Discussion in 'Suggestions' started by Credipede, Nov 28, 2012.
I think he means like an actual mine where you drive over and go BOOM!
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.
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:
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:
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.
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?
Video game based weps?(basead in the portal wep) (80-100 lv wep maybe)
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
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
Mini Gun>Tomislav>Brass Beast>Huo-Long Heater
1. Ultimate M4 (Shots More Bullets)
2.More Concentration Shots
4.Sends Some Napoean Close To Your Tank
Wanna more @kChamp ?
A few more weapons...
<<<<<my first set of wep ideas are on page 25>>>>>
Look: A single bullet with a trail of earth like (light-tan) particles
Desc: Upon impact, it releases a line of slightly larger earth-light bullets (density & range: about 10 which fits in a single degree range), which act as small diggers. They create 4 explosions each, exploding upon impact with the ground and dealing 5 damage each. Due to the density of the particles, it should deal at least 50 damage in most scenarios as well as create uneven ground, forming difficulties for future movement.
Upgrades: Shatter> consists of 20 particles in a 2 degree range. Explosions deal 4 damage instead of 5.
Rupture> each particle now creates 6 explosions each, with the density and range of normal fissure. Explosions still deal 4 damage each.
Look: A Small missile-like rocket; red sides and a white body with flames trailing behind it
Desc: The missile fires like a standard projectile, but this weapon is unique in that whenever the missile has a direct linear path to an opponent, it speeds up, ignoring all gravity for a free hit. The explosion size is moderate, dealing 40 damage.
Upgrades: Missile Barrage> Shoots a barrage of 10 missiles, firing one at a time with the accuracy resembling chicken fling. Each missile hits for 7 damage.
Rocket> This projectile is larger, yet the flame size behind the weapon is smaller (only to make 35 damage make sense). What sets this weapon apart is that after the rocket locks onto a target, it detaches a set of rocket boosters straight down at a point similar to when napalm bursts, dealing a moderate explosion dealing 30 damage. When the rocket lands, it deals 35 damage.
Look: White sized standard sized projectile. Looks like a cone. Point faces outward. Nuff Said.
Desc: Fires normally, but at a point close to striking the impact with the ground (closer than when napalm breaks) the projectile bursts into a cone-shaped flash with a vertex angle of about 50 degrees.
The flash extends to an area where it either makes contact with the ground or is out of the map. Anyone caught inside this flash will take 35 damage. (Note: This weapon is useful on a ledge where you can fire it at an angle and cause the flash to trigger at a point where it strikes all tanks on level ground)
Upgrades: Conesters> Shoots 3 little cones (same angle) in a formation similar of that of three ball. Anyone struck in the flash of these cones will take 20 damage.
Look: Colorful Kites! They can be a red pattern, a green pattern, blue, yellow, orange, purple, etc!
Desc; The kite fires normally, but when this projectile hits it's peak point, it hovers, slowing to a stop within a 2 second time frame, and then drops. Deals 70 damage with a relatively large explosion.
Upgrades: Winged Kite> Takes 3 seconds to stop, but deals 85 damage instead. Also, different color patterns!!!
Kite Party> Shoots small kites (about 10) in the form of rapid fire. They take 1 second to stop, dealing 10 damage each with a moderate sized explosion.
Look: Bright, relatively small yellow projectiles
Desc: When this weapon is fired, .25 seconds into firing the ring disperses into 12 relatively small projectiles in a pattern reminiscent of flower. These projectiles rotate clockwise (in a speed similar to gravsters from ssl2), and create relatively small sized explosions dealing 10 damage each upon contact with the ground.
Upgrades; Square Ring> Same properties, but the ring disperses into a square shape! The square is formed with one side facing the direction the arc is shooting. Also, the square has a green tint rather than a yellow one
Olympic Rings> Consists of 3 intertwined rings (That rotate about each other); these rings are slightly closer together and total up to about 24 projectiles. The colors are: Green, Yellow, and Red. To compensate for the doubled amount of projectiles, explosions deal 7 damage each.
I think this is a good idea, but isn't this kinda like the cash tier? You throw it up and around its max point it drops vertically. If you could explain the difference between the two, that'd be nice. Your other ideas are cool though!
