Title: The Drop Shot
Objective: Get a head-shot with a Rifle or Deagle while falling.
Victory Description: You're a sniper!
Difficulty: Easy
Title: Let Bullets Rain
Objective: Get 6 H.U.G.E kills in one round. (No RDM)
Victory Description: You've mastered lead!
Difficulty: Medium
Title: The One-Two
Objective: Shoot a Traitor with a weapon, and finish them off with a Detectives Magnum!
Victory Description: A sharpshooter in the making.
Difficulty: Easy
Title: The Clean-Up Crew
Objective: Finish off two near-death opponents in one round.
Victory Description: They're hiring you!
Difficulty: Easy
Objective: Get a head-shot with a Rifle or Deagle while falling.
Victory Description: You're a sniper!
Difficulty: Easy
Title: Let Bullets Rain
Objective: Get 6 H.U.G.E kills in one round. (No RDM)
Victory Description: You've mastered lead!
Difficulty: Medium
Title: The One-Two
Objective: Shoot a Traitor with a weapon, and finish them off with a Detectives Magnum!
Victory Description: A sharpshooter in the making.
Difficulty: Easy
Title: The Clean-Up Crew
Objective: Finish off two near-death opponents in one round.
Victory Description: They're hiring you!
Difficulty: Easy
Title: Shot, Dropped and Dead
Objective: Kill someone with a Deagle or Rifle after they shoot you. (No RDM!)
Victory Description: Dead as a doornail.
Difficulty: Easy
Title: Pyromaniac
Objective: Burn 3 people to death in one round!
Victory Description: First; Innocents. Then; za warudo!
Difficulty: Medium
Title: Big Boss
Objective: Kill at least 6 Innocents in a round without your Traitor buddies getting a kill!
Victory Description: They respect you, now.
Difficulty: Medium
Title: Unshakeable
Objective: Take damage from an Explosion, Fire and a player's bullets in one round...And survive!
Victory Description: Guns? Bombs? Bring them on!
Difficulty: Medium
Objective: Kill someone with a Deagle or Rifle after they shoot you. (No RDM!)
Victory Description: Dead as a doornail.
Difficulty: Easy
Title: Pyromaniac
Objective: Burn 3 people to death in one round!
Victory Description: First; Innocents. Then; za warudo!
Difficulty: Medium
Title: Big Boss
Objective: Kill at least 6 Innocents in a round without your Traitor buddies getting a kill!
Victory Description: They respect you, now.
Difficulty: Medium
Title: Unshakeable
Objective: Take damage from an Explosion, Fire and a player's bullets in one round...And survive!
Victory Description: Guns? Bombs? Bring them on!
Difficulty: Medium
Title: Hey, That's Cheating!
Objective: Shoot a prop with a Shotgun and kill a player with it! (No RDM)
Victory Description: What, this is a thing!?
Difficulty: Easy
Title: Human Meteorite
Objective: Do 700 or higher falling damage to a player! (No RDM!)
Victory Description: Almost as effective as a gun!
Difficulty: Easy
Title: Traitor Terminator
Objective: Kill 4 Traitors as a Detective in a single round!
Victory Description: Now we are safe at last!
Difficulty: Hard
Title: Ultimate Spy
Objective: Eliminate 10 Innocents/Detectives in one round!
Victory Description: CIA is promoting you!
Difficulty: Hard
Objective: Shoot a prop with a Shotgun and kill a player with it! (No RDM)
Victory Description: What, this is a thing!?
Difficulty: Easy
Title: Human Meteorite
Objective: Do 700 or higher falling damage to a player! (No RDM!)
Victory Description: Almost as effective as a gun!
Difficulty: Easy
Title: Traitor Terminator
Objective: Kill 4 Traitors as a Detective in a single round!
Victory Description: Now we are safe at last!
Difficulty: Hard
Title: Ultimate Spy
Objective: Eliminate 10 Innocents/Detectives in one round!
Victory Description: CIA is promoting you!
Difficulty: Hard
Title: Bomb Defusal
Objective: Disarm a C4 successfully!
Victory Description: Many lives have been saved.
Difficulty: Easy
Title: Silent Death
Objective: Score 15 total kills with a Silenced Pistol!
Victory Description: They never knew what hit them.
Difficulty: Easy
Title: Scientific Prowess
Objective: Launch someone away with a Newton Launcher, killing them! (No RDM!)
Victory Description: He's a crazy one!
Difficulty: Easy
Title: Awp-erific
Objective: Get 4 AWP kills in one round!
Victory Description: Didn't miss a bullet!
Difficulty: Easy
Objective: Disarm a C4 successfully!
Victory Description: Many lives have been saved.
Difficulty: Easy
Title: Silent Death
Objective: Score 15 total kills with a Silenced Pistol!
Victory Description: They never knew what hit them.
