Call of Duty: Black Ops III

Call of Duty: Black Ops III

Vee's Custom Wonder Weapons and Over-Powered Stuff for Zombies
V137n4m3$3_n00b  [developer] 25 Jun, 2022 @ 3:34am
Custom Wonder Weapons
DO NOT USE!:
  • Owner limit: 1.
  • Un-upgraded:
    • Type: AoE.
    • Damage: ∞.
    • Rate of fire: 2 RPS (automatic).
    • Ammo: 50/0.
    • Usage: Takes 5 seconds to charge up. Slows the user during use.
    • Note: Charge time is shortened with Double Tap. Shakes user's screen while firing after fully charged. Has a kill delay of 0.05s after every 6 kills to prevent crashing.
  • Upgraded:
    • Type: AoE.
    • Damage: ∞.
    • Rate of fire: 2 RPS (automatic).
    • Ammo: 100/0.
    • Usage: Takes 5 seconds to charge up. Slows the user during use.
    • Note: Charge time is shortened with Double Tap. Shakes user's screen while firing after fully charged. Has a kill delay of 0.05s after every 6 kills to prevent crashing. Has an altmode that completely nullifies affected target's damage immunity/reduction as well as any global damage immunity/reduction that affects the target.

Gay Gun:
  • Owner limit: Unlimited.
  • Un-upgraded:
    • Type: Projectile, Rocket Launcher.
    • Damage: 500-1000.
    • Rate of fire: 20 RPS.
    • Ammo: 250/500.
    • Usage: n/a.
    • Note: Might cause lags on low-end machines.
  • Upgraded:
    • Type: Projectile, Rocket Launcher.
    • Damage: 750-1500.
    • Rate of fire: 28.57 RPS (automatic).
    • Ammo: 400/1200.
    • Usage: n/a.
    • Note: Might cause lags on low-end machines.

Meat Hook:
  • Owner limit: Unlimited.
  • Type: Tactical Throwable.
  • Damage: ∞.
  • Ammo: 1 (refilled once retrieved).
  • Max range: 800 units.
  • Usage: Travels in one direction when thrown and returns to user once it exceeds max range, hits an obstacle, or goes close enough to a power-up or allied player. Hooks the closest power-up or teammate within its effective detection range and brings it/them back to user (limited to 1 power-up or player). Kills most non-boss enemies on its way, up to 6 enemies can be marked for death per 0.05s and will be killed in quick succession. The user is immune to being hooked by other players if the user's hook is travelling.

Medi Gun:
  • Owner limit: 1.
  • Un-upgraded:
    • Type: Support.
    • Healing: 50HP/s.
    • Overheal: 100HP.
    • Max range: 400 units.
    • Usage: Teammate-targetable. Fire at a teammate to create a link that heals the target continuously. Has special skill ÜberCharge. Healing a full-health teammate overheals them, giving them additional non-permanent health. Firing at a downed teammate revives them. Teammates spawn a tombstone at their position on death (or a valid spawn point close to an alive teammate, preferrably one with the Medi Gun or its upgrade, if the teammate dies out of bounds) which despawns when they respawn; firing at a tombstone with the Medi Gun or its upgrade revives the corresponding dead teammate; the duration is halved with Quick Revive for both reviving downed and dead teammates, downed teammates keep both perks and weapons while dead teammates keep only perks when revived this way. Also grants the owner extra health regeneration (not healing) if Quick Revive is owned.
    • ÜberCharge: ÜberCharge bar is filled when healing a teammate by 5% per second of uninterrupted healing. Activated by pressing Reload button when ÜberCharge bar is full. Gives the healer and the healed target invulnerability for 5 seconds. The healed target loses invulnerability if no longer healed.
    • Overheal: 100HP.
    • Quick Revive extra health regen: 10% user's max HP.
    • Note: Healing will not stop even when looking away from target or there is an obstacle inbetween. Übercharge progress is indicated by the red bar at the bottom of the screen. Teammates revived at the same time a perk power-up is picked up may not receive the random perk.
  • Upgraded:
    • Type: Support.
    • Healing: 100HP/s.
    • Overheal: 200HP.
    • Max range: 800 units.
    • Usage: User becomes ignored by enemies when no enemies are present within a 200-unit radius.
    • ÜberCharge: Filling rate is increased to 10% per second of uninterrupted healing.
    • Overheal: 200HP.
    • Quick Revive extra health regen: 10% user's max HP.
    • Note: Healing will not stop even when looking away from target or there is an obstacle inbetween. Übercharge progress is indicated by the red bar at the bottom of the screen. Teammates revived at the same time a perk power-up is picked up may not receive the random perk.

