Fan Weapon Ideas and More for CUT2:E

All about Chaos for Unreal... (UT3, UT2004, UT2003, UT)
TKATK
the magical link fairy
Posts: 2184
Joined: Sun Jul 20, 2003 10:16 am

Post by TKATK »

azrael wrote:It would seem that a lot of people want a shotgun of some kind. It would also seem that there is a slight problem with the concepting of the pulse pistol.
So why not combine them? A shotgun-pistol; never been done, spammy enough for an emergency weapon, yet useless enough that everyone will want to switch to a real ung as soon as they get one.
Or have I lost it again?

Then again you could get wacky with the shotgun concept itself - it fires a lot of little bits, right? Those bits can be anything...
Charged Tarydium shards that stick to people and walls like the needler needles.
Secondary fires a wave or beam that destabilises the shards, causing an explosive reaction...
Bam, combo-shotgun!
Or not :roll:
i think the return of the CAS(Chaos Automatic Shotgun iirc) wouldnt be far worse
TerminusEst13
Posts: 6
Joined: Sat Jun 11, 2005 1:51 am

Post by TerminusEst13 »

My first post on the forum, huzzah.

I made-up my own weaponry company, named BFG, which specializes in guns. If the name is supposed to be "Chaotic Dreams", then my apologies.

Regardless, here are all sorts of ideas. What can I say? I had too much time on my hands.

http://home.ripway.com/2003-11/37404/bl ... EAPONS.gif -- Pixel-art pictures, all but the Mansion are pictured. I couldn't think of anything for the mansion.



1:
Pistol: Doorbell
Classification: Long-range power-enhanced derringer
Ammunition: 8mm energized pellets
The Derringer has always been an underdog pistol, and BFG has taken the tiny mouse and enhanced it with the roar of a lion. The 8mm pellets are loaded with energy and remotely guided by the Doorbell's invisible laser sight, so that it never misses it's target. Ever. You aim, you shoot, your shots will end in the dead center of your crosshair. The shot also hits the target instantly, which allows the user less guesswork when trying to lead his target.
Unfortunately, due to the sheer amount of technology packed inside such a cricket, the recoil, flash, and noise are downright ungodly. A full two seconds needs to pass between each shot, roughly the same time it takes to reload, but we believe the accuracy is worth it. Not to mention the ability to shove your enemies backwards with the bullets. If they're hanging on a narrow precipice, shoot at them, and they won't be looking back for quite some time to come.
Secondary fire is fairly risky, but some will say it's worth it. Both of the pellets inside the gun are fired at the same time, and are also lit on fire due to the friction of both flammable-energy-filled pellets scraping against a rough surface to exit. The flames deliver an extra punch to an already-doubled power, and give excellent splash damage, but the recoil is a full five seconds--you should use this if you can hide really quickly.
In other words, the Doorbell is a tiny powerhouse, but is also something of an aquired taste. Use carefully.



2:
Machine Gun: Pepper
Classification: Medium-range silenced fully-automatic submachine gun
Ammunition: Glass 7.62mm NATO rounds
Loathed in multiple colonies for it's "needlessly cruel wounding", loved by covert infiltrators and assassins, the Pepper is the assault rifle of choice for stealth operations, or the assault rifle of choice, period. BFG Weaponry Corporation has done everything that they can to the Pepper in order to make it lethal, silent, and lightweight. The most notable design choice is the magazine clip, which is placed upside down on the Pepper, just behind the barrel exit. This allows for rounds to drop down into the barrel, instead of needing to be pushed upwards, and allows for far more room to add more mechanisms into the chamber of the gun to increase it's firing ability.
Speaking of rounds, the Pepper uses a distinct type of bullet--a glass reproduction of the popular 7.62 NATO rounds, charged with ionized energy. Whever the trigger is pulled, ion charges flow into the barrel, and the hammer shoots out a bullet, the glass is weakened considerably. Whenever it comes into contact with something else, it shatters completely, burying itself inside whatever it hit.
Primary fire is the same as always--as with most machine guns, the Pepper will spit out glass rounds at a rate that will eat up your ammo. It has a fairly good aim, but it's range is horrifically diminished as the target gets farther and farther away.
Secondary fire, however, gives the Pepper the boost it needs to tackle farther away targets. Five rounds are loaded into the barrel, and are charged more than normal with ion energy. The Pepper then spits out the five round combination, which tackles it's target in a straight line. However, this firing mode takes just a slight bit to recover from, and overcharging the five rounds takes a second before firing.
Regardless, the most notable thing about the Pepper is it's noise--or rather, the distinct lack of it. Primary fire only lets out a slight tap with each of the bullets it fires, and secondary only lets out a hiss. Silencing technology is an amazing thing.