Difficulty: Easy
Title: Scientific Prowess
Objective: Launch someone away with a Newton Launcher, killing them! (No RDM!)
Victory Description: He's a crazy one!
Difficulty: Easy
Title: Awp-erific
Objective: Get 4 AWP kills in one round!
Victory Description: Didn't miss a bullet!
Difficulty: Easy
Title: Jihadist
Objective: Claim 5 Innocent or Detective lives with one Jihad explosion!
Victory Description: A true martyr.
Difficulty: Easy
Title: Placed, Armed, Blown
Objective: Get at least one kill with three separate remote bombs, in one round!
Victory Description: Didn't trip with the detonator!
Difficulty: Easy
Title: Polter-what?
Objective: Poltergeist a prop and kill a player with it! (No RDM)
Victory Description: I guess...Its haunted?
Difficulty: Easy
Title: Great Umptations
Objective: Kill two Traitors with a UMP Prototype in one round!
Victory Description: Spend the credit; drop the bodies!
Difficulty: Medium
Objective: Claim 5 Innocent or Detective lives with one Jihad explosion!
Victory Description: A true martyr.
Difficulty: Easy
Title: Placed, Armed, Blown
Objective: Get at least one kill with three separate remote bombs, in one round!
Victory Description: Didn't trip with the detonator!
Difficulty: Easy
Title: Polter-what?
Objective: Poltergeist a prop and kill a player with it! (No RDM)
Victory Description: I guess...Its haunted?
Difficulty: Easy
Title: Great Umptations
Objective: Kill two Traitors with a UMP Prototype in one round!
Victory Description: Spend the credit; drop the bodies!
Difficulty: Medium
Title: Spray and Pray
Objective: Get two Mac10 kills and two Glock kills in one round!
Victory Description: No cheesing required.
Difficulty: Easy
Title: The Buckshot Eliminator
Objective: Kill 30 Shotgun Users with any weapon but a shotgun.
Victory Description: You're Excel(lent)
Difficulty: Hard
Title: The Greatest Plan
Objective: As a Traitor, first kill an Innocent with a Newton Launcher. (Making them fall counts!) Then kill another player with a Flare Gun (Only the killing blow needs to be done). Finally, blow an innocent up with a jihad.
Victory Description: Could have escaped from prison.
Difficulty: Hard
Title: Secret Weapon
Objective: By any means necessary, achieve perfection! Get 100 non-rdm kills with secondary weapons only.
Victory Description: I keep it in my pocket.
Difficulty: Hard
Objective: Get two Mac10 kills and two Glock kills in one round!
Victory Description: No cheesing required.
Difficulty: Easy
Title: The Buckshot Eliminator
Objective: Kill 30 Shotgun Users with any weapon but a shotgun.
Victory Description: You're Excel(lent)
Difficulty: Hard
Title: The Greatest Plan
Objective: As a Traitor, first kill an Innocent with a Newton Launcher. (Making them fall counts!) Then kill another player with a Flare Gun (Only the killing blow needs to be done). Finally, blow an innocent up with a jihad.
Victory Description: Could have escaped from prison.
Difficulty: Hard
Title: Secret Weapon
Objective: By any means necessary, achieve perfection! Get 100 non-rdm kills with secondary weapons only.
Victory Description: I keep it in my pocket.
Difficulty: Hard
Title: Blast Proof
Objective: Survive 2,000 damage from explosions in total!
Victory Description: You're a movie star!
Difficulty: Hard
Title: Sky Flier
Objective: Play 30 rounds using a Gravity Crystal.
Victory Description: Up, up and away!
Difficulty: Hard
Title: The Supplier
Objective: Generate 20 full 9mm magazines using a Dimension Crystal and drop them in the round.
Victory Description: He does it for free!
Difficulty: Hard
Title:
Objective:
Victory Description:
Difficulty:
Objective: Survive 2,000 damage from explosions in total!
Victory Description: You're a movie star!
Difficulty: Hard
Title: Sky Flier
Objective: Play 30 rounds using a Gravity Crystal.
Victory Description: Up, up and away!
Difficulty: Hard
Title: The Supplier
Objective: Generate 20 full 9mm magazines using a Dimension Crystal and drop them in the round.
Victory Description: He does it for free!
Difficulty: Hard
Title:
Objective:
Victory Description:
Difficulty:
Gun Name: Hades
Gun Model: UMP .45
Magazine Capacity: 20/100
Munitions Type: SMG (.45)
Effect: Blitzkrieg
Blitzkrieg: The Hades has a 1 in 9 chance that, on hitting another player, the wielder of Hades will recover (2% to 6%) HP, while draining (6% to 15%) HP from the opponent. In addition to this, the wielder of Hades will recieve +10% movement speed for a short time (6 to 10 seconds).
