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Author Topic: Suggest a Smash Weapon / Tool!  (Read 20688 times)

Waabbit

  • April 2013
  • 147 Posts
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« April 17, 2013, 12:31:57 PM » #7949
Bubble pack tool

When the round starts you get 3 charges, each charge prevents 1 mine effect. :)
If you run out of charges then mines will effect you as normal.

evil_dan2wik

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  • May 2013
  • 1 Posts
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« May 06, 2013, 02:45:45 AM » #8173
Name: Gyroscope
Effect: Dampens the wobbling of platforms slightly, giving the player a bit more time before the platform starts falling over. (maybe just make it have lots of air resistance?)
Ammo: 2

Name: Physics repulsion mine
Effect: Just like the repulsion mine except it repels platforms and not players. Activates after 5 seconds.
Ammo: 1

Name: Explosive repulsion mine
Effect: Pushes players in the area when someone stands on it. Arming time is 30 seconds.
Ammo: 1

masterkev

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  • January 2013
  • 35 Posts
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« May 27, 2013, 06:03:06 AM » #8375
http://moronyard.com/forums/index.php?topic=1127.msg7413#msg7413 - I created a few bit of ideas for new weapons and tools. I did not see that there was a topic - but I'd rather place the link, than to copy paragraphs of information I made on another post. Click the link to see the post and read all about the 3 weapons (I believe there is three at this given moment that I post this).

Dr_Boxy2

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  • July 2013
  • 2 Posts
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« July 11, 2013, 03:28:11 PM » #8795
vortex mine

suck players into the mine
 for 4-5 seconds and flings them

Waabbit

  • April 2013
  • 147 Posts
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« July 11, 2013, 04:25:50 PM » #8798
^ This for relic stun mine please? :) Maybe not the flinging bit.

Kmasht

  • February 2013
  • 169 Posts
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« July 29, 2013, 02:26:33 PM » #9057
Name: Remover
Effect: Removes other people's mine
Ammo: 3

You could also have stats just for mines. You can add extra ammo or even add longer effect time.
Very Important for you to read this. Next time you see me say FPAICEE

Dragon

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  • July 2013
  • 5 Posts
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« August 10, 2013, 04:37:02 PM » #9199
Smash Weapon: Defensive
Name: Metal detector
Common Stats:
(1 - 10%) Extra Cash
(1 - 10%) Finding a rare item
(1 - 10%) Finding a magic item
(0 - 1) Socket(s)
(-10 - 20) Movespeed
Uses(s):
Active: On activation the metal detector reveals all mines or traps within a (Insert fair Radius) area for 5 seconds.
Activation time: 10 - 15 seconds
Passive: Shows all mines within a small area around the user.

Info:
This weapon is mainly a defensive. Since its a "Metal" detector you have better chance of finding rare, magic items and gold! I think it would be a GREAT addition to the old Winged boots and force staff. If you like or dislike my idea please add your comments!

PS: This may be to OP, but maybe it shows what KIND of mine the mine is when it detects mines :P
x1

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Dragon

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  • July 2013
  • 5 Posts
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« August 11, 2013, 12:50:56 AM » #9204
I also just wanted to note: The model (If you don't want to create one) will be:
The TF2 Engineer's Destruction PDF remote
OR
The TF2 Engineer's Wrangler

PSS:
If this weapon ever does make it out there on the servers. . . Could I have a free detector? ;)

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masterkev

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  • January 2013
  • 35 Posts
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« September 23, 2013, 05:27:32 PM » #9865
i'll throw in a new idea!... Let's hope it gets read.

Tele-Swap Mine

Ammo: 2
Type: Mine
Charge-Up Time: 10 Seconds
Recharge Time: 5 Seconds

Usage
This mine is a specially designed mine, only for the clever or tricky.
Upon placing this mine, it does not charge up - until the second mine has been placed.
After placement of the 2nd mine, the mine then charges up 10 seconds, before enabling itself to be trigger-able.
If an enemy player passes through mine #1/2 - He/she will hear a "lock-on" sound.
It takes 10 seconds for the lock-on to be removed via. Automatically.
If another enemy player steps on the opposite mine that has not been triggered - both players will swap locations immediately. The sound of chains clanking and a portal-jump noise (From Hl2, not Portal) plays as both players are stunned for 3 seconds after swapping places. The enemy players can then move about freely (or die, for money) - as the mine takes 5 seconds to recharge itself and select its next teleport-victim.

If one of the mines happen to disappear (via, other mine dying with a falling platform) - then the other mine locks on, but can never finish the teleport-sequence. Players who are locked on also will be counted for money if killed after being "locked-on".

This mine should be its own tier, or the relic-version of the stun mine (Given the fact that it stuns after teleporting).
If it happens to be a relic, if ever added - It should contain a little bit of Magic find, and Fragment find.
(Magic = Portal, Fragment = Bending of space and time). It's drawback should be less paint and rare.
any other stats or ideas may be added past this point.
---------------------------
This concludes my idea. I hope it sounds good enough to be thought about and implemented into the game~
Thank you for reading this post,
-Masterkev

Waabbit

  • April 2013
  • 147 Posts
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« September 24, 2013, 02:31:29 AM » #9876
That's a brilliant idea :)
*vouch* :P

PapaRussia

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  • May 2013
  • 75 Posts
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« March 19, 2014, 01:58:26 PM » #11226
Item: Spiked Boots of Stomping
If the owner of the boots lands ontop of somebody, the player bellow will take damage depending on how high the jumper went in the air.

Item: Ring of Health
Has 3 charges, when activated the owner either could get a certain amount of hp, or a certain amount of health per second, also plays the binding of issac sound when you eat the yum heart.

Item: Gravestoner's Ring
Has a small chance of resurrecting a player after dieing, I know what you're thinking, "that would be overpowered!" well think of it like this, the spawn platform is already knocked down so they fall to their death again it's a luck ring. Also could only be used once per round.

Tell me what you think.

x1 x1

PapaRussia

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  • May 2013
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« March 20, 2014, 01:37:41 PM » #11227
Upon wanting to help more I have also though of a couple of relic mines to add to the list.

Shocking Surprise: Relic Stun Mine
+(15-25) Increased Movement Speed
+(30-35) Chance to find rare item
(35,45,55,65,75) chance to be electrocuted dealing a damage based on the percentage of health.
-(25-40) more fall damage resistance
-(10-20) cash earned
Up to 3 sockets

Internal Damnation: Relic Bleeding Mine
+(20-35) Maximum Health
+(30-40) Cash Earned
(When hit the user will take periodic damage even if they aren't moving)
-(10-15) Movement Speed
-(20-30) Chance to find magic item
Up to 2 sockets.

I will be thinking of more things to think about adding periodically, some feedback would be great!

crawlingdead

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  • December 2013
  • 34 Posts
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« July 25, 2014, 06:32:58 PM » #11836
What about a mine that will simply do a direct amount of damage.

Or, a cool tool would be a winged boots sort of action, you have to crouch and hold it,(or something similar) and then launch your self. (and propell people around you away)
x1

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