I sorta got inspired by Kamiroo's Core Electronics ideas and I really
enjoy watching creativity take a physical shape in the minds of humans.
Punishment Tech is all about specialised and moderated
Bullets or other non primary weapons/items.
Please be warned that I am the worst of bad graphic artists.
However I might not add images...
Please notify me if any of them need a buff or a nerf.
I'll be sure to edit it out if I get a majority asking me to do any of these actions
to an item.
Notice!
Some guns such as Vulcan Minigun cannot use any if these bullets for an
obvious reason.
Effect vests will not be visible when equipped
by a player. The images that we create for the vests
will only be the image of the purchase icon.
PunishmentTech Team-
Manager:
ItzTerry Graphics Artist: Hiring! Ideas and Contributions: KnS Not Hiring!
Bullet trails and animation by Zep.
Moderated Bullets
Mach Bullet
Spoiler
Damage: Regular Perks: Swift Bullets Penetration: False. Does not penetrate an Effect Vest Compatibility: All except Artillery Weaponry Cost: $100=x150
Bullets will travel quicker, however the range will
be the same as normal bulets and will disappear after
travelling a specific amount of tiles.
V.2-
Update- Z.D
V. 3 Update- Z.D
Acro Bullet
Spoiler
Damage: Regular Perks: Extreme Spread Penetration: False. Does not penetrate an Effect Vest Compatibility: All except Artillery Weaponry Cost: $100=x150
Has extremely unpredictable spread, changing
directions every 0.8 seconds.
Acro Bullet- Terry
Thrust Bullet
Spoiler
Damage: Regular Perks: Extreme Knockback Penetration: False. However, it destroys any vest
the defender has on. Compatibility: All Cost: $100=x150
It will not penetrate a vest but will destroy any vest that the
defender has on. During the next hit, the damage and effects will
be preformed. Nerf- Knockback will be limited to a maximum of
0.45 tiles from where the defender is standing Nerf- Knockback will be limited to a maximum of
0.3 tiles from where the defender is standing
Thrust bullet update:
-Z.D
Pyro Bullet
Spoiler
Damage: Regular Perks: Burn Penetration: False. Does not penetrate an Effect Vest Compatibility: All except Artillery Weaponry Cost: $100=x150
Will burn the defender and any other enemy players on a
one tile radius. Burn will inflict damage until after 2 seconds. Nerf might be neccessary
First Sprite/animation by Z.D
Vilethorn Bullet
Spoiler
Damage: +1 Perks: Period Damage Penetration: True. Will penetrate any effect vest. Compatibility: All except Artillery Weaponry Cost: $500=x150
The Vilethorn Bullet will inflict period damage as well as one extra damage
to whatever gun you're using. It will penetrate and destroy any kind of effect vest
the defender has on him. Nerf might be neccessary
8/1/16 Rough Draft
-ItzTerry
Power Bullet
Spoiler
Damage: +2 Perks: - Penetration: False. Does not penetrate an Effect Vest Compatibility: All except Artillery Weaponry Cost: $100=x150
Will deal 2 more damage to whatever gun the user has shot it
with. Nerf might be neccessary
Power bullet- Terry 9/1/16
Range Bullets
Spoiler
Damage: Regular Perks: Bullets travel longer distances. Penetration: False. Bullet will not penetrate effect vests. Compatibility: All guns except artillery weaponry. Cost: $100=x150
Bullets will travel for about 10 tiles more
until they disappear into nothingness.
Rend Bullet [KnS]
Spoiler
Damage: Regular
Perks: Rend (Slice)
Penetration: False. Does not penetrate an Effect Vest
Compatibility: All except Artillery Weaponry and High ROF Weapons
Cost: $100=x125
Bullets will Rend (Slice) Your Opponents Causing the "Bleed" Effect, Which will cause Your Opponents to Lose 2 HP for every 5 Tiles They Walk (Lasting 2.5 seconds) Nerf- Reduced debuff period to 2.5 seconds
Effect Vests
These are the effect vests I was talking about earlier.