Stats:
Recoil: -18%
Damage: +15%
Accuracy: +20%
Mobility: -8%
Firerate: +15%
Clip: -5
Gun Name: Conjurer
Gun Model: Glock 18
Magazine Capacity: 15 (Default)
Munitions Type: 9mm
Effect: Confusion Disarray
Confusion Disarray: The player hit with the Conjuror has a (1 in 9) their movement controls temporarily reverse.
Stats:
Recoil: +15%
Damage: +32%
Accuracy: +8%
Mobility: +5%
Firerate: -15%
Clip: -5
Gun Name: The Viper
Gun Model: Silenced Pistol
Magazine Capacity: 10
Munitions Type: 9mm
Effect: The Viper has a 1 in 4 chance to hit the target with Suffering. However, this suffering is unique. Rather than HP damage, it does damage to the players' max HP. The suffix lasts for (16 to 25) seconds, and removes (2) HP every (1 to 2) seconds. The HP lost is NOT recoverable or able to be healed from. As per the normal Silenced Pistol, people do not utter a "Death Cry" upon death.
Stats:
Recoil: +40%
Damage: -75%
Accuracy: +50%
Firerate: -20%
Clip: -50%
Also, my "Rarity" level is kinda wonky, but very common would be about Competant tier, while Uncommon Glock-a-doodle-doo level. Rare would be like Nighthawks or Umpty Dumpty's, Very Rare like a Bellum, and Extremely Rare...Well, Extremely Rare.
BEFORE YOU READ: Yes, this would mean that you would have NO Magneto Stick while using an Orb! (However, this is HIGHLY subject to change. Maybe a new slot could be used?)
============================================
Name: (The name/tier of the Orb goes here.)
Healing Rate: (This is how fast it heals per tick/second.)
Healing Cap: (This is the maximum limit of life that you can be healed to.)
Healing Limit: (This is how much healing the orb can do before being "Drained".)
Additional Benefits/Description: (Any added "Bonuses" that the gem gives while holding it, may also have a slight description of any unique properties.)
Rarity: (How rare it is to find, roughly.)
============================================
============================================
Name: Cracked Orb of Healing
Healing Rate: 1 HP/2 Seconds.
Healing Cap: 40 HP. (You cannot heal past 40HP. So, if you're at 22HP, you can heal to 40HP. But, if you're at 41HP, you cannot heal any higher.)
Healing Limit: 40 HP. (An example would be you're at 35 HP. You heal to your cap of 40. You now have 35/40 of your healing limit remaining.)
Additional Benefits/Description: None.
Rarity: Very Common
============================================
Name: Chipped Orb of Healing
Healing Rate: 1 HP/1 Second.
Healing Cap: 50 HP.
Healing Limit: 60 HP.
Additional Benefits/Description: None.
Rarity: Common.
============================================
Name: Dull Orb of Healing
Healing Rate: 1 HP/4 Seconds
Healing Cap: 70 HP
Healing Limit: Infinite
Additional Benefits/Description: There is no healing limit, although this orb heals very slow.
Rarity: Common
============================================
Name: Rapid Orb of Healing
Healing Rate: 3 HP/ 1 Second
Healing Cap: 50 HP
Healing Limit: 40 HP
Additional Benefits/Description: A fast rate of healing with a harsh limit.
Rarity: Uncommon
============================================
Name: Dense Orb of Healing
Healing Rate: 2 HP/2 Seconds
Healing Cap: 80 HP
Healing Limit: 100 HP
Additional Benefits/Description: -20% movement speed when holding this orb.
Rarity: Uncommon
============================================
Name: Lightweight Orb of Healing
Healing Rate: 1 HP/1 Second
Healing Cap: 100 HP
Healing Limit: 100 HP
Additional Benefits/Description: +20% Movement Speed when holding this Orb.
Rarity: Uncommon
============================================
Name: Exquisite Orb of Healing.
Healing Rate: 4 HP/ 2 Seconds.
Healing Cap: 70 HP
Healing Limit: 120 HP
Additional Benefits/Description: None.
Rarity: Rare.
============================================
Name: Flawless Orb of Healing.
Healing Rate: 4 HP/1 Second.
Healing Cap: 100 HP.
Healing Limit: 150 HP.
Additional Benefits/Description: None.
Rarity: Very Rare.
============================================
Name: Reversing Orb of Healing
Healing Rate: None.
Healing Cap: 100 HP.
Healing Limit: 200 HP healed.
Additional Benefits/Description: When holding this orb, any damage you take drains the Healing Limit and turns that damage to life. This life can go over your "Maximum" cap of 100 HP, but drains at about 1 HP per second until back at 100 HP.
Rarity: Extremely Rare
============================================
============================================
(Many of these may be SHAMELESSLY RIPPED from NTG.)
Name: Cloud in a Crystal
Stat Required for charging: 50% Mobility
Effect: After jumping, the user can jump once more in the air. This causes a small "Toot" of clouds to appear below the user.
Drain Rate: 5% per round used.