3:
Shotgun: Highway
Classification: Short-range self-shucking sawed-off quadruple-barreled shotgun
Ammunition: Flammable buckshot
The Highway is an ingenious design from the BFG Corp, allowing for not only powerful and quick attacks, but ease and speed of firing and versatility. The barrel also rotates and shucks itself after each shot, to allow for more accurate shooting, minimize danger, and reduce time between each shot.
As with all of the BFG's weapons, the Highway has two methods of firing. Method one is where the top-right barrel fires the buckshot within it, then rotates to be the bottom-right barrel, receiving a new shell instantly. This method of fire is amazingly powerful, but it's nothing compared to the secondary fire. Secondary fire eschews speed to favor power, and unleashes all the barrels' firing power at once. The barrels then rotate a full 360 towards the clip in order to become full again. This firing mode is absolutely lethal close-up, and still retains the same range as the primary firing mode. However, the primary mode fires as fast as you can pull the trigger, while secondary's firing rate suffers horridly due to the reload.
In either mode, however, the firing of the buckshot sets it aflame, and the fires linger for a bit on whatever it hits. This can be used to set up traps for unsuspecting infiltrators, to cover an escape trail, or to deliver lingering damage to a victim.



4:
Sniper Rifle: Belfry
Classification: Long-range 12x scoped (with variable infrared-zoom) spear gun
Ammunition: Spears
BFG Corp's Belfry is a high-velocity and extremely lethal spear gun, with a mix between simple design and high technology. As more and more sniper rifles become increasingly similar to each other, BFG (in it's traditional style) wishes to stand out from the crowd and develop an unforgettable innovation to bring a smile to both the veteran and beginner snipers out there. We believe this is a success.
The secondary fire function won't catch the user off guard, as the potential of the scope above the chamber of the Belfry is put into use--the Belfry is put into zoom mode, starting off at a modest 2x zoom. However, the scope is wheel-operated, and can effortlessly be scrolled from 2x zoom to up to 12x back to 2x without exiting the scope. However, this means the user must exit zoom mode first in order to switch his weapons.
Primary fire, however, is the mode in which BFG takes pride in, and with good reason. At first glance, it seems similar to any other sniper rifle--it fires off a high-powered bullet (in the Belfry's case, a spear) to impale any passerby the user has his sights set on. With further investigation, however, the balance and true shine of the Belfry comes through. For one, these spears are specially charged with an energy that is housed within the tube of the Belfry--one does not need to make a direct hit with the spears, as whatever they hit is erupted into explosions. This is excellent for beginner snipers, as they can go for the chest rather than the head, and still deliver some excellent damage. They can also afford to miss, as the explosion delivers great splash damage. Keep in mind, however, the explosions are not as powerful as a typical rocket launcher, or the Hippie.
Veteran snipers, on the other hand, will be in ecstacy over two things--for one, the zoom mode is infrared, so enemies can be peered at through walls and other obstacles, and the sniper can draw up a bead with better time notice, and less need for faulty reflexes. The second thing is that the spears bounce across walls. This is excellent for sniping around corridors at someone just out of reach--and admit it, there's nothing quite so satisfying as firing around a corridor, watching the spear bounce across a room, then impale and tear a head off a hapless body.
Since BFG's weaponry is most commonly used in bloodsports, however, we've also given the Belfry a weakness that can make any sniper think twice about camping--each of the shots leave a very large, shiny, blue, neon-colored trail which is highly noticable in broad daylight. This trail not only blinds the sniper for a second, but it also gives an amazing indication as to where the sniper is hiding, so that enemies can come flush him out. For common use in assassination or military applications, however, this trail can easily be turned off, though most bloodsports completely disable the ability to turn off a trail.