Yeah thought about it, but this one is a little different because it's only 1 shot (cept' for the last tier) and it's larger and deals more damage. Maybe I'll make a change to this; I noticed the similarities and tried to make at least a few differences
EDIT: It's also different because it takes a longer time to stop.
Perhaps it could have an especially prominent effect with wind.
ROCKET: Shoots a missile like projectile that has an extreme arch like the boomerang
Explosion Radius: Heavy Shot
XP needed to upgrade: 1,200
ROCKET BARRAGE: Shoots 4 missile like projectiles that act the same as Rocket.
Explosion Radius: Heavy Shot
XP needed to upgrade: 5,600
MORTAR: Acts the same as rocket but once it lands it splits into 6 missile like objects that go random directions.
Explosion Radius: Heavy Shot
EDIT: Unlocked at level 63
Instead of new weapons, I'd like to suggest a few modifications to existing weapons. No hard numbers, that's for the balancing professionals to do, just a general direction:
Instead of just "Yet another big explosion," I think it would be more interesting to have a small blast followed by a plume of radioactive material that remains in the air for several rounds. The cloud would be affected by wind. Weapons that go through the cloud would receive a small damage boost, or tanks that end their turn near or inside the cloud take damage after firing. This would encourage more movement.
An upgraded version of Goldfish. A salmon is thrown out onto the battlefield and soon after a bear runs along the ground, from the edge of the screen closest to the salmon, mauling each tank it meets along the way. This differs from the saw blade primarily by the method of entrance (side of screen as opposed to point of impact) and is, of course, a lot cuter.
3. Flame / Blaze / etc.
The fire-based weapons feel fairly weak. It may be nice to have them do damage over time; Full damage, then 25%, then 10% over subsequent rounds, or have a persistent burning effect on the ground that damages tanks after firing. This would encourage movement as well (I find many games to be rather static, with minimal reason to move in many cases).
And a new item:
4. Gravity Generator / Inverted Gravity Generator
Small damaging explosion at point of impact. Generator is created on the battlefield with the following effects:
- Projectiles are drawn towards (or away from) the generator. Projectiles closer to the generator have a greater effect.
- Movement away from / towards the generator is slowed / increased. Tanks closer to the generator have a greater effect.
The generator would remain until it takes a small amount of damage. Tanks that end their turn Very Close to the generators could receive damage upon firing.
Such an item could be used offensively or defensively.
Scuttle Bug Tier:
Scuttle Bug, Scuttlers, Scuttle Swarm
Scuttle Bug: Fires a black shot, when it hits the ground it sprouts legs and goes after the nearest tank towards it. (A smart Roller) 50 Damage.
Scuttlers: Fires 3 Scuttle Bugs doing 25 damage each.
Scuttle Swarm: Fires 25 small bugs in rapid succession. Doing 5 damage each.
ACME Inc. Tier (Alternately Cartoon Tier):
ACME Rocket, ACME Piano, ACME Anvil:
ACME Rocket: Fires a very inaccurate rocket that may go off at random or not all. Be careful, it might blow up in your face. 35 Damage.
ACME Piano: Hear that? That's the sound of a Piano falling. Fire a Piano like you would a shot. Does 65 Damage without destroying the land.
ACME Anvil: Avil From SSL2
Extremum (pl. extrema) – Highest or lowest point in flight, in air and underground, respectively.
Unit– the length of one tank.
Medium – the matter in which a projectile is flying or digging through, air and underground, respectively.
Fizzle - disappear without doing anything.
(Somewhere between level 90-100) Solar Spear > Lunar Lance > Equinox
Notes: the projectiles in this weapon line travel at 1.5x the normal projectile speed. I’m just going to put it out there that this weapon will not be easy to achieve optimal damage with.
Grid & Exp Orb Color: Bright yellow
Name: Solar Spear
Damage Components: 20*, 25**, 70***
Projectile Mechanics: A projectile is shot out from the tank that bounces once with the same elasticity as 1-bounce. Upon reaching its extremum midair after bouncing once, it will detonate.
Detonation Mechanics: Upon reaching its extremum midair after bouncing once, the projectile will detonate, firing a ½ unit wide laser downward (functions like a bullet weapon) that carves a ½ unit wide and 5 unit deep V shape into the ground.
Damage: If the projectile hits a tank without bouncing, it will only deal * damage in a ½ unit radius.
