F0XTRAUT's Weapon User Ideas

F0XTRAUT
Currently 48 Weapon Ideas to check out!

Skyscraper X10
Level 12 Stats:

Hardpoint: Heavy

Damage Per Shot: 2760

Acceleration: x1.5

Unload Time: 10 seconds

Level/league requirement: level 23

Weapon type: Kinetic

Reload: 10

Clip size: 36 Bullets

Clip size Damage: 99360

Smart Reload: False

Lock-on Range: 600m

Requires lock-on: False

Effective range: 600m or less

Description: High-Powered Single-Shot Autocannon capable of punching holes through robots. High damage with high accuracy at long range, but does poorly against tough shields.

Price: 5000 Gold

Charge Magnum
Hardpoint: Light

Damage Per Shot: 1050 Damage When Fully Charged: 6100

Level/league requirement: level 20

Weapon type: Energy

Reload: 0

Clip size: 5

Smart Reload: True

Lock-on Range: 1100m

Requires lock-on: False

Effective range: 350m

Description: Small and Powerful alternate version of the Magnum, charges for 5 seconds accumulating additional damage then firing it all in one burst.

Price: 10000 Components

Scar
Hardpoint type: Medium

Weapon type: Missiles

Damage: 1980 per Missile

Level/league requirement: 16

Reload: 10 Seconds

Clip size: 25 Missiles

Smart Reload: True

Lock-on Range: 600m

Requires lock-on: 600m

Effective range: 600m or Less

Description: An extensively powerful version of the Hydra. Locks onto one target and fires a volley of missiles following a straight path to the target, because of its lackluster tracking system, it fails to doge many of the obstacles. It is mostly used to make short work or enemies

Price: 10000 Components

Carnage
Hardpoint type: Heavy

Weapon type: Kinetic

Damage: 9350 per shot e

Level/league requirement: 15

Reload: 11 Seconds

Clip size: 7 Incendiary Rounds

Smart Reload: True

Lock-on Range: 500m

Requires lock-on: NO

Effective range: 400m or Less

Description: An extensively powerful version of the Thunder. Fires Shots that deal high damage and burns target (DoT), also has slightly increased accuracy. It is mostly used to make short work of enemies. Made in courtesy of Carnage.

Price: 10000 Components

Surtr
Hardpoint: Heavy

Type: Energy

Blast Damage: 12,500

Damage over Time: 35 per second

DoT Duration: 5 Seconds

Area of Effect: 50 Meters

Rate of Fire: 2 per second

Accuracy Rating: 90%

Range: 500m

Clip size: 10 Fire Balls

Reload: 10 Seconds

Smart Reload: False

Requires lock-on: False

Effective range: 500m

Additional description: It looks like this: Fires 2 Fire Balls in quick succession at its target, dealing large amounts of damage in a moderate area of effect. Applies a small amount of DoT in the blast.

Level/league requirement: Level 20

Price: 10,000 Components.


 * Damage per 1 shot.
 * Weapon fires 2 Shots, which would double the amount of damage dealt.
 * Despite its large blast radius, it does not penetrate Physical Shields.
 * This weapon's projectiles can arc over small obstacles.

Heavy Flux-Beam
Hardpoint: Heavy

Type: Special

Damage: 36,000 over 6 seconds

Level/league requirement: level 25, must be in Diamond League III or higher

Reload: 21 Seconds

Clip size: 6 Energy Cells

Smart Reload: True

Lock-on Range: 800m

Requires lock-on: True

Effective range: 800m

Description: SuperHeavy Laser Beam that was derived from a very large spaceship, has been optimized for use on a heavy hardpoint. Fires a Red Fusion Beam over 6 seconds, shows an aiming beam before firing - aiming beam is not visible to other players. Because the Flux Beam is ridiculously powerful, it slows the target by 30% per beam. Effect does stack.

