![]() |
|
06-22-2013
|
1 |
|
Registered User
Join Date: May 2013
Posts: 64
|
Gun Ideas with more variety
I feel there are too many similar guns available at the moment and would like some more diversity. These are some ideas for guns I'd like to see released. For each gun I list the damage and then also how many hits it will take with that gun to kill an enemy, so you can get a clearer idea how powerful it would be. ------------------------------------------------------------------------- 1) Another 7 dmg non-automatic gun: The Egg Launcher is a cool and unique gun, but it was only available to people who joined early enough. There are so many automatic 5-6 damage guns, but only 1 non-automatic gun in the shops (purple shotgun) and it is just plain underpowered. A new non-automatic gun with 7-dmg that isn't seasonally themed could be priced high (10-15k) and it would still be bought. Example: (a non-seasonal clone of Egg Launcher) Name: Shard Launcher Damage: 7 (8 hits to kill, 7 with commando) Fire Rate: Non-automatic (same as Egg Launcher) Bullet Speed: Medium (same as Egg Launcher) Knockback: Same as Egg Launcher Bonus: None Price: 14,000 ------------------------------------------------------------------------- 2) A forward "knockback" gun: I've been thinking about this idea for a while and I think it would be cool. A slower firing gun that pulls you towards the direction you're shooting would be interesting to use and different from all other guns. You could use it to quickly close in on your enemy or chase them down. Example: Name: Hunter's Pulsar Damage: 5 (10 hits to kill, 9 with commando) Fire Rate: Medium (same as Green Rifle) Bullet Speed: Fast Knockback: Pushes you in the direction of shot, same push amount as Enraged Rifle but reversed direction Bonus: None Price: 8,500 ------------------------------------------------------------------------- 3) Multi-bullet guns: This idea has been brought up a lot, and that's because I think everyone would like it. Something like the shotgun in Era would be fun because it can deal more damage up close, leading to new strategies. These guns would have to be watched closely for balance because the +1 damage Commandos get is multiplied. Example: Name: Tri-shot Damage: 3 (per bullet) (17 hits to kill, 13 with commando) Fire Rate: Non-automatic (same as Egg-Launcher) Bullet Speed: Medium Knockback: High (same as Enraged Rifle) Bonus: Fires 3 bullets at a time which spread Price: 10,000 ------------------------------------------------------------------------- 4) Bonus bullet guns: Basically a gun which occasionally shoots a more powerful bullet, making the player track when they are going to shoot the bonus bullet and plan accordingly. The example below would be neat cause you'd want to save your bonus shot until you know its going to hit. Example: Name: Coiled Beemer Damage: 4 (for most shots) / 10 (for bonus shots); (11 hits to kill, 8 with commando assuming bonus shot hit) Fire Rate: Slow (same as ER Beemer) Bullet Speed: Medium-slow (for most shots) / Very Fast (for bonus shot) Knockback: None Bonus: The first shot after reloading is given bonus damage and speed. Price: 8,000 ------------------------------------------------------------------------- 5) Combo-hit gun: A gun that has very low damage to start with, but every time the user shoots an enemy the damage temporarily goes up for a short amount of time. If you're good at aiming and don't run away from enemies, then you can keep this gun at high damage, but if not you're stuck with one of the weakest guns. Example: Name: Tallied Pistol Damage: 2 (base damage, increased by bonus) (8 hits to kill, 7 with commando assuming you hit non-stop and begin with 2 base dmg) Fire Rate: Medium (same as Green Rifle) Bullet Speed: Fast Knockback: Low (same as Green Rifle or Metallic Rifle) Bonus: Every time you hit an enemy, the damage of this gun goes up by 2 for 6 seconds. This can stack 3 times, resulting in a maximum 8 damage. Each new stack refreshes the 6 second timer of existing stacks. Price: 12,000 (high because its aimed at more experienced players) ------------------------------------------------------------------------- 6) No-reload Gun: A fast automatic gun which sacrifices damage for the ability to fire non-stop without reloading. The damage has to be very low, because never having to reload means non-stop spamming and no chance for opponents to get in easy shots. Example: Name: Infinite Rifle Damage: 2 (25 hits to kill, 17 with commando) Fire Rate: Very Fast (same as Streamer) Bullet Speed: Fast (same as Metallic Rifle) Knockback: None Bonus: This gun never has to reload. It also has Frenzy, which increases its damage to 3. Price: 9,000 ------------------------------------------------------------------------- 7) Small round guns: Sort of the opposite of the last example; a gun which can only shoot a small amount of bullets before having to reload, but has increased damage to compensate. Sort of like the grenade launcher, but with regular bullets. Example: Name: LR Revolver Damage: 9 (6 hits to kill, 5 with commando) Fire Rate: Non-automatic, slow (like Purple Shotgun) Bullet Speed: Medium Knockback: High (like Enraged Rifle) Bonus: This gun can only fire 6 bullets before having to reload. Price: 13,000 ------------------------------------------------------------------------- 8) No-moving while shooting guns: