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Explosive Launcher

Discussion in 'Ideas' started by Zippy999, Jan 25, 2015.

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  1. Zippy999

    Zippy999 Well-Known Member

    Joined:
    Aug 25, 2013
    Messages:
    458
    Ratings:
    +62
    gunName=&eGrenade Launcher &4[Explosive]
    -------
    gunType=280
    ammoType=341
    ammoAmtNeeded=1
    bulletDelayTime=60
    reloadType=NORMAL
    -------
    roundsPerBurst=1
    bulletsPerClick=1
    gunDamage=4
    armorPenetration=4
    maxDistance=27
    bulletSpeed=3
    accuracy=0.19
    accuracy_aimed=0.02
    recoil=2
    knockback=0
    -------
    canAim=true
    explodeRadius=5
    explosionDamage=20
    fireRadius=2
    canHeadshot=false
    canClickLeft=false
    canClickRight=true
    --------
    outOfAmmoMessage=&6This gun needs &cROCKETS
    --------
    bulletType=SNOWBALL
    gunSound=explode,ghast fireball
    needsPermission=true
    hasSmokeTrail=true
    --------
    hasClip=true
    maxClipSize=1
    reloadGunOnDrop=false
    reloadTime=70
    --------
    localGunSound=false




    ==========================================================================




    gunName=&eGrenade Launcher &4[Incendiary]
    -------
    gunType=280
    ammoType=348
    ammoAmtNeeded=1
    bulletDelayTime=60
    reloadType=NORMAL
    -------
    roundsPerBurst=1
    bulletsPerClick=1
    gunDamage=4
    armorPenetration=4
    maxDistance=27
    bulletSpeed=3
    accuracy=0.19
    accuracy_aimed=0.02
    recoil=2
    knockback=0
    -------
    canAim=true
    explodeRadius=2
    explosionDamage=15
    fireRadius=5
    canHeadshot=false
    canClickLeft=false
    canClickRight=true
    --------
    outOfAmmoMessage=&6This gun needs &cROCKETS
    --------
    bulletType=SNOWBALL
    gunSound=explode,ghast fireball
    needsPermission=true
    hasSmokeTrail=true
    --------
    hasClip=true
    maxClipSize=1
    reloadGunOnDrop=false
    reloadTime=70
    --------
    localGunSound=false




    ==========================================================================


    PLEASE NOTE: I DO NOT KNOW IF THIS IS POSSIBLE

    gunName=&eGrenade Launcher &4[Gas]
    -------
    gunType=280
    ammoType=289
    ammoAmtNeeded=1
    bulletDelayTime=60
    reloadType=NORMAL
    -------
    roundsPerBurst=1
    bulletsPerClick=1
    gunDamage=4
    armorPenetration=4
    maxDistance=27
    bulletSpeed=3
    accuracy=0.19
    accuracy_aimed=0.02
    recoil=2
    knockback=0
    -------
    canAim=true
    explodeRadius=5
    explosionDamage=20
    fireRadius=2
    canHeadshot=false
    canClickLeft=false
    canClickRight=true
    --------
    outOfAmmoMessage=&6This gun needs &cROCKETS
    --------
    bulletType=SNOWBALL
    gunSound=explode,ghast fireball
    needsPermission=true
    hasSmokeTrail=true
    --------
    hasClip=true
    maxClipSize=1
    reloadGunOnDrop=false
    reloadTime=70
    --------
    localGunSound=false




    ==========================================================================




    My idea with this was a non-donor weapon that was explosive but wasn't so very over powered as it would kill infinitely. The gun is affected by scavenger and 5 kill streak but only starts with 1 Grenade ready to fire and 7 ready to load. The usage of this would have to be much more tactical than just a standard launcher like the Law or Raygun. As more of a support weapon than assault weapon this firearm would be a secondary, removing the general idea of moving over to your sidearm when your primary goes empty. Since this will not be an assault weapon, the player must adjust his/her play style to accommodate not having a full auto secondary to kill enemies. The smoke variant of this launcher will be to block doorways and stop the opposing team from sticking bullets in your face. The incendiary variant will be used to provide a "no-go" zone in games like TDM or infect or CTF. The zone isn't deadly but with the ability to launch Molotovs 27 blocks over walls will be tricky to deal with and provides a deadly twist if one isn't careful. The explosives variant is the most formidable, I think. With the capability to surprise enemies with an explosion right in front of them, this launcher will be a formidable opponent. While to other launchers are able to provide a safe exit for a player, this launcher is pointless in helping your team. With the arching effect of it's shells this gun can overcome walls and basically be a mortar at 27 blocks.

    Level to get the weapon:
    • Level 50 [Smoke]
    • Level 60 [Incendiary]
    • Level 70 [Explosive]

    • Amount of credits needed: 2500 EACH
    • Donor weapon or normal weapon: Normal weapon
    • What item it is: [Look in config]
    • Type of gun (assault rifle, sniper rifle, shotgun, pistol, etc.): Well, it is more like a down graded version of the Law.
    • Clip size: 1
    • Round per shot: 1
    • Max distance: 27 blocks
    Basically: Just use the config.
     
    • Like Like x 2
  2. rootstoot

    rootstoot Well-Known Member

    Joined:
    Nov 15, 2014
    Messages:
    232
    Ratings:
    +41
    3lazy1read
     
  3. Andont

    Andont Well-Known Member

    Joined:
    Sep 25, 2014
    Messages:
    613
    Ratings:
    +261
    I love this idea, it's not over powered or under powered. And you have the config all there so it will be easier to implement. +1
     
  4. Dominic_3400

    Dominic_3400 Member

    Joined:
    Jan 18, 2015
    Messages:
    6
    Ratings:
    +0
    I like this idea to
     
  5. teawithchoco

    teawithchoco Well-Known Member

    Joined:
    Aug 19, 2013
    Messages:
    6,758
    Ratings:
    +844
    You say there would 3 variants and they would each cost 2500 credits each. Considering the level difference between each of the weapons I suggest that the price should be increased.
     
  6. rootstoot

    rootstoot Well-Known Member

    Joined:
    Nov 15, 2014
    Messages:
    232
    Ratings:
    +41
    The idea is cool, but I am not sure about the smoke one, if you see the ones on WarZ, they are useless, if you see the ones on Minestrike, they create lag, there could be an poison one too!
     
  7. Zippy999

    Zippy999 Well-Known Member

    Joined:
    Aug 25, 2013
    Messages:
    458
    Ratings:
    +62
    I wanted to do a poison one but I never could see an actual way to do it... The smoke grenades are essentially useless because you can see through them, but if you added a nausea affect or blindness effect to the area affected by the smoke it would.

    All of this is subject to change by the Brawl staff.
     
    #7 Zippy999, Jan 27, 2015
    Last edited: Jan 29, 2015
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