Price: 12,000 WP 6,000,000 Ag 3,000 AU

Death Bane
Hardpoint type: Heavy

Weapon type: Energy

Damage: 358 (400m)

Level/league requirement: 18

Reload: 5 Seconds

Clip size: 100 Charges

Smart Reload: False

Lock-on Range: 600m

Requires lock-on: 600m

Effective range: 400m or Less

Description: A Heavy Scourge dealing twice the damage of the Medium Scourge, has 4 prongs and a Reddish Colour. the Energy Ark could be either be Red or Blue. Damage increases as target closes distance.

Price: 10000 Components

Renegade
Weapon type: Splash

HardPoint Type: Medium

Damage 2700

Level/league requirement: level 7

Reload: 18 seconds

Clip size: 6 Rockets

Smart Reload: True

Lock-on Range: 500m

Requires lock-on: False

Effective range: 500m

Description: Upgraded Version of the Tulumbas, deals higher damage with a smaller capacity and medium range. Looks similar to the Hydra but just make the launch tubes square and has a light blue tint - a hybrid design of the Hydra and the Tulumbas

Price: 2500 Gold

Typhoon
Hardpoint: Heavy

Type: Homing

Damage per Missile: 3500

Range: 600m

Unload Time: 7 Seconds

Clip size: 36 Homing Missiles

Reload: 10 Seconds

Smart Reload: False

Requires lock-on: True

Effective range: 600m

Additional description: Its a Super Hydra, it has 6x the capacity & deals a little more damage at lvl 12 mk2. Also has a shorter reload. Fires 2 Missiles at once

Level/league requirement: 20

Price: 10000 Components

Spearhead
Hardpoint: Heavy

Type: Missile

Damage: 5100

Range: 600m

Clip size: 2 Missiles

Reload: 10 Seconds

Smart Reload: False

Requires lock-on: False

Effective range: 600m

Additional description: An Upgraded Trident, has two grey barrels that fire 2 Missiles dealing about twice the damage of the Trident, has no revolver piece in overall design.

Level/league requirement: 20

Price: 10000 Components

Shimmer
Hardpoint: Heavy

Damage Type: Laser

Damage: 1130 per Charge

Range: 500m

Clip size: 8 Charges

Reload: 5 Seconds

Smart Reload: False

Requires lock-on: True

Effective range: 500m

Additional description: Essentially a heavy version of the Shocktrain, has the same working mechanics as the Shocktrain but with higher damage and more charges. Has 4 Prongs instead of 3.

Level/league requirement:19

Price:10,000 Components

Coruscate
Hardpoint: Light

Damage Type: Laser

Damage: 490 per Charge

Range: 500m

Clip size: 7 Charges

Reload: 4 - 11 Seconds

Smart Reload: False

Requires lock-on: True

Effective range: 500m

Additional description: Essentially an light version of the Shocktrain, has the same working mechanics as the Shocktrain but deals less damage and has more charges. Has 2 Prongs instead of 3.

Level/league requirement:16

Price:10,000 Components

Apostle
Hardpoint: Medium

Damage Type: Explosive

Damage: 1900 per Charge

Range: 500m

Clip size: 10 Charges

Reload: 10 Seconds

Smart Reload: False

Requires lock-on: True

Effective range: 500m

Additional description:  Compact Grenade Launcher, immediately expends all of its ammo during firing, Grenades spread out in a 200m area around target, potentially damaging other targets nearby. Great for crowd control.

Level/league requirement:13

Price:10,000 Components

Serpent
Hardpoint: Heavy

Damage Type: Splash and Homing

Damage: 2200 per Charge

Range: 600m

Clip size: 10 Charges

Reload: 20 Seconds

Smart Reload: True

Requires lock-on: True

Effective range: 600m

Additional description:  Destructive Heavy Prototype, locks-on and Fires a volley of Heat seekers which would track the target until impact, dealing high splash damage. Most likely a fusion of the tulumbas and the Hydra

Level/league requirement:17

Price:10,000 Components

Nexus
Hardpoint: Light

Damage Type: Plasma

Damage: 3,130 per Shot

Range: 350m

Clip size: 6 Charges

Reload: 5 Seconds

Smart Reload: False

Requires lock-on: False

Effective range: 350m

Additional description: Essentially an light version of the Redeemer, has the same working mechanics as Redeemer but deals less damage and only fires one shot at a time.

