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Electric Jesus

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Everything posted by Electric Jesus

  1. Spark and Voltage These two weapons are dual-wielded pistols. They look futuristic and smooth. The left one is blue with yellow lines and a large minus sign, and the right is yellow with black and a plus sign. They each have a single shot magazine and 20 total reserve. Firing one trigger causes a ball of electricity to shoot out which is about as powerful as a lightning staff shot. However it isn't a ball of lightning; it is literally a glowing sphere. If it hits the ground it remains there for about 5 seconds. You must then shoot elsewhere with the opposite gun to produce another sphere on the ground. Once both are down, they link together with a rope of electricity that kills instantly any zombie that walks through it. The link lasts 5 seconds after the connection is forged. This requires skill and planning for you to funnel an entire train between the shots. It's the kind of kills you have to work for, unlike when you use a thundergun. Upgraded it becomes the Flash and Amperage. Its reserve ammo increases, and the amount of time the link stays intact is doubled. also there are now 2 shots in each gun's magazine, so you can shoot them all at the ground at once and create an electrified square plane. The left gun is now jagged and gold, studded with sapphires. The right one is Silver and studded with rubies. Note: stepping through the electricity acts like stepping through a shock trap. However it only slows / blinds you, and can't kill you. I plan on continuing to make this thread my B&@$#.
  2. Ze thread she is aliiiiive! Everyone wants a chainsaw, but what's so original about that? RPM Annihilator This is a buildable melee wonder weapon. You make it by gathering a Motor, a broken assault rifle, a fan, and a set of knives. You hold the motor by the assault rifle handle, with the fan fitted with blades facing out away from you. The engine would have presumably powered some transportation vehicle, fueled by liquid 115. Holding down the trigger causes the pistons to fire rapidly and the fan to spin so fast it becomes a blur. Now you can use it like a makeshift chainsaw and run into zombies, tearing them apart at thousands of RPM. Using it on a zombie continuously for a second will kill a level 10 zombie, 2 seconds for a level 20 zombie, et cetera. It can be used for about 30 seconds continuously before reloading, which takes 5 seconds. You eject a gas canister containing liquid 115 fuel and insert another, like reloading the flamethrower attachment in BOI multiplayer. It has 4 reserve tanks. You can upgrade it, turning it into the RPM Decimator. Its damage more than doubles, meaning it takes less than half of the amount of time it previously took to kill a zombie. Its blades get massive, allowing you to cut up several zombies at once. Also it now gets a total of 8 reserve magazines and it takes 45 seconds of continuous firing to deplete a tank.
  3. The Temporal Isolation Grenade This grenade is the brother of the time bomb. It is a transparent glass sphere with little sparks of yellow light swirling around inside it. It has a button on it that is pressed when you prime it before throwing it. This causes it to glow insanely brightly for a second before you throw it. When you throw it, it shatters on contact like glass. A large bubble / sphere forms with a 10 meter radius, with a center at where the grenade detonated. Everything in this dome turns black and white freezes in time. So if you throw it at a tightly packed train they will all freeze in place. Its effect lasts 10 seconds. This is a good medic weapon along the lines of a Gersch device or Monkeys. However it doesn't actually deal any damage to zombies.
  4. Ah ok thanks for clarifying. Also if you want to quote my post you can click the red "quote" button under my signature, or copy/paste my text between this: [quoite] (I had to misspel it so it wouldn't code in.)
  5. @ETE12NAL I really like that idea, but I think you should increase the number of headshots it requires to get a power-up. You could potentially get one every 10 kills upgraded. I love the idea of a true sniper wonder weapon. The Scavenger kinda defeated the purpose with explosive power because it eliminated the need for accuracy / range (which is kinda the point.) So your idea is quite spiffy. Edit: I always love the idea of a weapon where you absorb something from zombies and use it to help you kill them. It makes it feel like your killing potential is earned, not won. Anyone can pull a thunder gun out of the box. Only pros can score headshots with a sniper. @Prince Lolz I was always disappointed that the Sliquifier couldn't be upgraded, and that the Winter's howl wasn't all that great even after upgrading. This combines the best of both worlds. Plus it's stylized differently, which goes a long way as far as creativity is concerned. I think it could potentially be a bit OP like the pre-patch sliquifier, especially since you can freeze a lit more zombies with the initial blast than you can liquify with the first shot from a sliquifier. I hope I don't sound like a jerk. I'm just trying to be constructive.
