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aptrailer:
(pistol, does 40hp dmg per beam hit, drains 25 energy)
Fires out two energy beams which swirl to the range of an arbeamer (the width that the shots spread) and then combine, forming a beam that does 80 dmg on hit (forms 3 seconds after shot). The swirling beams can clip teammates and damage them, but only for 15 damage. Same applies for enemies. Has a reload rate of 2 seconds. Cannot be fired with energy below 25.
kinpierce:
(rifle, does 15hp per second that the beam hits the energy, drains 10 energy per second that the beam is maintained)
When fired, takes a second to charge, then a beam is shot from it, travelling quite fast. Every second you hold the fire button down, the beam continues and drains 10 energy. Sprays when used when moving.
Cant be used for more than 7 seconds, needs a 3 second cooldown rate afterwards.
kinripper:
(pistol, does 15hp per beam, drains 20 energy)
Fires a chain beam for 3 seconds. It curves as you move, and uses 1 plasma. Could be devastating if used when turning rapidly. Plasma sabers cannot deflect this attack.
kinarch:
(fire support, does 50 hp per beam, drains 0 energy but uses ammo)
Uses a new kinetic shell ammo per shot. Fires a shot into the air which splits into 9 and falls down at random places. Has a 4 second reload.
kinetic saber:
(melee, does 75hp, drains 50 energy)
Requires 50 energy to charge up. Charge lasts 2 minutes. Swung twice as fast as a plasma saber, can use a pierce attack (s+ upkey) to slice through multiple enemies. Uses two slots. Is able to parry shots (d+ upkey), doesnt reflect shots. After 30 parried shots, loses charge for 3 seconds. Takes 4 seconds to cool after charge expires.
gatling chaingun:
(rifle, does 5hp, drains 10 energy to wield)
Uses ammo caliber ammo, the rifle .45 one i think. Fires twice as fast as a normal chaingun, a bit more accurate and faster. After 10 seconds of shooting, uses a cooldown period of 5 seconds. Reloads in that time.
cross hydrorifle:
(rifle,melee, does 30 hp, drains 70 energy to wield, 10 to fire)
Fires 10 shots with 10 energy, can be used like a combatknife. Shots chain off enemy, can chain on a teammate too. Takes 3 seconds to reload after each shot, does not use energy to reload. When using melee, does 35 damage and chains 1 other person.
Hope you like em!
--NEW ADDITIONS--
cross kinetic hydrorifle:
(rifle, melee, does 5 hp, drains 10 energy to wield, 0 to fire)
Fires an unlimited ensemble of shots which split randomly and chase a enemy for 10 seconds then explode, doing 5hp + 3hp base and 4hp splash damage. When an enemy is hit with the melee side of it, they are plagued with a bolt that does 5hp damage every 5 seconds for 30 seconds and slows them down. As soon as they fire 10 shots the effect goes away.
thermal hydrorifle:
(rifle, does 50hp, drains 50 energy to wield, stunts energy by 50 (means cannot go over 50) while the rifle is wielded, takes 20 energy to charge 5 shots, has a 8 second cooldown after 2 shots)
Fires a focused flameball which spreads outwards and grows bigger. Does damage to teammates. Can travel all the way through the map, as long as it doesnt hit more than 10 people or clip an obstacle. Requires a new ammo - hydrothermal shell (x2 -100 money)
thermal saber:
(melee, does 90hp, drains 90 energy to wield, stunts energy by 90.)
Like the kinetic/plasma saber. Has same moves as kinetic, with a few others and a longer reach. You can shoot flames from the end of the saber, requires 3 second concentration, and uses 10 energy. Saber will automatically aim at the nearest enemy. Dash, uses 10 energy, allows you to swipe automatically for 3 seconds while moving. Deflects all bullets but irpulsar, enhanced pulsar, and the kinetic energy build weapons. kinarch will automatically disarm the saber from you if you are hit. counterattack, trade a hit for a hit. Does same damage as shot/swipe that was going to damage you would. Can counter combos.
Requires 3 ranks above solider to wield.
impact hydrorifle:
(rifle, does 1hp damage till charged fully, then does +10hp damage for every 2-4 tiles it crosses. Max of 50 dmg, requires 1 impaction clip to wield, you can then wield it 10 times after till you need a new clip. Has 1000 ammo, refreshed each time you unwield-wield.)
Does incredible damage at long range. Passes through objects, and immediently destroys hover bikes, mechs.
Non flaming CC please.. |