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[S] The official "Suggest-A-Weapon"-thread

Discussion in 'Suggestions' started by Credipede, Nov 28, 2012.

  1. astrofluxy

    astrofluxy Corporal (5) Member

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    SSL 2 to SSL steam conversions

    Wobbler -> Shaker
    Wobbler: Basically deals 45 damage and wobbles slightly back an forward.
    Shaker: Upgraded version deals 60 damage but also shakes way more.

    Acquired: 125 Gears (this weapon is not godly or useless, so cheap)

    Floaters -> Dense Float
    Floaters: Not as useless as in SSL2, this weapon launches 12 bullets into the air on impact, each bullet dealing 8 damage.
    Dense float: Compared to the floaters, this weapon launches 24 bullets into the air with a small sacrifice of 2 damage (6 per bullet).

    Acquired: Starter weapon m8?

    Corkscrew
    Corkscrew is a small copy of the original one with the only change that this weapon deals 80 damage.

    Acquired: actually i thought this could be a crate-drop only, as a rare appearance. Otherwise: 400 Gears.

    Proximity shot -> Eagle Eye -> telescope
    Proximity shot: Just like the normal one, dealing 40 damage. detection range of 35 pixels. (radius)
    Eagle eye: Small upgraded version, dealing 45 damage but with a detection range of 45 pixels. (radius)
    Telescope: 50 damage and having a detection range of 60 pixels total! (radius, again)

    Acquired: Completing challenge "sniper" by having an overall accuracy of 90%. (counts for direct hit weapons only, airstrikes are not affected)

    Slammer -> double slam -> triple slam
    slammer: dealing 15 damage on impact, also dealing additional 30 damage on slam.
    double slam: deals 15 damage on impact and 25 damage each slam... slams 2 times.
    triple slam: deals 15 damage on impact and 20 damage each slam... slams 3 times.

    Acquired: Reaching level 33

    Gravsters -> Gravtrio -> orbitors
    Gravsters: Like the usual gravsters, these bullets surround each other and dealing 30 damage each bullet.
    Gravtrio: one additional red gravster is added, each dealing now 25 damage.
    Orbitors: 5 gravsters surround each other (green and orange added), each dealing 20 damage on impact.

    acquired: level 65
    ___________
    hope you like it :)
     
  2. LL99

    LL99 Private First Class (4) Member

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    New Set: Crazy Set

    Paintball>Paint-War>Paint Bomb
    1:That shot Is in random color in hit paint the ground and send some paint (7 paint drops ) that Paint the ground too.
    2.Shot 15 tiny paint balls (like Gatling Gun) and that sent 2 paint drops.
    3.Shots a colorful flame that sent a Paint Bomb little more tiny a nuke and Sends 20(maybe more paint Drops.

    Pixel>Voxel
    1.This shot do a 8-bit like sounds and in hit make a small square
    2.Mix 3d-shot+Pixel

    Boxing glove>Champion glove
    1.Mix 5 Bounce+Sniper(hit the tank do a bounce
    2.Skipper+Sniper(hit the tank do a bounce no skip)

    Ice Touch>Cool Touch>Frozen Touch (to @beagle99)
    1.In hit Will Freeze the ground (frozen ground do dmg) and later explode
    2.Bigger Freeze Time and bigger height
    3.same as 2 but in explosion send some ice clones

    Fury>Hells Fury
    1.Like Sunflower But only works in air
    2.Like Helianthus But only works in air

    Metal>Heavy Metal>Death Metal
    1.Shots a Guitar That plays Metal And in Hit Sends Guitar parts in up
    2.Now Plays Heavy Metal and Add 3 Bolts In Hit
    3.NOW PLAY DEATH METAL AND ADDS CROWS(works like bees)

    Surprise Shot>Secret Shot
    1.Shots A Random Wep
    2.Remove Shot tiers and guaranteed to be tier 2 wep or better

    And i ran Out Ideas :confused: Good?
     