  6. I'm going to start doing some detailed concept art for these as well as my old ones. Even if nobody is interested it will be a fun hobby. Neuron Stimulation Gloves These gloves are sleek and black with electronic patterns on them. They have spiked knuckles, and elaborate electronic devices going up your arms like a brace. While wearing them you clench your fists around a bar that attaches at your wrist. When you hold down the trigger, it causes you to punch continuously with alternating hands with about 2-3 punches per second. However, if you continue holding down the trigger the gloves begin punching faster over time. After 5 seconds of continuous firing you will now punch 5 times per second. After another 5 seconds it maxes out at 8 punches per second. These have no ammo / reload, but require a cool-down period. They turn from black to red to signify that they are overheating. Each punch deals the same amount of damage as a normal knife. You can only use them for about 15-20 seconds continuously before they need to cool down. Upgraded they become the Fisticuffs 5000. They take less time to max out the rate of attack (7.5 seconds instead of 10) and cool down more quickly. They now have a reflective silver appearance.
  7. I don't see why so many people put speed cola so high. Most people say "what if I get cornered while reloading? speed could save my life!" If you're running a train well, you won't be getting hit or getting cornered while reloading. The only time I can see it being vital to survival is on MotD where it can be used with Electric Cherry to make you untouchable. Apart from that, it's not that beneficial (in my personal experience.)
  8. I really like weapons that have a low-ish base damage but have a residual effect that balances it out and increases its longevity. Weighted Sand This weapon looks like a large golden engraved hourglass held horizontally. The top of the hourglass faces outward like a barrel, and the back faces you. It has golden intricate handles that are a part of the main hourglass structure and have the same engravings. The gun is the size of a Sub-machine gun. The gun has 2 rounds per magazine, which correspond to the 2 glass spherical ends of the hourglass. When the gun is empty you pop out the now empty central glass part and insert a new one. There are 10 reserve magazines. Firing causes a large blast of golden sand to shoot out with the range of a thundergun. It might knock over the zombies and instantly kill zombies from round 10 or before. However it causes any zombie hit by it to receive an aging residual effect, which causes them to decompose and shrivel up at a rate of about 100 damage per second. Upon death they turn into dust and disperse. Upgrading it turns it into The Youthenizer. It is now silver, studded with emeralds. The sand inside of the canisters is now black. Its reserve ammo capacity doubles. Now instead of aging, the zombies slowly shrink and disappear, aging in reverse. The speed of this residual effect is doubled. Additionally you can shoot a teammate to "youthenize" them, giving them a 10 second health and speed boost. edit: you can shoot a zombie twice to double the rate of the residual effect.
  9. Hmm. Solo: Quick revive Juggernog PhD Double tap 2 Electric Cherry Vulture-Aid elixir Speed Cola Stamin-Up Mule Kick Double tap 1 Who's Who Tombstone Deadshot Multiplayer the same I guess. just switch the first two. Edit: 3500 posts woo
  10. Quantum Spool This gun looks extremely smooth and metallic. It is reflective chrome colored. the back of the gun (nearest to the player's POV) Has a canister through which you reload, and the gun has a spool of thread extending off of the left side. Its shape roughly resembles a PPSH, but with shotgun-like proportions. It has bell-shaped barrel and a smaller second barrel extending off of the left side of the gun. This weapon is fairly complex. It has two main functions: a D-pad function and the main function. By just holding down the trigger it slowly pulls strands of light off of zombies, which kills them painfully slowly. Like 20 damage per second. This has no ammo / reload or cool-down. However once you gather a certain amount of quantum strings, it adds ammo to the D-pad function. If you gather string from 24 whole zombies you might get 2 or 3 shots for the D-pad function. The D-pad function causes a massive blast of energy to shoot out, instantly killing enemies of any round. The blast is a transparent orange-yellow glow of energy and vaporizes zombies on contact. It has about the range and spread of a fire staff (you can kill most of a train in one shot). This only has 1 shot per magazine and a maximum of 12 reserve. Its magazines are literally spools of thread, but the thread glows white. The left side of the gun has a spool on it that winds up as you suck with the trigger, and you lock the spools into the back when using the D-pad. Upgraded it becomes the Schrödinger's Loom. It can now produce the same number of spools from the same number of zombies, but more quickly. It takes half as much time to harvest strings from a train of 24. Its appearance is now shining reflective gold instead of chrome.