5:
Rocket Launcher: Hippie
Classification: Portable acidic thermal gas launcher
Ammunition: Fuel for the backpack
BFG's portable acidic thermal gas launcher, called the Hippie, is extremely popular among berserker fighters who enjoy more bang for their buck. The ingenius "leafblower" design allow for the majority of the weight to be hoisted around on the user's back, instead of having to try and heft it around on one arm. This allows not only for massive ease of movement, but also for light portability.
There are two components to the Hippie, the backpack and the actual launcher. The backpack is black in color, and looks like anything a simple child going to school would wear, but houses common fuel. This fuel is mixed with impurities from the air (the backpack sucks them in microscopically) until you get a thick glop of pure disease. The mixture is then heated up to evaporation temperature, but the internal air-tight design of the backpack keeps any of the gas from esaping.
The second component of the Hippie is the launcher. The launcher looks deceptively simple, almost similar to an assault rifle in appearances. In the back, however, is a large circular canister with multiple red-colored cords trailing to the backpack--8 miniature warheads, barely bigger than a bottlecap, reside inside the canister. Primary fire sucks up 25 rounds of gas from the backpack and loads them within a warhead to fire off a solid orb of acidic gas. It travels at a decent jet-propelled pace, and goes in a straight line. Whenever it hits something, the warhead breaks in a sudden rush of gas, making the entire air around it deadly acidic, able to corrode through even the strongest of metals in a short amount of time. The poison also lingers in the air for a slight bit, though the lingering poison doesn't do as much damage as the poison rush. Think of the rush as an explosion.
Secondary fire shoots out a short-range blast of the acidic air, completely forgoing the warheads, in a maneuver quite similar to a flame-thrower.



6:
Melee: Bonecracker
Classification: Close-range melee shredder
Ammunition: None
This familiar weapon only LOOKS like it was made on Earth. It seems like it's design and purpose were taken from the concept of the familiar chainsaw design, and built in the future, then somehow brought to the past. It still bears the good BFG name, however, so you KNOW it's quality weaponry.
The most notable thing about the weapon its the gauntlet-esque handle. You stick your hand inside, and you can grip the controls from there. The Bonecracker is amazingly light for a chainsaw, able to be weilded with one hand even by a baby.
Inside the powerful photon-adamantine casing you will find a self-contained micro fusion fuel sythesizer that is capable of producing enough fuel for 10,000 years of non-stop sawing.
What isn't going to catch you off guard is the primary fire of the chainsaw. With it, the blade revs up dramatically, and the chainsaw is lowered into a cutting position, and thrust foward to maul anyone who gets within range of the blades. Amazingly powerful, able to cut people to pieces with just a few hits. Unfortunately, it's only good at arm's length. But that's what secondary fire is for.
The secondary fire is pretty damn nifty. The engine is overcharged and the chainsaw is thrust out, and the chain is released except for one link still attached to the blade, snapping out like a whip, with the energy overcharge detonating at the end of the whip. The chain then instantly returns. Very fast, with good range, and a bladed whip hurts a LOT--not to mention the explosion is as powerful as a rocket launcher. Plus, you can grab things with the whip to either pull them over or hang on to them.



