So basically since hybrid weapons between factions etc exist, let’s create some weapon combinations, but with a twist. Let the wheel decide which type of guns you are combining. So basically roll twice, and then let your creativity do a thing. I tried to separate some of the options (like machine guns and miniguns being separate) for maximum weird combo posibilities
I rolled “Snipers” (mostly uncategorized weapons like scorps, charon, etc etc) and “Disk launchers” (just ripper)
So the idea is a disk launcher sniper gun, that shoots a saw blade with an explosive strapped onto it that sticks to a build. But, it does not explode over time, or from friendly fire. But, if you then shoot another disk at the one sticking on the enemy, it explodes for huge damage, rewarding accurate shots. But otherwise it just does medium damage.
12 energy gun, the disks have a short live time, but enough that you can reload and then try to land the second disk shot, but if you are not fast enough or the enemy escapes for long enough, you miss out on the explosion. Only 2 disks from a singular player can be attached onto an enemy, so if you have 2 disks on the enemy and then shoot a third one, the first of the two instantly falls off.
To make this slightly easier, the disks do not need to hit each other dead-on for the explosion to happen (proximity sensors or something idk) but they do need you to hit very close to it, to the point hat you are needing to try to aim dead-on rather than just in the general direction of the attached disk. Also the damage from the explosion is so great that if the second disk triggers the explosion, the second disk itself does not do any damage, so you can’t do things like shoot one disk into the gun of an enemy, then hit the second disk on the same gun but yet also close enough to trigger the explosion, dealing disk+disk+explosion worth of damage
Another one for example, I rolled “Meelee (explosive)” (lances, booms), and "miniguns)
Fixed angle (protector/guardian/vindicator style) minigun with a long barrel and fires like the relic minigun than a reaper/equalizer
If you hit 2/3rds of the shots in the volley, the tip of the minigun becomes an explosive you can ram into the enemy while the gun itself resists 50% of the explosion damage.
But the prevent the whole triton facehug problem, the reloading of the explosive tip is slow, so you can’t just pin an enemy and constantly shoot/explode. More like shoot+explode, then just shoot, then just shoot again, and only then you can shoot+explode again
But, if you gain the explosive from firing and don’t ram an enemy with it and instead fire the minigun again with the explosive active, the gun will launch an explosive round as the first shot of the volley that deals big damage. Not as big as ramming, but you can also just “shoot” the explosive rather than ramming, if you want to
The " Crossotu weapon combowombo" wheel game me Drone + Drone, so a drone pooping more drones?
Medium sized wheeled drone that upon destruction splits into 2 smaller, faster drones that deal 50% of the damage the large drone did ( big drone is 100%, smaller drones are 25% each of the damage of the original did). Has a slightly longer life time than drones normally, but the drones share the life time, so when the big drone dies and gets split to 2, the life time of the 2 drones stays the same as it was witht he big rather than resetting the counter
I like doing this every now and then and challenging myself to imagine some kind of a weapon
Shotguns + rocket launchers
Darling-like weapon, that shoots a missile flying forward (Yokai flight trajectory, straight line), that once it detects an enemy in front of it at a certain distance, the missile “explodes” and launches pellets into the enemy rather than the missile itself hitting the enemy. The delivery style of the shot is a rocket, but the damage itself dealt is like a shotgun blast, but instead of you having to be near the enemy to deliver it, the missile does it for you. BUT, it also needs a bit of range to work, so if an enemy is really close to you, the missile just does minimal hit damage without exploding rather than doing the shotgun blast. ALSO for possible balancing reasons, if the enemy is way too far away the missile has exhausted all it’s “fuel” in flying so the shotgun explosion does not happen and you just do normal hit damage. To prevent it being shot from one spawn point right into the other. You can still do long distance shots, but nothing too extreme so you can’t camp at the far side of the map and basically deliver shotgun shots to enemies on the other side.
