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A minigun, not like a stupid soma, but like something that inhibits your movement speed and has a massive ammo pool and a massive damage output, suited for a big ol' heavy DPS dealer. and it has to act like an area weapon, meaning that it needs to be rather innacurate to cover a lot of surface with bullets. it can have a wind up time too, for all I care.

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An ice shard launcher.  Fires frozen water at insane speeds, then shatters on the enemy dealing half damage to all enemies within 3m.  Unique reload feature: constanly creates ice crystals that levitate around the barrel.  Reload speed increases the rate that they are created.  

Damage 40 cold/30 puncture (on aoe 20 cold/ 15 slash)

Secondary fire launches all accumulated ice shards at once.

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I made a few idea for weapons in my thread here:

Here are some of my ideas:

 

Since DE has been trying to make more weapons with unique properties, I've had a few ideas in mind to suggest.

 

1. Aerial Missile Launcher.

 

Fires a single napalm missile, it's true power is only can only be realized in the skies. This weapon is has an oxium-base propulsion system to give momentary flight to it's user.

- Weapon Type: Rifle.

- Damage: 150 Fire. 

- Reload: 2.5s

- Fire Rate: 1.75, Semi-Auto.

- Magazine Size: 8

- Status Chance: 10%

- Critical Chance: 10%

- Critical Damage: 1.5x

- While airborne, the weapon gains 300% multishot and doubled base critical chance, critical damage status chance and reload speed.

Secondary fire toggle a propulsion system which will slow the descent of your Warframe.

- You are able to move forward, backwards and strafe left and right slightly while the propulsion is active.

- You must be at least 5 meters from the ground. Falling to under 5 meters will deactivate the system.

- Completely stops descent if you are using the Zephyr Warframe.

- This system will only last 12 seconds and can only recharge when deactivated.

- Every second of recharging will restore 1 second of flight time. 

- Maximum duration is effected by status duration, recharging rate is not effected. 

- You cannot swap weapons while the system is active.

- Pressing the melee attack button (Or Divebomb with Zephyr) will cause you to do a ground slam, knocking down enemies within a 10m radius. 

- If an enemy is suffering a Fire proc afflicted by the user, recharge rate is increased by 50%. 

 

 

 

2. Hacking Pistol. 

 

A pistol built by Corpus pirates and black market dealers. Capable of dealing heaving damage to robotics and cause security systems to go haywire. 

- Weapon Type: Pistol.

- Damage: 68 Electricity.

- Reload: 1.5s

- Fire Rate: 2.60, Semi-Auto.

- Magazine Size: 17 

- Status Chance: 20%

- Critical Chance: 2.5%

- Critical Damage: 1.25x

- Silent, objects hacked will not alarm enemies of your presence.

- Robotic enemies shot while in stealth will be hacked and fight for you instead, and will not break stealth or alarm enemies of your presence. A cipher will be consumed if the enemy is hacked successfully. 

- 100% chance to proc Radiation on Robotics and +150% Damage to Robotics. Will cause electric chains similar to the Amprex, but only on Robotic enemies. 

- Security Cameras and Turrets shot with this pistol will fight for the user for 20 seconds (effected by Status Duration). 

- Shooting a Console (including a downed Bursa. Spy Vault consoles cannot be instantly hacked) will consume a Cipher from your gear to instantly hack (will hack both lockdowns and alarms in a single use)

- Shooting a Console will also cause a 10m damage burst around it, dealing 300% of the weapon's damage. 

- In Sorties, Nightmare missions (including Nightmare Law of Retribution) and for Spy Vault consoles, shooting a console will double the hacking time for the Corpus variant and remove 3 pins for the Grineer variant. 

- Secondary fire will share all effects of it's primary fire, however will deal no damage. 

 

3. Cephalon Adaptation Gun.

 

A unique weapon made out of millions of modular components, capable of imitating enemy firearms.

- Weapon Type: Rifle. 

- Damage: 5 Impact, 12.5 Slash, 12.5 Puncture. 