7:
All-Around: Memory
Classification: Medium-range gunblade
Ammunition: .40 S&W (Sellier and Bellot) pistol ammo
The Memory is about as close as you can get to a jack-of-all-trades weapon with this slew of BFG weaponry. The Memory has an amazing rate of fire, a reloading rate that takes half a second, and also has a lethal close-range attack.
First off is a simple pistol shot that can really wear people down, and is really accurate at long-range. A great rate of fire, too, which makes this weapon handy like nothing else.
With secondary, the weapon finds itself flipped on the hilt and swung around like the katana it is. This method of attacking is really powerful, able to ground people in just two hits, and has a decent range for a melee weapon. Plus, if a person is at an EXACT range, the crosshair will flash--if secondary is hit then, the character will lunge and slash. This won't deliver an instant-kill, but it will knock your opponent's view awry, letting you able to land in that last precious hit.
The Memory has a little bit of everything, but it can only do a little of them all. It's not the most accurate thing, nor the fastest firing, not the most powerful, but it's a little bit of them all. A true beginner's weapon.



8:
Pistol: Breaker
Classification: Enhanced rebounding-fire children's play pistol
Ammunition: Melted rubber
Once an innocent child's toy, the Breaker has been rebuilt from the ground up in order to deliver the same lethal stopping power that all the wonderful BFG products are known for. Rather than manually putting a rubber dart in the barrel every time you want to shoot it, BFG Corp decided to go for the more lethal (and much more speed-efficient) of the magazine clips housing boiling rubber. With every reload, the boiling rubber is injected into the gun, and the back rod (when shucked back) cools them down in the shape of darts. Unfortunately for opponents, the rubber is still scorching hot and can easily burn skin off.
Primary fire acts much like a typical assault rifle--fast rate of fire, but the shots are spread over an area. This is great for close range combat, and is good even for medium range, but this weapon is rendered useless at long range.
The secondary fire, while doing nothing to improve range, is a great alternate for close combat, and is absolutely lethal during those more intimate moments. The Breaker spews out a group of five darts, which spread out in a shotgun formation. If there are less than five darts left in the Breaker clip, it will fire off as much as it can.
In either firing mode, however, the notable thing about the Breaker's shots is that they rebound against walls. This can be useful in covering an escape route, or checking out rooms before you enter, or trying to sneak attacks at an opponent who can't see you.



9:
Defensive Weapon: Fetus
Classification: Ancient magical weapon
Ammunition: Batteries
Easily one of the more intriguing BFG weapons, it's actually not a true BFG product at all. Liandri Mining Corporation, one of BFG's more well-known friends, was mining in an ancient and abandoned religious temple, and found a large hunk of teal crystal directly underneath the statue of the forgotten god. Liandri tried to take it for themselves, but numerous casualties caused them to reconsider. BFG, sensing a chance for a new weapon, offered to buy both the property and the crystal from Liandri at an amazing price.
BFG quickly went to work trying to dislodge the crystal, but quickly met with the same number of high casualties that Liandri did. With a bit more lethal experimenting, and plenty of money lost with funerals, BFG finally learned that the crystal was defensive in nature, only lashing out when it was being stimulated in some way. With this new knowledge, BFG was able to easily dismantle it, take special precautions in modifying it, and have developed lethal weaponry that harnesses the crystal's impossible power.
Primary fire stimulates the crystal with an electric shock, tossing forth a beacon at the same time. The crystal homes lightning in on the beacon, which bounces around for a couple seconds, spreading out a bit of electricity a little ways away from it, then it explodes in a shower of fragments after a couple seconds. In essence, it acts like a grenade that does damage even before it explodes. The crystal can send loads of lightning, even towards multiple beacons, and can pass through objects. If someone gets caught in the stream of lightning...
Secondary fire is pure magic. The crystal is injected with pure energy, and it lets out a slow-moving very large black-hole-esque projectile. This has an extremely high rate of fire, almost as fast as you can pull the trigger. It's great for covering escape routes, especially in closed corridors. A hit with the projectile, or if it stays in the air long enough, will deliver a powerful explosion, dealing rocket-launcher-style damage to anything it hits.
There is also a third firing mode, referred to as a "combo attack". Whether BFG corporation put this in intentionally or if it was an accident remains to be seen, as BFG refuses to comment upon it. If you fire off a secondary shot, then land a primary beacon into it, the electricity from the crystal will overcharge the hole, delivering off a foward-facing cone of white energy, shredding through anything it hits--yes, with rocket launcher power. Users should try to remember the direction they were facing when they fired off a secondary, as it is easily possible to fry oneself with the combo.
This weapon is an excellent defensive weapon. A berserker weilder would most likely want to skip it over, though the sheer offensive power of the combination attack could be put into offensive consideration.