Some vests have their own attributes and can be worn
as a one time use. It will deplete upon your death and will be destroyed when
it is hit by a Vilethorn or Thrust bullet.
Heavy Vest
Spoiler
Damage: - Perks: -2 Dmg Debuff: Slower movement speed. Penetration: True. Will be penetrated by specific bullets. Compatibility: All players without a vest equipped. Cost: $250=x1
Will reduce two damage from any bullet gun or melee unless
the bullet has the ability to penetrate vests.
Will deplete upon death of the user and will be destroyed when
hit by a Vilethorn or Thrust bullet.
Hermes Vest
Spoiler
Damage: - Perks: Quicker movement speed. Debuff: - Penetration: True. Will be penetrated by specific bullets. Compatibility: All players without a vest equipped. Cost: $200=x1
Will quicken your movement speed until it is either depleted
or destroyed. Vest is vulnerable to Vilethorn or Thrust bullets.
Moist Vest
Spoiler
Damage: - Perks: Reduced explosive and burn damage. Debuff: - Penetration: True. Will be penetrated by specific bullets. Compatibility: All players without vests equipped. Cost: $200=x1
It'll soften down those explosive and burn damages by a notch.
It can still be penetrated by a Vilethorn bullet and destroyed by a Thrust Bullet.
Thorn Vest
Spoiler
Damage: - Perks: Inflicts damage upon melee-ing the user. Debuff: - Penetration: True. Will be penetrated by specific bullets. Compatibility: All users without a vest equipped. Cost: $300=x1
Whenever someone damages you with a melee item, the attacker
will take 1/4 damage that's he or she has inflicted. The defender will
still take full damage that the attacker has inflicted, however. A nerf may be neccessary
Explosive Vest
Spoiler
Damage: 5 Perks: Explosive damage when detonated. Debuff: Self damage. Penetration: True. Vest can be penetrated but will
preform an explosive counter attack when penetrated/destroyed. Compatibility: All players without a vest equipped. Cost: $250=X1
A self detonation button is added to the equip menu
and can be activated whenever you click it.
It will inflict 5 damage to every player in a
ten tile radius but will also inflict damage upon yourself.
It will automatically detonate when you die or whenever the vest
is destroyed or penetrated. 1/6/16 Nerf-
Kills will not count to your regular kills score.
Updates coming soon...
Moderated Artillery Ammunition
Area Rocket
Spoiler
Damage: Regular Perks: Increased explosive damage radius. Debuff: - Penetration: False. Will not penetrate effect vests. Compatibility: All artillery weaponry. Cost: $200=x100
As the statistics say, the rocket will enable
the explosion radius to increase when the rocket is
fired and hits a solid object. It will reach every
enemy player within a 1.5 tile radius.
Electronic Rocket
Spoiler
Damage: Regular Perks: Stun Debuff Debuff: Vulnerable to allies. Penetration: False. Will not penetrate effect vests. Compatibility: All artillery weaponry. Cost: $300=x150
An electronic rocket will damage and stun the defender when hit!
It will electrify anyone in a 0.5 tile radius, even your allies!
So be careful when you use this, as it can stun your allies!
Just to clarify, allies will not be damaged by the rocket.
Just stunned.
Electronic rocket rough draft- Terry
Updates coming soon...
Miscellaneous items have been moved to another post in this thread!
The character limit was surpassed
Punishment Packages are supported and funded by Punishment Tech+!
You obtain one whenever you obtain a streak and you can say /package or /pkg to
redeem and open them! They contain items like effect vests, moderated ammunition
and others like health and a limited speed boost! These items are tradable!
They take a physical form in your inventory however you still need to say
/package, /pkg to open them. You can store them up if you don't want to use
them straight away!
