zombies will be killed with this tactical, if used properly.

 

Be careful when using this near team mates, as the fireworks can also damage players. Due to its random nature, it's best to treat this weapon as "use then flee". If a player is in the same area (especially tight quarters) as an active CTR, they could go down quite easily. However, the CTR can be used to buy time for a downed team mate, just like a Monkey Bomb, but the player must be revived quickly. At first the CTR will be thrown quite a distance away before it activates, thus it begins to activate at a safe distance from the player and zombies will follow it as soon as it leaves the player's hands. It's during this window that the revive should be done because when it activates, it might come right back towards your location.

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  • 2 weeks later...

THor: A hammer, does massive damage to the small area in front of it, also sends out a shockwave and wonderwaffe effect. (in my map deep this is an electric cherry effect so it's less of a wonder weapon, more of an upgraded utility.) 

 

 

Gravity generator: Launches small bits into zombies like an LMG, once that LMG's amo hits zero the bits detonate increasing the gravity of the zombies 10 fold crushing them, players shot with it in co-op will gain moon physics for a bit of time, in grief, they will be slowed drastically for minimal time. 

 

 

Tactical: 

Voodoo-Entanglement-Device: 6nades, each blasts makes a wide blast, any zombie caught in the blast will be linked together, meaning killing one kills them all. After tossing one bomb one can toss a c-4 like chip onto a zombie, this will stick to it, by killing the c-4 zombie all the other zombies will be effected in the same way. SUPER helpful in taking down bosses and hordes. If the c-4 chip is thrown on the ground it must be retrieved, if it's thrown on a player all the zombies become invincible unless the player dies, or the chip is retrieved and thrown again, this can be used for saving a zombie. 

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You know, LMGs are becoming obsolete in real life combat. These days all gunfights are over very long distances or in close quarters. SMGs are becoming the favored weapon of choice for police and military use. yet we still haven't had an SMG wonder weapon. Let's change that.

Spectrum Vortex

This is a plasma-based SMG, with a 20 round magazine. It looks like a PM63, but with a cylindrical chamber on top and bright yellow colored body. The Cylinder is along the length of the gun and constantly spins. It glows like the barrel of a Raygun but in rainbow colors.

This gun has a very unique feature which is used during continuous fire. The weapon has a low rate of fire, slightly slower than an MP40. Firing one shot shoots out a ball of light that glows rainbow colors, leaves behind a translucent trail, and spirals as it flies. It shoots straight in a very tight spiral, and has infinite penetration and damage on par with an upgraded raygun shot. So shooting it once will let you shoot a single projectile that can take down a few zombies.

BUT! If you hold down the trigger, sustained fire makes the projectile's spiral get larger. starting with the 5th shot in the magazine, each shot spirals and spreads out further, until it caps off at the 15th shot. By then the last 5 shots have a spiral radius of about 2 feet. This way you can easily take out a single zombie with only one or two precisely aimed shots. But then when you clear out your train you can hold down the trigger to make the weapon's area of effect larger and kill more zombies per shot, but less accurately.

For those of you who don't know what I mean, imagine dangling a light on the end of a 2-inch string and spinning it wildly. take what you see and imagine it shooting out of a gun. That's the first shot in the clip. Now do the same with a 2 foot string. That's the last shot.

You reload by removing and replacing the cylinder on top.

Upgraded it becomes the Mobius Optical Cyclone F-5 Dual-Wield. You now have two of them, one which is orange and the other which is bluish purple. The cylinder on the orange one now only uses "warm" colors (red orange yellow) and the other has only cool colors. Their shots have the same color scheme shift too. They now have 30 round magazines. They have the same maximum spiral size but a sharper transition from small to large. Their new feature is that if you continuously fire both guns, after they reach the maximum size they will spread apart horizontally into an infinity shape, doubling their area of effect.

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Note on my previous post: It might make it simpler in terms of range and AOE to make the shot a horizontal sine wave of sorts, with its magnitude increasing wuth sustained fire. The range on a constantly spiraling/ expanding projectile is a bit complicated. Not that I expect them to use that idea or any for that matter, but I like making the idea seem like something that I could actually imagine in the game. Sk O make it easier on the imaginary Devs in my head.

Yes, I have a little vonderhaar that whispers to me at night. He tells me to... do things. I can hear him right now. He's saying... "buy the DLC..."

Anyway...

Greentech Knife (patent pending)

This is a fairly simple melee weapon. It takes up an inventory slot and is held like a combat knife. The blade itself is painted to look like a leaf, but it is actually just made of metal. The handle contains an atomic cold cell like a raygun and displays a battery meter. However you do not replace it. It doesn't have ammo or reload. It can one hit kill until round 12.

The knife lets you stab "full auto." you hold down the trigger and slash back and forth, not very quickly. However there is an area at the base if the blade where it meets the handle where there is a hole in the knife. A freely rolling sphere is hovering in this empty area. Every time you stab a zombie the wheel spins. The spinning wheel lets off sparks like a tesla coil. As it gradually spins faster and faster with continuous stabbing, the battery meter glows and fills up. When it reaches full charge, activate the D-pad function which makes you use the now filled battery. Activating it causes the blade to glow and your next slash to send out a horizontal disc of green light which can slice through zombies. It has huge range and deals enough damage to one hit kill until round 25 at least, and then make crawlers. The nature of its area of effect means it can't hit crawlers if you are looking straight.