10:
Illogical human face gun: Mansion (Not pictured)
Classification: Illogical emotional disruptor cannon
Ammunition: Emotions
Some things just can’t be explained. Some things just aren’t right. The Mansion is both. Another one of the more intriguing weaponry of BFG, it is illogical, sadistic, impossible, and downright lethal.
The Mansion looks simple at first glance, like a harmless sniper rifle. However, there are many rumors that it was made entirely out of human flesh and bone, then coated with metal. BFG will neither confirm nor deny this story. It is also said that every now and then, a human face will form in the metal to get a good look at it’s weilder. Nobody has seen the face yet, however, so no one knows if it’s true or not.
Regardless of the rumors, the Mansion remains a lethal all-range weapon, with an ingenius design behind it’s switching between long-range and short-range.
Primary fire shoots out a ghostly human head from the barrel, which then imitates the showing of a random emotion--sobbing, laughter, cackling, screams of rage, and others not listed here. They travel in a wavy line at a decent pace, and anything they hit they cling to, gnawing at mercilessly for several seconds. Whenever two heads come into contact with each other, they detonate into a purple implosion that can shred skin off of bone. Given the as-fast-as-you-can-pull-the-trigger firing rate, it’s all too easy to kill yourself with the Mansion.
Secondary fire initiates the sniper rifle feature of the Mansion, as the zoom scope on top of the gun is put into effect. While not as ranged as the 12x zoom of the Belfry, the Mansion holds a steady contender with it’s 8x zoom. Unfortunately, the scope is not wheel-controlled, so once you enter zoom mode, you can’t go in further or scroll back. On the bright side, this means you can switch weapons on the fly while in zoom mode, in case you want to use another weapon if you see someone landing right in front of you.
In a brilliant move, the usage of the scope modifies the primary fire of the Mansion for long-range application. Whenever the primary trigger is pressed as the weilder is looking through the scope, a harmless low-watt beam will come out of the barrel, painting a proton “patch” on the target. Milliseconds later, multiple faces will appear directly at the patch, biting away at whatever it hit and screaming bloody murder. If someone can land a headshot, the faces will eat the opponent’s head instantly, following suit with the entire body.
Some things just aren’t right. Some things just aren’t right.



Whew!
Last edited by TerminusEst13 on Sat Jun 11, 2005 12:55 pm, edited 1 time in total.
lord_kungai
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Post by lord_kungai »

Hi TerminusEst13!

Nice wep ideas, especially the Mansion ( (sick) Some things just aren't right)

:D
<center><a href="http://home.att.net/~slugbutter/evil/" target="new"><img src="http://home.att.net/~slugbutter/evil/pureevil.jpg" border=0></a></center>
Loki
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Post by Loki »

Relic of Reloading: The relic of regeneration recovers health over time, this relic would generate a % of the equipped weapon's total ammo ever second.
TKATK
the magical link fairy
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Post by TKATK »

Mask relic:Invisible effect on character when standing still(character reappears when shooting,uses adrenaline FX),and makes the character 100% invisible if crouching(completely invisible,invisible FX when shooting)
Shadowstar
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Post by Shadowstar »

No relic should ever give 100% unconditional invisibility. There should at least be some clue, like glowing eyes or something... Quake did that I think.
Mætlöaff
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Post by Mætlöaff »

Relic of Time: Teleports you back in time when you die, at full health and full ammo. Wouldn't actually make the game flow backwards in time, it'd just have a small invisible pawn that follows your exact movements from 5 seconds ago, and when you die, you teleport to it with the last weapon you were carrying. Visual would be 3 progressively more transparent copies of the person following them, and when you regen you appear as a bright white psuedohominid of light flying back to the time recall respawn point.. Sort of a double edged sword, however. If get killed while carrying the relic, the other person still gets a legitimate kill, and if you were jumping over a chasm, the person gets another kill :twisted: . One use only.

