[Unofficial] Ideas for weapons? page 3

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Originally posted by brettbrettbertt:

new weapon : FIREWORK NUKES
hard to hit, but does 10billion damage and the person who loses is perma banned from kong.

What did i say when i made this thread……….

Originally posted by ninjacloneXD:


3. State the Damage [Optional] If you have an idea of what it should be (be reasonable).

And Please be serious about the weapons, don’t make something ridiculous like firework nukes etc.

And please try to keep it on topic, ALL weapons are used and finished in one turn.

 
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Originally posted by brettbrettbertt:

new weapon : FIREWORK NUKES
hard to hit, but does 10billion damage and the person who loses is perma banned from kong.

You’re joking, right?

New weapons:

Waterfall
A powerful mix of Rain and Fountain. 30 water particles fall down, each doing 5 damage and causing a little explosion each.

ICBM
An extremely powerful weapon. Splits into 4 3 mini-nukes when it reaches the peak of its flying course. Each does 60 damage.

Healing Drops
An effective healer. 10 drops. Heals both enemies and teammates for 5 HP/drop.

EDIT: Nerfed ICBM to be less OP.

 
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Balance based on finding chance is no balance, and turns the game into a luck based mission.

My idea is
Decoy Tank
Your opponents perceive your tank as stationary for the next turn (making you basically invisible when you move). Also fires a 10 point damage shot for deception.

 
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ICBM
An extremely powerful weapon, and very hard to find (1/10000 chance). Splits into 4 mini-nukes when it reaches the peak of its flying course. Each does 60 damage.

I think it should do about 50 damage and split into 3, that way it isn’t ridiculously OP, but also because there are 3 enemies in a team, and each nuke radius should be about 1 massive shot. otherwise its ridiculously OP. Also i think it should be a better version of artillery, and the bombs split like 3 ball, but in the air at its peak as you said

 
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Originally posted by chumtin:

My idea:
Blood drop: Enemies gets AIDS. They instantly die.

Far too OP.

Foam Dart: A weak shot that reduces the power circle of whoever was hit it. Looks like an orange square with a yellow trail when shot, and appears as a orange square before firing. Very weak damage, about as fast as a standard shot. Effect ends after they shoot.

Rocket: A shot with little curve and a large explosion. Deals less damage than a heavy shot, but has a larger blast radius. Appears as a white box.

Bunker Missile: A burrowing weapon that ignores armor if it hits. Appears as a triangle. Deals up to 10 HP of damage.

Nanobots: Gives armor to whoever it hits, including enemies. Only available in team battles (2v2 and 3v3), and gives 15 armor per shot. Appears as several small dots.

Blinder: Reduces the field of vision to slightly larger the standard power radius, and fades into black from there on. Effect ends after the person who shot it shoots, with the field of vision increasing slightly after every shot. Damage logs still appear. Blinded players appear darker colors. Very low damage. In battles where multiple players shoot, more of the field is revealed than usual. Flares appear very dark colors, but still can be seen.

 
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Okay, nerfed ICBM now.

New weapon idea:

Firework Nukes
Goes to the top of the screen no matter how you shoot, then shoots out 200 nukes going in a 4-way spiral. Each nuke does 90 damage.

Barricade
Deals 30 damage, then encloses the area in a destroyable box made from the same material as the ground. Useful for protecting yourself in exchange for some health. Is shaped like a blue box.

Machine Gun
Shoots out 250 bullets, each doing 2 damage. Very inaccurate. Isn’t affected by gravity. Doesn’t make holes in the ground/walls.

Acidic Bomb
Instead of doing damage directly, it bursts in the air and spreads 50 acidic particles over the area, dealing 3 damage per particle.

 
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heres my idea:

Striker bomb
what it does is it will zip down (after shot) when you press space in its mid flight, it does 15-30 damage depending on how high it was before it was launched down

 
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at short range, MG, could obliberate a 100 armor+ 300Hp person. I think it’s a bit OP

Originally posted by hamuka:

Okay, nerfed ICBM now.