The cool thing about such a combination weapon, is that the perks that effect rockets like explosion radius could have a different kind of effect on this rocket, like making the “shotgun” shot hit harder due to the “explosive” propelling the pellets being boosted because of the perk. So while you don’t get a bigger explosion radius, you get extra damage. Or, a wider range for the shot, because the explosion is bigger
Another one because I have too much time on my hands due to being a bit sick
Autocannons + Turret drone
Basically you drop a stationary stillwind and it shoots at enemies. But the funny thing about this would be that it prioritizes far away enemies than closer ones. Or if we go a more Whirl route, you drop a stationary whirl that has ram and meelee damage resistances (YOu can still kill it by ramming, but you kinda have to bonk it 2-3 times rather than automatically getting deleted by a moving player, no matter how fast they are going). Instead of being based on damage alone, the conditions of it dying would be “Deal at least X amount of ram damage 3 times”. But shooting at it normally works like normal
Minelayers (mistyped that as mineplayers apparently but that’s just crossout quality in general) and artillery
Basically a heather that shoots a bunch of mines that scatter onto the ground, and then activate to work like mines. But, it does no direct hit damage, meaning if you shoot into a cluster of enemies, the mines kinda bounce and clutter on top of the enemies and do no damage, until they fall eventually to the ground, stick in place, and then take a second or few to arm themselves and then function like king mines.
You can only deploy one “field” per gun, launching a new one removes the old ones. 2 guns max on a build (imagine it’s a heather by power consumption etc). But each field has like 10 mines or something. Basically an artillery minefield layer the size of the aiming circle, maybe just slightly bigger
Sounds like flechette rockets. Popular in 'Nam, they were rockets packed with flechettes (darts) that were used in dense jungle canopies. Upon exploding, the rocket showered an area with these darts which easily pierced through leaves and such, enabling them to hit ground troops. Nasty…who wants to get shot in the butt with darts?
grenade launcher + Gryogenic
so basically Jotun
But to try to think of another way to make a grenade cryo weapon, a grenade thrower that tosses a big grenade that shoots a stream of cryo liquid from both ends, spinning around wildly in place as it basically shoots skadi streams out and spins in place. It can be bumped around by enemies/teammates, and while does almost no damage, nor has too much range, if it does hit an enemy build even a little, it instantly puts the parts into full frozen state.
Think a smoke grenade but it does not make a big aoe frost cloud, but just shoots superfreezing streams while spinning around for a short while. Kind of a enemy drives past it too close, entire side of enemy is now glowing blue
drone(flying) + nailguns
An annihilator type drone, that shoots a bunch of nails. But, how this would work would be the kind of cool part. It has a very long live time and extreme range, due to how it functions. In fact the life time does not have a time limit at all, but works in how many shots are left. Basically the drone lifts up, flies to the enemy build like one would expect, then when it reaches the cabin it will detonate a small explosive charge that will shoot a bunch of nails down onto the enemy, with a very wide spread. Basically imagine a shotgun blast but from directly straight above, pointing directly down at the enemy build.
After the drone has delivered this blast, it flies back to your own build and “picks up” another of these nail charges from flying directly above the launch area of the drone (the gun) and acquires another charge, to then fly back to the enemy and deliver it like it did before. These are the life time of the drone, so let’s say three shots and then after the third the drone “dies” and reloads like drones do normally. No time constraints, but if it’s designated a target enemy and the distance between you and the enemy becomes too great and the lock-on is broken, the drone just dies off. But the range is pretty impressive, but keep in mind that with longer range the rate of damage dealt becomes lower because of how it takes longer for the drone to fly back to you and back to the enemy. Also keep in mind that stealth does not affect these drones, and they will give away your position when they fly back and forth between you and an enemy
Unable to function (attack) without a designated target, unlike some drones that attack the nearest enemy if no target is designated.
But these will have a very specific function only with the Muninn cabin due to how the perk works. When you activate the Muninn perk, the drones forget what they are meant to do and just become flying suicide fuze drones and function like you would imagine flying fuze drones would work when you use the muninn perk