Relic of the Swarm: When you get hit, you have a chance based on the amount of damage to spawn 1-5 flesh spiders from your body, which hunt and attack people, including your teammates. Minute damage. Spider web of Flesh underneath and covering the player carrying this relic.

Relic of Repulsion: Every 5 seconds or so, sends out a blue wave of repulsion from the body, repelling light projectiles such as grenades and shock balls. Lessens damage from heavier projectiles, such as AVRiL rockets, and drops the redeemer to the ground, giving you 5 seconds to get away from it before it asplodes all over yourself. Graphic would be a blue aura, and a blue shield shape of energy from one hand.

Relic of the Ninja: Allows one to pull off crazy ass stunts, like wallclimbing, flip-in-the-air drill attacks with melee, dash sprints, flip-out-and-kill-anyone-in-the-room-like-SPA attacks. Some sort of full body aura. Takes twice as much damage from enemies with the Relic of the Pirate.
Gamma
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Post by Gamma »

Mætlöaff wrote:Takes twice as much damage from enemies with the Relic of the Pirate.
Relic of the what? I've never heard of that one before.
Image
Mætlöaff
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Post by Mætlöaff »

Gamma wrote:
Mætlöaff wrote:Takes twice as much damage from enemies with the Relic of the Pirate.
Relic of the what? I've never heard of that one before.
Relic of the Joke :P.
Tim
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Post by Tim »

What about a mine layer with 2 types of fire:
1) primary fire: Good vs infantry, almost no damage to any vehicle or person driving it
2) secondary fire: Good vs vehicles doesn't activate on infantry, but will kill anyone near that thing when it goes boom

and an airmine layer
1) primary: when you fire airmine waits for a few secs (5 or 10...) and then starts wandering around high up in the sky seeking for an enemy (sorta fliing proxy mine... but i haven't got idea from proxy mine, so don't even say)
2) secondary: when you fire you can set it in a location just like piloting the raptor... then fire again to set it there. It will chase any craft in proximity of, say, 30 meters... If it looses sight of that aircraft (flies away further than 150m, for example) is returns to its normal stay-here-do-nothing state, and then again 30m for another craft. Also, if it finds an enemy craft which is closer than 30m while still chasing old one... it chases new one.

and another weapon (no idea for a name...):
1)primary fire: shoots plasma bolts, which has primitive homing abilities. No lock-on required (just like raptor vs raptor with rockets)
2)secondary fire: hold to charge, relase to go... slower, stronger and more agile
Shadowstar
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Post by Shadowstar »

Tim wrote:1) primary: when you fire airmine waits for a few secs (5 or 10...) and then starts wandering around high up in the sky seeking for an enemy (sorta fliing proxy mine... but i haven't got idea from proxy mine, so don't even say)
Hmm... I smell a Pepito...
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Post by Zachariah »

no thats a gasman.
Tim
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Post by Tim »

Pepito wrote:no thats a gasman.
mabye he had same suggestion, i didn't take my time to review other 11 pages...
Shadowstar
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Post by Shadowstar »

Heh, I was referring to Pepito's past life when he was the uber-proxy-idea-guy... Seemed like he never ran out of crazy proxy ideas -- until we recruited him and Flagg turned him into a silent testing dynamo...
Zachariah
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Post by Zachariah »

and then my rig died. . . and then got fixed . . .and then died again . . . and then got fixed . . . and then died again . . . still workin on fixin it this time.
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