Edit 2/4/18: added some sounds; might not be final ones
Spoiler: Show More
Weapon: https://i.imgur.com/6j5QOq5.png
Weapon w/o magazine: https://i.imgur.com/cbWqQLZ.png
Magazine: https://i.imgur.com/Mpg656O.png
Projectile/tracer: https://i.imgur.com/IlROUuk.png
Sound: https://vocaroo.com/i/s0fFKfMMOsvB
Name: Amethyst
Type: Automatic
Slot: 2
RPM: 600
Accuracy: 15-20 degree spread
Magazine: 32
Range: Mid-long range
Damage: 15-20 per shot; range dependent
Special: Enemies killed by this weapon dissipate. Leaves no corpse to revive.
The purpose of this weapon is to limit enemy numbers in cooperative by reducing the number of enemies able to be revived. By killing enemies with this gun, you essentially take them out of the game entirely until the next round or until they respawn.
In SP maps, it helps with lag because there's less bodies on screen due to the weapon effect and how rendering works.
Weapon w/o magazine: https://i.imgur.com/cbWqQLZ.png
Magazine: https://i.imgur.com/Mpg656O.png
Projectile/tracer: https://i.imgur.com/IlROUuk.png
Sound: https://vocaroo.com/i/s0fFKfMMOsvB
Name: Amethyst
Type: Automatic
Slot: 2
RPM: 600
Accuracy: 15-20 degree spread
Magazine: 32
Range: Mid-long range
Damage: 15-20 per shot; range dependent
Special: Enemies killed by this weapon dissipate. Leaves no corpse to revive.
The purpose of this weapon is to limit enemy numbers in cooperative by reducing the number of enemies able to be revived. By killing enemies with this gun, you essentially take them out of the game entirely until the next round or until they respawn.
In SP maps, it helps with lag because there's less bodies on screen due to the weapon effect and how rendering works.
Spoiler: Show More
Weapon: https://i.imgur.com/V2zNvWf.png
Weapon w/o magazine: https://i.imgur.com/JKE6EGb.png
Magazine: https://i.imgur.com/oEIxR5x.png
Projectile/tracer: https://i.imgur.com/IlROUuk.png
Sound: https://vocaroo.com/i/s0fFKfMMOsvB
Name: Orchid
Type: Automatic
Slot: 1
RPM: 450
Accuracy: 30 degree spread
Magazine: 20
Range: Close range
Damage: 20-25; range dependent
Special: Projectiles can penetrate up to 3 enemies without damage falloff.
The weapon is slow but it packs a good punch. The accuracy spread makes the gun unsuitable for mid-range and beyond, which makes the gun good for only CQC. To keep it from being outclassed from other pistols and slot 1 weapons, projectiles overpenetrate through enemies without damage falloff. It makes up for DPS by dealing the same damage to up to 3 targets. A normal weapon requires time to kill 3 enemies individually while this gun can take out three in the same time it takes for a regular weapon to kill one.
Faster RPM weapons will automatically outclass and counter this weapon because of the DPS potential those weapon archetypes have in comparison with slower weapons.
Weapon w/o magazine: https://i.imgur.com/JKE6EGb.png
Magazine: https://i.imgur.com/oEIxR5x.png
Projectile/tracer: https://i.imgur.com/IlROUuk.png
Sound: https://vocaroo.com/i/s0fFKfMMOsvB
Name: Orchid
Type: Automatic
Slot: 1
RPM: 450
Accuracy: 30 degree spread
Magazine: 20
Range: Close range
Damage: 20-25; range dependent
Special: Projectiles can penetrate up to 3 enemies without damage falloff.
The weapon is slow but it packs a good punch. The accuracy spread makes the gun unsuitable for mid-range and beyond, which makes the gun good for only CQC. To keep it from being outclassed from other pistols and slot 1 weapons, projectiles overpenetrate through enemies without damage falloff. It makes up for DPS by dealing the same damage to up to 3 targets. A normal weapon requires time to kill 3 enemies individually while this gun can take out three in the same time it takes for a regular weapon to kill one.
Faster RPM weapons will automatically outclass and counter this weapon because of the DPS potential those weapon archetypes have in comparison with slower weapons.
