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

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

  1. banna

    banna ★The Sheriff★ Moderator

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    Homing Missile
    Damage : (80/88/96/104/112)
    Description : it will be like proximity shot but doesn't have to be close like proximity shoot to hit
    Damage radius : like massive shot
     
  2. Doomsday

    Doomsday New Born (1) Member

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    Dynamite

    Damage: (40/45/50/55/60)

    Description: The fuse is already lit and it can only be in the air for a certain amount of time before it detonates. (There should be an animation to tell you when it is about to explode. A nice sizzling effect would be cool too.)

    Damage Radius: The same size, slightly larger, or smaller than a massive shot.

    Trash Bag

    Damage: Trash Bag (41/42/43/44/45)
    Trash (6/7/8/9/10)

    Description: You basically hurl a trash bag at the opponent. In the air, the trash bag loses pieces of trash (banana peels, rotten apple cores, plastic water bottles, soda cans, etc...) in random directions and at different times. The color of the trash bag should be green or black.

    Damage Radius: About the size of a grenade
     
    Last edited by a moderator: Jul 24, 2014
  3. CHEESE1

    CHEESE1 Command Sergeant Major (13) Member

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    This might have been discussed already, but how about weps called Omega Weapons? A few could be: Armageddon, Ion, Black Hole, etc. They could be available to level 50s only, or you could pay a Tank Coin or two to get one early... not unlike the Item system. They could also possibly have a significanlty different animation, like Nuke, but something in the background.

    Armageddon:
    30-40 Dmg per asteroid, 15-25 for lightning, 2-5 for fire. Also has a normal EQ thrown in. Possibly stronger if in a 2v2, or 1v1.
    Basically a stronger 2012, with 2 asteroids spawning above each enemy, fire falling in a pattern similar to helicopter strike above enemies, and a lightning strike close to each enemy.
    It, like all other Omega Weapons, could either be a contact-explosion, like Shot, bounces, like Grenade, or auto hit, like EQ.

    Black Hole:
    8 Dmg per second at center of explosion, central explosion lasts for 8 seconds. Has spiraling 'arms' that extend from center, with 5 Dmg per second on contact. Area of Ghost Bomb.
    7 Dmg per asteroid, 5 Dmg per star. These would be smaller than normal.
    Could have space debris hurtling towards center explosion, like stars from Starfire, or asteroids from Asteroid Storm.

    Ion:
    15 Dmg per second on contact with beam.
    Incredibly powerful Satellite, with 3 beams that converge and disperse from central point. Lasts 8 seconds.
    May have extra effect, such as very heavy terrain destruction, or creates a section of land that damages all tanks in range for 10 points each turn.

    These are probably too OP, but let me know. I have many more ideas for weps like these, and normal ones for wep packs.
     
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  4. jensj

    jensj New Born (1) Member

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    Bounslammer:
    1) you shoot it and it will react 100% normally
    2) when it hits the ground (1/2/3/3/3 dmg if you hit a tank, sniper-size explosion), it goes up like the normal slammer
    3) after reaching its highest point, it goes down like the normal slammer
    4) when it hits the ground, it bounces on the ground like a bounsplode (4/5/6/6/6 damamge, grenade-sized explosion)
    5) after reaching its highest point, it goes down like a slammer (very likely with horizontal movement, like a normal slammer with wind)
    at level 1-3, it can bounce 4 times, at level 4-5 it can bounce 6 times. A bounce counts as a bounce if it continues movement based on the speed and direction of the incoming bullet and the slope of the terrain (so the first and last hit don't count as bounce)
    6) on its last bounce it goes down extra fast (higher level=even faster) dealing 10/12/14/18/20 damage (slightly larger explosion)
    7) after the last bounce it bounces away and goes down like a normal shot (2/2/2/2/3 damage)
    Now you might think, what does level 5 really add? 2 damage in the final explosion? A level 5 bounslammer releases 3 small bullets (0/0/0/0/2 damage, O-Attack sized explosions) every time it hits the ground. They'll fly a little bit further than the explosion. The final explosion releases 5 extra bullets on level 5.