(If you are confused about the charging mechanic, imagine a portable flashlight that you crank manually to fill up the battery. You convert your mechanical energy to electrical energy. The knife's kinetic energy comes from the ball rolling across a zombie on contact during a stab.)

Upgraded it becomes the Greentech Knife w/ Biofuel processor. It is now red / orange and jagged, made to look like a red autumn leaf.

Now it can one hit kill up to round 18. It takes only 75% of the previous amount of stabs to fill the battery. It also gets a new function: Blood harvesting. It has a small vial of blood visible in the handle. As you knife continuously, you take in small amounts of blood from the zombies, and the kbife automatically converts the 115 in their DNA to electrical energy. This is used to speed up your melee. As you stab continuously (remember, it's full auto) A second meter fills up, indicating the increase in speed. However when you stop knifing it instantly drops back to normal speed. The full speed is double the normal speed.

Also the fully charged D-pad melee attack is now a red horizontal blast of energy. it can one hit kill on any round and has almost thundergun range.

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Testla's spear: 

A typical melee weapon, it also electrocutes the zombie as well,  allows 4 stabs before needing to be reloaded. Upgraded it becomes thor's dagger and doubles in blades, battery power, and effectiveness, likewise it also gains the ability to team up with the sickle,galvaknuckles, or bowie knife allowing for wider range, higher number of zombies effected, and better handling respectively.  When charged it will kill at any round, uncharged it's effective as a ballistic knife. 

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V.E.G.D.D. 

Voodoo

Entanglement

Gel 

Dousing 

Device

 

This gun fires a gel at zombies, the color the zombie turns links it with other objects of the same color. 

for example: If you coat 10 zombies in red gel, then one of them catches fire, the whole lot of them catch fire. 

One can also link the zombies to traps to spread the effects from range. 

As well, blue gel can only be placed on players, players doused in blue gel share certain things temporarily, like if both have a MP5, and one buys amo, all players get amo. In grief it can link the two teams so ALL drops effect all players doused in goo, as long as one player from each team is doused. 

The colors available pre-PAP are red, green, and blue

Post-PAP it becomes the Entanglement gel blaster. 

It gains a new gel in the process: Yellow. 

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I think a good wonder weapon should be like a good killstreak. Effective, PROPORTIONATE to the ammount of effort required to get it, and satisfying to use. (I mean one per map WWs. Rayguns are different.)

In terms of killstreaks, a War Machine is amazing. You still have to aim somewhat so kills with it feel more "earned." Just calling in an AI helicopter that kills for you is no fun. Effective but not fun. Also the resounding BOOM of a War Machine, and knowing that you made that happen, make it really satisfying.

Wonder weapons are similar. For example the thundergun is awesome. So sayisfying to send them flying. All the WaW / BO wonder weapons were satisfying in their own respect. Kick around baby zombies, vaporize them with your sniper, cook them from inside! The wave gun less so because it has a more slow effect. Even the scavenger which has a timed shot feels "climactic" when it detonates. But the Jet Gun was technically the "best" WW in terms of kill potential, but the least satisfying to use. The paralyzer was fun in its own respect, but doesn't give the same kill satisfaction. The sliquifier is similar.

The Staves and Vitriolic withering were the best in BOII by far. Tthey take effort to get but are worth it with how fun and effective they are.

Wonder weapons need to be more than just powerful; they need to make you feel powerful.

Having said that I think I'm going to start making more "classic" wonder weapon ideas. It looks like Treyarch are headed in the right direction, but I think they need another thundergun-esque weapon. Something percussive and powerful that can wipe out a train in one shot. Something that will make a player firing it for the first time go WOAHHH!!! That's what I did with every black ops 1 wonder weapon. The jet gun / sliquifier? not so much. I was more like, oh hey that's neat. They are definitely good weapons, but they lack that element if wonder that a WW should always have.

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Also Should we begin discussing the base type of wonder weapon for the next game's default mode?  

 

Because typically the first wonder weapon becomes the most famous (Or infamous) for that game. 

 

 

Personally I think we should get a magnetic based weapon: 

 

 

It fires 20 magnetic bullets into a crowd of zombies, then activates the magnet destroying them from the inside-out. 

Upgraded it gets more amo, and allows one further range on the magnetic pull. 

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Archimedes' Death Ray

This weapon is a silver cylinder with a stock and trigger, held like a shotgun. It has strange sights which are a large square that is translucent black with white lines, made to look like solar panels. If you look inside the barrel it has a silver half-dome with a bright ball of light floating in the center. The weapon has a 4 round magazine and 6 in reserve.

The interesting thing about this weapon is that it doesn't have a firing animation, as no projectile actually leaves the gun. however it has about thundergun range. When you pull the trigger, any zombie within that range violently bursts into flames. It creates a horrifying combination of a whooshing, crackling, and roaring sound. But again, it doesn't shoot out flames or anything. They just burst into flames seemingly of their own accord.