Spoiler: Show More
Weapon: https://i.imgur.com/fpMgSHw.png
Weapon w/o magazine: https://i.imgur.com/g9Bq1Gm.png
Magazine: https://i.imgur.com/4PMiPKX.png
Projectile/tracer: https://i.imgur.com/Mhs3Niq.png
Sound: https://vocaroo.com/i/s0KCSNeob8FI
Name: XA-3 Redline
Type: Automatic
Slot: 2
RPM: 450
Accuracy: 15 degree spread
Magazine: 30
Range: Mid-long range
Damage: 22-26; range dependent
Special: Headshots return 20 HP back to the wielder and 5 bullets to the magazine.
The XA-3 is designed to reward skill, particularly accuracy. If the wielder manages to skillfully land a headshot while under attack, then he/she gets 20 HP back. In approved maps, that's only 15.4% (130 HP), 13.33% (150 HP), and 10% (200 HP) of the player's HP. It allows for faster healing, especially when there's no defibrillator around. Offensively, it encourages a tanking strategy while also promoting skill to reinforce this strategy. Defensively, it provides survivability by giving a HP heal boost to make sure you don't die in exactly one shot if you get attacked immediately after getting the boost.
If an ammunition system comes around, the latter half of the perk rewards skill by returning bullets to the magazine so you have extra to shoot at the next enemy in the next gunfight. Obviously this isn't a substitute to reloading because in most cases, people will use more than 5 bullets to try to land headshots, eventually forcing an entire magazine reload. This is just a soft boost to help in subsequent firefights.
Weapon w/o magazine: https://i.imgur.com/g9Bq1Gm.png
Magazine: https://i.imgur.com/4PMiPKX.png
Projectile/tracer: https://i.imgur.com/Mhs3Niq.png
Sound: https://vocaroo.com/i/s0KCSNeob8FI
Name: XA-3 Redline
Type: Automatic
Slot: 2
RPM: 450
Accuracy: 15 degree spread
Magazine: 30
Range: Mid-long range
Damage: 22-26; range dependent
Special: Headshots return 20 HP back to the wielder and 5 bullets to the magazine.
The XA-3 is designed to reward skill, particularly accuracy. If the wielder manages to skillfully land a headshot while under attack, then he/she gets 20 HP back. In approved maps, that's only 15.4% (130 HP), 13.33% (150 HP), and 10% (200 HP) of the player's HP. It allows for faster healing, especially when there's no defibrillator around. Offensively, it encourages a tanking strategy while also promoting skill to reinforce this strategy. Defensively, it provides survivability by giving a HP heal boost to make sure you don't die in exactly one shot if you get attacked immediately after getting the boost.
If an ammunition system comes around, the latter half of the perk rewards skill by returning bullets to the magazine so you have extra to shoot at the next enemy in the next gunfight. Obviously this isn't a substitute to reloading because in most cases, people will use more than 5 bullets to try to land headshots, eventually forcing an entire magazine reload. This is just a soft boost to help in subsequent firefights.
Spoiler: Show More
Weapon: https://i.imgur.com/wuRfQ8V.png
Weapon w/o magazine: https://i.imgur.com/IbHBh5D.png
Magazine: https://i.imgur.com/RLcGfeQ.png
Projectile/tracer: https://i.imgur.com/uSn2GlQ.png
Sound: https://vocaroo.com/i/s07uD590nZyL
Name: Bodycounter
Type: Semi-automatic
Slot: 2
RPM: 200
Accuracy: 5 degree spread
Magazine: 20
Range: Mid-long range
Damage: 20-30 base; range dependent
Special: The weapon deals 25% more damage for every 15% of HP lost.
This DMR is meant for long range but for the risk takers that want to take it to closer ranges, the effect rewards tanking strategies by increasing damage output as the current HP decreases. In terms of approved maps, the weapon increases damage by 25% for every 19.5 HP lost (from 130 HP), 22.5 HP (from 150), and 30 (from 200).
If this weapon were theoretically able to do 20 damage on body shots for example in a 130 HP map, then the scaling would go like this: 0 HP loss => 20 damage, 19.5 HP loss => 25, 39 HP loss => 31.25, etc. The effect becomes more minimized as the current HP increases.
In a, for example, 200 and 250 HP map, the first 25% increase wouldn't trigger until 30 HP and 37.5 HP were lost respectively.
Refer to the following for scaling in approved maps and HP values from 130 to 500. 20 is a placeholder damage value at the moment. I listed the following HP values: 130, 150, 175, 200, and 225 for "approved" HP values, then just 500 to show how it would do in a campaign level.