  11. Cobra's Bite This is a melee wonder weapon. It is dual wielded and looks like two giant snake fangs, but with a mechanical handle. You slash quickly like with a Ballistic knife, and with both fangs at once (You hold one in each hand.) This weapon deals damage in two ways. Firstly its melee attack is powerful enough to one-hit-kill round 20 zombies. Secondly it gives off a venom effect that deals an additional 100 damage per second until the zombie dies. It has 20 venomous slashes per magazine, and 5 reserve magazines. It is reloaded by ejecting an empty clear vial out of the back of each fang's handle, and inserting new ones full of green liquid. This liquid is venom and 115, like a more concentrated Acid gat venom. If you run out of ammo you can still use it, but it will not have the venom after-effect. It takes up a weapon slot so it can be Pack-A-Punched. Upgraded it becomes the Mamba's kiss. It now becomes a one hit kill until round 25-30, but its venom effect now deals 200 damage per second, doubling the rate at which they die. The vials you load into it are now purple. It has 20 slashes per magazine and 10 reserve magazines. It also allows you to use a D-pad function that lets you stab a teammate and give them 15 seconds of Insta-kill and Invisibility, like the V-R11. This function has 1 use per reload and 6 reserve.
  12. I've just started writing new wonder weapon ideas, and I only now realized how many I have. In order to help pass the time this off-season, I'll Try to post a new idea every day. here's one of the several ones I wrote up in the past 2 hours. The VoltThrower It looks like a super fancy black flamethrower with glowing lines on it in a circuit pattern. It has 1000 ammo per magazine and 6 reserve magazines. It functions along the lines of the black ops 1 flamethrower attachment in multiplayer, draining ammo with continuous firing, but losing ammo more slowly. When holding down the trigger, a massive blast of electricity shoots out continuously like a flamethrower with lightning. When the magazine runs out you eject two large batteries from the back and insert new ones (like reloading a double barrel shotgun or Blundergat). It would be able to kill zombies on round 15 with one to two seconds of continuous firing, like a paralyzer. However, its power drops as the rounds go on, so that by round 30 it takes about 5 seconds of continuous firing to kill a single zombie. However you can kill almost an entire train at once. Upgraded it becomes Der Blitzenwerfer. It is still black but with red glowing lines. The amount of time it takes to kill a zombie on any given round is half of its un-upgraded counterpart. It drains ammo less quickly as well.
  13. ahh it's been so long since this thread got a good idea, and you didn't disappoint. I've always loved the idea of a weapon with multiple ways of using it. It adds to the feeling of freedom and customizability in the game. This thread used to be my slave. It was helpless to my powers. I feel inspired. I'm going to make a comeback in this thread.
  14. Among my friends IRL, they acknowledge me as the most skilled player among them, so they listen to what I say. That doesn't necessarily mean leading the charge though. I prefer to be in the rear with the gear if you know what I mean. I instruct them in such a way that they will end up armed to the teeth with wonder weapons and LMGs like they want, and I'll hang back with my Afterburner and Mustang and Sally. So I take charge in a manner of speaking (Telling them the best times to open doors, who should be where, who should get what weapon) but I do it so that everyone ends up how / where they want to be. It's more like orchestrating than commanding. Being the team's leader isn't nearly as fun as being the team's master of puppets. edit: gameplay-wise, I end up playing medic, in a manner of speaking. Let's use an example. 4 man game of origins, I'm near the church, Player X is at generator 4, Player Y is at generator 2, and Z goes down in fire tunnel. Everyone panics because they've got their own zombies to deal with. I tell X to hop along the tank path and catch Z's zombies, and lead them around to the tank station. While he's doing that I tell Y to cut through the bunker past generator 3 and snag the revive. meanwhile I remain the lifeline, there to clutch in case every one goes down (since I'm the most capable.) So I don't always do the dirty work, but I end up orchestrating medic operations quite a lot.
  15. Think about how you get the One-Inch-Punch. you grab a ball of light that instantly teaches you kung-fu. That's clearly some kind of supernatural or aetherial effect, as it comes from a vril chest. I consider it a wonder weapon just because of how it acts as a melee weapon, even though technically it's a player enhancement / skill (hence the description "one inch punch perk.") Also in regards to the spork and Retriever. I'm pretty sure the zombies on that map aren't reanimated because of 115, but because of lucifer's powers alone. That power acts as that map's substitute to 115 / aetherial / vril energy. So the weapons derived from that power on that map correspond to weapons derived from 115 on other maps. Plus it certainly falls under the category of supernatural. I suppose you could make an argument against OIP, but it's a wonderful and weaponized skill so that's good enough for me.
  16. You should add "blah blah one one five PRIOR to being upgraded via pack-a-punch." I was part of an argument about this back before MotD. The general concensus (or rather what MMX said) was that they posess unrealistic properties through utilizing 115 or aetherial power prior to being upgraded. Pack-a-Punched. (Acid kit doesn't count because it's effectively a part of the gun.)
  17. You are not special. The Pilot.
  18. That there is a secret mode in WaW where you fight zombies instead of humans. seriously? how gullible do you think I am?
  19. Sweet grandmother's spatula I'm tired