- Reload: 2.3s

- Fire Rate: 7.80, Automatic.

- Magazine Size: 50

- Status Chance: 50%

- Critical Chance: 5%

- Critical Damage: 2.0x

Holding the secondary fire of this weapon will cause it to imitate the projectile type, trigger type, fire rate and special ability of the most recently killed enemy for 20 seconds and shuffle it's Magazine, Status Chance and Crit Chance.

- Enemy killed must be fullly scanned. 

- Imitation duration is effected by Status Duration. 

- Holding the secondary fire while the imitation is active will revert the weapon to it's base version. 

- Status Chance, Critical Chance and Magazine Size will always swap in the following order: Magazine Size> Status Chance> Critical Chance> Magazine Size. This swap be reverted when the buff ends, however it will follow its order of rotation when the buff is triggered again.

- A buff indicator will show which of the 3 stats received the 5% value.

- Extended explanation of stat swapping mechanic:

 

At base, the stats are:

- Magazine Size: 50

- Status Chance: 50%

- Critical Chance: 5%

The buff indicator will show a 5% on the Critical Chance. 

If you swap once, the stats will be:

- Magazine Size: 5

- Status Chance: 50%

- Critical Chance: 50%

The buff indicator will show 5 on the Magazine Size.

And if you swap once more:

- Magazine Size: 50

- Status Chance: 5%

- Critical Chance: 50%

The buff indicator will be at 5% status, and then the cycle repeats on the next switch. 

- If the Magazine Size receives the 5% value, the Magazine Size is lowered to 5 and the trigger type will always be Semi-Auto, regardless of the weapon imitated. 

- Ammo lost during the conversion of 50 Magazine Size to 5 will be refunded in the reserve ammo pool.

- Special abilities such as gas clouds, sapping mines, mines, hooks, ancient healer aura, shield charger and napalm will be copied and can be used using the secondary fire.

- Special abilities which are aura-like such as shield chargers and ancient healer auras will be toggled by secondary fire.

- If the enemy killed has no weapon, only it's special ability will be copied.

- If the enemy has neither an ability nor a weapon, the imitation buff cannot be triggered. 

 

4. Burst Beam

 

A prototype to the Fomorian Laser, this smaller iteration of design is capable of dealing massive damage, however retains a very crude version of its energy core which may prove harmful to its user. Please use with caution. 

- Weapon Type: Beam, Sniper.

- Damage: 100 Radiation.  

- Reload: 3.0s

- Fire Rate: 0.5, Toggle Trigger. 

- Magazine Size: 20

- Status Chance: 15%

- Critical Chance: 5%

- Critical Damage: 2.5x

- Range: 50m

- Once this weapon is fired, it will continuously output a high energy beam.

- Toggling off this weapon will cause 100 Fire damage and a 50% chance of causing Fire status to its user.

- Cannot be reloaded while firing.

- While this weapon is firing, it's chamber heats up, giving a 30% increase in damage for every second it is active.

- Its secondary fire will fire a high energy explosive, dealing 200% of the weapon's damage+heat up damage, however will deplete all heat it has stored and consume 2 ammo.

- If this weapon reaches 0 ammo, you can use the secondary fire to launch a explosive which does 500% of the weapon's damage+heat up damage. 

- This weapon must be reloaded manually if the final explosive is not yet fired. 

- Bodies will always disintegrate when killed.

 

 

More to be added!

Edited by Agentawesome
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6 minutes ago, Agentawesome said:

I made a few idea for weapons in my thread here:

Here are some of my ideas:

 

  Hide contents

 

Since DE has been trying to make more weapons with unique properties, I've had a few ideas in mind to suggest.

 

1. Aerial Missile Launcher.

  Hide contents

Fires a single napalm missile, it's true power is only can only be realized in the skies. This weapon is has an oxium-base propulsion system to give momentary flight to it's user.

- Weapon Type: Rifle.

- Damage: 150 Fire. 

- Reload: 2.5s

- Fire Rate: 1.75, Semi-Auto.