New weapon idea:


Firework Nukes
Goes to the top of the screen no matter how you shoot, then shoots out 200 nukes going in a 4-way spiral. Each nuke does 90 damage.


Barricade
Deals 30 damage, then encloses the area in a destroyable box made from the same material as the ground. Useful for protecting yourself in exchange for some health. Is shaped like a blue box.


Machine Gun
Shoots out 250 bullets, each doing 2 damage. Very inaccurate. Isn’t affected by gravity. Doesn’t make holes in the ground/walls.


Acidic Bomb
Instead of doing damage directly, it bursts in the air and spreads 50 acidic particles over the area, dealing 3 damage per particle.

 
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Giant bomb- has a HUGE Radius, and deals 40damage. (It’s not OP cause then the enemy will have the low ground and be harder to hit and it can only be used a long range or you’ll hurt urself)

 
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1.Ninja star:does 300 damage
2.Beywheelz:a spinning wheel that does 500 damage
3.Nuke:Destroys every oponent on the map
4.Car:drives and explodes on somebody(250 damage)
5.Boomerang:When launched,you get to choose where it comes back

 
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KChamp should do a “create your own weapons” contest and thw winners should win a small amount of kreds or an upcoming weapon pack!

Anyways for weapons for a weapon pack :D
Thunderstorm: mix of rain with 3 lightning’s (keep damage or reduce lightning damage)
Flop: basically a reverse molehill (sinks instead of builds, same damage)
Platoon: works like mini tank, expect there are 3 tanks (overall damage is reduced from 40 to 25)
Reversal: like spligger, but with 1 digger and 1 builder
Duck: small AoE, 75 damage, makes a “quack” sound upon firing
Weather nade like grenade (50 damage) weather effect after explosion(rain/hail/lightning/asteroids)
Cats & Dogs same AoE as rain, 10 cats/10 dogs fall for 5 damage each (cat/dog sound on hit)
GigaQuale distance dependent/less damage on far away tanks (max: 30 per tank/min:10 per tank)
Nuke Dud works and looks exactly like a nuke, except it does 10 damage per tank
Mines shoot 3 mines that stick on impact, explode (20 damage) with napalm (10 damage per hit)

 
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Minitank
Summons a CPU-controlled tank to fight for you. Has 50 HP, and takes its turn as you do. Uses exclusively regular shots and can die and give points in Points mode. Level ups improve accuracy, along with an increase of 5 HP.

Buzzsaw
Driller weapon. As it passes through walls, darker-colored walls are made that players and bullets can move through, and collapse after an earthquake. Players take 10 damage/lose 10 points and phase to the regular ground if they are in the dark-colored walls upon an earthquake. The projectile deals ~10 damage, weakening by 1 for every wall it passes through.

Doublerang
Shoots 2 boomerang projectiles that curve in opposite directions. Same damage as a boomerang.

Quadrang
Shoots 4 boomerang projectiles. 2 curve less than a normal boomerang projectile, while the other 2 curve more than a normal boomerang. Projectiles separate in the same way Doublerangs do. Same damage as a boomerang.

 
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Egg-Destruct
Generates Egg-shaped projectiles that a little away from the user, then break. Unaffected by gravity, and doesn’t do terrain damage. Extends towards where the user fires, and extends less based on power. Minimal power deals the most damage. If an enemy is close enough, the eggs will generate around the enemy as well, preventing the user from standing right on them and spamming this attack. Regular eggs deal 20 damage, while broken eggs deal 0 damage. Eggs break when they hit the ground or travel in the air for 1.5 seconds. Broken eggs shrink over time. Image is indicated by a white chicken egg, and projectiles are either brown, white, or blue eggs.

Charger
When used, the user begins charging, indicated by a small circle that sucks in lines. On the user’s next turn, the beam fires independently, dealing continuous damage, then the user shoots any projectile. Damages the terrain about as badly as a heavy shot if it hits a wall.