This gun can insta-kill on any round. You reload like a shotgun / wunderwaffe combo, reloading one glowing glass sphere at a time like a shotgun shell.

Upgraded it becomes Archimedes' Annihilator. It has larger range, and a 6 round magazine, with 8 in reserve. Now the zombies that burst into flames have multi-colored flames, like blue green and purple. Still no actual projectile. The gun itself is now a dark grey / black reflective material and the glowing ball of light in the barrel is white at the center with rainbow colors pulsating around the edge.

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Archimedes' Death Ray

This weapon is a silver cylinder with a stock and trigger, held like a shotgun. It has strange sights which are a large square that is translucent black with white lines, made to look like solar panels. If you look inside the barrel it has a silver half-dome with a bright ball of light floating in the center. The weapon has a 4 round magazine and 6 in reserve.

The interesting thing about this weapon is that it doesn't have a firing animation, as no projectile actually leaves the gun. however it has about thundergun range. When you pull the trigger, any zombie within that range violently bursts into flames. It creates a horrifying combination of a whooshing, crackling, and roaring sound. But again, it doesn't shoot out flames or anything. They just burst into flames seemingly of their own accord.

This gun can insta-kill on any round. You reload like a shotgun / wunderwaffe combo, reloading one glowing glass sphere at a time like a shotgun shell.

Upgraded it becomes Archimedes' Annihilator. It has larger range, and a 6 round magazine, with 8 in reserve. Now the zombies that burst into flames have multi-colored flames, like blue green and purple. Still no actual projectile. The gun itself is now a dark grey / black reflective material and the glowing ball of light in the barrel is white at the center with rainbow colors pulsating around the edge.

Shouldnt it have more ammo? Like the thundergun and wunderwaffe have?
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The Aether's machine gun

 

 

An odd weapon, it actually is just a supped up MG. The difference being when one gets this gun ALL wall-weapon amo can be consumed by the weapon. So every wall weapon will give you different types of compatible amo from anywhere on the map. 

 

Say, of all the wall weapons on the map there's: 

b23r -------  Lightweight, burst fire, if all 3 shots hit the target it's dead. 

m14 --------  Sniper amo, 1 headshot kill on any round, 50% dead if hit anywhere else past round 15. Slow ROF. 

Olympia ------ See remington

Ak74 ---------- SMG: Lightweight and short bursts of good amo. 

STG ------- Machine gun amo type A: Smaller amo, kills more quickly then type B.

Mp40 ------- Machine gun amo type B: Lots of amo, takes more shots to kill but will ALWAYs kill. 

5-7 ------------------- Lightweight and can be duel-weilded with left on the control pad. Descent damage. 

Remington shotgun  ------- Huge shotgun damage, if the target is within knifing distance it's 100% dead.

semtex  ------- Sticky explosive amo (splash damage does apply) 

 

 

Each of the weapons above effects the gun differently. 

 

 

Upgraded  it becomes the argartha's vessel. 

It does basically the same thing but makes it even more strong. 

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Archimedes' Death Ray

This weapon is a silver cylinder with a stock and trigger, held like a shotgun. It has strange sights which are a large square that is translucent black with white lines, made to look like solar panels. If you look inside the barrel it has a silver half-dome with a bright ball of light floating in the center. The weapon has a 4 round magazine and 6 in reserve.

The interesting thing about this weapon is that it doesn't have a firing animation, as no projectile actually leaves the gun. however it has about thundergun range. When you pull the trigger, any zombie within that range violently bursts into flames. It creates a horrifying combination of a whooshing, crackling, and roaring sound. But again, it doesn't shoot out flames or anything. They just burst into flames seemingly of their own accord.

This gun can insta-kill on any round. You reload like a shotgun / wunderwaffe combo, reloading one glowing glass sphere at a time like a shotgun shell.

Upgraded it becomes Archimedes' Annihilator. It has larger range, and a 6 round magazine, with 8 in reserve. Now the zombies that burst into flames have multi-colored flames, like blue green and purple. Still no actual projectile. The gun itself is now a dark grey / black reflective material and the glowing ball of light in the barrel is white at the center with rainbow colors pulsating around the edge.

Shouldnt it have more ammo? Like the thundergun and wunderwaffe have?

I meant it has a 4 round magazine and 6 MAGAZINES in reserve. But now that I think about it that might be too much. let's say it has 4/12 rounds and 6/18 upgraded.

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read mine plz

 


 


im thinking a weapon like the maverick (sniper) from ghosts, but when you pack-a-punch it, when you press left on d-pad, it turns into a machine gun each w/ random attachments on each. the sniper could have expolosive, thundergun, raygun, or fmj rounds, and the machine gun could have mms, red dot, ed tech, target finder, under mounted grenades, ballistic bayonet (replaces tacticals, works like pack-a-punched ballistic knives), or a fast mag. because of attachments, it will have low ammo.

 

The Sniper: 5/20

 

The MG: 30/120

 

awesomeness as a gun

Edited by WolfHeart_99
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