Path of Sorrows (customized):
  • Owner limit: 1.
  • Un-upgraded:
    • Type: Melee.
    • Damage: {10% target's max HP + 3000}–{30% target's max HP + 3000}, ∞ (inside Chronosphere).
    • Attack speed: 0.665s (automatic).
    • Usage: AoE sword, deals damage in front of the user at close range.
    • Note: n/a.
  • Upgraded:
    • Type: Melee.
    • Damage: {10% target's max HP + 3000}–{30% target's max HP + 3000}, ∞ (inside Chronosphere).
    • Attack speed: 0.4389s (automatic).
    • Usage: Has special skill "Chronosphere".
    • Chronosphere: Casted by pressing Reload button while holding the weapon. Creates a blister in spacetime, trapping all NPC's caught in its sphere of influence and causes the user to move quickly inside it. While inside Chronosphere, the weapon (upgraded or un-upgraded) gains infinite damage against enemies that otherwise require more hits to kill. Chronosphere lasts 10 seconds and has a 30-second cooldown whose countdown starts when activated.
    • Note: Nikolai Siegebot boss in Gorod Krovi is immune to being frozen by Chronosphere to prevent the boss falling through the ground and disappearing. All other bosses are not affected by default.

RNGat:
  • Owner limit: 1.
  • Un-upgraded:
    • Type: Projectile, Grenade Launcher.
    • Damage: 0–∞ (highly varying).
    • Rate of fire: 10 RPS (semi-automatic).
    • Ammo: 2/38.
    • Usage: Each shot has a random effect, either profiting or cursing the user. The user has a hidden luck stat between 0-10 charges that affects the probability of effects. Each randomizing shot fired consumes one point of luck which can change the probability of effects of the next shot. One luck is restored every 3 seconds. Every player spawns with 10 charges.
    • Failsafe Teleportation: Holding Reload button for 5 seconds then releasing teleports user to a random location nearby and puts teleport on a 10-second cooldown, or near a valid spawn point for a 60-second cooldown if held for 10 seconds. Cancellable by pressing Melee button before releasing Reload button. Cooldown is separate from Tau Cannon's Failsafe Teleportation.
    • Note: Luck mechanism was added to prevent consecutive, excessive spamming which can break and freeze the game (roughly 10 shots per second within 4 minutes to break the game).
    • Probability tables:
      • If fired projectile lands near at least 1 a zombie (including Margwa, Panzer Soldat, ...):
        Effect:
        Chance (0 luck):
        Chance per luck:
        Chance (10 luck):
        AoE Zombie Electric Shock
        10%
        +1%
        20%
        AoE Zombie Speed Boost
        40%
        -4%
        0%
        Grenade Rain
        30%
        +3%
        10%
        Magmagat's Blob
        0%
        +3%
        30%
        Random Weapon Fire Works
        20%
        -1%
        10%
        Power-Up: Fire Sale
        0%
        +1.5%
        15%
        Power-Up: Free Perk
        0%
        +1.5%
        15%
      • If fired projectile does not land near any said enemy:
        Effect:
        Chance (0 luck):
        Chance per luck:
        Chance (10 luck):
        Grenade Rain (delayed explosion)
        30%
        -2%
        10%
        Magmagat's Blob
        0%
        +4%
        40%
        Power-Up: Double Points
        0%
        +1.5%
        15%
        Power-Up: Rainbow Star
        0%
        +1.5%
        15%
        Random Weapon Fire Works
        30%
        -2%
        10%
        Random Zombie Teleport
        40%
        -4%
        0%
        User Teleport
        0%
        +1%
        10%
  • Upgraded:
    • Type: Ranged.
    • Damage: 0–∞ (highly varying).
    • Rate of fire: 10 RPS (semi-automatic/charged).
    • Ammo: 4/76.
    • Usage: Chargeable; has 3 charge levels in total, level 1 is un-charged. Hold Attack button 1 seconds to reach next charge level. Each higher level charge uses one more bullet. If the user fires at a charge level with not enough ammo in the weapon, it will fire the highest affordable charge instead (for example, firing at level 3 with only 2 bullets in the gun will fire a level 2 charge instead).
    • Note: Luck mechanism was added to prevent consecutive, excessive spamming which can break and freeze the game (roughly 10 shots per second within 4 minutes to break the game).
    • Probability tables:
      • Level 1 charge:
        • If fired projectile lands near at least 1 a zombie (including Margwa, Panzer Soldat, ...):
          Effect:
          Chance (0 luck):
          Chance per luck:
          Chance (10 luck):
          AoE Zombie Electric Shock
          10%
          +4%
          50%
          AoE Zombie Speed Boost
          40%
          -4%
          0%
          Grenade Rain
          30%
          -2%
          10%
          Magmagat's Blob
          0%
          +3%
          30%
          Random Weapon Fire Works
          20%
          -1%
          10%
        • If fired projectile does not land near any said enemy:
          Effect:
          Chance (0 luck):
          Chance per luck:
          Chance (10 luck):
          Grenade Rain
          30%
          -2%
          10%
          Magmagat's Blob
          0%
          +4%
          40%
          Power-Up: Rainbow Star
          0%
          +3%
          30%
          Random Weapon Fire Works
          30%
          -2%
          10%
          Random Zombie Teleport
          40%
          -4%
          0%
          Ring of Protection
          0%
          +1%
          10%
      • Level 2 charge (un-affected by luck):
        Effect:
        Chance:
        Magmagat's Blob
        100%
      • Level 3 charge (un-affected by luck):
        Effect:
        Chance:
        User teleport
        100%