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  3. LL99

    LL99 Private First Class (4) Member

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    BTY @kChamp

    Making a Lemonade(defend lucalima99)+Wep Hell Rays

    Hell Rays>Sins
    1.Red God rays that only works in Ground
    2.Red Deity that only works in Ground
     
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  4. ComplexOri

    ComplexOri Sergeant (7) Member

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    Supercalifragilisticexpialidocious-Pneumonoultramicroscopicsilicovolcanoconiosis
    1.Shoots each letters(34) in order and does 2-4 damage each, damage is determined by range and the letters explosion radius is shot size.(136 damage, if no crits, all hit, and farthest)
    2.Same thing but the letters(45) does 4 damage all time(180 damage)
    This Supercalifragilisticexpialidocious needs 40,000 xp before you unlock Pneumonoultramicroscopicsilicovolcanoconiosis

    Alpha-Omega-Delta
    1. Shoots the Alpha letter(40 damage) that makes a Massive Shot size explosion colored blue and makes a Waterworks happen at the landing spot.
    2.Shoots the Omega letter(60 damage) that makes a Nuke size explosion colored red-orange and makes a Eruption happen at the landing spot. (Requires 4,000 xp)
    3. Shoots the Delta letter(80 damage) that makes a Ghost Bomb size explosion colored green and makes a Hexagon happen at the landing spot.(Requires 30,000 xp)
     
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  5. Shocker

    Shocker New Born (1) Member

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    Thermometer:
    Damage: 10-30
    It looks like a thermometer size of 2 bounsplode
    Lands on enemy and takes 5 seconds to get it to fill the thermometer and then explodes and then leaving little flame like liquid that damages 2
     
  6. Invictaa

    Invictaa Unconfirmed Member

    Name: Tornado
    Damage: 7 per hit (tornado) 10-15 per hit (rocks)
    How it looks: A large tornado that flings rocks across the map
    Details: When shot, it starts moving in whichever direction you shoot at a constant, pre-determined speed, similar to Rampage. The hitbox of the tornado is at the very bottom, and is about the size of a big shot. It will hit at the same rate as a black hole, and the tornado should be going at a slow enough speed so that the tank will get hit 8-10 times, causing 56-70 damage with no crits. The tornado itself should not cause any damage to the terrain, but the rocks it launches will. 2 rocks will be launched every second from the base of the tornado. They launch at random powers and angles, but not powerful enough to go off the top of the screen and an angle of at least 30 degrees from 180 in both direction. (Has 120 possible degrees to launch from) The rocks can be of various sizes and the explosions are between the sizes of big shots and heavy shots. The bigger they are, the more damage they do. After 10 seconds, the tornado will begin to disappear starting from the base and going up, similar to a real tornado. (This means a tornado will launch 20 rocks before disappearing) This weapon should probably be a prestige unlocked weapon. (Between 84 and 88)

    Name: Hurricane
    Damage (Level 1 - 5): 8 per hit (tornado) 12-18 per hit (rocks)
    How it looks: Similar to a tornado, but bigger
    Details: Has the same mechanics as a tornado. The hurricane moves at the same speed as a tornado, but has a larger hitbox at the base, enough to hit 9-11 times, causing 72-88 damage with no crits. The hurricane fires 5 rocks per 2 seconds. (1 rock per 0.4 seconds as opposed to the tornadoes 1 rock per 0.5 seconds) The rocks launch with similar powers and angles as the tornado, have the same sizes and hitboxes, but do slightly more damage. After 10 seconds it will disappear similarly to the tornado. (This means a hurricane will launch 25 rocks before disappearing) This weapon should be unlocked after 12k or so experience with a tornado.
     
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  7. Jdude

    Jdude New Born (1) Member

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    Got a bunch of them for ya.

    Name:
    Growshot
    Damage (Level 1 - 5): Lv1 (Smallest 10, Biggest 50) Lv5 (Smallest 20, Biggest 100)
    How it looks: A shot with 3 purple stripes in the middle of it.
    Details: The longer it stays in midair, the larger and heavier it gets and does more damage.

    Name: Shrinkshot
    Damage (Level 1 - 5): Same as Growshot
    How it looks: Same as Growshot but with yellow stripes
    Details: The longer it stays in midair, the smaller and lighter it gets and does less damage.

    Name: Psych-Sand
    Damage (Level 1 - 5): Each shot does 10-15 DMG
    How it looks: Like a pepper shot at first, but after popping out of the ground it looks like a normal shot with an orange trail. When the fake shots land there is a question mark.
    Details: It's just a pepper shot, right? Nope! When it lands, there is no explosion, and 2 secs after it goes in the ground it shoots out 9 shots in a trapezium/trapezoid formation (2 rows, 4 on top 5 on bottom) to hit the area around it.