    What this weapons adds to the game? Fun to watch and very good if the whole other team is trapped in a pit. Using this is normal team battles could kill your whole team so only use it if you're sure it will stay on the other side, it can bounce away anytime (it gets extra speed because it goes down like a slammer every time). If you think the addictional lvl5 bullets are too overpowered just ignore them. But to give level 5 a good bonus, the last bounce does 10/12/14/18/24 damage and normal bounces 4/5/6/6/7. I was also thinking about a small earthquake on every bounce but that is way too overpowered and might work even better than a normal earthquake sometimes =P

    Appearance: It looks like a light green bullet with a green tail(?), after the first bounce (second time it hits the ground) the main bullet looks dark green and is slightly smaller. After the last, extra powerful bounce it looks exactly like a normal shot.
     
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  5. xvio

    xvio Civil Servant Moderator

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    Laser Bomb:
    Fires as a flare.
    Drops a ball on a string down above flare.
    From the ball 10 lasars are fired in seemingly random directions.
    Each laser doing (14/15/15/16/16 damage)

    The flare looks white with a blue smoke trail.
    The ball starts white and will then follow with a iridesent look before then proceeding to release its lasers.

    Another idea is something similar but with using the idea of lightstrike.
    Light bomb? Light show? idk
     
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  6. mustangcody

    mustangcody First Sergeant (11) Member

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    Name: The Wreaker.
    Damage: 20 each.
    How it Looks: Its a intresting wep., it looks like a yellowish grayish color and shaped like a spitter and has the same size.
    Details: This wep. its a splitter chain but when hits the ground, they turn into a breaker.
     
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  7. jensj

    jensj New Born (1) Member

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    kamikaze:
    Your tank explodes! Deals (20/19/17/16/15) damage to you tank and (50/52/54/56/60) to nearby tanks (artillery-sized explosion)

    kamikastrike (kamikaze + airstrike):
    Shoots a flare, but the shot power is always 0.
    After that it is the same as artillery with (20/22/24/27/32) damage.
    This weapon can't deal more than (40/38/36/34/32) damage to the tank that used this weapon.
    If you don't want any self damage shoot this from the top of a steep hill.

    These weapons are very useful if you only have 1 hp left of when you use a shield.
     
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  8. DERPFACE

    DERPFACE Private E-1 (2) Member

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    WEAPON: HELL
    Tank shoots a red ball at opponent(like a digger), if you score a direct hit you do 20 dmg then when the red ball goes down on the opponent (like a digger) the second time it creates a pit 1 inch long and 1 inch deep with slanted walls, damaging anything in that raduis 20dmg, then the base of the pit erupts with hellish fury unleashing a red sprouter (does sprouter damage) and then leaves small flames to tic away 2-4 health like a napalm.

    WEAPON : WALL BANGER
    Thats right!(starts sticky size) does 40 damage upon direct hit but if you bounce the mofo off the side wall (aka trick shot) the power and size of this shot goes UP! (increases to moonball size) gains 40 for bouncing off wall, and distance traveled like snipe. (should be unber powerful for such a tricky shot. i'm thinkin 150 or more depending on distance. So 80 if bounced off wall, and then adding power the farther it travels)

    WEAPON: GOLDEN SHOWER
    No better way to piss off your oponents that hitting them with this bad boy (works like creek, but it's yellow) it does 50 damage and throws up 2 yellow fountains that do fountainlike damage.

    WEAPON : HADRON COLLIDER
    Similar to boundsplode and doubleboundsplode, with a twist. To start you shoot a boundsplode shot (make it a different coulor tho) and upon contact with any surface it splits into 2 boundsplodes ( they travel in opposite directions, now it behaves EXACTLY like a double boundsplode at this point BUT if the two boundsplodes ever touch each other they set off A nuclear reaction aka NUKE! (so boundsplode and double boundsplode dmg with the possibility of a NUKE)

    WEAPON: SUPERQUAKE (yes suggested before)

    Does 15 more damage than MEGA and creates 5 narrow cracks in the surface
     
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  9. Mark103

    Mark103 Sergeant First Class (9) Member

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    Break-Splode Chain
    Shoot a bounsplode, then when it hits the first time, it splits into two smaller bounsplodes, then they each split into two smaller ones (total of 4) then they behave like smaller and a bit weaker bounsplodes until they're gone
     
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  10. Mprak

    Mprak New Born (1) Member

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    Damage = 1.8 * (power) * |cos(angle)|
    None of the other attributes matter to me.
     