These guns would behave similar to most guns in Era and also similar to melee weapons, where it locks you in place while you shoot. To compensate, they would be given high damage. They would require good timing to use, and prohibit spamming/walling. Example: Name: Steady Shot Damage: 9 (6 hits to kill, 5 with commando) Fire Rate: Non-automatic, temporarilly locks you in place while shooting Bullet Speed: Fast Knockback: None Bonus: Temporarily locks you in place while shooting Price: 5,500 (low price because the stunning would be a sever drawback) ------------------------------------------------------------------------- 9) Melee weapons which fire projectiles: This would be a novelty weapon that deals high damage within melee range, but also fires bullets when attacking so that it can serve as a ranged weapon. Similar to the last example, it would lock you in place while firing, so the bullets damage should be relatively high. Melee hits would result in both the sword and the bullet hurting the enemy. They would be counted as guns, so they couldn't be used in melee spar. Example: Name: Current Sword Damage: 7 (melee), 5 (bullet) Fire Rate: Identital to lightsaber Bullet Speed: Fast Knockback: None Bonus: When attacking, shoots a beam in the direction of attack. It can deal 12 damage if both the melee attack and bullet hit, making it the strongest melee weapon. Price: 24,000 (expensive novelty item like lightsaber) ------------------------------------------------------------------------- 10) Health-related bonus guns: Guns which give a bonus related to taking damage, or which restore health as a reward triggered similar to frenzy. These guns would give health more of an active role, making players pay closer attention to both their health and the health of their opponents. Example: Damage goes up as health decreases. Name: Panic Pulsar Damage: 3 base dmg (damage goes up as health decreases) Fire Rate: Medium (similar to Red Rifle) Bullet Speed: Medium (similar to Red Rifle) Knockback: High (similar to Enraged Rifle) Bonus: For every 18 health missing, damage goes up by 3, resulting in a maximum of 9 total damage. You cannot switch to this weapon unless you have full health (to prevent people from simply using another weapon until they reach low health). Price: 9,500 Example: Gun used as a "finisher"; deals high damage to enemies at low health. Looks like a recolored ER Beemer. Name: ER Finale Damage: 3 (higher against low health enemies) (13 hits to kill after bonus, 10 as commando) Fire Rate: Slow (identical to ER Beemer) Bullet Speed: Slow (identical to ER Beemer) Knockback:None Bonus: Deals 15 damage to enemies equal to or below 15 health (instant-kill) Price: 10,500 Example: Rewards health as a bonus on kill (also grants a short damage boost to keep the Rambo theme) Name: Rambo Rifle Damage: 4 (13 hits to kill, 10 with commando) / 6 with frenzy (9 hits to kill, 8 with commando) Fire Rate: Medium (similar to Red Rifle) Bullet Speed: Medium Knockback: Low (similar to Metallic Rifle) Bonus: Restores 10 health upon killing an enemy; also grants "frenzy" which increases damage to 6 for a short period Price: 11,000 ------------------------------------------------------------------------- 11) Paired bonus weapons: Guns which work best when paired with another weapon of a specific type. These guns would rely on a player knowing how to successfully switch between two weapons to deal effective damage. Example: Relies on successfully poisoning/burning target to be effective. High skill cap gun which is difficult to use. Name: Grief Rifle Damage: 3 base damage, 9 against poisoned/enflamed targets (17 or 6 hits to kill, 13 or 5 hits to kill if commando) Fire Rate: Medium (similar to LR Pulsar) Bullet Speed: Fast Knockback: Low (similar to Metallic Rifle) Bonus: Deals triple damage (9) to enemies that are poisoned or on fire. Price: 9,000 (not too high because both the Goonadier and flame gun are expensive and required to use this gun) Example: Relies on being able to juggle melee attacks and gun attacks to be most effective. Could also be used to increase a teammates damage. This would take a lot of practice to use well. Name: Butcher Blaster Damage: 2 (25 hits to kill, 17 if commando) Fire Rate: Fast (similar to Metallic Rifle) Bullet Speed: Slow Knockback: None Bonus: When an enemy is hit, they gain a "Butcher Blaster" charge. Charges last 12 seconds, and an enemy can have up to 4 charges at once. Upon being hit with a melee weapon, all charges explode dealing 6 bonus damage per charge. Price: 7,000 ------------------------------------------------------------------------- 12) "Level-up" guns: Guns which have poor stats when you first buy them, but can be improved over time to be good. They are bought for cheaper than most of the powerful guns, but can be ranked up to be just as powerful. These would be great for newer players, and would add an interesting element to existing activities like spar, mission etc. Example: A gun which ranks up if it is used frequently in spar. Name: Duelist's Shotgun Damage: 4/5/6/7 (increased by being used in spar) (Hits to kill when maxed: 8, 7 if commando) Fire Rate: Slow, non-automatic (similar to Plasma Shotgun) Bullet Speed: Fast Knockback: Medium (similar to Green Rifle) Bonus: Every time this weapon deals the finishing blow against an enemy during a spar match, it gains 1 point.