- Magazine Size: 8

- Status Chance: 10%

- Critical Chance: 10%

- Critical Damage: 1.5x

- While airborne, the weapon gains 300% multishot and doubled base critical chance, critical damage status chance and reload speed.

Secondary fire toggle a propulsion system which will slow the descent of your Warframe.

- You are able to move forward, backwards and strafe left and right slightly while the propulsion is active.

- You must be at least 5 meters from the ground. Falling to under 5 meters will deactivate the system.

- Completely stops descent if you are using the Zephyr Warframe.

- This system will only last 12 seconds and can only recharge when deactivated.

- Every second of recharging will restore 1 second of flight time. 

- Maximum duration is effected by status duration, recharging rate is not effected. 

- You cannot swap weapons while the system is active.

- Pressing the melee attack button (Or Divebomb with Zephyr) will cause you to do a ground slam, knocking down enemies within a 10m radius. 

- If an enemy is suffering a Fire proc afflicted by the user, recharge rate is increased by 50%. 

 

 

 

2. Hacking Pistol. 

  Hide contents

A pistol built by Corpus pirates and black market dealers. Capable of dealing heaving damage to robotics and cause security systems to go haywire. 

- Weapon Type: Rifle.

- Damage: 68 Electricity.

- Reload: 1.5s

- Fire Rate: 2.60, Semi-Auto.

- Magazine Size: 17 

- Status Chance: 20%

- Critical Chance: 2.5%

- Critical Damage: 1.25x

- Silent, objects hacked will not alarm enemies of your presence.

- Robotic enemies shot while in stealth will be hacked and fight for you instead, and will not break stealth or alarm enemies of your presence. A cipher will be consumed if the enemy is hacked successfully. 

- 100% chance to proc Radiation on Robotics and +150% Damage to Robotics. Will cause electric chains similar to the Amprex, but only on Robotic enemies. 

- Security Cameras and Turrets shot with this pistol will fight for the user for 20 seconds (effected by Status Duration). 

- Shooting a Console (including a downed Bursa. Spy Vault consoles cannot be instantly hacked) will consume a Cipher from your gear to instantly hack (will hack both lockdowns and alarms in a single use)

- Shooting a Console will also cause a 10m damage burst around it, dealing 300% of the weapon's damage. 

- In Sorties, Nightmare missions (including Nightmare Law of Retribution) and for Spy Vault consoles, shooting a console will double the hacking time for the Corpus variant and remove 3 pins for the Grineer variant. 

- Secondary fire will share all effects of it's primary fire, however will deal no damage. 

 

3. Cephalon Adaptation Gun.

  Hide contents

FA unique weapon made out of millions of modular components, capable of imitating enemy firearms.

- Weapon Type: Rifle. 

- Damage: 5 Impact, 12.5 Slash, 12.5 Puncture. 

- Reload: 2.3s

- Fire Rate: 7.80, Automatic.

- Magazine Size: 50

- Status Chance: 50%

- Critical Chance: 5%

- Critical Damage: 2.0x

Holding the secondary fire of this weapon will cause it to imitate the projectile type, trigger type, fire rate and special ability of the most recently killed enemy for 20 seconds and shuffle it's Magazine, Status Chance and Crit Chance.

- Enemy killed must be fullly scanned. 

- Imitation duration is effected by Status Duration. 

- Holding the secondary fire while the imitation is active will revert the weapon to it's base version. 

- Status Chance, Critical Chance and Magazine Size will always swap in the following order: Magazine Size> Status Chance> Critical Chance> Magazine Size. This swap be reverted when the buff ends, however it will follow its order of rotation when the buff is triggered again.

- A buff indicator will show which of the 3 stats received the 5% value.

- Extended explanation of stat swapping mechanic:

  Reveal hidden contents

At base, the stats are:

- Magazine Size: 50

- Status Chance: 50%

- Critical Chance: 5%

The buff indicator will show a 5% on the Critical Chance. 