Color: 131, 131, 131.
Credit line: The guy who coded these buggers. Also maybe sometimes Terran.
============================================
Name: Rocket in a Crystal
Stat Required for charging: 60% Mobility
Effect: When jumping, you can hold the Jump key to zoom up for about four seconds, then fall to the ground. Fall damage is reduced by 90%.
Drain Rate: 5% per round used.
Color: 203, 152, 33.
Credit line: The guy who coded these buggers. Also maybe sometimes Terran.
============================================
Name: Shock Absorb Crystal
Stat Required for charging: 50% Recoil
Effect: Lowers Recoil by roughly 20%.
Drain Rate: 3% of the charge every round.
Color: 86, 201, 189
Credit line: The guy who coded these buggers. Also maybe sometimes Terran.
=============================================
Name: Rebounding Crystal
Stat Required for charging: 30% Damage
Effect: Lowers falling damage by 50%
Drain Rate: 4% per round used.
Color: 45, 218, 33
Credit line: The guy who coded these buggers. Also maybe sometimes Terran.
===============================================
Name: Blaze Crystal
Stat Required for charging: 30% Damage
Effect: Reduces damage taken from Fire and Explosions by 50%.
Drain Rate: 5% per round used.
Color: 239, 23, 23
Credit line: The guy who coded these buggers. Also maybe sometimes Terran.
============================================
Name: Dimension Crystal
Stat Required for charging: 50% Clip
Effect: Every few seconds, 1% of ammo is restored in back-up magazine.
Drain Rate: 2% per round.
Color: 130, 133, 225
Credit line: The guy who coded these buggers. Also maybe sometimes Terran.
============================================
Name: Warp Crystal
Stat Required for charging: 70% Mobility
Effect: Upon taking hefty damage and are near death, this crystal will randomly turn you 100% invisible and invincible. You lose the ability to move/shoot. After this wears off, you teleport back to the "real" world.
Drain Rate: 10% per turn used.
Color RGB: 165, 21, 218
Credit line: The guy who coded these buggers. Also maybe sometimes Terran.
============================================
Name: Mirror Crystal
Stat Required for charging: 70% Clip
Effect: When playing with this crystal equipped, you have a projection of your character either about a foot left of you, or a foot to the right, at random. These projections shimmer slightly, but are hard to notice who's the "Real" one.
Drain Rate: 10% per turn used.
Color: 218, 211, 21
Credit line: The guy who coded these buggers. Also maybe sometimes Terran.
============================================
Name: Soul Crystal
Stat Required for charging: "Traits". Each "Trait" will add +20% to the charge.
Effect: Your Maximum HP is boosted by 50 extra points. (This would be good to save up for "Special" rounds, also very expensive to charge?)
Drain Rate: 10% per turn used.
Color: 232, 46, 46.
Credit line: The guy who coded these buggers. Also maybe sometimes Terran.
============================================
Name: Harmonic Crystal
Stat Required for charging: Fire-rate, 50%.
Effect: When you shoot someone, they're temporarily under an effect similar to a "Jammer". This lasts around 2 or 3 seconds and can stack. They will be notified of this.
Drain Rate: 5% per round used.
Color: 138, 70, 131
Credit line: The guy who coded these buggers. Also maybe sometimes Terran.
============================================
Note: For Simplicity's Sake, recoil with "-" is a negative stat, recoil w/o a minus sign is positive.
Melee Weapons:
Name: Glass Dagger
Rarity: Legendary
SWEP: http://steamcommunity.com/sharedfiles/filedetails/?id=118802819&searchtext=dagger+SWEP (One of the two Glass/Green dagger models)
1 in 8 chance to swing twice in one hit.
1 in 8 chance to force the target to look at their feet.
Damage: -10%
Firerate: +10%
Mobility: +20%
Range: -10%
Name: Iron Axe
Rarity: Unlikely
Swep: http://steamcommunity.com/sharedfiles/filedetails/?id=119472883&searchtext=Axe+SWEP (Use the Iron one)
1 in 9 chance to damage user instead.
Damage: +30%
Firerate: +10%
Mobility: 0%
Range: 0%
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All Angelic guns would be pure white when held.
Heavenly/Hellish Weapons
Name: Angelic
Rarity: Rare
Stats:
Accuracy: +15%
Damage: -15%
Firerate: +10%
Recoil: +10%
Mobility: +5%
Clip: -5%
Suffix: Always comes with "Angelic Presence" suffix. This suffix heals the holder of the gun by 1HP every 6 seconds in-game. The gun MUST be held for the full 6 seconds to receive the bonus.
Credit to Juicyboxer for the name, and SilencePie for the idea...kinda.