Level/league requirement:17

Price:10,000 Components

Wraith
Base level: Level 1 Base HP: 150,000 Speed: 40 km/h

Hardpoints: 3 Light, 1 Heavy Ability: Stealth
 * Description of ability: Temporarily becomes untraceable by enemy weapons for a set duration of 10 seconds and a cooldown of 15 seconds

Extra: Has and Energy Shield with an HP of 50,000 and regeneration of 1,200 per second. Additional description: Its looks like a heavy robot with 4 legs, the body of a leo.

Price: 10,000 Components

Solaris
Hardpoint: Heavy Type: Plasma

Damage: 2150 per Charge

Range: 600m

Clip size: 10 Charges

Reload: 10 Seconds

Smart Reload: True

Requires lock-on: False

Effective range: 600m

Additional description: Powerful Plasma Cannon that has a close reference of the Dragoon and Redeemer, Fires three High-Powered Plasmoids that penetrate Energy Shields and decrease enemy plasma resistance by -15%. Level/league requirement: 20

Price:10,000 Components

ColdFire
Hardpoint: Light

Type: Special

Damage: 120 per litre

Range: 350m

Clip size: 100 Litres

Reload: 5 Seconds

Smart Reload: False

Requires lock-on: False

Effective range: 350m

Additional description: A modified light version of the fearsome Ember, projects frozen flames (lack of a better words) at its target slowing it down by 10% for however long the target is engulfed in fire, effect does not stack. Looks similar to the ember but its colour scheme is navel blue and the flames are ice blue.

Level/league requirement: 19

Price: 10000 Components

Disruptor
Hardpoint: Medium

Type: Energy

Damage: 1020 per Laser

Range: 500m

Clip size: 100 Laser Cells

Reload: 5 Seconds

Smart Reload: True

Requires lock-on: True

Effective range: 350m

Additional description: The phase disruptor fires thinned out lasers, dealing excellent burst damage. Unupgraded, the Disruptor can only fire a single laser at a time but as it is upgraded it is able to fire more lasers at once, Maximum lasers fired at max level is 6. Particularly useful against multiple targets thanks to its advanced multi-target capturing system.

Level/league requirement: 18

Price: 10000 Components

Litch
Hardpoint: Light

Type: Energy

Damage: 1500 per Cell

Range: 350mm

Clip size: 100 Siphoning Cells

Reload: 5 Seconds

Smart Reload: True

Requires lock-on: True

Effective range: 350m

Additional description: The Litch, also called "The Vampire" can quickly deal damage and restore some of your health at short range. The Damage dealt equals to how much health you regain, a perfect weapon for anyone who wishes to survive their encounters.

Level/league requirement: 15

Price: 10000 Components

Zarya
Hardpoint: Medium

Type: Energy and Homing

Damage: 1050 per Meson

Range: 500m

Clip size: 100 Mesons

Reload: 5 Seconds

Smart Reload: False

Requires lock-on: True

Effective range: 500m

Additional description: Small and Brisk weapon. fires a series of homing mesons that seek out your current target through the smartest of ways at a slow pace, dealing high damage while making your enemy quiver in their pants.

Level/league requirement: 19

Price: 10000 Components

Helix
Hardpoint: Light

Type: Energy

Damage: 150 per Projectile

Range: 350m

Clip size: 100 Plasmoids

Reload: 10 Seconds

Smart Reload: True

Requires lock-on: False

Effective range: 300m or less

Additional description: Small and powerful energy autogun, The helix continuously fires Plasma bolts at an impressive fire rate. The plasmoids follow a helix pattern to the target dealing high damage at short range. Your target should be severely damaged if they got any closer.

