Crazy weapon suggestions

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

I like the idea, but I found an issue:

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 :sob:

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 Air Horn: It just blows really, really, hard.

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

Here is a neat-ish gun idea that came from Pokemon, or an ability in Pokemon. Basically Keckleon and Color Change ability, where the pokemon after being hit by a move of a type, changes into that type.

So a gun, that changes what type of damage it deals, depending on what kind of damage you were hit with. But, it can only shoot after being shot. So basically you start the match with 0 ammo, not affected by ammo boxes or anything. When you get hit by enemy fire, you gain ammo that deals the type of damage you received, for example let’s say 40 ammo. When you have that 40 ammo, you can’t gain more ammo, until you reach 0 again and then get hit by enemy fire, but you can stack the three damage types, by taking damage from said weaponry.

The damage types would be explosion, energy, bullet(projectile). So you get hit by things like Spike, machine guns, reaper etc, you do bullet damage. You get hit by something that explodes, you do explosive damage. You get hit by energy weapon, you do energy weapon damage and so on. You can’t gain anything from meelee damage, heating, cryo and so on, but you can stack up those three. If you get shot by only machine gun fire, you only deal bullet damage. If you also get hit by an explosive, you do bullet+explosive, and if you got hit by all three, you do bullet+explosive+energy, having the perk fully active so to speak. All effects reset once you get to 0 ammo and you have to get hit by all three types of damage again to get all three

Rolling Stone Launcher “Sisyphus”:
Quality: Epic
Size: 6x6x6
Power consumption: 12
Introduction: The minesweeper “porcupine” is a good thing, but they are too expensive! So our clever survivors came up with a great solution! Replace those expensive fuel spikes with circular stone mounds on the roadside!
Effect: Like a porcupine, it launches a huge rolling stone that shatters and causes damage when it hits a target or building. The damage is related to its speed (floating seems to be able to escape danger). Going uphill will slow down the speed of the stone, while going downhill will accelerate it.
Corresponding new component type: Buffer bumper! These bumpers hardly add too much impact damage, but if you are equipped with this type of bumper and approach and touch the rolling stone at a slower speed, the rolling stone will not harm you, and you can also cosplay Sisyphus! Use them to push rolling stones and charge wildly!

High pressure water gun “Pascal”
Quality: Epic
Size: 6x4x4
Power consumption: 12
Introduction: After seeing an abandoned fire truck, Nomads were inspired and developed this thing!
Effect: Launch liquid
Supporting components: 3 types of fluid storage tanks and “pumps”

  1. Boiling water tank: Let your enemies drink more hot water! If it hits the cockpit or components on top of the cockpit, hot water will directly flow into the cockpit and cause harm to the driver!
  2. Cold water storage tank: Let your enemies enjoy a cold water bath! If it hits the cockpit or components above it, cold water will flow into the cockpit and make the driver’s operation less agile! At the same time, the co pilots will also suffer, they will catch a cold (?) and stop gaining!
  3. Empty storage tank: It needs to be used in conjunction with a pump. The pump can absorb the liquid near it and fill empty storage tanks and depleted boiling/cooling water storage tanks. You can use an empty storage tank to absorb acid from the map and feed it towards enemies! This will directly have a similar effect to falling into acid! In addition, maps with water can also absorb water. The boiling water tank will directly boil the water, the cold water tank will freeze them, and the empty tank can select the mode (long press to switch). Of course, you can also choose not to heat or cool, just joke with your friends with a water gun!

I made a whole acid weapon category idea thing, submitted a suggestion to the devs and haven’t heard back yet.

I thought it was an interesting idea, but the devs have not added it or responded yet, so IDK. Maybe it was too much to add? It had acid yongwang variant, acid retchers, acid remedy-like guns that spewed acid, acid bullets/darts, and I think someone else suggested an acid-puddle incinerator variant, and it also had potential for acid-resistant armor and maybe a cabin or 2. I even suggested to make it in a new faction and a new battle pass for it, so they could get money for it in hopes they would actually add it… still nothing :sob:

A new kind of kapkan called “The cuck chair”

It can only snatch 1 enemy build per mine, so no multiple cars getting stuck on a singular one, and its a bit different

The enemy affected by it can’t move, shoot, turn weapons, activate perks modules etc, basically do anything, for 10 seconds, BUT at the same time the enemy affected is also invincible, as in no damage can be dealt to this player forced to “sit in the cuck chair”.

Basically forces a build to sit back and do nothing, but at the same time can’t be damaged at all to make it a bit fair. A forced time-out in the midst of battle

The holographic deceiver.

Creates a copy of your car at target location as a bot, using bot ai to drive around and shoot, receiving damage numbers as usual, but doing no damage itself, is unable to be targeted by auto target weapons and is not visible on the minimap.
10 seconds active time 20 seconds recharge.

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The Thumper.

Cannon Grenade launcher hybrid.

Fire rate 1s per shot, area blast damage, high hp and 3x3x3 size, 360 degrees.

10 energy and medium weight.

Borer drones.

7 energy blue color drones with same ai as fuze drones , but armed with melee borers.

that will be a giveaway. No, make the decoy to be locked on, that way the other guy have 50/50 chance to lock on the wrong target and spend ammo and time. Plus some more time while the other guy is wondering why his guns are not making damage.
Again, what’s the point, then? it’s a decoy make it visible for everyone.

I like your idea

regarding borer drones…no.
It will be just a waste of time, they are crap.

But i would like to see rupture drones , TOW drones, thunderbolt drones, mace drones, sledge hammer drones and jubokko drones

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Exploding wheels. You activate whatever button you assigned this to, the wheel self destructs, dealing blast damage outwards from the hubcap area of the wheel. Big damage to enemy, small damage to surrounding parts of your own build, Basically for doing a explode on a build facehugging your pushing you from the side

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A gigantic vacuum cleaner that vacuums up projectiles, but only explosive ones like rockets, missiles, cannon shots, grenades. Other kinds of weapon fire it lets through even when vacooming, and also quasar bolts etc energy weapon fire, even if it has explosion.

Basically creates an invisible barrier in front of the build when using the vacuum, that nullifies the explosive weapon fire but lets others through. This invisible barrier taking any damage of the guns it collects gets translated to building up a charge to the gun. Once the gun is fully loaded, you can’t vacuum anymore, and instead of sucking up while holding the fire button, you blast out a big explosive trash round at the enemy. Flight trajectory would be something like original avalanche, not great damage but ok enough.

Balanced it would be by the charges building up not taking too much, so you can’t hide from missiles forever, and after firing the gun needs to reload before you can vacoom again

There could also be other versions of this gun, like one for bullet damage that then releases a minigun burst of bullets, or one for energy that then releases a laser beam fo a few seconds