Name: Demon Blood
Rarity: Rare
Stats:
Accuracy: -16%
Damage: +16%
Firerate: +16%
Mobility: N/A
Recoil: -16%
Clip: -16%
Suffix: If the holder of a Demon Blood weapon is damaged by another player, then a "Blood Counter" is added to that player. For (14-25) seconds, if the holder of a Demon Blood gun damages that player, they do +20% damage. Only one person can be affected at a time, and upon death of either players, the effect dissipates immediately.
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Eldritch Weapons
These may have been shamelessly ripped from Eternal Darkness
Name: Chattur'gha
Rarity: Legendary
Stats:
Accuracy: -25%
Damage: +25%
Firerate: -25%
Mobility: -10%
Recoil: +25 %
Clip: +10%
Description: A gun forged by an Ancient of Power. You can feel strength and health emanating from it, along with the screams of the damned and suffering.
Suffix: Blood Ritual - When holding this gun, you gradually gain movement speed as long as you're continuously moving. Stopping will reset the effect. You gain +1% speed every 3 seconds. Additionally, you deal +15% damage to people using a Xel'lotath weapon, but receive +15% damage from Ulyaoth weapons.
Name: Ulyaoth
Rarity: Legendary
Stats:
Accuracy: +25%
Damage: -19%
Firerate: +15%
Mobility: +10%
Recoil: -25%
Clip: -25%
Description: A gun forged by an Ancient of Magick. You can feel resonating energy and vibrant power flowing from it, but also an icy pain and a chill to your very soul.
Suffix: Soul Magic - Every time you fire this weapon, your next bullet does +1% to +5% more damage. (Dependent on the gun type.) This effect resets upon reloading. Additionally, you deal +15% damage to people using a Chattur'gha weapon, but receive +15% damage from Xel'lotath weapons.
Name: Xel'lotath
Rarity: Legendary
Stats:
Accuracy: -10%
Damage: -25%
Firerate: +25%
Mobility: -10%
Recoil: +25%
Clip: +10%
Description: A gun forged by an Ancient of Madness. A malignant aura permeates the air around it, providing wisdom and intellect. However, you can additionally feel your mind slipping and insanity taking control...
Suffix: Madness' Descent: Xel'lotath weapons have a 1 in (4 to 12) chance to triple the damage your bullet deals, but also lower your Maximum HP by 2% and your Current by 20%. This cannot kill you or reduce your HP below 1%. Additionally, you deal +15% damage to people using an Ulyaoth weapon, but receive +15% damage from Chattur'gha weapons.
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Name: Dusk Mac10
Model: Mac10
Stats:
Damage: +20%
Accuracy: +20%
Firerate: -20%
Stability: +20%
Mobility: -5%
Clip: N/A
Special: When your flashlight is ON, becomes the Dawn Mac10.
Suffix: Your shots have a (5-9) chance to dim their vision and slow their movement speed.
Name: Dawn Mac10
Model: Mac10
Stats:
Damage: -20%
Accuracy: -20%
Firerate: +20%
Stability: +20%
Mobility: +20%
Clip: N/A
Special: When your flashlight is OFF, becomes the Dusk Mac10.
Suffix: Your shots have a (9-14) chance to blind the opponent with light, and slow their aiming speed.
Shamelessly stolen from Oblivion!
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Name: Cloned (Gun). [E.G: Cloned AK, Cloned Rifle, etc.]
Rarity: Legendary
Special Feature: Will adjust its stats to replicate whatever melee you currently have equipped. (If you pick one up off of the ground, then the gun copies those stats.) Range is replaced with Accuracy, otherwise everything stays the same. Clip will -always- be default, and any traits/suffixes will transfer, too.
So, if you start with a Ninjato, your Cloned Guns stats would be:
Damage: +15%
Firerate: +20%
Mobility: +15%
Accuracy: +5%
Then, later on, if you drop it for, say, a Legbiter, its stats would be:
Damage: +25%
Firerate: -12%
Mobility: +5%
Accuracy: +25%
I just thought that it might be neat.
Tiered Weapons:
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Advanced
Clip: +3 to +8
Mobility: 2% to 3.5%
Recoil: 2.5% to 5%
Accuracy: 1% to 3%
Damage: 6% to 8%
Firerate: -3%
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Bulky
Clip: +10
Mobility: -10%
Recoil: 2.5% to 3.5%
Accuracy: N/A
Damage: -1% to 2%
Firerate: N/A
------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Cumbersome
Clip: +1
Mobility: -5%
Recoil: -2% to -4%
Accuracy: -1% to 1%
Damage: 4% to 6%
Firerate: 2% to 3%
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Compact
Clip: -18 (Shotguns/Rifles/Deagles: -6)
Mobility: 15%
Recoil: 15% to 20%
Accuracy: N/A
Damage: 22% to 35%
Firerate: N/A
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Futuristic
Clip: +2
Mobility: 5%
Recoil: 5%
Accuracy: 5%
Damage: 5%
Firerate: 5%
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Lightweight
Clip: N/A
Mobility: 20%
Recoil: N/A
Accuracy: 1% to 5%
Damage: 2% to 4%
Firerate: N/A
Unique Weapons:
Punisher
Type: Rifle
Clip: 1 to 3
Mobility: 2% to 6%
Recoil: -15% to -25%
Accuracy: -8% to -16%
Damage: 22% to 33%
Firerate: N/A
Description: "A weapon that not many can use, covered in nicks and dents."