130
(0%) 0 HP => 20 (6.5 shots needed to kill)
(15%) 19.5 HP => 25 (5.2 shots)
(30%) 39 HP => 31.25 (4.16 shots)
(45%) 58.5 HP => 39.0625 (3.328 shots)
(60%) 78 HP => 48.828125 (2.6624 shots)
(75%) 97.5 HP => 61.03515625 (2.12992 shots)
(90%) 117 HP => 76.2939453125 (1.703936 shots)
(100%) 130 HP => 95.367431640625 (1.3631488 shots)
150
(0%) 0 HP => 20 (6.5 shots needed to kill)
(15%) 22.5 HP => 25 (5.2 shots)
(30%) 45 HP => 31.25 (4.16 shots)
(45%) 67.5 HP => 39.0625 (3.328 shots)
(60%) 90 HP => 48.828125 (2.6624 shots)
(75%) 112.5 HP => 61.03515625 (2.12992 shots)
(90%) 135 HP => 76.2939453125 (1.703936 shots)
(100%) 150 HP => 95.367431640625 (1.3631488 shots)
175
(0%) 0 HP => 20 (6.5 shots needed to kill)
(15%) 26.25 HP => 25 (5.2 shots)
(30%) 52.5 HP => 31.25 (4.16 shots)
(45%) 78.75 HP => 39.0625 (3.328 shots)
(60%) 105 HP => 48.828125 (2.6624 shots)
(75%) 131.25 HP => 61.03515625 (2.12992 shots)
(90%) 157.5 HP => 76.2939453125 (1.703936 shots)
(100%) 175 HP => 95.367431640625 (1.3631488 shots)
200
(0%) 0 HP => 20 (6.5 shots needed to kill)
(15%) 30 HP => 25 (5.2 shots)
(30%) 60 HP => 31.25 (4.16 shots)
(45%) 90 HP => 39.0625 (3.328 shots)
(60%) 120 HP => 48.828125 (2.6624 shots)
(75%) 150 HP => 61.03515625 (2.12992 shots)
(90%) 180 HP => 76.2939453125 (1.703936 shots)
(100%) 200 HP => 95.367431640625 (1.3631488 shots)
225
(0%) 0 HP => 20 (6.5 shots needed to kill)
(15%) 33.75 HP => 25 (5.2 shots)
(30%) 67.5 HP => 31.25 (4.16 shots)
(45%) 101.25 HP => 39.0625 (3.328 shots)
(60%) 135 HP => 48.828125 (2.6624 shots)
(75%) 168.75 HP => 61.03515625 (2.12992 shots)
(90%) 202.5 HP => 76.2939453125 (1.703936 shots)
(100%) 225 HP => 95.367431640625 (1.3631488 shots)
500
(0%) 0 HP => 20 (6.5 shots needed to kill)
(15%) 75 HP => 25 (5.2 shots)
(30%) 150 HP => 31.25 (4.16 shots)
(45%) 225 HP => 39.0625 (3.328 shots)
(60%) 300 HP => 48.828125 (2.6624 shots)
(75%) 375 HP => 61.03515625 (2.12992 shots)
(90%) 450 HP => 76.2939453125 (1.703936 shots)
(100%) 500 HP => 95.367431640625 (1.3631488 shots)
Weapon w/o magazine: https://i.imgur.com/IbHBh5D.png
Magazine: https://i.imgur.com/RLcGfeQ.png
Projectile/tracer: https://i.imgur.com/uSn2GlQ.png
Sound: https://vocaroo.com/i/s07uD590nZyL
Name: Bodycounter
Type: Semi-automatic
Slot: 2
RPM: 200
Accuracy: 5 degree spread
Magazine: 20
Range: Mid-long range
Damage: 20-30 base; range dependent
Special: The weapon deals 25% more damage for every 15% of HP lost.
This DMR is meant for long range but for the risk takers that want to take it to closer ranges, the effect rewards tanking strategies by increasing damage output as the current HP decreases. In terms of approved maps, the weapon increases damage by 25% for every 19.5 HP lost (from 130 HP), 22.5 HP (from 150), and 30 (from 200).
If this weapon were theoretically able to do 20 damage on body shots for example in a 130 HP map, then the scaling would go like this: 0 HP loss => 20 damage, 19.5 HP loss => 25, 39 HP loss => 31.25, etc. The effect becomes more minimized as the current HP increases.
In a, for example, 200 and 250 HP map, the first 25% increase wouldn't trigger until 30 HP and 37.5 HP were lost respectively.