If you swap once, the stats will be:

- Magazine Size: 5

- Status Chance: 50%

- Critical Chance: 50%

The buff indicator will show 5 on the Magazine Size.

And if you swap once more:

- Magazine Size: 50

- Status Chance: 5%

- Critical Chance: 50%

The buff indicator will be at 5% status, and then the cycle repeats on the next switch. 

- If the Magazine Size receives the 5% value, the Magazine Size is lowered to 5 and the trigger type will always be Semi-Auto, regardless of the weapon imitated. 

- Ammo lost during the conversion of 50 Magazine Size to 5 will be refunded in the reserve ammo pool.

- Special abilities such as gas clouds, sapping mines, mines, hooks, ancient healer aura, shield charger and napalm will be copied and can be used using the secondary fire.

- Special abilities which are aura-like such as shield chargers and ancient healer auras will be toggled by secondary fire.

- If the enemy killed has no weapon, only it's special ability will be copied.

- If the enemy has neither an ability nor a weapon, the imitation buff cannot be triggered. 

 

4. Burst Beam

  Reveal hidden contents

A prototype to the Fomorian Laser, this smaller iteration of design is capable of dealing massive damage, however retains a very crude version of its energy core which may prove harmful to its user. Please use with caution. 

- Weapon Type: Beam, Sniper.

- Damage: 100 Radiation.  

- Reload: 3.0s

- Fire Rate: 0.5, Toggle Trigger. 

- Magazine Size: 20

- Status Chance: 15%

- Critical Chance: 5%

- Critical Damage: 2.5x

- Range: 50m

- Once this weapon is fired, it will continuously output a high energy beam.

- Toggling off this weapon will cause 100 Fire damage and a 50% chance of causing Fire status to its user.

- Cannot be reloaded while firing.

- While this weapon is firing, it's chamber heats up, giving a 30% increase in damage for every second it is active.

- Its secondary fire will fire a high energy explosive, dealing 200% of the weapon's damage+heat up damage, however will deplete all heat it has stored and consume 2 ammo.

- If this weapon reaches 0 ammo, you can use the secondary fire to launch a explosive which does 500% of the weapon's damage+heat up damage. 

- This weapon must be reloaded manually if the final explosive is not yet fired. 

- Bodies will always disintegrate when killed.

 

 

More to be added!

 

 

Nice job these are really cool

Edited by (XB1)thespacemeister
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45 minutes ago, Danjal777 said:

An ice shard launcher.  Fires frozen water at insane speeds, then shatters on the enemy dealing half damage to all enemies within 3m.  Unique reload feature: constanly creates ice crystals that levitate around the barrel.  Reload speed increases the rate that they are created.  

Damage 40 cold/30 puncture (on aoe 20 cold/ 15 slash)

Secondary fire launches all accumulated ice shards at once.

Ahj2tTG.jpg

Like that.

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Napek: Grineer fire based shotgun with secondary fire.

jGhxmew.jpg

This is a high damage status based shotgun that has the same damage the Sancti Tigris has, but in form of pure fire element.
The shotgun also has high status chance, reloads like the Strun series and can store up to 3 shells at the same time. The dissadvantage is that the shotgun has only close range, it has not falloff damage, it literally can't reach medium or long distances because the shot is literally a fire explosion in front of the upper barrel. Now, the low range is compensated with a better horizontal reach, letting you hit a lot of enemies in front of you because the hitbox is like a sphere instead of a cone.
The secondary fire allows the shotgun to create a slow traveling gas cloud that blinds enemies on it's way as long as they are in it's range, and has a synergy with the primary fire... When the fire touchs this gas, it explodes dealing 2.5 more damage and creating a knockdown effect in an area of 7 meters around it.

Sinozi: Infested LMG with secondary fire mode.