    Name: Psych-Bang
    Damage (Level 1 - 5): Each (real ;)) shot does 30 DMG on lv1, 35 DMG on lv2, 40 DMG on lv3 etc. so lv5 is 50 DMG.
    How it looks: Just like a bigger normal shot. When the fake shot lands there is a question mark.
    Details: BOOM! ...no damage? Hold on--TRIPLE-BOOM! Yes, the first explosion does nothing and then after 2 secs, 3 explosions out of nowhere!

    Name:
    Velocits
    Damage (Level 1 - 5): Same as the Gravits
    How it looks: Same as the Gravits
    Details: Similar to the Gravits, they shoot with varying speeds instead of varying gravity. (What would be the heaviest gravit is the slowest velocit etc.)

    Name: Multi-Jumper
    Damage (Level 1 - 5): Same as the other jumpers
    How it looks: Same as the other jumpers
    Details: Shoots out a jumper shot every half a second.


    Name: Magic 8-Ball
    Damage (Level 1 - 5): First explosion 50-100, other explosions 10-20.
    How it looks: A magic 8 ball, then other shots like normal
    Details: A big rolling 8 ball (normal roll physics, not like the roller weapon) that explodes after a while, and then drops 8 shots from the sky in a diamond pattern
     
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  8. SubZero

    SubZero Sergeant First Class (9) Member

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    Multi-Jumper lol that would be fun =s instant death. Your other wep ideas arn't horrrible i guess.
     
  9. Blue Phantom

    Blue Phantom Sergeant (7) Member

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    That's sounds good but = 10 shots.
     
  10. Jdude

    Jdude New Born (1) Member

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    10 shots? Where would the other two go, I was thinking something like this:

    -----o
    ---o--o
    -ox---xo
    ---o--o
    -----o

    o = the original 8 I was thinking of
    x = where the other 2 would go imo if it becomes 10 shots

    I wanted 8 shots cause, you know, 8 ball, 8 shots.

    (Ignore the lines, I didn't realize I couldn't use loads of spaces like that)
     
  11. WoodPlanks100

    WoodPlanks100 New Born (1) Member

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    Sky Hammers

    Damage: 30 nail, 20-35 per Hammer, 50-80 Big Hammer/Mjolnir, 60 Golden Hammer, 25-35 Lightning

    Details: Shoots a bouncy ball which bounces around until it can only bounce very slowly or cannot bounce any more, and then in the sky, then a big nail falls directly on the 'ball' and then 3 Small Hammers fall randomly out of the sky, then followed by a big hammer.

    Small Hammers: These hammers will spin while they fall, and they will target the nail no matter what, but walls are the only way that will stop them

    Golden Hammer: These rare hammers will fall DIRECTLY on to the nail dealing 180% damage and a medium sized explosion will occur on impact

    Big Hammer/Mjolnir: Will spin very quickly while falling, if it hits the nail would have a 65% chance to strike lightning on the nail.

    Might be a prestige
     
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  12. drake28034

    drake28034 Private E-2 (3) Member

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    Name: Domino Line
    How it looks: Thick and black vertical lines
    Details: You fire 6 dominoes, they land vertically and after two seconds pass there is a 50% chance for them to fall either left or right, and they deal 15 damage each.
     
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  13. drake28034

    drake28034 Private E-2 (3) Member

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    Name: Turtle Mine
    How it looks: Green circle that flashes every two seconds
    Details: Only you and your teammates are able to see it, it explodes when an enemy gets near it and disappears after 2 turns. There is a chance of it doing 28 damage, 0 damage(no damage at all), or 34 damage.
     
  14. xXTacocubesXx

    xXTacocubesXx Command Sergeant Major (13) Member

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    A few random and crazy weapon ideas :)


    Tier 1). Flaming snakes: Behaves like a regular snake in that it moves around randomly, except there's four of them and they're red and fiery. Like a flame and snake hybrid. Should do at least probably 30 damage if you're unlucky. Ideally up to maybe 70 - 100.

    Tier 2). Dragon: Use your imagination. It could be like shooting out a winged dragon that breathes fire and when the dragon hits, it explodes for 40 damage plus any other flamelings ejected from the explosion that are hurting the tank. Should do at least 100 damage.
    _________________________________________________________________________________________________________________________

    Tier 1). Violin: Shoots out a violin plus accompanying bow. Violin hits for 20 damage, bow hits for 5. Makes nice violinesque sound effects.

    Tier 2). Viola: Shoots out a viola plus accompanying bow. Viola hits for 30 damage, bow hits for 8.

    Tier 3). Cello: Shoots out a cello plus accompanying bow. Cello hits for 45 damage, bow hits for 12.