Refer to the following for scaling in approved maps and HP values from 130 to 500. 20 is a placeholder damage value at the moment. I listed the following HP values: 130, 150, 175, 200, and 225 for "approved" HP values, then just 500 to show how it would do in a campaign level.
130
(0%) 0 HP => 20 (6.5 shots needed to kill)
(15%) 19.5 HP => 25 (5.2 shots)
(30%) 39 HP => 31.25 (4.16 shots)
(45%) 58.5 HP => 39.0625 (3.328 shots)
(60%) 78 HP => 48.828125 (2.6624 shots)
(75%) 97.5 HP => 61.03515625 (2.12992 shots)
(90%) 117 HP => 76.2939453125 (1.703936 shots)
(100%) 130 HP => 95.367431640625 (1.3631488 shots)
150
(0%) 0 HP => 20 (6.5 shots needed to kill)
(15%) 22.5 HP => 25 (5.2 shots)
(30%) 45 HP => 31.25 (4.16 shots)
(45%) 67.5 HP => 39.0625 (3.328 shots)
(60%) 90 HP => 48.828125 (2.6624 shots)
(75%) 112.5 HP => 61.03515625 (2.12992 shots)
(90%) 135 HP => 76.2939453125 (1.703936 shots)
(100%) 150 HP => 95.367431640625 (1.3631488 shots)
175
(0%) 0 HP => 20 (6.5 shots needed to kill)
(15%) 26.25 HP => 25 (5.2 shots)
(30%) 52.5 HP => 31.25 (4.16 shots)
(45%) 78.75 HP => 39.0625 (3.328 shots)
(60%) 105 HP => 48.828125 (2.6624 shots)
(75%) 131.25 HP => 61.03515625 (2.12992 shots)
(90%) 157.5 HP => 76.2939453125 (1.703936 shots)
(100%) 175 HP => 95.367431640625 (1.3631488 shots)
200
(0%) 0 HP => 20 (6.5 shots needed to kill)
(15%) 30 HP => 25 (5.2 shots)
(30%) 60 HP => 31.25 (4.16 shots)
(45%) 90 HP => 39.0625 (3.328 shots)
(60%) 120 HP => 48.828125 (2.6624 shots)
(75%) 150 HP => 61.03515625 (2.12992 shots)
(90%) 180 HP => 76.2939453125 (1.703936 shots)
(100%) 200 HP => 95.367431640625 (1.3631488 shots)
225
(0%) 0 HP => 20 (6.5 shots needed to kill)
(15%) 33.75 HP => 25 (5.2 shots)
(30%) 67.5 HP => 31.25 (4.16 shots)
(45%) 101.25 HP => 39.0625 (3.328 shots)
(60%) 135 HP => 48.828125 (2.6624 shots)
(75%) 168.75 HP => 61.03515625 (2.12992 shots)
(90%) 202.5 HP => 76.2939453125 (1.703936 shots)
(100%) 225 HP => 95.367431640625 (1.3631488 shots)
500
(0%) 0 HP => 20 (6.5 shots needed to kill)
(15%) 75 HP => 25 (5.2 shots)
(30%) 150 HP => 31.25 (4.16 shots)
(45%) 225 HP => 39.0625 (3.328 shots)
(60%) 300 HP => 48.828125 (2.6624 shots)
(75%) 375 HP => 61.03515625 (2.12992 shots)
(90%) 450 HP => 76.2939453125 (1.703936 shots)
(100%) 500 HP => 95.367431640625 (1.3631488 shots)
---
2/4/18 additions:
Spoiler: Show More
Weapon: https://i.imgur.com/uzbXrTb.png
Weapon w/o magazine: https://i.imgur.com/Af5XgSu.png
Magazine: https://i.imgur.com/kp3hvhi.png
Projectile/tracer: https://i.imgur.com/Mhs3Niq.png
Sound: https://vocaroo.com/i/s0EYHzbpQ2Hv
Name: XB-2 Negation
Type: Automatic
Slot: 2
RPM: 300
Accuracy: 5 degree spread
Magazine: 25
Range: Long range
Damage: 24-28; range dependent
Special: Aiming at an enemy increases rate of fire to 450 RPM.
The XB-2 isn't anything special aside from the fact it fires faster when the gun is aiming at an enemy. It functions similarly to the sniper rifle in that it does something when the gun is pointing at someone. The sniper rifle lets the wielder know a target is being aimed at while this DMR speeds up. It discourages spraying because the RPM is so slow so the bonus encourages people to aim more and possibly better.