If the projectile hits a tank after bouncing but before reaching its extremum or after bouncing so that it is deflected downwards, it will deal ** damage in a 1 unit radius.
If the projectile reaches its midair extremum after bouncing once, the laser it fires downwards deals *** damage to all tanks hit by it.
Projectile Appearance: An orange Sprouter-sized, sun-like projectile that gains a fiery glow as well as a fire trail effect after it bounces once.
Detonation Appearance: A bright orange flash of light that fires a thin orange laser straight downwards.
Name: Lunar Lance
Damage Components: 30*, 35**, 80***
Projectile Mechanics: A projectile is shot out from the tank that bounces once with the same elasticity as 1-bounce. After bouncing once, it will dig into the ground upon hitting the terrain again, retaining its velocity and detonating when it reaches its underground extremum.
Detonation Mechanics: Upon reaching its extremum underground after bouncing once and tunneling, the projectile will detonate, firing 2 parallel ½ unit wide lasers upward (functions like a bullet weapon) that are ½ a unit apart from each other and each build a ½ unit wide and 6 unit tall A shape out of the ground.
Damage: If the projectile hits a tank without bouncing, it will only deal * damage in a ½ unit radius.
If the projectile hits a tank after bouncing, it will deal ** damage in a 1 unit radius.
If the projectile bounces once and reaches its underground extremum after tunneling, the lasers that are fired upwards deal ** damage each, for a total of 2(**) damage.
Projectile Appearance: A light blue Satellite-sized, moon-like projectile that gains an icy glow as well as a frost trail effect after it bounces once.
Detonation Appearance: A bright blue flash of light that fires two thin light blue lasers straight upwards.
Notes: The projectiles fired by this weapon are locked in vertical alignment, meaning that if the projectile above ground hits a bumper, the projectile underground will change direction in midair as if it had also bounced, in order to retain vertical alignment. If the projectile above ground goes through a portal, the projectile underground will teleport to retain vertical alignment. If either of the projectiles hit the ground before the other projectile does and de-sync in their actions, the projectile that did not hit the ground yet will fizzle, dealing no damage.
Damage Components: 20*, 25**,30***, 35****, 125*****, 175******
Projectile Mechanics: Two projectiles are shot out from the tank in a yin-yang fashion that bounce once upon hitting the surface of the terrain with the same elasticity as 1-bounce. After bouncing once, the projectile in the air will dig into the ground upon hitting the terrain again, while the projectile that was underground will fly into the air upon reaching the surface, retaining their velocities. After each of them reach the surface yet again, they will retain their velocities and merge to traverse along the ground (like a roller) for 1 second as a single projectile using the horizontal component of their retained velocities (Pythagorean). When that one second passes, both the projectiles will fire back to their original mediums using the velocity retained, and detonate upon reaching their extrema.
Detonation Mechanics: Upon reaching their extrema after a bounce, a medium swap, and a roll, the projectiles will detonate, each firing a 1 unit wide laser straight upward and downward, respectively, towards the ground (functions like a bullet weapon). The lasers carve a M shape into the ground, where the centre is 4 units deep, and the outsides are 4 units tall, relative to the ground that the projectile detonated above/beneath. If one of the projectiles fizzles, the other projectile's detonation laser will not affect the terrain at all.
Damage: If the projectiles hit a tank without bouncing, they will only each deal * damage in a ½ unit radius.
If the projectiles hit a tank after bouncing, they will each deal ** damage in a 1 unit radius.
If the projectiles bounce once and swap mediums and then hit a tank as they emerge or are traversing the ground, they deal *** damage each in a 1 unit radius.
If the projectiles bounce once, swap mediums, finish traversing the ground and then spring back into the air/underground again but hit a tank before reaching their extrema, they will each deal **** damage in a 1 unit radius.
If the projectiles, bounce, swap mediums, traverse, and then spring up, and then reach their extrema, the beams that they fire will each deal ***** damage.