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Nighthawk
Model: Deagle
Clip: -4
Mobility: 5% to 8%
Recoil: 15% to 20%
Accuracy: 10% to 15%
Damage: 25% to 35%
Firerate: -16% to -25%
Description: "Renowned for its accuracy and ease of use, a favorite of security."
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Name: Hitodama
Model: M16
Clip: N/A
Mobility: 2% to 5%
Recoil: 5% to 8%
Accuracy: 5% to 8%
Damage: -7% to -14%
Firerate: 5% to 12%
Suffix: Always comes with "Phoenix".
Notes: "Sometimes when a man dies, he leaves a ghost of flame."
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Name: Kandata String
Model: AK-47
Clip: 6
Mobility: -4% to -8%
Recoil: -2% to 5%
Accuracy: 15% to 25%
Damage: 8% to 16%
Firerate: 4% to 8%
Suffix: "God's String". Has a 1 in 10 to 14 chance to replace a bullet with a fast-moving rope (E.G: From a Rope Launcher). It sticks to any surface, including players. Deals around 15 damage if the rope hits a player. Ropes despawn after ~30 or so seconds, becoming more and more "Faded' the closer they are to despawning.
Description: "They say that only God can break these strings."
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Name: Ōmagatoki
Model: Pistol
Clip: N/A
Mobility: -5%
Recoil: +15%
Accuracy: +15%
Damage: -10%
Firerate: +25%
Suffix: "Dusk". Has a 1 in 8 chance to darken the target's screen, lowering light level tremendously. This effect lasts around 20 seconds.
Description: "The time of meeting yōkai, yūrei, and dark creatures is upon us."
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Name: Raijin
Model: Mac10
Clip: +5
Mobility: +10%
Recoil: +10%
Accuracy: -10%
Damage: +15%
Firerate: +10%
Suffix: "Thunder God". 1 in 14 chance for a large bolt of lightning to strike where the bullet lands, dealing 25-75 damage depending on how close the target is and causing their screen to jerk in a random direction.
Description: "Mortals cannot combat him, straw hat not included."
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Name: Bolt
Type: Pistol
Clip: -5
Mobility: +5%
Recoil: +25%
Accuracy: +25%
Damage: N/A
Firerate: N/A
Suffix: "Apple of my Eye". Upon getting a head-shot with this weapon, the person shot is instantly killed and you lose all ammunition currently in the magazine.
Description: "Named after one William Tell, known to be able to shoot an apple off the head of a child."
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Name: Behemoth
Type: HUGE-249
Clip: +849
Mobility: -20%
Recoil: N/A
Accuracy: N/A
Damage: +5%
Firerate: +20%
Description: "Now featuring a double-loaded triple-chambered quadruple magazine!"
[/b]
The Coin Launcher
Uses Coins from your inventory to do very high damage. Stats would be mid-high range. Probably a Mac10.
Stimpack
Heals 3 to 5 HP per second for 8 to 12 seconds. Boosts movement speed by 25% for the duration. One use. Equipment.
Power Charge
Instantly adds +100HP to user, but poisons them for 5 damage/2 seconds until 1HP. Will not kill the user. Upon reaching 1HP, the effect stops. One use. Equipment.
Uses Coins from your inventory to do very high damage. Stats would be mid-high range. Probably a Mac10.
Stimpack
Heals 3 to 5 HP per second for 8 to 12 seconds. Boosts movement speed by 25% for the duration. One use. Equipment.
Power Charge
Instantly adds +100HP to user, but poisons them for 5 damage/2 seconds until 1HP. Will not kill the user. Upon reaching 1HP, the effect stops. One use. Equipment.