UCEfxq0.jpg

This a is a close range SMG which primary damage type is slash. Has a rate of fire of 850 RPM, extremelly high bullet dispersion, high reload speed and high damage falloff past  the 10 meters range. It has high status chance and a magazine with 30 bullets. The secondary fire mode allows the weapon to throw mini-grenades at any moment (these mini-grenades are generated by successfully hiting something with 10 bullets without missing and stored until the user wants to use them). Said Grenades don't explode at contact, but work a little bit like Saryn spores... I mean, they remain over the impact point for the next 9 seconds, and their function is to create a splash effect if the user shoots them. It means that if you shoot the blob, it spreads the same amount of damage it receives in an area of 10 meters around it, but in form of poison. (with status proc for each shoot). If the enemy is killed, the grenade takes control of the dead body, releasing two swarms of infested bugs that will chase the closest enemies to make them panic and inflict a viral proc. (the swarm lasts for 9 seconds, and chase for a new victim if the previus one is killed).

Trianx: Corpus crossbow with unique mechanic. 

I have not any concept art for this one lol :c

This is a crossbow (lol) that has a mechanic that allows the player to rotate between two magazines that containt different types of bolts. 

a)Electric charged bolts. This type of bolts are pure elemental bolts with extremelly high status chance and good damage. The magazine that containt this type of bolts contains 6 bolts. And while the crossbow is using this type of bolts the reload time is around 1.5 seconds, while it's rate of fire is about 700 RPM. This type of bolt is ideal for crowd control or debuff + damage in offensive missions.

b) Magnetic Bolts: This type of bolt works good to set up traps. It works this way. When you use this type of bolt on a surface or enemy, the bolt will remain in the contact point for the next 9 seconds slowing down enemies by 60% and attracting them (like magnetize) in an are of 10 meters around it. It deals medium damage over time, and only 3 of them can be deployed at the same time (it's effect doesn't stack with other magnetic bolts). But, Magnetic bolts have a synergy with Electric charged bolts... If you proc any enemy inside the magnetic zone of the bolt, it will unstabilize the magnetic zone, making it release a light pulse that will blind enemies in an area of 15 meters for the next 6 seconds. (Enemies blinded once, will adapt to this blinding effect making it last 50% of the original effect, and in the third use, they won't be blinded anymore).

A brief explanation of how the crossbow will work: Imagine the stradavar or the Zarr. But, instead of letting you change the fire mode instantly by pressing the secondary fire button, the warframe will have to enter to a reload animation to replace the magazine with the bolts he wants to use. So, to use this weapon, you'll require to be more tactical to use the weapon to it's 100%.

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35 minutes ago, (PS4)BrutalReaper32 said:

Napek: Grineer fire based shotgun with secondary fire.

jGhxmew.jpg

This is a high damage status based shotgun that has the same damage the Sancti Tigris has, but in form of pure fire element.
The shotgun also has high status chance, reloads like the Strun series and can store up to 3 shells at the same time. The dissadvantage is that the shotgun has only close range, it has not falloff damage, it literally can't reach medium or long distances because the shot is literally a fire explosion in front of the upper barrel. Now, the low range is compensated with a better horizontal reach, letting you hit a lot of enemies in front of you because the hitbox is like a sphere instead of a cone.
The secondary fire allows the shotgun to create a slow traveling gas cloud that blinds enemies on it's way as long as they are in it's range, and has a synergy with the primary fire... When the fire touchs this gas, it explodes dealing 2.5 more damage and creating a knockdown effect in an area of 7 meters around it.

Sinozi: Infested LMG with secondary fire mode.

UCEfxq0.jpg

This a is a close range SMG which primary damage type is slash. Has a rate of fire of 850 RPM, extremelly high bullet dispersion, high reload speed and high damage falloff past  the 10 meters range. It has high status chance and a magazine with 30 bullets. The secondary fire mode allows the weapon to throw mini-grenades at any moment (these mini-grenades are generated by successfully hiting something with 10 bullets without missing and stored until the user wants to use them). Said Grenades don't explode at contact, but work a little bit like Saryn spores... I mean, they remain over the impact point for the next 9 seconds, and their function is to create a splash effect if the user shoots them. It means that if you shoot the blob, it spreads the same amount of damage it receives in an area of 10 meters around it, but in form of poison. (with status proc for each shoot). If the enemy is killed, the grenade takes control of the dead body, releasing two swarms of infested bugs that will chase the closest enemies to make them panic and inflict a viral proc. (the swarm lasts for 9 seconds, and chase for a new victim if the previus one is killed).