If one of the projectiles fizzles, the other projectile will still deal the same respective damage as above until it detonates, at which the beam will deal ****** damage instead of ***** damage. (However, remember that the condition for hitting with ***** damage is still better as it will hit for twice the ***** damage)
Projectile Appearance: The projectile fired above ground is a beacon-sized orange projectile that gains a fiery glow as well as a fire trail effect after it bounces once. The projectile fired underground is a beacon-sized light blue projectile that gains an icy glow as well as a frost trail effect after it bounces once. After they swap mediums, what used to be the fiery projectile gains an icy blue sun-like appearance while what used to be the icy projectile gains a fiery orange moon-like appearance. When they merge, they release a flash of shadowy light and travel as a singular black glowing projectile that turns white as it is about to split. After they go into the air/underground for the final time before reaching their extrema, they both become bright white sun and moon shaped projectiles, respectively (they swapped back to their original mediums so the sun projectile is above ground and the moon projectile is underground) with bright, flaming white trails. If one of the projectiles fizzles, the other projectile will turn dark grey.
Detonation Appearance: Very bright (rave brightness) flashes of white emerge from both projectile detonations, firing a 1 unit width very bright towards the ground. The ground at which the beams hit will also flash white. If one of the projectiles fizzles, it will emit a dim white flash. When the remaining projectile detonates, it will release a flash of shadowy light and fire a dark grey laser instead.
Final Notes (If you thought reading this was not fun; you can imagine what it would be like to type it out…): With good eyeballing, this weapon should reward experienced players more than the average weapon does, boasting potential high damage (1000 with a crit, a 2x, and perfect aim, so extremely difficult to achieve), severe mobility restriction, at the cost of being very difficult to land optimally (same altitude for the bounce, medium swap, and the potential altitude change with the merge-roll)and with that, the potential to accidentally kill teammates. The level of unlock should justify the amount of aim skill that this weapon wants as it is a level at which most players (except you ruler people…not that a ruler will help aim this weapon anyway) develop a good eyeballing skill. For people that do not quite understand the mechanics of this weapon, a visual representation is also provided.
Special: When it lands it creates a black hole like void that sprays 2-4 different beginner weapons you start with.
This weapon acts mostly like black if it hits someone it will do some damage but not as much as a black hole.
Damage: 2, (hits 30 times)
Looks like: a black hole but slightly bigger
XP needed to level: 5,500
Level Unlock: 97
Special: Acts the same as Void but it shoots higher tier weapons of the starter weapons, and shoots 3-6 instead of 2-4.
This is how it would handle spitting out 2-4 tiered weapons
WEAPONS WITH 4 TIERS: T1: 50% T2: 25% T3: 12.5% T4: 12.5%
WEAPONS WITH 3 TIERS: T1: 50% T2 25% T3 25%
WEAPONS WITH 2 TIERS: T1: 50% T2: 50%
Damage: 2 (Hits 40 times)
Looks like: Slightly bigger then Void
How it looks:
For some reason Gimp was acting weird and i couldn't draw the actual projectile, but that is what it looks like equipped
If this was confusing just ask what you didn't understand about and ill edit it
Pie > Pie Toss
Pie - You throw a single pie at an opponent. After contact with map it breaks intoBanana.s across a small radius.
Pie Toss - You throw a trio of pie sorta like water trio. With same dynamics as pie.
Idea KingKyd thought of:
Camera - Flashes in mid-air and the flash does damage then falls to the ground and makes an explosion, like Banana.
Doesn't have a lot of drop and once it hits a wall, it will teleport to the other half of the map as if it went through a portal. On impact with the ground it will not bounce and has a medium sized explosion.
Looks like a pickaxe.
An impact explosive-type weapon. Works a little like snake, but the explosions will always travel in the direction the projectile was travelling when it impacted. The damage of this weapon is distance-based.
5 explosions (about the size of big shot's explosions) for a maximum of 20 damage each.
Looks like pickaxe but with a bright blue blade.
Tier 2 pickaxe. Same sized explosions, same damage, but 10 explosions.
Name: Smart shot------>graduated shot
damage: 30 dmg------->40 dmg
how it looks: like a normal shot
smart shot: don't need to aim hit your enemy directly.If there are box in the sky it will automaticly take thems.(it moves on enemy and on boxs like a spaz)
graduated shot: same effects of smart shot + take x2 + hit portals and bumpers for extra 5 xp (it can hit a box,x2,bumper and portal just in 1 shot,thats the power of this weapon)
lvl unlock: 40/60
what do you think about that?