    1. Inconcievable

      Inconcievable

      >Sweet grandmother's spatula

  20. I don't mean to sound like I'm bragging, but I'd be lying if I said I wasn't proud. Over the course of several months, user Burger King Is Good and I have crafted a nice borough grief score of 11 wins and 0 losses. We've fought into round 20 and beyond in some of the most intense games ever. we came so close to losing our last game only a week ago. I'm legitimately curious to see if anyone here has done this well. I'm sure they have, because we are still in the thousands on the scoreboard. we clearly aren't the best, but I still refer to us as "the ultimate grief team." Pictured: My faithful sidekick. so can anyone beat that? 11 / 0 no cheating!
  21. Women don't want to hear what you think. Women want to hear what they think... In a deeper voice.

    1. Show previous comments  3 more
    2. InfestLithium

      InfestLithium

      Yell something random like "I'm tired of you leaving the toilet seat up!" and simply leave.

    3. Jarhead N

      Jarhead N

      I don't think it would be possible for me to defeat my missus in an argument anyway.

    4. ThrowAmonkeyBomb

      ThrowAmonkeyBomb

      I won an argument with a woman once....once...its...possible....

      *looks around nervously*

  22. With an extra year of development time, why not? I think it would be hilarious to have matrix skins. Well worth a few dollars to me. I agree that they should have minimal micro transactions related to buying new guns and what not. But if it doesn't give you a direct advantage, and it's just for the lulz, I think it would be worth it. It really would hardly require any time on treyarch a part when you look at the big picture.
  23. Buried grief. Started out 4v4, ended up 2v1. I was split screening. And let me tell you, this guy was pretty goddamn good. We fought our way to round 20, and I finally managed to run a train into his face. I finished the round and secured my score of 9 wins / 0 losses in buried grief. I was sweating by the end. I REALLY didn't want to lose.
  24. Yeah, I have a massive screen. I always sit really really close to it, and slightly to the left. It's because when I was just a young lad, I would play the NES or N64 right up next to the screen, but the fire place would be to my left so I would shimmy over towards it to stay warm. I got so used to that FOV that I can barely play CoD and other way. With most other (non-first person) games it doesn't make a difference for me.
  25. @ Mocking me yeah... Like that. @Eternal I made an idea for a special grenade years ago that reminds me of that. Let me see if I can find a link. Great minds think alike. Cat gun aside, I think inevitably we are going to see hellcats as an enemy eventually. Then 90% of the community will boycott the game. I think in general they need to make a good buildables wonder weapon. I mean, the staffs were good, but not exactly high round material. I'm talking a classic one-hit-kill on any round gun. The sliquifier accomplished this, but was OP yet restrictive. It takes a while to kill, but you can kill 200 zombies in one shot. If the game could handle it, I think we need a gun along the lines of the thunder gun. More straight-forward. 1 shot = 24 kills. I don't have any specific ideas, but I think it needs to happen.
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