Effect Vests and Ammunition will be added to your inventory once
received*
Similar to Luger but has a significant, low freeze rate.
Freeze's lower than Luger but regularly does 8 damage instead of
Lug's 9 damage. Due to the power of the gun, bullets will penetrate
effect vests regardless of whatever bullet it is. Nerf- Penetration decreased to 20%
Death's Last Breath [KnS]
Spoiler
Damage: +2 Perks: Increased Damage. Debuff: HP Loss periodically. Penetration: - Compatibility: All players. Cost: To be debated.
This Perk Allows An Advantage at A Steep Cost.
You have to equip it to activate this perk.
It will not degrade or go away after use, which is very helpful.
HP will lower every few seconds.
Be warned that this item will not work on Event Items, Minigun or any
other high RoF weaponry. It is recommended that you do not use it for streaking.
You cannot equip it whilst sparring.
Final preparations are been made for
statistics. Nerf/Buff might be neccesary
The Frostbite [KnS]
Spoiler
Will not work with moderated ammunition*
Mode 1: Machine Gun
Damage: 8 Perks: Hyperthermia Debuff (20%) Penetration: False. Will not penetrate effect vests. Clip: 19 Cost: Varied (Auction)
An auction gun. The hyperthermia Debuff will
last for a few seconds with a 20% chance of
the effect taking place to the defender.
Mode 2: Shotgun
Damage: 4 Perks: Stacked Penetration: False. Will not penetrate effect vests. Clip: 15 (5 Bullets each shot) Cost: Varied (Auction)
An auction gun. The regular damage is four
and is stacked. Shoots five bullets each shot.
Hyperthermia debuff will not be placed when
hit with these bullets.
Mode 3: Rocket
Damage: 4 (3 Explosive Radius) Perks: Explosive Range) Penetration: False. Will not penetrate effect vests. Clip: 5 Cost: Varied (Auction)
An auction gun.
The last mode of the Frostbite. Will damage
people around the rocket's radius dealing 3 explosive damage
when hit. Will not pass on hyperthermia Debuff when hit.
Damage: 9 (Regular) Perks: Different Modes* Debuff: Small clip. Penetration: False. Weapon will not penetrate effect vests. Cost: Varied (Auction)
Mode 2: Anti-Infantry Rifle (AIR)
Damage: 11 (Regular) Perks: Different Modes* Debuff: High Freeze. Penetration: False. Weapon will not penetrate effect vests. Cost: Varied (Auction)
Nerf- AWX is now limited only to auctions.
Both modes may seem pretty overpowered but unless
you see the full stats, it might not be as godly as you think.
It's a very good auction gun but the second mode comes with
quite a high rate of freeze, but the damage makes up for this debuff.
TZK-AIR
Work in progress...
Detonater and C4
Spoiler
Damage: 15 Perks: Had held detonator. Debuff: Vulnerability to allies. Penetration: False. Will not penetrate effect vests. Compatibility: Anyone without an explosive already deployed. Cost: $100=x5
Basically C4 with a detonator. It's one single item, just so you all know.
Equip it, place the C4 down and press the attack button one more time to
detonate it. You can only place one of the item before detonation.
Be aware that it will hurt allies.
C4 can be placed on any solid objects as well as cars. Explosion radius is 2.5 tiles*
Nerf- Reduced damage to 15
Effect Vests #2
Ninja Vest [KnS]
Spoiler
Note: Will Not Work With Speed Boost From VIP/Mercy Gym)
Damage: +1 (Melee) Perks: Quicker Movement, Increased Melee speed Debuff: Less HP (45 HP) Penetration: True. Will be penetrated by specific bullets. Compatibility: All users without a vest equipped. Cost: $275=x1
Buff-
Added a new perk. Increased melee speed and does one more
damage for melee items.
An upgrade of the Hermes vest, this vest gives you quicker movement
speed and it increases your melee speed and damage at a cost of 5 HP.
It is a force to be reckoned with!