EDIT: how graduated shot may look like xD
Name: wind rays------->tornad0
wind rays: shots 10 rays of wind like a needler that do
-5 dmg each 0/14 wind
-7 dmg each 15/42 wind
-9 dmg each 43/70 wind
-11 dmg each over 70 wind
tornado: a flare weapon that once it's actived spawn a tornado.Tornado would work like a black hole start really small with small area dmg and then gorwns every hit more.
there will be 30 hits that does:
-2 dmg each 0/14 wind
-3 dmg 15/42 wind
-4 dmg 43/70 wind
-5 dmg over 70 wind
how it looks:
details: can be really strong and,since wind games are now very comon,that would be a really nice having a weapon like that
lvl unlock: 70/80
Cloud: Cloud is an on impact kind of shot. Cloud will explode into a small puffy cloud that will then head strait up, it will pass strait through portals and sheilds (those pink things that make stuff bounce). Cloud will do about 20 damage or with a chance of crit, 30.
Dream: Dream is the upgrade of Cloud. Dream is a kind of shot that will explode on inpact. When it explodes, it will start to form into a thought bubble leading into a dream. There will be 3 little mini explosions going strait up like the drill would strait down but the same size each explosion. Then for the fourth one will be the explosion maybe the size of the x2 buff that shows up here and there. And then lots of small projectiles (like fireworks or cactus when they explode) will start coming out from the right, left, and under the circle. This will shoot out like 15 shots that do 5 damage each. And deal the explosion size of a Shot (the first weapon of the game) and the size of a single firework (one of the things that came from the explosion of a firework). The dream circle would then vanish after all 15 shots have been fired.
Oh and the Level I think you need to get this from is level 40 (for the starting weapon, which in this case its Cloud.)
Dream would be unlocked after you get 700 Xp from using Cloud.
Trilogy: Trilogy is the final unlocked able weapon from Cloud. Trilogy is the type of weapon that explodes on inpact. Trilogy will act very simaler to Dream. Seanse Dream explodes 3 up, Trilogy will explode 5 up making it more likely to hit your target. The final explosion (the 6th one) will be the circle that is the same size as the x2 buff. Trilogy will then fire 15 shots again but here is the difference, each shot is like there own mini splitter! So then each shot when close to the ground will split making it a total of 30 shots! Each shot still does 5 damage but with a chance of crit it will be 8 or 10 damage. The size of each shot is the same as the Shot (the first weapon of the game). Again shots will come from the right, left, and under the circle that is the size of the x2 buff.
You will need 5,400 Xp to unlock Trilogy from using either Dream or Cloud.
Details: I think this will be a great exstension to your game becuase it offers a good weapon that can be pretty cool to have. Even though Cloud is different from Dream or Trilogy. The sense is that all of them are the same in a way sense they all go up (kinda odd but ya).
I hope you all will like my idea of a weapon that has 2 other weapon unlocks. I do not have a image for the weapon pictures but I can kind of tell you what they can look like Cloud could be well a Cloud. Dream could be a thought bubble with 3 circles leading to the bigger bubble. And then trilogy can be what it seems to look like, a portal which im talking about the ones in game.
This is Progamer2016gg. One of your ShellShock Live freaks
If you have any questions or concerns about these weapon ideas. Please tell me and I will edit them. If you also want to be that person and want to share a weapon picture of your idea of what Cloud, Dream, or Trilody would have (also known as the symbol) then yes you may send that and I will find a way to edit that into this as well!
here are some of my ideas (my first post )
Name: Knives (upgrades go in this order: Knives, Blades, Swords, Rapiers)
Damage (Level 1 - 5): Knife: 10,12,14,16,18. Blades: 15, 17, 19, 21, 23. Swords: 18, 20, 22, 24, 26, Rapiers: 20, 22, 24, 26, 28
How it looks: well it's like airstrike so: the flare will be a small orange ball, the blade part though will be a small blade like shape ( a line :3) coloured orange. (each upgrade the blade gets a bit bigger)
Details: when you use this it shoots a flare like airstrike that will land and start bouncing until it stops moving. then it makes the target thing. Basically instead of an airstrike , on the sides of the target the blade shape appears, going to the middle of the target. the blades appear and disappear after about 2 seconds. each blade hit will do the desired damage. Knife = 2 blades appear, blade = 3 blades appear, sword = 4 blades appear, rapier = 5 blades will attack
And another idea of mine:
Name: Rebounder (upgrades go in this order: Rebounder, Rebouncer, resizer
Damage (Level 1 - 5): it depends on how far it travels, if it traveled for 1-3 seconds it will do; (Rebounder: 18, 20, 22, 24 or 26 damage, Rebouncer 20, 22, 24, 26, 28 damage, Resizer: 22,24,26,28,30 damage) Every 2 seconds it increases by 2 damage.