Level/league requirement: 16

Price: 10000 Components

Garuda
Hardpoints: 2 Medium and 2 Light Base level: Level 1 Base HP: 90,000 Speed: 45 km/h

Ability: Psionic Screech
 * Description of ability: Emits a powerful electromagnetic pulse that disables enemy weapons in a 200m radius that lasts for 5 seconds, with a 15 second recharge time.

Extra: Receives less damage from enemy weapons as the robot losses HP. Additional description: looks like a Velociraptor made of metal, there would be a medium weapon and a light weapon on its two arms.

Price: 10,000 Components

Vorpal Lance
Hardpoint:Medium

Type:Special

Damage: 6.5k

Range: 600m

Clip size: 5 Charges

Reload: 10 Seconds

Smart Reload: False

Requires lock-on: False

Effective range: 350m

Additional description: Looks almost like the Ballista but merged with Shocktrain. Fires a piercing Heat Ray that bypasses shielding and most robots while dealing moderate damage, cannot penetrate walls (excluding small barriers).

Level/league requirement: 21

Price: 10000 Components

Quantum
Hardpoint: Heavy

Type: Energy

Damage: 300 per Particle

Range: 600m

Clip size: 200 Particles

Reload: 10 Seconds

Smart Reload: False

Requires lock-on: True

Effective range: 600m

Additional description: The Quantum Stream, This weapon fires a particle beam that automatically searches for your current target dealing constant damage until it is out of particles, it does not have clever tracking however. The beam would just move in the direction of the target without taking any turns or curves around obstacles. Particularly useful on flat terrain against slow robots.

Level/league requirement: 21

Price: 10000 Components

Zatha
Hardpoint: Heavy

Type: Energy and Homing

Damage: 1970 per Zatha Kamikaze Probe

Range: 500m

Clip size: 15 Zatha Probes

Reload: 10 Seconds

Smart Reload: True

Requires lock-on: True

Effective range: 500mm

Additional description: Zatha Kamikaze Probes require no aiming. Just stay at a good distance from your target and fire away. Zatha Probes track and follow your current target at a moderate pace dealing moderate damage and dodging some obstacles. This weapon can make anyone start running for cover. Useful against most targets that don't have a physical shields.

Level/league requirement: 20

Price: 10000 Components

Quaizar
Hardpoint: Heavy

Type: Energy

Damage: 15,000

Range: 600m

Clip size: 3 Compacted Quarks

Reload: 10 Seconds

Smart Reload: True

Requires lock-on: False

Effective range: 600m

Additional description: Powerful Prototype Cannon used for heavy bombardment, fires large condensed Quarks and Antiquarks at the target dealing devastating damage at medium range. Reload while firing mechanic.

Level/league requirement: 20

Price: 10000 Components

Requiem
Hardpoint: Light

Type: Energy

Damage: 550 per

Range: 500m

Clip size: 100 Charged Electrons

Reload: 5 Seconds

Smart Reload: False

Requires lock-on: True

Effective range: 350m

Additional description: Destructive weapon of Mass Destruction, fires a burst of Negatively charged Electrons that deal decent damage. If Negatively Charged Electrons come into contact with an energy shield, it will reduce the capacity and recharge rate by 1% for every hit. Great against Energy Shields.

Level/league requirement: 18

Price: 10000 Components

Torrent
Hardpoint: Heavy

Type: Kinetic

Damage: 1500 per Missile

Range: 600m

Clip size: 36 Missiles

Reload: 15 Seconds

Smart Reload: False

Requires lock-on: True

Effective range: 500m

Additional description: A more Heavily Upgraded version of the Chimera, locks onto 6 Targets within range and expends all of its Missiles that would equally distribute themselves among 6 targets, dealing high damage. Useful against multiple targets.