Traits
*Has a 1 in # chance to force opponent's aim to point at their feet. (Gravity)
*Has a 1 in # chance to cause final bullet to do double damage. Not found on Deagles, Rifles or Shotguns. (Desperado)
*1 in # chance for your gun to automatically reload after emptying. 50% faster reload speed. (Coke Fingers)
*1 in # chance that if your shot hits an opponent, all sound for them is muted for 5-10 seconds. Does not stack. (Pulse)
*1 in # chance to shoot a subsonic bullet that blasts the person hit away like a discombob. (Whirlwind)
*1 in # chance to leech 5% of opponent's ammo into your reserves. (Leech)
*1 in # chance to teleport you a few feet away from your current position to another upon taking non-fatal damage. You won't be teleported anywhere dangerous. (Ghost Trick)
*1 in # chance that instead of taking damage from a bullet, you lose an amount of ammunition depending on how much damage you would take. If the ammo you have isn't high enough to fully block the damage, it only blocks as much as it can. This uses ammunition in reserve, too. (Last Resort)
1 in # chance to give your opponent 25% of your weight. This means you'll jump higher and fall slower, while they'll jump lower and fall faster, while taking more fall damage. Lasts 10-20 seconds. (Anvil)
Gently applies a "Pressure" to the player. If they walk forwards,they'll move slowly as if met with a resistance. If they stop, they'll be pushed backwards steadily. This effect lasts (7-15?) seconds. (Wind)
*The more damage the User takes, the faster they move. 10% less HP = 3% faster Movement. (Windrunner)
*This gun spawns with the max amount of ammunition in spare. (Stocked)
*When reloading this gun, you take 40-70% less damage. (Barrier)
*This gun tracks your # of kills. Every kill you get heals you for 1% HP, doubling each time you kill someone again. 1%. 2%. 4%. 8%. 16%. 32%. 64%. Capped at 64%. Resets after round ends. (Vampire)
*This weapon can be used as a melee attack by right clicking (Iron-sights/scopes are disabled). Deals the same damage as it would if you shot someone in the chest. (Sharp)
*You take 40% less damage from the back when holding this weapon, but 20% extra from the sides. Knives have a 1 in 2 chance to fail to kill you. (Schildwall)
*Every time you reload, your gun stats scramble, e.g: if it was at minimum damage and maximum mobility, both could even out to average, or both could become the lowest. All stats, positive or negative, are scrambled. (Gambler)
*Has a 1 in # chance to force opponent's aim to point at their feet. (Gravity)
*Has a 1 in # chance to cause final bullet to do double damage. Not found on Deagles, Rifles or Shotguns. (Desperado)
*1 in # chance for your gun to automatically reload after emptying. 50% faster reload speed. (Coke Fingers)
*1 in # chance that if your shot hits an opponent, all sound for them is muted for 5-10 seconds. Does not stack. (Pulse)
*1 in # chance to shoot a subsonic bullet that blasts the person hit away like a discombob. (Whirlwind)
*1 in # chance to leech 5% of opponent's ammo into your reserves. (Leech)
*1 in # chance to teleport you a few feet away from your current position to another upon taking non-fatal damage. You won't be teleported anywhere dangerous. (Ghost Trick)
*1 in # chance that instead of taking damage from a bullet, you lose an amount of ammunition depending on how much damage you would take. If the ammo you have isn't high enough to fully block the damage, it only blocks as much as it can. This uses ammunition in reserve, too. (Last Resort)
1 in # chance to give your opponent 25% of your weight. This means you'll jump higher and fall slower, while they'll jump lower and fall faster, while taking more fall damage. Lasts 10-20 seconds. (Anvil)
Gently applies a "Pressure" to the player. If they walk forwards,they'll move slowly as if met with a resistance. If they stop, they'll be pushed backwards steadily. This effect lasts (7-15?) seconds. (Wind)
*The more damage the User takes, the faster they move. 10% less HP = 3% faster Movement. (Windrunner)
*This gun spawns with the max amount of ammunition in spare. (Stocked)
*When reloading this gun, you take 40-70% less damage. (Barrier)
*This gun tracks your # of kills. Every kill you get heals you for 1% HP, doubling each time you kill someone again. 1%. 2%. 4%. 8%. 16%. 32%. 64%. Capped at 64%. Resets after round ends. (Vampire)
*This weapon can be used as a melee attack by right clicking (Iron-sights/scopes are disabled). Deals the same damage as it would if you shot someone in the chest. (Sharp)
*You take 40% less damage from the back when holding this weapon, but 20% extra from the sides. Knives have a 1 in 2 chance to fail to kill you. (Schildwall)
*Every time you reload, your gun stats scramble, e.g: if it was at minimum damage and maximum mobility, both could even out to average, or both could become the lowest. All stats, positive or negative, are scrambled. (Gambler)
See, the Crowbar is my favorite melee weapon. I love it! Its fast and useful and awesome, even if it does low damage. Now, I was thinking that everyone should get a default crowbar melee weapon, but there's a twist: The more EXP you get, the more you can change the stats on the crowbar.
You'd have the basic Damage, Firerate, Range and Mobility. They'd be capped at 25% each. Ever level you get, you get 1% to add to any of those 4 areas. Say you're level 20, you can have 15% damage and 5% mobility.
This would, obviously, work until level 100 (99?) when you'd basically have 25% in each, but just hitting level 25 is an amazing feat. These crowbars would be UNTRADEABLE. You could adjust the stats any time it wasn't equipped/you were dead.
E.G I'm level 33, so I'd have +10% fire-rate, +10% mobility and +13% damage.
What do you think? This is something I've always wanted. I posted ideas for it (Evolving Gun) on NTG a long time ago.