Light Bubble
Anyone hit by this slowly levitates upwards, to the highest point a flying crate can appear. The victim’s attacks are incased in bubbles while in this state, causing shots to fire like tunnelers. Anything unaffected by gravity or tunneling weapons are unaffected by this. When the bubble pops by another player’s attack, the victim takes the damage from the attack and falls. Upon landing, the victim takes 20 damage. Bubbles automatically pop at the end of a Points game, giving a flat 20 points to whoever shot it. Bubble appears green if an ally/you shot it, while it appears red if someone else shot it. If the victim is shot with another Light Bubble while in a bubble, the bubble awards points/DMG score based on who shot the bubble. Afflicted player loses 25% fuel when moving. If the Dead Weight is used by the victim, the bubble is automatically popped, and deals 20 damage of self-injury instead.

Also, while not a weapon, here’s an idea for an item.

Bubble
When used, the player can maneuver in their own bubble until someone attacks them or two turns pass. While in this special BLUE bubble, the player can’t be affected by Light Bubbles, and the player can move up and down freely. The bubble shrinks on the second turn, weakening the player’s ability to move up and increases the player’s ability to move down. Cancels shields. Can’t be activated if hit by something that damages terrain for 1 turn, and slightly more common than jetpacks. 2 TC for 1 Bubble, and slightly more common compared to other items.

 
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We need some more ideas!! come on guys lol

How about this one? Planet X: a large black planet that you shoot, is the size of massive shot as it travels through the air, and has a smaller grey moon orbiting it. The planet has the same impact radius as massive shot. The planet hits 30 and the moon hits 60. The moon could be the size of ‘shot’.

 
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blakzer for weapon creator at SSL2

By the way, new ideas:

Flaming Knives
Shoots a signal flare similar to Air Strike or AC-130. Fires 20 knives in the area which deal 10 damage directly, and 5 damage indirectly (due to the flames).

Huge Pinata
A powerful version of Fiesta. Works like it, too, apart from a few things; only 1 pinata, but shoots out 60 candies which deal 5 damage each.

Sunburn
The main shot looks like a Fireball’s larger version. Stops in the air, then shoots 30 fiery particles in a small area that deal 6 damage each. It disappears after.

 
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Spiral
Fires a spiral made out of three lines that is in constant motion. When it lands, the Spiral grows, dealing damage constantly with each arm until it disappears (a little bit after it reaches the radius of a nuke). 25 damage per arm (maximum possible). Creates a small “eye” where it lands, where it is unable to attack. Think Growing Bullseye.

Gravity Arrows
Fires three arrow-shaped projectiles in the same way as a three-ball, but with some delay between each arrow. Each arrow that hits deals 1 damage and sticks for two turns. Projectiles that are close enough to an arrow will be manipulated towards it some while an arrow sticks. Arrows collapse on themselves when they disappear, creating small gravity wells that cause the land near them to lower some.

Cutter
Fires scissors. When a scissor is near terrain, it cuts in a circle, then explodes, along with the circle it cut. Scissors explode if they hit a tank. Scissors themselves don’t do terrain damage, but the circle they make does. They deal up to 40 damage if they hit, while the circle deals up to 15 damage. Circle is about 15% larger than a heavy shot explosion, and the projectile moves faster than usual.

Ice Bullet
Looks like a light-blue version of a standard shot. If it hits an opponent, it slows them down when they next move (Around 50%) and they turn blue some. If it hits the terrain, it covers the area where it hits with ice, which speeds anything on it up by 50%. Explosion radius is that of a heavy shot. Doesn’t damage terrain.

 
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Illusion
Spawns an extra tank. You either teleport to that tank, or stay in your position. Either way, illusions fire the same angle, power and weapon of the real tank. Attacking illusions make it disappear. No points.

