What's the most evil and annoying MechWarrior weapon you can think up...?
#81
Posted 19 February 2012 - 01:19 PM
#82
Posted 20 February 2012 - 12:48 AM
#83
Posted 18 April 2013 - 08:31 PM
#84
Posted 18 April 2013 - 09:15 PM
as in jets pointing backwards. jump and activate those and you basically have a short range lam.
Edited by dal10, 18 April 2013 - 09:15 PM.
#85
Posted 20 April 2013 - 05:16 PM
#86
Posted 21 April 2013 - 02:00 AM
#87
Posted 23 April 2013 - 04:38 PM
Rotates your target's viewpoint 180 degrees so they are looking behind them. Doesn't remove the back of the cockpit, though, so they're just staring at their command couch, lit up in beautiful flashing red.
#88
Posted 23 April 2013 - 05:14 PM
Crap Storm missile system that literally delivers. Fermented corrosive sewage inside missiles that slowly corrode the Mech in a very smelly fashion.
Pummeled to death with a large shark or whale used as a melee weapon (akin to Monty Python fish slapping scene)
Edited by Noesis, 23 April 2013 - 05:14 PM.
#89
Posted 23 April 2013 - 05:22 PM
#90
Posted 23 April 2013 - 05:38 PM
Ravn, on 16 January 2012 - 03:03 PM, said:
"I am directly below the enemy *******!"
Come on, no one's thought of this?
Insta-Kill Beam
Type: Energy, 1 slot, .5 tons
Action: Point. Click. Eliminate.
Extended-Charge Insta-Kill ("Z Fighter") Beam
Action: In a showy and very vocal display of chi mastery, focus your energies into a single world-destroying beam of utter destructimacation.
Bug-gur (original name censored)
Type: Energy, 1 slot, .5 tons
Action: simulates a random known HUD bug (or a random assortment/combination of) on the target.
Savanna Master Launcher
Type: Missile, 3 slots, 4 tons (Ammo: 1 per 5 tons)
Action: launches a single autonomous Savannah Master per 5 tons of ammo; minimum range of 500m for full hovertank activation - inside that range the Savannah Master becomes a projectile capable of inflicting 50 damage per hit.
Edited by ValdnadHartagga, 23 April 2013 - 05:39 PM.
#91
Posted 24 April 2013 - 11:54 AM
Type: Any hardpoint
Effect: Rapidly alternates target's FPS between 60 and 8.
#92
Posted 24 April 2013 - 03:40 PM
Type: Missile
Effect: Missile impact results in a burning flare that is visually indistinguishable from the genuine Artillery and Airstrike smoke signals...
#93
Posted 24 April 2013 - 04:57 PM
ValdnadHartagga, on 23 April 2013 - 05:38 PM, said:
"I am directly below the enemy *******!"
Come on, no one's thought of this?
Insta-Kill Beam
Type: Energy, 1 slot, .5 tons
Action: Point. Click. Eliminate.
Extended-Charge Insta-Kill ("Z Fighter") Beam
Action: In a showy and very vocal display of chi mastery, focus your energies into a single world-destroying beam of utter destructimacation.
Bug-gur (original name censored)
Type: Energy, 1 slot, .5 tons
Action: simulates a random known HUD bug (or a random assortment/combination of) on the target.
Savanna Master Launcher
Type: Missile, 3 slots, 4 tons (Ammo: 1 per 5 tons)
Action: launches a single autonomous Savannah Master per 5 tons of ammo; minimum range of 500m for full hovertank activation - inside that range the Savannah Master becomes a projectile capable of inflicting 50 damage per hit.
#94
Posted 24 April 2013 - 05:07 PM
#95
Posted 24 April 2013 - 11:41 PM
Scrambler: Reverses an enemy mechs movement controls. Forward becomes reverse, left turn becomes right turn, etc...
#96
Posted 25 April 2013 - 10:01 AM
Type: Missile
Action: Deploys perminant minefield that covers the area in a 30 meter radius centered on the targeted point that where each mine causes a quarter of the size of the launcher's normal damage to a single leg and the number of mines is determined by the size of the launcher. Cannot be cleared, activates only opposing team's 'Mechs passing through the minefield, 4 meter blast radius, can stack, and (to tweak canon just to add some extra trolling goodness) can us normal LRM lock on mechanics.
FASCAM Arrow IVs or FASCAM artillery shells.
Type: Consumable.
Action: Same as Thunder LRMs with the following exceptions: Deploys 50 mines, each mine does 10 damage in a normal Air Strike or Artillery Strike area, and each mine has a 10 meter blast radius.
Area denial is evil, espically when it is the area someone is currently occupying... You did want evil right?
Watchit, on 19 February 2012 - 01:19 PM, said:
AX SRM Warheads.
#97
Posted 26 April 2013 - 12:17 AM
Type: Energy
Effect: Damage -9, Heat -7, Cooldown 3.25 seconds, range 450 metres
The convenient repair beam that also cools you down! Unfortunately, most people prefer to use the longer ranged and cooler ER Large Negalaser.
#98
Posted 27 April 2013 - 02:17 PM
type: energy
effect: causes the pilot of the affected mech to loose all control while the mech preforms a song and dance routine.
I was going to go with the Futureama version where bender turns into a folk singer when he gets a magnet is on his head but mechs can't sing. that one would be a missile.
#99
Posted 27 April 2013 - 05:45 PM
LRMs that fly with reduced flight speed speed, but with a greatly exaggerated ballistic arc; Missiles impact the ground at ~80 degrees pitch.
Intended for Anti-Poptart attacks.
#100
Posted 28 April 2013 - 09:35 AM
Like streaks but with LRM range, terrain avoidance guidance, and ECM is like a permanent Narc becon. No more hiding... EVER!!! 10 second lock time just to make a handwave at balance.
1 user(s) are reading this topic
0 members, 1 guests, 0 anonymous users