Personally, it can be useful for aiming practice.
Weapon w/o magazine: https://i.imgur.com/Af5XgSu.png
Magazine: https://i.imgur.com/kp3hvhi.png
Projectile/tracer: https://i.imgur.com/Mhs3Niq.png
Sound: https://vocaroo.com/i/s0EYHzbpQ2Hv
Name: XB-2 Negation
Type: Automatic
Slot: 2
RPM: 300
Accuracy: 5 degree spread
Magazine: 25
Range: Long range
Damage: 24-28; range dependent
Special: Aiming at an enemy increases rate of fire to 450 RPM.
The XB-2 isn't anything special aside from the fact it fires faster when the gun is aiming at an enemy. It functions similarly to the sniper rifle in that it does something when the gun is pointing at someone. The sniper rifle lets the wielder know a target is being aimed at while this DMR speeds up. It discourages spraying because the RPM is so slow so the bonus encourages people to aim more and possibly better.
Personally, it can be useful for aiming practice.
Spoiler: Show More
Weapon: https://i.imgur.com/xG9QayG.png
Projectile/tracer: https://i.imgur.com/g1NwOJl.png
Sound: https://vocaroo.com/i/s0J9WTnMEGVD
Name: Heliotrope
Type: Burst-fire
Slot: 1
RPM: 320
Accuracy: 15 degree spread
Magazine: 9
Range: Close-mid range
Damage: 27-32; range dependent
Special: Fires in three round bursts.
Unlike conventional revolvers, the Heliotrope is burst fire, so pulling the trigger once is the equivalent of shooting three times. It's designed for CQC and is supposed to be a powerful weapon. Recoil is high so shots have to be placed carefully. It's also why this gun isn't recommended for ranges beyond CQC. There's a half a second delay between bursts
Projectile/tracer: https://i.imgur.com/g1NwOJl.png
Sound: https://vocaroo.com/i/s0J9WTnMEGVD
Name: Heliotrope
Type: Burst-fire
Slot: 1
RPM: 320
Accuracy: 15 degree spread
Magazine: 9
Range: Close-mid range
Damage: 27-32; range dependent
Special: Fires in three round bursts.
Unlike conventional revolvers, the Heliotrope is burst fire, so pulling the trigger once is the equivalent of shooting three times. It's designed for CQC and is supposed to be a powerful weapon. Recoil is high so shots have to be placed carefully. It's also why this gun isn't recommended for ranges beyond CQC. There's a half a second delay between bursts
---
2/7/18 additions:
Spoiler: Show More
Weapon: https://i.imgur.com/u8yrWn7.png
Magazine: https://i.imgur.com/EKzw0SS.png
Weapon only: https://i.imgur.com/IeTso9m.png
Projectile/tracer: https://i.imgur.com/dm5WtWG.png
Sound: https://vocaroo.com/i/s0uVnOTA4jwz (SMG sound effect from HL2)
Name: Zero
Type: Automatic
Slot: 1
RPM: 1000
Accuracy: 17-35 degree spread
Magazine: 42
Range: Close range
Damage: 14-18; range dependent
Special: Accuracy improves when aiming at an enemy.
The Zero sprays massively but the accuracy zeros in when an enemy within range is being aimed at with the weapon. The accuracy increase helps the gun maintain a good position in CQC while also treading more into mid-range despite the RPM not being suitable for mid range combat, especially with the damage numbers. Utility wise, that can be good for doing minute damage and stopping someone's health regeneration at mid-range while its killing range dominates close quarters.
Magazine: https://i.imgur.com/EKzw0SS.png
Weapon only: https://i.imgur.com/IeTso9m.png
Projectile/tracer: https://i.imgur.com/dm5WtWG.png
Sound: https://vocaroo.com/i/s0uVnOTA4jwz (SMG sound effect from HL2)
Name: Zero
Type: Automatic
Slot: 1
RPM: 1000
Accuracy: 17-35 degree spread
Magazine: 42
Range: Close range
Damage: 14-18; range dependent
Special: Accuracy improves when aiming at an enemy.
The Zero sprays massively but the accuracy zeros in when an enemy within range is being aimed at with the weapon. The accuracy increase helps the gun maintain a good position in CQC while also treading more into mid-range despite the RPM not being suitable for mid range combat, especially with the damage numbers. Utility wise, that can be good for doing minute damage and stopping someone's health regeneration at mid-range while its killing range dominates close quarters.
I have more on the way but that depends on if I feel like making more.