What's the most evil and annoying MechWarrior weapon you can think up...?
#121
Posted 15 October 2013 - 03:41 AM
Ballistic, 270m maximum range
Throws a glob of tar that forms a puddle when it hits the ground. Causes 'Mechs passing through it to be slowed down to 5 kph.
Most useful in combination with the
Burning 'Mech Cigar
Melee
An oversized version of a burning cigar.
Each hit causes +10 heat to the affected location, increased crit chance against heat sinks.
A crit to the enemy cockpit section can cause dizziness and nicotine addiction to the pilot.
Can be flipped into tar puddles (see above) to set them on fire and cause
extreme heat to the 'Mech trapped in it.
Comes in packs of different sizes ( CUB-10, CUB-15, CUB-20 )
#122
Posted 28 October 2013 - 01:32 PM
Fires a burst of heat, severing molecular bonds and leaving the victim a mass of random atoms.
"WHAT THE [REDACTED] IS THAT!?"
Ionization cannon:
Fires a burst of electrons, ionizing all atoms of the target and causing the atoms to repel each other.
A shocking new weapon!
Neutron gun:
Fires a burst of neutrons, turning the target into a radioactive mess (they disintegrate in apx. 5 minutes)
{Insert Imagine Dragons pun}
SUPER GAUSS:
Accelerates a 1 ton projectile to Mach 5.
The ammo weighs 1 ton!
Remote support:
Consumable that does any of the following (depending on what you buy)
- Nuke
- Remote rail-gun
- 40 Arrow V missile spread
- Machine gun drone swarm (100+ drones)
Kills all players (including team mates) besides yourself. No TK penalties, and you get 1,000,000,000 MC for firing it
Edited by DavidHurricane, 29 October 2013 - 12:48 PM.
#123
Posted 29 October 2013 - 04:37 AM
Shoot an enemy, and they are wrapped in a sphere of impenetrable energy. While in this form, they are immune to damage, but can't hit anything outside the sphere either. They aren't able to move under their own power. Their physics collision also changes to that of a sphere, causing them to roll downhill, resulting in wacky screen tilts. The bubble remains for between 3 to 5 minutes, meaning that if they disconnect they are denying their team a 'Mech, but otherwise they have to wait with nothing to do for an indeterminate amount of time, so they can't even go off and make a coffee. They also don't count as killed, so your team have to cap out or wait the 3 to 5 minutes themselves to finish the game. If at least one 'Mech on each team is bubbled, the caps stop working.
The Quantum Ready Button
Shoot a player with this weapon, and the game treats it as if they had just entered the match, resetting everyone to starting positions, the countdown timer to 59 seconds, and that player to "Not Ready". That player is unable to click the ready button, but also can no longer chat with their team to explain this. Damage and kills remain, but any XP or c-bills awarded so far is reset to 0.
The Consumable Consumer
Fires a burst that causes all 'Mechs within 500m to activate their consumable modules immediately, using their current position as the target in the case of targeted modules like the artillery strike. Any non-consumable modules, such as advanced zoom or seismic sensor are converted into artillery strikes, then fired. These modules are permanently converted and spent, requiring the player to repurchase them later. Naturally, the Consumable Consumer is itself a consumable module, resulting in potential chain-reactions.
The Mad Painter
Modified flamer that sprays paint. The colour of the paint is randomly selected from the camospec list each time the player fires the weapon. When it hits a 'Mech, it replaces one of the paint channels with the color selected. Your target must pay the cost to buy the new colour(s) when they exit the match. If they don't have the MC available, one of their 'Mechs is removed at random to cover the costs.
#124
Posted 29 October 2013 - 03:14 PM
#125
Posted 08 November 2013 - 06:45 PM
Put them in the enemy's Jump Jet ports.
#127
Posted 12 November 2013 - 01:53 PM
#128
Posted 12 November 2013 - 02:24 PM
#130
Posted 13 November 2013 - 01:30 PM
#132
Posted 22 November 2013 - 04:27 PM
2.) Light emitter bombs: Drop one to create so much light it be as if looking at 5 suns at close range in brightness and destroys night vision for the entire match if you were using it on night modes.
3. A windshield paint gun to paints up your windshield in a greasy paint for visual obstruction.
4. A Glue Missle that slows a mech down.
5. A Earthquake generator missle that will shake the ground and cause annoying and evil harsh hud shaking for 20 seconds.
6. Ice Cannons that make ice slicks that will cause a mech to slip and slide all over in annoying 0 traction footing.
7. And for the most evil and annoying I can think up is a Teddy Bear Cannon that shoots ground cluttering Teddy bears that is permanent throughout the match with 100,000 Teddy bears per ton of ammo that shoots 100 per shot to hinder movement and be a visual annoyance.
Edited by Zarla, 22 November 2013 - 04:58 PM.
#133
Posted 27 November 2013 - 10:21 AM
rapidly fired sausages (#mech-sized sausages) indicate what direction you are going to turn to with your 'mech.
hmm sausages!!!!
#134
Posted 29 November 2013 - 04:28 PM
Just hold down the fire key for a few seconds and laugh as the entire server collapses.
#136
Posted 29 November 2013 - 04:57 PM
StompingOnTanks, on 29 November 2013 - 04:28 PM, said:
Just hold down the fire key for a few seconds and laugh as the entire server collapses.
How about a Tachyon Cannon?
Firing upon a target causes them to experience a continuous increase in their graphics configuration's Motion Blur coefficient...
#137
Posted 01 December 2013 - 04:09 PM
While this PPC like device does no actual damage to the section hit, said section will instantly revert to its stock loadout immediately upon impact.
#138
Posted 07 December 2013 - 10:40 AM
Hitting any mech with this weapon causes it's visual model to change to that of the original TRO Centurion.
"Whuh?! Huh?! I'm a... OH GOD, KILL ME NOW!"
#139
Posted 10 December 2013 - 12:13 PM
#140
Posted 10 December 2013 - 12:49 PM
Quote
The Hyper-Assault Gauss Rifle is a variation on the Gauss Rifle developed by Clan Hell's Horses in 3068. Hoping to stay ahead of the increasing technological curve, they apparently used similar design principles to the Lyran Alliance's Heavy Gauss Rifle. To compensate for its drawbacks, however, Horse scientists used a series of capacitors and launching tubes to fire a multitude of small Gauss slugs.
More HAG rounds are more likely to hit at close range, and less likely to hit at long range. This translates to a +2 and -2 respectively on the Cluster Hits Table.
The HAG 30 is the middle range of the HAG series.
Technical Availability
Weapon / Item: Hyper Assault Gauss 30 Cost: 500 Age of War –Star League :does not exist Succession War: does not exist Clan Invasion – Present: very rare Introduced: NA / 3068 CHH Extinction: NA / — Reintroduced: NA / NA
^^THIS^^ Tested it in MWLL, not fun to go against, fun to use though!
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