You'd have the basic Damage, Firerate, Range and Mobility. They'd be capped at 25% each. Ever level you get, you get 1% to add to any of those 4 areas. Say you're level 20, you can have 15% damage and 5% mobility.
This would, obviously, work until level 100 (99?) when you'd basically have 25% in each, but just hitting level 25 is an amazing feat. These crowbars would be UNTRADEABLE. You could adjust the stats any time it wasn't equipped/you were dead.
E.G I'm level 33, so I'd have +10% fire-rate, +10% mobility and +13% damage.
What do you think? This is something I've always wanted. I posted ideas for it (Evolving Gun) on NTG a long time ago.
It'd be really neat to have unique types of grenades, right? If you had a type of Grenade equipped, it means that if you pick up a grenade on the map then you'd get one of the type you equipped. E.G: Colored smoke grenades. You could equip a Green Smoke, so if you picked up a generic smoke, it'd turn into your Green Smoke.
Different types could include:
Various smoke grenade colors
Fireworks from discombobs
Multi-colored flames
Or, maybe even more advanced, like special effects.
Napalm Grenades, which are like Incen but continue to damage someone after they walk out of the fire.
Gas Grenades, which are like smoke grenades but blur people's vision when they're in it, and a short time afterwards.
Gravity Grenades, which are like Discombobs but suck people in, and then fling them up/away (Not high enough up to do over 40 damage or so).
Hell, maybe even upgraded grenades.
+20% smoke size.
+50% length of smoke/fire.
1 in 6 chance for a discombob to cause the Force effect if it hits someone.
1 in 6 chance for a discombob to have a flashbang effect.
Or something like "Spawns an incen/smoke/discombob every 30 seconds for you"
Eh?
Different types could include:
Various smoke grenade colors
Fireworks from discombobs
Multi-colored flames
Or, maybe even more advanced, like special effects.
Napalm Grenades, which are like Incen but continue to damage someone after they walk out of the fire.
Gas Grenades, which are like smoke grenades but blur people's vision when they're in it, and a short time afterwards.
Gravity Grenades, which are like Discombobs but suck people in, and then fling them up/away (Not high enough up to do over 40 damage or so).
Hell, maybe even upgraded grenades.
+20% smoke size.
+50% length of smoke/fire.
1 in 6 chance for a discombob to cause the Force effect if it hits someone.
1 in 6 chance for a discombob to have a flashbang effect.
Or something like "Spawns an incen/smoke/discombob every 30 seconds for you"
Eh?
Balloon Drop Party:
It should be Lobby Server only, but some kind of balloon drop (Or the basic balls from Sandbox) should drop randomly around the map en masse, and randomly inside some of them will be items from two different pools: One of player-donated items, one of maybe special giveaway stuff that'll spawn, like crates or fragments.
It'd be a fun little lobby mini-game. To prevent spamming, you'd only be able to open one balloon/ball every, say, 3 seconds or so.
Fragment/Quest Stats:
It'd be nice if you could view how many fragments you've earned, regardless of them being spent or not.
Also, maybe a statistic to show the % of total quests that have been available that you've successfully completed?
Ticking Clock Minigame:
All players spawn with only a crowbar. Upon the round starting, players will lose 1 HP every two seconds. If they reach 0, then they're out for good. However, if a player damages another player with their crowbar, they gain 20 health, and the other player loses 20. However, each hit in succession to the same player restores 5 less HP. 20 first hit, 15 second, 10 third, 5 fourth, 1 after that.
Simple and seems kinda fun to break up the monotony. Rewards should be less than Orbital rounds.
Top 5 longest surviving will have a 1 in 3 chance for a gift package, and the winner will get a random roll.
It should be Lobby Server only, but some kind of balloon drop (Or the basic balls from Sandbox) should drop randomly around the map en masse, and randomly inside some of them will be items from two different pools: One of player-donated items, one of maybe special giveaway stuff that'll spawn, like crates or fragments.
It'd be a fun little lobby mini-game. To prevent spamming, you'd only be able to open one balloon/ball every, say, 3 seconds or so.
Fragment/Quest Stats:
It'd be nice if you could view how many fragments you've earned, regardless of them being spent or not.
Also, maybe a statistic to show the % of total quests that have been available that you've successfully completed?
Ticking Clock Minigame:
All players spawn with only a crowbar. Upon the round starting, players will lose 1 HP every two seconds. If they reach 0, then they're out for good. However, if a player damages another player with their crowbar, they gain 20 health, and the other player loses 20. However, each hit in succession to the same player restores 5 less HP. 20 first hit, 15 second, 10 third, 5 fourth, 1 after that.
Simple and seems kinda fun to break up the monotony. Rewards should be less than Orbital rounds.
Top 5 longest surviving will have a 1 in 3 chance for a gift package, and the winner will get a random roll.