Example: A gun which ranks up when used to PK Name: PK Pulsar Damage: 3/4/5 (increased by being used to PK) / 6 with frenzy (gained at 1500 points) Fire Rate: Very fast (similar to Streamer) Bullet Speed: Fast (similar to Streamer) Knockback: Light (similar to Metallic Rifle) Bonus: Every time this weapon kills an enemy (outside of spar), it gains 1 point.
Example: A bomb spar equivalent; equip this weapon while playing bomb spar to level it up. It shoots like a Goonadier but lays mines instead of poison traps. When ranked up and equipped during bomb spar matches, it can change the color (and eventually the range) of bombs. Name: Bombadier Damage: 6/8/10/12 (increased by being held during bomb spar) Fire Rate: Slow, non-automatic (identical to Goonadier) Bullet Speed: Slow, launched (identical to Goonadier, Grenade Launcher) Knockback: High Bonus: Shoots a mine onto the map which explodes, damages and briefly stuns (for as long as typical reload time) anyone who walks over it. Additionally, when equipped, the player lays different colored bombs in bomb spar. Gains points by winning bomb-spar while it is equipped: 1 point per player you defeated.
Example: A "mission" equivalent. Ranked up by completing missions and killing NPCs while having this gun equipped during the entire mission. Name: Agent's Pistol Damage: 5 (deals 1/2/3/5 bonus damage to NPCs) Fire Rate: Medium (similar to LR Pulsar) Bullet Speed: Medium (similar to LR Pulsar) Knockback: None Bonus: Deals 1 bonus damage to NPCs, and grants 5 bonus graalats for completing a mission. Grants 10 points (times the level of the mission completed) every time it is used throughout an entire mission without being unequipped, as well as 1 point for every NPC killed.
Last edited by Tunder; 06-23-2013 at 12:21 AM.
|
|
06-22-2013
|
2 |
|
betflip me nerd
Join Date: Mar 2012
Location: Georgia
Posts: 1,012
|
Great ideas. To add to this list I think they should make a gun where the last bullet of the clip did bonus damage.
|
|
06-22-2013
|
3 |
|
The Tashkin
Join Date: Nov 2012
Posts: 740
|
Very interesting ideas and nice organization. Will see what we can do to make some of them happen.
|
|
06-22-2013
|
4 |
|
Earning Unix dem stacks
Join Date: Apr 2013
Location: In a fox hole somewhere
Posts: 7,391
|
AWESOME IDEA!! But I don't intend to buy any because I'm a poor graalian sorry I'm nit much if a pker But this is well written and thought out! + rep |
|
06-22-2013
|
5 |
|
Monica Lewinsky
Join Date: Feb 2013
Location: Merica'
Posts: 1,507
|
Honestly, you have some of the best ideas. Now, staff just shouldn't re-color current guns, they should actually make new ones!
|
|
06-22-2013
|
6 |
|
Earning Unix dem stacks
Join Date: Apr 2013
Location: In a fox hole somewhere
Posts: 7,391
|
I wonder what they would look like :o
|
|
06-22-2013
|
7 |
|
Registered User
Join Date: Aug 2012
Location: Milky Way
Posts: 127
|
These are great ideas! Hope the staff does some of them (or all).
|
|
06-22-2013
|
8 |
|
Delteria gfx
Join Date: Feb 2013
Posts: 192
|
wow, great thought in all of these. I love it
|
|
06-22-2013
|
9 |
|
Elder ✔️
Join Date: Oct 2012
Posts: 2,286
|
If these are added I'll def play zone more :0
|
|
06-25-2013
|
10 |
|
Leg hair. AND RICE!
Join Date: Feb 2012
Location: Do you really wish to know o.o
Posts: 2,803
|
|
|
06-25-2013
|
11 |
|
iZone Player
Join Date: Apr 2013
Posts: 69
|
These are sick gun ideas! I really hope they will happen
|
|
06-27-2013
|
12 |
|
ZUSN
Join Date: Jan 2013
Location: ?
Posts: 334
|
Dude... I want those guns...
|
|
06-27-2013
|
13 |
|
Destiny Hunter
Join Date: Jun 2013
Location: John J Johnson House
Posts: 420
|
These are awesome guns!
|
|
06-30-2013
|
14 |
|
Zone Player
Join Date: Feb 2013
Posts: 697
|
Best idea I've seen on these forums. The staff can't ignore this at all, it's very intelligent and well thought out all the guns even out and none seem to be OP. New staff position btw: Gun Developer, Tunder is hired.
|
|
06-30-2013
|
15 |
|
Back from the dead?
Join Date: Feb 2013
Location: Australia
Posts: 2,533
|
|