 
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Meteor Apocalypse
Shoots a big asteroid. Creates a huge explosion, dealing 60 damage to everything in the range. Shoots out 5 mini-asteroids that deal 15 damage each, and 15 fiery particles that deal 2 damage per second for 3 seconds.

Shrinking Beam
Shoots a small, green shot. Creates a beam that shrinks the tank to 10% of its original size for the next turn. Damage is tripled when the tank is hit. Does no damage on its own.

Water Bombs
Shoots 3 big Fountain-like projectiles in different angles. They explode when going close to the ground, creating 10 water particles/projectile which fall to the ground. Each particle does 4 damage.

Horizontal Blast
Shoots a shot similar to Horizon. Creates a big flash, and damages everything (including terrain) in a very small horizontal line. Does 30 damage.

 
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Bomber
A grenade that activates the countdown after being fired. Creates a + shaped explosion that continues infinitely. Deals terrain damage on the horizontal arms. Looks like a cartoon bomb.

Loudspeaker
Prevents team chat and team flares on whoever it hits. 20 damage.

 
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Explosion
shoots out 36 bullets 10 degrees spaced around your tank. Each bullet deals 10 damage.
Ultranade
shoots a grenade that splits into 5 grenades after it explodes for 80 damage in the air that split into 5 grenades when they explode for 40 damage that do 20 damage each (confused?)

 
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Tempest
An air-strike esque weapon, which upon activating, will fire Rain, Hail, and Lightning at the same time, similarly to 2012, with the lightning dealing the usual 30 dmg, the Hail doing half damage (Four per), and the rain behaving as normal (Rain barely does anything anyway). This weapon’s designed to be terrible on hills, and much better on flat ground. Damage range from 40-70

Acellerators
Fires out ten shots in a fashion similar to Instant Replay, but the catch is, each shot moves slowly, and picks up speed as it travels, It’s quite risky if the enemy moves around too much. Damage: 40-100 (4-10 dmg per shot, based on range)

Forest Fire
Upon landing, this shot creates 4 palms (The same way a double breaker works), and each palm breaks, exploding into flames before it hits the ground, releasing 3-5 flames in the way a cactus would break. Each flame would deal 3 damage at lvl 1, so altogether, the weapon would deal about 40-50 damage on flat ground, more if they’re near the purple barrier (Who even hides there?)

Insane One
This one’s a fountain, but it behaves like wild one, with a large spread. Upon hitting the ground, it’ll release 6 smaller versions of itself in a random spread, then those six will do the exact same thing, releasing six more shells into the sky. Each shell will do 6 damage, and since 36 pellets end up flying in the air, and Wild one has ~10 dmg per allready, it’s about the same as wild one, just more erratic. The overall damage would be, if you’re lucky, 60 damage per tank.

Radioactive Spill
This weapon looks like an Oil drum, and when it lands it causes an ugly green gloop to spread out on the terrain. each of the 12 gloop does burn damage, 5 damage per, and burns 4 times. Each time it burns, it also eats at the land, so this acid essentially digs through the land, carving a hole inside it. The final result would look like a sinkhole, and the overall damage would be about 40-60 per tank, since 3 of the flames would hit one tank in general. The range of the gloop is also identical to the sinkhole.

 
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Originally posted by 42nd_hitchhiker:


This weapon looks like an Oil drum, and when it lands it causes an ugly green gloop to spread out on the terrain. each of the 12 gloop does burn damage, 5 damage per, and burns 4 times. Each time it burns, it also eats at the land, so this acid essentially digs through the land, carving a hole inside it. The final result would look like a sinkhole, and the overall damage would be about 40-60 per tank, since 3 of the flames would hit one tank in general. The range of the gloop is also identical to the sinkhole.

That sounds awsome!

 
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Some more ideas that I’ve pulled out of the hat, most are oriented towards strategy.