Trianx: Corpus crossbow with unique mechanic. 

I have not any concept art for this one lol :c

This is a crossbow (lol) that has a mechanic that allows the player to rotate between two magazines that containt different types of bolts. 

a)Electric charged bolts. This type of bolts are pure elemental bolts with extremelly high status chance and good damage. The magazine that containt this type of bolts contains 6 bolts. And while the crossbow is using this type of bolts the reload time is around 1.5 seconds, while it's rate of fire is about 700 RPM. This type of bolt is ideal for crowd control or debuff + damage in offensive missions.

b) Magnetic Bolts: This type of bolt works good to set up traps. It works this way. When you use this type of bolt on a surface or enemy, the bolt will remain in the contact point for the next 9 seconds slowing down enemies by 60% and attracting them (like magnetize) in an are of 10 meters around it. It deals medium damage over time, and only 3 of them can be deployed at the same time (it's effect doesn't stack with other magnetic bolts). But, Magnetic bolts have a synergy with Electric charged bolts... If you proc any enemy inside the magnetic zone of the bolt, it will unstabilize the magnetic zone, making it release a light pulse that will blind enemies in an area of 15 meters for the next 6 seconds. (Enemies blinded once, will adapt to this blinding effect making it last 50% of the original effect, and in the third use, they won't be blinded anymore).

A brief explanation of how the crossbow will work: Imagine the stradavar or the Zarr. But, instead of letting you change the fire mode instantly by pressing the secondary fire button, the warframe will have to enter to a reload animation to replace the magazine with the bolts he wants to use. So, to use this weapon, you'll require to be more tactical to use the weapon to it's 100%.

I love the art!  That organic SMG is awesome.  I have a other gun brewing as well.  Stay tuned!  Good thread OP!

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19 minutes ago, Danjal777 said:

I love the art!  That organic SMG is awesome.  I have a other gun brewing as well.  Stay tuned!  Good thread OP!

Thanks a lot :D
I based the design on the Torid and a bit on the embolist with a personal touch. 
Besides the appearance, what do you think about it's mechanics? O:

Edited by (PS4)BrutalReaper32
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IoOmlAC.jpg

Behold the Khank.  A Grineer comet cannon that fires a pure detonite frozen projectile.  The dense sphere of frozen flaming death burns and freezes anything in its path.  It fires with such force that the recoil inflicts an impact proc on the firer.  Enemies unfortunate enough to get hit with itare dragged with the round if directly hit, or ragdolled on a glance.  The round shatters are at its destination and creates a flaming blob of ice that causes a fire and cold proc to enemies that walk into it.  This field persists for ten seconds.  The damage would so something like 300 heat/300 cold/ 400 impact.  If either elemental stat is changed to blast, both elemental damage types change to blast.  It will always proc heat and cold regardless of damage types...it shoots freaking comets!

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12 hours ago, Danjal777 said:

IoOmlAC.jpg

Behold the Khank.  A Grineer comet cannon that fires a pure detonite frozen projectile.  The dense sphere of frozen flaming death burns and freezes anything in its path.  It fires with such force that the recoil inflicts an impact proc on the firer.  Enemies unfortunate enough to get hit with itare dragged with the round if directly hit, or ragdolled on a glance.  The round shatters are at its destination and creates a flaming blob of ice that causes a fire and cold proc to enemies that walk into it.  This field persists for ten seconds.  The damage would so something like 300 heat/300 cold/ 400 impact.  If either elemental stat is changed to blast, both elemental damage types change to blast.  It will always proc heat and cold regardless of damage types...it shoots freaking comets!

its a shame you don't work for DE this would make a rather nice weapon if it was effective. 

but really i think we need more tenno weapons rather than grineer (especially seeing as TWW got released recently)

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