  11. DERPFACE

    DERPFACE Private E-1 (2) Member

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    WEAPON: DEATH STAR
    The infamous deathstar, it is moonball size (and acts the same as MOONBALL in movement (aka that pause n go pause n go) but it shoots 3 green lasers like a CHOPPA when it is stopped mid air, the longer your shot ( the more times it has to pause) the more green lasers it gets to shoot.
    Lasers should do 2 more points of damage than choppa shots and have a small blast radius that creates a small crater upon hit. and does a large radius explosion when it impacts ground (ghostbomb size explosion, and does 35 dmg uppon hit)

    WEAPON : POP CORN
    You shoot 7 yellow corn kernells ( with in one second, ) at opponent if you hit opponent they do 8 dmg each (aim is like stream) but if they hit the ground they pop and split into 2 fluffy popcorns that do 4 damage if they hit anything) the "pop" flings the popcorn up and out within and inch and a half of impact point ( they pop and act like asteroids in speed, size, and rotation)

    WEAPON : NYANCAT
    Supercat has a superior and instaed of MEOW he says NYAN. does 20 damage less than supercat upon impact BUT he thows out a FIREWORKSLIKE SHOT (we will call it rainbowshot)after he dies that acts like 1 bounce . so it goes like this
    FIRE NYANCAT direct hit 60 dmg, rainbowshot erupts like firework and does 6 damage per ball, the balls can bounce 1 time before they blow up.

    WEAPON : NANERS
    Throw these good for you fruits at your opponents (you fire 10 yellow bommerang shots) that do 15 damage each they behave just like boomerang. (unshure how to stagger them in the air, kinda like mac'n cheese)
     
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  12. PTpiranha

    PTpiranha New Born (1) Member

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    Piercer
    When you shoot it, it can go through the ground, and when it comes out, it flies out of the ground, with all the momentum and inertia it had when it was underground.
     
  13. porsche

    porsche New Born (1) Member

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    Name: Boulder
    Damage: Same as most "Mega" weps do
    How it looks: A mega Stone
    Details: The fact that there was a stone, I thought a Boulder has to be on its way. :)
    Pretty obvious, right?
     
  14. WildHogs

    WildHogs Unconfirmed Member

    How about this?

    Name: Hydrogen Bomb
    Damage: 50/52/54/58/60
    How it looks: Hydrogen Bomb Symbol
    Details: A homing Beacon with radioactive icon will be fired. And like artilery 3 'Mini Nukes' will drop!!

    Guess It will be able to kill people with 200hp in maximum of turn 2!!
     
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  15. Bobinson the V

    Bobinson the V Corporal (5) Member

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    Name: Disruption
    Damage: Each explosion of this weapon deals 15 at level 1
    How it looks: The initial shot looks like Bulger, but it is the size of Heavy Shot
    Behaviour: Fires an initial shot that, upon impact, behaves like Fortress.
    Then, the shot splits into 2 Wall shots, in a close area. Finally, each Wall shot splits into 3 Bulgers, again which split off in a close area.

    ---

    Name: Oasis
    Damage: Palm shots do 15, Fountain shots do 6, all at level one
    How it looks: A green flare, with a blue tail.
    Behaviour: Flare bounces 5 times. It the splits off, similar to Double Breaker, into 2 Fountains and 2 Double Palms.

    ---

    Name: Night Sky
    Behaviour: Fires a Moon Ball, 3 Twinklers, and 2 Sparklers. They are fired at a similar angle and power. At the highest point of their trajectories ALL of the shots pause in mid air for one second.
    Damage: Each of the individual shot do their usual damage, except for the Moon Ball, which does 42 at level 1.

    ---

    Name: Tricky Supplies
    Behaviour: Fires a flare identical to that of Air Strike. Wherever the flare vanishes, a red supplies box floats down. When it hits the ground, it creates a red explosion the size if a Massive Shot. It also splits into 3 Shots and 2 Heavy Shots.
    The initial box explosion does 10 damage. The Shots and Heavy Shots do their usual damage.

    ---

    Name: Full English
    Behaviour: Fires 10 Peas, which look like green Pepper shots, two eggs, one piece of bacon, a sausage, and a tomato, all at the same time at a similar angle and power.
    The peas do 3, and everything else does 13. The peas have a tiny explosion, and everything else has a Heavy Shot sized explosion.

    ---

    Name: Turd
    Damage: 50 at level 1
    Behaviour: Fires an honest-to-god turd. It does a Massive Shot sized, brown explosion that does not change terrain.