How it looks: it will be a purple arrow (like the cursor used in the game) the arrow will get thinner and longer depending on the upgrade
Details: it fires like any other normal weapon however if it misses an enemy and hits the ground, side of map or top of the map it will do the special thing about this:
When it hits the ground it will rebound off it going the complete opposite direction. Now, the bullet wont be affected by gravity. The weapon will bounce up to 5 times.
The rebouncer will bounce of up to 8 times, every time it rebounds it will make a "boing" noise and travel even faster.
Resizer will bounce up to 10 times, each time it increases its size (like groller and back groller) every time it grows it will increase the damage by 10%,
EXTRA INFORMATION: To unlock this weapon you have to complete the "Master of Geometry" challenge
Name: Blue Spiny ShockShell
Damage (Level 1 - 5): 48, 50, 52, 54, 56
How it looks: it will be a blue version of the shock shell but with little white wings.
Details: You don't need to aim this weapon you just fire anywhere. It will fly to the enemy with the most amount of health and float above them for a few seconds. then it smashes down in to the enemy dealing a bunch of damage. Basically the blue shell from mario kart.
This will be the final upgrade to the ShockShell line.
Name: Vampire teeth (upgrade = Vampire Knives)
Damage (Level 1 - 5) Teeth = 15, 19, 23, 26, 30 Knives = 18, 22, 25, 28, 32
How it looks: Vampire Teeth = each bullet is a small red line that will spin around, Vampire Knives = each bullet is a small red dagger shape that keeps spinning around.
Details: The damage isn't that high but the effect of the weapon is better. What the weapon does is it shoots multiple bullets an amount of times (Teeth = fires 3 bullets 3 times, Knives = fires 5 bullets 5 times). The bullets will spread very quickly giving it quite bad accuracy however if 1 bullet hits it will deal about 15 damage however you will also be healed for about 60% of the damage dealt. This weapon is kind of based on the weapon "Vampire Knives" from terraria.
Snipers Nest: i didn't make it, just helped with the idea, read Owl's post below this :3
Looks like a bird's nest when shot out of the tank.
After bouncing 5 times (like grenade), a bird pops it's head out of the nest with a sniper. Like mini-turret, it fires at the nearest tank, one bullet for 100 damage. The projectile works like guns; travelling through bumpers & portals, guaranteeing a hit on the nearest tank as long as it's in the bird's line of sight. Sounds like Desert Eagle when it fires
Upgraded version of Sniper's Nest. Looks like a bigger bird nest, with colourful lights coming from the top of it.
This will be a little bouncier than Sniper's Nest. After bouncing 5 times, a bird pops it's head out of the nest with a sniper and Deal With It glasses. It will fire at the nearest tank, one bullet for 120 damage. The projectile works exactly the same as Sniper's Nest.
Cheers Blooky for some of these ideas
QUICKSAND V.2.0: I know quicksand is already the name of a weapon, but a weapon that actually acted like quicksand by pulling things within a certain proximity in would be cool. 30 DMG if one person is dragged into the hole and an additional 30 for every person dragged in, (say 2 people were dragged in) they would each receive 60 dmg, plus 30 additional damage if someone is directly hit. It makes about a half an inch hole that affected players are dragged down into and has a one inch area of effect.
T1: Black ant
Just like Train. Very tiny and spawns 20. 3 damage per ant
T2: Electric ant
Same but chains like static
T3: Fire ant
Same but leave fire like fireball when it hits
Each card has a different weight like water balloons. Does 10 damage per card. If the last card makes a straight does extra 30 damage
Same but does 50 at the end
T3: Straight Flush
Same but does 100 at the end
T4; Royal Flush
Same but does 150 at the end
very nice idea and signature
Separate names with a comma.