    Tier 4). Double Bass: Shoots out a double bass plus accompanying bow. Double bass hits for 65 damage, bow hits for 16.

    Tier 5). String Orchestra: Shoots out a whole bunch of different random string instruments with a very wide spread, but should still remain a viable option for long range. Close range damage should be 70-80 damage, long range should do around 100.

    _________________________________________________________________________________________________________________________

    Tier 1) Rektangle: Shoots a lightweight randomly colored and sized rectangle that behaves similar to a standard grenade. Explodes for a random value of damage between 60 and 80.

    Tier 2) Rektangle Strike: Shoots a rectangle flare projectile. Upon landing, it summons many tiny rectangle grenade pieces upon an area about the same size as a helicopter strike. A good option for big ffa games. Should do around 90 damage overall.

    Tier 3) Mega Rektangle: Similar concept to regular rektangle except it's obviously bigger and explodes for a random value of damage between 90 and 130. Gives off a bright, blinding explosion upon detonation.

    _________________________________________________________________________________________________________________________


    Tier 1) Shoes: Shoots a pair of shoe that each do 15 damage.

    Tier 2) Boots: Shoots a pair of boots that each do 20 damage.

    Tier 3) Cleats: Shoots a cleats that each do 25 damage.

    Tier 4) High heels: Shoots a pair of high heels that each do 35 damage.

    Tier 5) Super Spiky Boots: Shoots a pair of spiky boots that each do 45 damage. (Think of the spiky boots the one bad guy had from the Spongebob movie)

    _________________________________________________________________________________________________________________________

    Tier 1) Taco Cubes: Shoots a bunch of little cubed tacos. Close range 30 dmg. Long range up to 50 dmg. Like a rapid starfire.

    Tier 2) Jumbo Taco: Shoots one big taco that hits for 40 damage. Would be cool if it had an effect where little pieces of lettuce, tomatos, and meats spill off the taco as it flies in the air, each doing their own little damage.

    Tier 3) Taco Feast: Shoots a bunch of normal sized tacos. Similar concept as taco cubes. Close range 40 dmg. Long range up to 65.

    Tier 4) Holy Taco: Shoots a large taco, bigger than Jumbo Taco, glowing with a holy light. Similar concept as Jumbo Taco. Hits for 70 damage.
    Upon hitting, it shoots an impressive ray of light up to the heavens. Like God Rays. Probably just for aesthetic effect.
     
  15. Penguin

    Penguin Captain (17) Member

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    well i'm a pokemon player and there is a move called"last choice".It s a very strong move but you can use it only when you used all other moves at least one time.
    That can be also an SSL weap concept since after the first turns all your good weaps are finished.That weap would overturn the game and when your opponent thinks that you are out of good weaps you surpise him with that "last choice" weapon.

    damage:it does just 30 damage in normal conditions but;when you have 5 or less weapon,the damage will bounce to 100,the upgreaded version will do 115 damage and 40 in normal condinionts

    i think that this weapon should be added beacause,when you run out of good weaps,you don't enjoy the game very much but this new weap would change this anoying situation
     
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  16. Holy2334

    Holy2334 Command Sergeant Major (13) Member

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    The only problem is that you'll always have more than 5 weapons, since we start with 15 and get new ones every 10 rounds.
     
  17. Awesume

    Awesume Command Sergeant Major (13) Member

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    The name is Last Resort.
     
  18. RavenOmega

    RavenOmega New Born (1) Member

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    The Devs can use whatever shape or colour.
    Ravenite Flagship
    Damage: 20 dmg to all Enemies
    Similarly to ErathQuake, it does not need aiming. The "Omega" will appear above the centre of the map, which proceeds to shoot the enemies for 20 dmg.
    It is the size of 6 tanks.
    Omega Squad
    Damage: 20 for Crashing, additional damage for Secondary Shot.
    Fires 5 Interceptors (similar to the 5 shot,only with less spread), which at Max height, Fires a "Rapid Fire" attack at a random enemy.
     
  19. Rushica

    Rushica New Born (1) Member

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    I think a land mine based weapon would be cool to see in SSL. I'll leave the balancing of such a weapon to the developers, but here are my ideas on how it could work.

    Tier 1: Land Mine
    Damage: Moderate
    Discription:Shoots off from the tank similar to a Sniper or Shot weapon, but doesn't explode on impact unless it's a direct hit. Leaves behind a Land Mine where the shot hit that stays there for 2 or 3 turns. Detinates when a tank moves over top of it.

