Let’s get some more outlandish weapon suggestions going because why not it’s fun to see how creative people can get. But compared to the normal, this time let’s try to make it as outlandish as possible, while still staying, even if very barely, within the limits of the settings of the game. Then again we have scifi magic space guns and angry hivemind robospiders already so
Reverse rocket launchers
Basically rather than shooting rockets to move forward, because of scifi magic time travel trickery, you rewind the rockets back to your own build, kind of. Basically when you shoot with this rocket launcher, the rockets spawn in from a set distance to your own build in the direction/point you are aiming at and travel towards you, basically hitting the enemy from behind. But the catch being, these rockets are homing towards your own gun, and if they do not hit the enemy, they hit your own guns, dealing damage to you yourself. I was thinking it’d be a waltz or locust kind of rocket launcher, so high speed, pretty much a straight line they shoot in (except they home to your own build so there’s that)
Basically spawns a rocket behind the enemy and it travels towards your own build, either hitting the enemy and dealing damage from behind, or hitting you and dealing damage to yourself. But unlike other rocket launchers, they start out more spread out and as they close in to your own build they gather up and hit precisely yourself. Rather than how normal rockets all begin at a singular point and spread out as they move forward.
But they are not ultra-homing either, so if you are driving fast they just fly past you rather than hitting yourself, if you are moving like that. But at the same time, as avoidable as other forward flying rockets for the enemy as well
a micro turret which shoots explosive-filled semis for bullets at the speed of an auto cannon and it has a perk that over 1kmh of speed 1200% damage reduction is applied.
oh wait my bad they already added that
A leviathan-only weapon that launches entire explosive-filled busses, similar to the ones in one of my ranges I made. You could only fit 2 launchers on a single leviathan, one on either side, facing opposite directions, so one shoots left, the other shoots right. It would take up a lot of space (20 wide, 8 deep, and 10 tall tall) a need a lot of energy (50 energy each, but limit the maximum modules of this type to 2), and have a long reload (20 seconds?), but would be fun for leviathans. It would be super heavy (18,000 Kg each), but also durable (10,000 durability?) too. Each launcher would have 10 ammo, and you’d need a legendary ammo box the size of a cargo crate (so about 10 long, 6 wide, and 8 tall?) to add more busses, and each ammo crate would add +80% ammo (idk if that’s too much). The ammo is also very heavy (12,000 KG each?) and has a bit of durability (8,000 durability?) too.
I’m not sure if I missed any important details/weapon statistics but if I did lemme know so I can come up with something for that.
Ammo eating meelee weapon, that does minimal damage, but “eats” ammo (opponent looses ammo at a steady rate, weapon gains charges at the same rate) and then when you activate the weapon, it depletes the charges at the same rate it eats ammo, and instead of eating the opponents ammo reserves it deals increased damage. Resets when it runs out of ammo instead of being able to turn it on and off at will. Can’t carry any ammo of it’s own, it’s always at 0 at the start of battle
Trick being that it uses ammo it has eaten at a fast pace, so while you can deplete the ammo reserves of a tanky cannon build, you don’t get as much ammo for yourself as opposed to how much you’d get off of machineguns etc
Masochistic guns that start the battle at 0 hp and unable to shoot, but as your build takes damage they gain hp instead of loosing it and become able to be shot, and once you gain X damage you gain a charge that increases damage by X % stacks three times etc normal stuff.
But the thing is, they also constantly loose hp at a steady rate after gaining some, even when not being used, so once you stop receiving damage your gun hp depletes, and if it reaches 0 again they get destroyed. Also the rate of HP loss per second grows by the perk stacking up, and the perk does not go away so for a simplified example; say you loose 10 hp per second with no charges, 15 hp per second with 1 charge, 20hp per second with 2 charge, and 25 hp per second at full charge, once you reach the maximum perk you loose 25hp/second no matter how low the gun hp gets, so while you do more damage your guns also deplete hp much faster.
So basically you want to keep taking damage so your guns gain hp because they’re leaking the hp like a rusty bucket, but deal big damage, but if your guns HP reaches 0 they just pop off. Also does not stop other parts from taking damage regularly even if your entire build taking damage charges up the guns
Of course the exact numbers need to be balanced properly, but the idea is that once they’re at “full power” they deplete HP so fast that you really need to rush and even if you were taking the most damage imaginable, they aren’t completely invincible and can still be destroyed eventually
If you get hit once with a small gun and it deals even a tiny amount of damage, and then just wait a few seconds, the guns pop of and now you’re defenseless
The Humiliation cannon: The projectile is a rubber chicken fired from a circus cannon (goes “BOING!”). A direct hit temporarily turns your vehicle Tornado (noob-pink), and causes your weapons to fire harmless bubbles that sound like the fart-horn when they pop.
The Land Shark: An areal denial variation of the Fuze, this drone when launched appears only as a fin swimming through the sand until it reaches its target. Then, it leaps into the air from the sand and explodes, leaving a small, slowly dissipating area of fiery doom.
The Javelin: Very short range (six meters?), launchable Lances.
The bubblegun: Another variation of the Fuze, it launches a large, round, slow moving, low velocity, projectile that bounces off of friendlies and static objects until it either hits a bad-guy or times out and pops.
the watermelon cannon: it fires watermelons at high speeds that explode on contact.
carrot rocket launcher: launches carrots as rockets.
potato mines: EAT YOUR SPUDS!
or we could do something like this:
mega rockets: fire a firework thats huge in size, does alot of damage but can only fire in a straight line.
mini rockets: fires a firework forward that has tracking but it doesnt do alot of damage, but you can carry a whole ton of them!
roman candles: they fire forward and bounce on the ground making crackling trails. upon hitting a target they do a small burst. not super powerful but you can fire them in rapid succession.
bottle rockets: that butane and coke sure packs a punch! explodes upon hitting.
big betty: launches a massive firework on an arch that explodes massively in a shower of stars and lights, the closer you are to the center of the blast the more damage it does.
lady fingers: tiny little fire crackers that pop when struck or they can be launched into your enemies with rapid fire for a light show!
other rockets with varying explosive effects and light shows.
had the thought of drones using fireworks as weapons but idk. lol.
A slime/paint shooter gun, that adds a whole new effect to parts/builds that have been hit by it
I was thinking something like the jotun, but no puddles etc only direct hit and it does not explode much so you can’t slug one into a group of enemies and hit absolutely everyone rather than just the one build you were aiming at. Basically the visual effect is a green glow, but this does not go away from the part during the match (except if the affected player uses the kami perk), unless said part gets shot off (basically you hit parts with a sticky paint that stick onto them, and if said part gets shot off, you no longer have a paint affected part on your build), and if the enemy goes into stealth, you can still see the green parts just as visible as they were before. Also enemies affected by this are always visible on the map to the enemy (except when in stealth/griffon perk), no matter if people have radars or radios etc.
It’s more of an anti-invisibility gun that marks enemies to be permanently visible