    ---

    Name: Magic Turd
    Behaviour: Shoots a glowing turd. It will explode 3 times in rapid succession in the exact same spot when it hits the ground/tank. The explosions are Massive Shot sized. The first explosion is brown, the 2nd blue, the third brown. The explosions don't change terrain.
    Damage: Each explosion does 20 at level 1.

    (hopefully these aren't too crazy, since I have a lot of ideas.)
     
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  16. trazzer101

    trazzer101 Sergeant Major of the Army (14) Member

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    Hellhound
    damage 3 for fire, 50 for dog
    shoots a dog spinning and shooting fire from its mouth, on inpact does 50 damage and the radius of a massive shot (dog colored red)
     
  17. Bobinson the V

    Bobinson the V Corporal (5) Member

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    Name: Gale
    Behaviour: Shoots a shot that looks like Jetpack particles. It explodes with a ghostlet sized explosion, dealing 38. On the following turn, the wind will be at 15, in a random direction.

    Name: Overgrowth
    Behaviour: Shoots a larger version of Sprouter. When it hits, it will act like Blossom, and shoots two sprouters on either side, in a similar fashion to Breaker. Each Blossom and Sprouter shot does 6.

    Name:Haunt
    Behaviour: Shoots a dark grey shot the size of Sniper. When it hits, it behaves like Blossom. However, each of the shots are actually Ghostlets, and explode in mid-air, dealing 8 damage each.

    Name: Ice Bolt
    Behaviour: Shoots three shots. Each looks like an elongated Hexagon shard. When these shards hit the ground, they explode into 4 tiny shards. Terrain is not changed. Each shard, tiny and normal sized, does 6 damage.

    Name: Family Jewels
    Behaviour: Shoots a safe. When the safe hits, it then functions like a Fountain. 5 Jewels, a ruby, an emerald, a sapphire, an amethyst, and a topaz are flung into the air. When the jewels land, they become different coloured Sparklers (depending on what kind of gem), doing 4 damage each, at level 1. The safe itself does 8 damage, and does a heavy shot sized explosion.
     
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  18. Staple

    Staple General of the Army (25) Member

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    Hmm...

    Volt

    Shoots a Lightning flare, but it does 50 damage, with the radius of Rainbow. Does not affect the ground terrain.

    50/55/60/65/70

    Also, the flare is a darker shade of yellow.
     
  19. Bobinson the V

    Bobinson the V Corporal (5) Member

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    Heh. I have an overpowered lightning attack planned.

    Name: Thunderstorm
    Behaviour: All enemy tanks are struck with lightning. dealing 13. Then, a large yellow shot is fired. It explodes with a Ghostlet explosion. dealing 15. It also releases 3 lightning flares. These do 18. Also. The tank hit with the explosion CANNOT move on the following turn.
     
  20. CHEESE1

    CHEESE1 Command Sergeant Major (13) Member

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    Super Chancer
    Same size explosion as chancer.
    Does 2X damage of chancer
    It's probably the same color, maybe gold.
    It's just like chancer... except it isn't.
    When used, it's trajectory is random. Here's how it would work, and good luck hitting something with it:
    It is shot at either double or half the power you selected, and the angle can vary up to 45 degrees in either direction.
     
  21. Bobinson the V

    Bobinson the V Corporal (5) Member

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    K. Here goes nothing.

    I've made an MASSIVE list of ELEVEN weapons, which I call the Elemental Weapons Pack:

    (FIRE) Firestorm: Shoots a large black shot with a red tail. When it hits the ground, it then behaves like Double-Breaker, and releases 4 "Blaze-Wild Ones". Each "Blaze-Wild One" releases 20 Blaze shots. The Blaze shots do 2 damage, and explode two times each. On the next turn, a supplies box will come down to the shooter of Firestorm, containing Inferno.

    (WATER) Maelstrom (remastered) : Shoots a large grenade that looks like the flare from Asteroid Storm, but with a blue tail. After 5 bounces, it then acts like a short-range Multi-Nade. It releases: 2 Fountains, 2 Waterworks, and 3 Rains. Each drop from Maelstrom does 2 damage. The shooter of Maelstrom receives a supplies box containing river on the next turn.

    (EARTH) Fissure: Fires a shotgun blast of the following: 1 Mega-quake, 5 Diggers, 3 Mega-diggers. Both types of Diggers bounce only twice. Mega-Quake does its usual damage. Digger does only 7, while Mega-Diggers do only 12. On the next turn, a supplies box will come down, containing Spligger.