    Tier 2: Mine Field
    Damage: Moderate
    Discription: Similar to Land Mine, but leaves behind 3 or 5 mines. Shot path similar to a Three-Shot.

    Higher tiers, if any, would increase the number of mines and/or the damage dealt by those mines. I beieve this would be an interesting way to add in a bit more stratagy and planning to how the game is played. Sorry if this weapon idea has been suggested already, but I didn't feel like reading though 26 pages of suggestions.
     
  20. referee11

    referee11 First Lieutenant (16) Member

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    We have one already: Mine Layer. It is in the Sticky Bomb tier.
     
  21. Holy2334

    Holy2334 Command Sergeant Major (13) Member

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    I think he means like an actual mine where you drive over and go BOOM!
     
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  22. referee11

    referee11 First Lieutenant (16) Member

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    Oh, I thought he was talking about a mine weapon in general. I see now. I think EMP is better and renders this useless in an items game. In a non-item game, I don't think people would ever be dumb enough to run into it unless they are new, especially since mostly vets play no item games. But maybe I'm wrong.
    -------------------------------------------------------------------------------------------------
    @Rushica kChamp will never see your suggestion here. If you really want this in the game, you should email him this directly. It still might not make it, but it has 0 chance here of making it.
     
  23. astrofluxy

    astrofluxy Corporal (5) Member

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    The Decider
    The decider is a special weapon that uses a unique technique of upgrading. Instead of having one path, it offers 2 upgrade paths, based on the way when and how you use it.

    General weapon stats
    This weapon fires a bullet that actually combines a red arrow and a blue arrow, both connected on the ends. When the red arrow hits the ground/tank, a random red explosion is caused that can appear somewhere in a specified area, dealing 120 damage to any maybe hit tank. When the blue arrow hits the ground/tank, an explosion is caused on the landing point, dealing 60 damage. Now how does the weapon upgrading work?

    When you've gained more weapon exp with the red arrow hit, you receive the weapon:
    Inaccurator
    The inaccurator fires a red arrow that causes 2 random heavy shot sized explosions in a specified area, dealing 80 damage each when they hit a tank.

    When you've gained more weapon exp with the blue arrow hit, you receive the weapon:
    Accurator
    The accurator fires a blue arrow that causes 1 massive shot sized explosion at the landing point dealing 60. Besides of that, the bullet is slightly attracted to enemy tanks getting pulled towards them.

    As you can see the weapon is pretty much random and not everyone can have the accurator or the inaccurator. The interesting thing here is that people can have luck receiving a random high damage weapon or a medium damage high accuracy weapon.

    How is the weapon obtained?
    I thought about a small and easy challenge. The challenge is to receive over 100 XP in one Deathmatch.
     
  24. referee11

    referee11 First Lieutenant (16) Member

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    The damage would have to be smaller for both projectiles to fit the challenge reasonably. I would make the Accurator and Inaccurator two different weapons in one tier, and Decider would be Tier III. Decider feels to random to be used reasonably (what would happen if both arrows hit the ground at the same time?). Attractor sounds too much like Attractoids with aiming and one projectile. Lastly, you can't specify an area of damage, so why let this one weapon break all the game physics and rules?
     
  25. LL99

    LL99 Private First Class (4) Member

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    Video game based weps?(basead in the portal wep) (80-100 lv wep maybe)

    Undertale
    Restart>True Restart
    1.Shot Then You go Back To The Way Your Tank Has In Previous Round (Next Trun)
    2.Same But Also You Get You Hp Back
    DDR,Pump up or step mania
    Step arrows>Step Up>Dance Dance Revolution
    1.Sends arrows like this game but the closer hits does more damage
    2.More arrows also add a cube
    3.send a lil, lazer basead where the arrow points
    Binding of Issac
    D6>D20>D100
    1.In Hit Reroll Your Opponent Weps
    2.Also Reroll Yours
    3.REROLL FOR ALL
    Tech.5>Tech 1>Tech 2
    1.Lil, Lazer the activate 4-7 times
    2.always 7 times
    3. the laser is continuing and hit 15 times
    TF2
    Mini Gun>Tomislav>Brass Beast>Huo-Long Heater
    1. Ultimate M4 (Shots More Bullets)
    2.More Concentration Shots
    3.More Dmg
    4.Sends Some Napoean Close To Your Tank

    Wanna more @kChamp ?
     

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