Level/league requirement: 15

Price: 10000 Components
 * Can Hit Multiple Targets
 * Automatically Locks onto more that one target at a time
 * Very High Damage towards one locked on target if there is only one target withing the green targeting bracket
 * Very Low Damage towards multiple locked on targets in green targeting bracket. (Think of it like Shocktrain)
 * High Reload Time
 * Medium Range

Flameward
Hardpoint: Heavy

Type: Special

Damage: 1500 per 30 Litres

Area of Effect: 50 Meters Range: 500m

Clip size: 600 Fuel Cells

Reload: 8 Seconds

Smart Reload: True

Requires lock-on: False

Effective range: 500m

Additional description: A different version of the Ember, firing a prolonged, beam of intense flames over long distances in return for low damage output.

Level/league requirement: 16

Price: 10000 Components

Arclight
Level 1 Statistics.

Hardpoint: Heavy

Damage Type: Energy

Damage per shot: 1160

Volley Cycle Damage: 13,920

Cycle Damage: 69,600

Capacity: 60

Burst: 12 Energy Projectiles per second Firing Mode: Automatic/Volley

Range: 500m

Effective Range: 350m or less

Reload: 12 seconds

Smart Reload: False

Require Lock-On: False

Accuracy: 90% at 350m and higher, 100% at 349m or less.

League/Level Required: Level 22, No League Required

Cost: 10,000 Components Description: Small compact energy blaster. Fires a volley of blue energy bolts dealing moderate damage then has to vent out excessive heat that has been built up during firing sequence, for 2 seconds. Reloads for 12 seconds and has a maximum range of 500m. Its model closely resembles a combination of Vortex (Barrels), Taran (Firing Pieces) and Tempest (Body).

EarthQuake
Hardpoint: Heavy

Type: Kinetic

Damage: 3600

Rate of Fire: 1 per 0.5 seconds

Area of Effect: 50 Meters Range: 500m

Clip size:10 Quake Shells

Reload: 10 Seconds

Smart Reload: True

Requires lock-on: False

Effective range: 500m

Additional description: Powerful and Destructive Automated Cannon, fires Quake Shells that effectively knocks back your target 14 Meters. Very Powerful against stopping beacon Cappers. Knock Back does not apply if blocked by energy shield.

Level/league requirement: 15

Price: 10000 Components
 * Effective against Fast Beacon Cappers
 * Deals Moderate Damage
 * Every Shot Knocks Back Target
 * Small Ammunition Capacity
 * Moderate Reload
 * Moderate Range
 * Weak against Energy Shields and Physical Shields
 * Deals Double damage to Physical Shield

AfterShock
Hardpoint: Medium

Type: Kinetic

Damage: 2,400

Rate of Fire: 1 per 0.5 seconds

Area of Effect: 50 Meters Range: 500m

Clip size:10 Quake Shells

Reload: 10 Seconds

Smart Reload: True

Requires lock-on: False

Effective range: 500m

Additional description: Powerful and Destructive Automated Cannon, fires Quake Shells that effectively knocks back your target 12 Meters. Very Powerful against beacon Cappers. Knock Back does not apply when blocked by Energy Shield.

Level/league requirement: 15

Price: 10000 Components

Tremor
Hardpoint: Light

Type: Kinetic

Damage: 1200

Rate of Fire: 1 per 0.5 seconds

Area of Effect: 50 Meters Range: 500m

Clip size:10 Thumper Rounds

Reload: 10 Seconds

Smart Reload: True

Requires lock-on: False

Effective range: 500mm

Additional description: Powerful and Destructive Automated Cannon, fires Thumper Shells that effectively knocks back your target 10 Meters. Very Powerful against stopping beacon Cappers. Knock Back does not apply if blocked by energy shield.

Level/league requirement: 15

Price: 10000 Components
 * Effective against Fast Beacon Cappers
 * Deals Moderate Damage
 * Every Shot Knocks Back Target
 * Small Ammunition Capacity
 * Moderate Reload
 * Moderate Range
 * Weak against Energy Shields and Physical Shields
 * Deals Double damage to Physical Shield