    (WIND) Hurricane: Fire a large, light grey flare. After 3 bounces, it releases 3 Tornadoes* and 3 stick Lightning flares, in a similar fashion to Fountain. Each Tornado shot does 3, and each Lightning shot does 16. On the next turn, the wind becomes 15, in a random direction. Also, a supplies box containing Gale (see above) comes down.

    (NATURE) Overgrowth (remastered): Fires a larger version of the Sprouter shot which has a Heavy Shot sized explosion, and does 10. Then, it acts both like Breaker and Blossom. Overgrowth releases two Sprouters, in a behaviour identical to Breaker while acting like Blossom. Each Blossom/Sprouter shot does 7 damage. On the next turn, a supplies box containing Flower comes down.

    (LIGHTNING) Thunderstorm (remastered): All enemy tanks are struck with Lightning, which deals 20. Then, a large yellow shot is fired. It explodes with a large white radius, dealing 26. Terrain is not changed. At the same time, all enemy tanks are again struck with Lightning, dealing 20. On the next turn, a supplies box containing Lightning comes down.

    (LIGHT) Heaven's Wrath: A large white grenade is launched, with a golden tail. It bounces 5 times, and then acts like a short-range Multi-Nade. It releases a Shooting Star flare, a Holy Grenade, a Lightning flare, and 2 Sparklers. The Shooting Star does 25, the Holy Grenade does 25, and the Lightning does 20. Sparklers do their usual damage. On the next turn, a supplies box containing LightStrike comes down.

    (DARKNESS) Beyond the Grave: A tiny, black shot is fired. It then behaves like Super-Splitter, branching off into: 5 Ghost Bombs, 3 Phantom Shots, and 2 Lifesteal**. The Ghost Bombs and Phantom Shots all deal 13. The Lifesteals deal 13 and heal 10. On the next turn, a supplies box containing Necromancy*** comes down.

    (ICE) Blizzard: Shoots a medium size white shot with a light blue tail behind it. It then behaves like Super-Breaker. It breaks off into 4 Hail, 1 Comet****, 1 Ice Bolt (see above), and 2 Snowballs. Hail does 3 damage for each individual shot. Comet does 9 with each explosion. Ice Bolt does 4 for each hit. Snowballs do their usual damage. On the next turn, a supplies box containing Hail comes down.

    (POISON) Biohazard: Shoots a shotgun blast of 6 Blobs, 3 Acid Globules*****, and a small Nuke. The Nuke has a Rainbow-sized explosion, and does 45 damage. Blobs do their usual damage. Acid Globules do 15, and then 2. On the next turn, a supplies box containing Acid Globule comes down.

    (METAL) Scrap Heap: Shoots a large dark grey shot with no tail. It then behaves like ChainBreaker, bouncing 4 times. On the first bounce, Magnets is released. Then, Mini-tank. Then, Throwing Star. Then, Tricky Box. All weapons do their usual damage, except for Tricky Box, which deals 24. After Tricky Box is released, the initial grey shot vanished. On the next turn, a supplies box containing Tricky Supplies (see above) is released.

    (JEEZUS. THAT'S IT, for a while. KChamp better take a look at this... For the weapons names with asterisks, I'll do those. Eventually.)
     
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  22. Bobinson the V

    Bobinson the V Corporal (5) Member

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    *Tornado: Shoots a shot that looks like Ghost Bomb. Then, upon hitting the ground, it flies straight up, like Slammer. BUT. It will then hover, shooting 30 shots that look like jetpack particles, straight down, in a swirling fashion similar to creek or river. Each shot does 3 damage. The, the hovering shot slams downward, dealing 10 in a rainbow sized radius. Terrain isn't changed. The wind becomes 15 on the next turn. (Hopefully, this turns out to actually somewhat resemble a tornado.)

    **Lifesteal: Shoots a red version of Ghost Bomb. It explodes with a Massive Shot sized radius, dealing 20, and healing 34.

    ***Necromancy: Shoots a dead tank. Upon hitting the ground, it explodes with a Massive Shot sized radius, dealing 20. It then splits off into three shots, just like when a normal tank dies. Each of the shots deal 18.

    ****Comet: Fires a large white flare with a blue tail. After 5 bounces, a MASSIVE white shot comes straight down. It then behaves kind of like Driller. However, the first explosion is Massive Shot sized, and progressively gets smaller over 3 more explosions. Unlike Driller, each of the 4 explosions do not happen all at once. Each explosion does 16.