Defensive Barrier
This isn’t an offensive weapon, it does 0 damage to the target, and 50 on the player. This behaves a bit like wall, alebit without the damage, and if a shot hits the wall, it vanishes, like it went off screen. The reasoning for this weapon, is like a gamble, you can throw away 50 of your life, and bet that the nuke the lvl 50’s shooting at you will hit where the barrier went. It’s like paying a premium on insurance, to try and prevent the bigger damage. The only drawback to this barrier, is that it goes away after one turn, as it triggers a harmless earthquake. One thing to note, is this will be a slightly rarer weapon to get in-game, and it’ll be exclusive to allshot matches due to it’s self-injury nature, and how it relies on anticipating what the other person’s doing.

Trench
This weapon is designed to throw up a small wall in front of the destination, and put the other end in a hole. It’s like a wall, and a driller right next to the wall, dealing 40 damage, and if you’re lucky, throwing them into a pit. The hole will be determined by the side you fire from, so it always faces towards the center. If you shoot it on yourself, you’ll be moved into the pit, and the wall will pop up in front of you. It’s pretty good for setting up a grenade afterwards if they’re on a hill.

Spike
This is simply a wall in sniper form, it’s much harder to control, and it’s an extremely narrow pillar created afterwards. The damage is about 40-80 (Range based) and the pillar’s slightly taller than a wall. One key thing to note, is this pillar, if the tank moves close enough to it, can be shot through.

Chasm
This weapon, is akin to a localized earthquake. Upon impact, it’ll create a hole with the range of a Phantom, and litter the inside with random spikes and juts, making the life of whoever wound up in there harder. The damage is only 30, as the range is reasonable, and it makes following up with grenades and airstrikes much easier.

Breeze
A special weapon that affects the weather of the game, forcing the next turn to be 1-5 wind, in either direction.The wind change only lasts 1 turn, or 1 tank shot. The shot behaves like a Plasma grenade and sticks to a tank, dealing 35 damage, then it vanishes, forcing the wind to change. This weapon only shows up if wind is enabled in the match. (Basically, there are 2 forms of No Wind, the default one disables the breeze-gale weapons, other one allows for them to work, and it’ll always be enabled on the other wind levels)

Squall
Another weapon similar to breeze, it does 55 damage instead, and forces the wind to become 6-10 for 1 turn.

Gale
The final version of the Breeze weapons, it does 75 damage, and forces the wind to 11-15 for 1 turn again.

Lucky 7s
Upon landing, this weapon releases 7 sparkling shots into the air, akin to a fountain. The game will randomly decide what each one will do, along with the damage. Some possible effects include bouncing up, then slamming down like a slammer for 10-40 dmg, acting like a normal shot with 10-25 dmg, nothing (0 dmg, duh), exploding like a fireworks (20-40 dmg) and burning the ground (10-30 dmg). It’s pretty much random, and combines almost every weapon possibility together, aside from the more explosive weapons. One thing to note is the spread is pretty erratic, so it’s possible to get as low as 10 dmg, to as high as 150.

 
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I quite like the idea of Breeze, Squall, and Gale.

Biohazard
Looks like a Nuke, but with a biohazard symbol instead. Deals less damage than a Nuke, but creates a radioactive waste area that prevents terrain from rising and deals poison damage for 3 turns. Level 50 only.

Inverted targeter
A risk vs. reward weapon that deals 25 damage to the victim, but summons lightning everywhere except for the area where the shot hit. The safe area is where players take 25 damage.

MAD
A nuke that deals normal damage to the user, but twice as much to the victim. If a nuke was used by another player, the person with this must use it, though it has properties of a normal nuke instead. Looks like a larger nuke. Level 50 only.

Orbit
Shoots four heavy shots that orbit a central point, defined as the size of a sniper shot, at varying speeds and distances. The central point deals 0 damage, and upon hitting terrain, turns the orbiting heavy shots into normal heavy shots that retain their velocity, but move in the direction of the wind. If there is no wind, they just fall straight down. Only available if natural wind is enabled. Projectile unaffected by wind. Can backfire if aimed against the wind. Heavy shots are otherwise normal.