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New 60+ Gun: Harpoon

Discussion in 'Ideas' started by Imprimis, Aug 29, 2015.

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  1. Imprimis

    Imprimis Member

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    Since there are no new guns for the players who achieve levels 60 and above, I came up with an idea of a Harpoon for those who get to level 60. The gun would be a nether star, and use arrows for ammunition. The gun would have very long distance range, and have one shot per mag. This gun would have great range without zooming in. Leave any extra idea below, and I'll be glad to hear them.

    Thanks,
    ~Imprimis/Diminishing/Lashbenere
     
  2. Turmac

    Turmac Hardcore Games Enthusiast

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    This would be cool! I would love to see this when I get that high!

    +1
     
  3. F1r3tar

    F1r3tar Highly Established Member

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    Level: Unlock level of weapon.
    Cost: Cost of weapon.
    Weapon type: Weapon type (assault rifle, sniper rifle, etc).
    Damage: Amount of damage the weapon can do.
    Armor penetration: Amount of penetration damage the weapon can do.
    Firemode: Describes how the weapon fires/reloads.
    • Normal: Used for magazine fed automatic weapons.
    • Bolt: Used for magazine fed sniper rifles which are rechambered by moving a lever
    • Pump: Used for weapons that reload by inserting shots directly into the weapon, and use a pump to rechamber rounds.
    • Individual bullet: Used for weapons that reload by inserting shots directly into the weapon, but are automatic.
    Ammo used per shot: Amount of ammo used per shot (for example, the Dragunov uses 2 ammo per shot but the M4A1 uses 1).
    Capacity: Capacity of a weapon/magazine before a reload (for example the M4A1 has a 30 round capacity and the SPAS-12 has an 8 round capacity).
    Bullet type: Projectile shot out of the weapon (by default snowball, but the LAW uses a wither skull, flamethrower uses fireballs, etc).
    Range: Maximum distance the fired projectiles can travel.
    Spread: How much the bullets spread.
    Reload time: Time it takes to insert a new magazine or chamber new rounds.
    Firerate: Firing speed of weapon. A tick is 1/20 of a second so a 6 tick delay gun is 200 rpm.

    1 tick delay = 1200 rpm
    2 tick delay = 600 rpm
    3 tick delay = 400 rpm
    4 tick delay = 300 rpm
    5 tick delay = 240 rpm
    6 tick delay = 200 rpm

    Weapon shooting sound: Sound the weapon makes when firing. Will always have its pitch changed to 2. A list of accepted Minecraft sounds can be found here.
    Recoil: Amount of blocks the weapon pushes you back (usually a low decimal).
    Knockback: Amount of blocks the weapon projectiles push enemies back (usually a low decimal).
    Bullet speed: Speed of projectile (usually no higher than 4.5 or rendering issues will occur).
    Custom feature: If your weapon has a custom feature, post it here (examples: flamethrower sets people on fire, crossbow shoots bolt that explodes after 2 seconds).
    gunName=&e - Name of the gun. The &e code is in front of it so that the gun name is yellow.
    -------
    gunType= -
    Item ID of the gun.
    ammoType= - Ammo item ID of the gun.
    ammoAmtNeeded= -Amount of ammo used per shot.
    bulletDelayTime= - Firerate in ticks.
    -------
    roundsPerBurst= -
    Shots in a burst (burst weaponry).
    bulletsPerClick= - Bullets per shot (shotguns).
    gunDamage= - Damage (in hp).
    maxDistance= - Maximum distance (in blocks).
    bulletSpeed= - Speed of bullet (1-4, higher=better).
    accuracy= - Accuracy hip (0.15 for the M16, lower=better).
    accuracy_aimed= - Accuracy aimed (0.01 for most guns, lower=better).
    -------
    canAim= -
    Whether you can aim or not.
    explodeRadius= - Radius of an explosion in blocks, 0 to disable.
    fireRadius= - Radius of fire effect in blocks, 0 to disable.
    canHeadshot= - Whether the weapon will deal extra damage with headshots or not.
    --------
    hasClip= -
    Whether the gun has a capacity or not.
    maxClipSize= - Capacity of weapon.
    reloadGunOnDrop= - Whether the gun can be manually reloaded or not.
    reloadTime= - Time it takes to reload (ticks).
    --------
    reloadType= - Type of firemode (available nodes - normal, bolt, pump, individual_bullet).
    gunSound= - Firing sound.
    localGunSound= - Whether the gun sound can be heard by you only or everyone else.
    recoil= - Amount of blocks the gun knocks you back.
    knockback= - Amount of blocks the gun knocks enemies back.

    Your welcome.
     
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  4. Kelsang

    Kelsang Brawler

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    This would be a great addition if you use the correct format.
     
  5. camman00

    camman00 Member

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    Yes yes yes +10000
     
  6. poskeharen

    poskeharen Well-Known Member

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    does the arrows shoot straight, or do they drop like the cbow arrows? And how about the damage? is it a one-hit?
     
  7. Aboves

    Aboves meh

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    Maybe it could go through multiple enemies. Maybe a max of three.
     
  8. Lekosa1

    Lekosa1 mineman

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    Theres already pp at lvl 60.
    I don't think it really fits war. Also for some reason I don't like it.
    -1
     
  9. Urnes

    Urnes Active Member

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    Sounds like a good idea. But it also sounds like a donor weapon.
     
  10. SpeedBreaker

    SpeedBreaker Well-Known Member

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    Sounds similar to the crossbow. The arrows shooting without needing to be scoped. 1 shot per clip.
     
  11. Urnes

    Urnes Active Member

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    I was thinking that too
     
  12. iMacro

    iMacro An Essential Meme Maker (^:

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    Time to go whale hunting
     
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