    *****Acid Globule: Fires a glowing version of blob. When it hits the ground, it then functions like Fountain/Floaters. It also explodes with a Massive Shot sized lime explosion, dealing 8. It splits into 15 tiny versions of Acid Globule. Each tiny shot then will explode in a heavy shot sized lime explosion, dealing 8.
     
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  23. DERPFACE

    DERPFACE Private E-1 (2) Member

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    WEAPON: HOTWINGS. (forget ranch,buffalo or extrra crispy)
    These drumsticks behave like chicken-fling (and do the same initial damage) except they are red in coulor and upon impact leave HOT spicy residue (like napalm or flame) that ticks away 3 damage. very powerful shot when concentrated.

    WEAPON: AVALANCHE (get your rocks off)
    A 3 part shot, first a large boulder shoots out dealing 30 damage (creates a large crater), then 3 stones follow (act like stones,do stones damage) and then finaly a barage of pebbles are shot out (look and behave like pepper, although a bit more spread out in shot)

    WEAPON : HOLY ROLLER
    A yellow roller that when it rolls it actualy passes through enemies ( but does 10 damage when it does so) and has a preset detonation time when it starts to roll, say 3 seconds when it touches down, then it explodes just like Holy grenade.

    WEAPON: MONSOON
    A watery grave some might have when getting hit with this weapon. It acts just like rain when shot but with 2x the width (AOE) rain falls as well as hail mixed in and then 3 random lightning strikes within that AOE. so rain mixed with hail and then 3 random lightning strikes .

    WEAPON: SAUSAGE FEST (But isn`t it already one in SSL2)
    Shoots sausages (like chicken-fling) but these sausages can bounce around 3 times doing damage each time (if they hit opponent) they do not affect terrain,
    You shoot 7 sausages that do 10 dmg each (if every sausage hits on every bounce you can do 210 damage (like if opponent was in a pit) gotta treat it carefully though beacase their bounces are like crazybounce and can be unpredictable at times.

    WEAPON: URANUS
    Shoot a planet that looks like 2012 earth ( but it is a different coulor) you must score a direct hit to do most damage it acts like bullseye except it does the damage in reverse and STARTS with the smallest and most powerful radius first then bigger and more weaker radius explosions after, ends with a weak ghostbomb size eplosion at end.... each explosion uses the fart sound made by seagull poop... yes up uranus.

    WEAPON: MARDI GRAS
    Shoots 3 small balls (exactly like fiesta) and then the 3 pinatas come down except these pinata dont dissapear right away they have a 3 part shot, they come down to lowest point they expell their first shot , get raised back up half way (on that string)and explode again, then just before leaving the screen expode a final time. (all exposions are randomized like fiesta and pinata) the height differences of each explosions add to the randomness of the effect.
     
  24. Bobinson the V

    Bobinson the V Corporal (5) Member

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    Last time I checked, Uranus wasn't brown... I could be mistaken.

    And another random weapon I made up:

    Buzzsaw: Fires a large spinning sawblade. It can travel underground. Buzzsaw explodes a maximum of 7 times, with a massive shot sized radius. Buzzsaw will NOT stop even if it hit a tank, until all 7 explosions are done. Every time Buzzsaw hits the ground, either from underground or from the surface, it explodes. Buzzsaw deals 25 with each explosion, and damage decreases as you are closer to the enemy tank. (*I'm still working on this one.)
     
    Staple likes this.
  25. DERPFACE

    DERPFACE Private E-1 (2) Member

    Joined:
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    WEAPON: KOOPA
    Yes the infamous green turtle shell from Mario! it acts just like a roller but is a wee bit faster, it does 15 damage upon hitting an opponent, but there is a nice trick to this weapon IT DOES NOT DISSAPEAR UPON HITTING OPPONENT rather it bounces off opponent and starts to travel in the opposite direction EAGER to hit another opponent.
    This Koopa has a 6 second roll instead of the 3 second roll that a roller has.
    So a longer duration roll, a faster roll, and it bounces off oponents.
    The best use of this weapon is to try to aim between two closely parked tanks thus there will be more "BOUNCES" of the trurtle shell between the two tanks, only the turtle shells 6 second time limit after touching ground stops it from bouncing endlessly.
    Great for close tanks or tanks against walls.. or wait for it....SHIELD KOOPA TRICK.
     

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