Shield of Silence:
  • Owner limit: Unlimited.
  • Type: Shield.
  • Damage: 2500 (bash), ∞ (special).
  • Usage: Special shield with self-repair ability (50HP/s). Comes with special skill "Global Silence".
  • Global Silence: Casted using Reload button, killing most enemies except bosses and preventing zombie spawning for 6 seconds. Has a 90-second cooldown.
  • Note: Has a purple healthbar directly below shield icon in official maps that do not originally have shield. Global Silence has a kill delay of 0.05s after every 6 kills to prevent crashing.

Tau Cannon:
  • Owner limit: 1.
  • Un-upgraded:
    • Type: Ranged, Rocket Launcher.
    • Damage: 625-5000 (+ 20-80% target's max HP).
    • Rate of fire: 10 RPS (semi-automatic/charged).
    • Ammo: 100/0.
    • Usage: Chargeable with 5 levels in total. Level 2 charge or higher propels user backwards upon firing. Automatically refills 1 ammo unit every 2 seconds. Charge levels above 1 deal more damage plus max-health based damage proportionally with large explosion radius, at a cost of more ammo consumed. When the user is being propelled, enemies of some types nearby are killed (infinite damage).
    • Failsafe Teleportation: Holding Reload button for 5 seconds then releasing teleports user to a random location nearby and puts teleport on a 10-second cooldown, or near a valid spawn point for a 60-second cooldown if held for 10 seconds. Cancellable by pressing Melee button before releasing Reload button. Cooldown is separate from RNGat's Failsafe Teleportation.
    • Note: Pushback is delayed for players with high latency.
  • Upgraded:
    • Type: Ranged, Rocket Launcher.
    • Damage: 1250-10000 (+ 25-100% target's max HP).
    • Rate of fire: 10 RPS (semi-automatic/charged).
    • Ammo: 100/0.
    • Usage: Automatically refills 2 ammo unit every 2 seconds. Increased blast radius and bonus max-health percentage damage.
    • Note: Pushback is delayed for players with high latency.

Wrench:
  • Owner limit: Unlimited.
  • Un-upgraded:
    • Type: Melee.
    • Damage: 1050.
    • Attack speed: 0.5s (melee).
    • Usage: Switchable to Toolbox to build/store buildables by altmode button. When holding Toolbox, pressing Reload cycles between buildables, holding Attack button places an available buildable, pressing Special Action 3 button stores a placed buildable. Hitting a buildable with the Wrench upgrades it, increasing its stats each new level and giving it additional special effects when specific levels are reached. Max buildable level is 30.
    • Note: Uses a workaround to be able to upgrade/repair buildables in Origins.
  • Upgraded:
    • Type: Melee.
    • Damage: 2500.
    • Attack speed: 0.3s (melee).
    • Usage: Each hit repairs more of buildable's health/gives more experience.
    • Note: Uses a workaround to be able to upgrade/repair buildables in Origins.
  • Buildables:
    • Sentry:
      • Usage: Automatically attacks enemies. Each new level increases rate of fire.
      • Player-protecting behavior: When an allied player is attacked, sentry will switch target to the attacker and focus on target until the target dies or cannot be hit for an extended duration. When the owner is attacked, sentry will lock on to the attacker even if currently targeting another ally's attacker.
      • Special Effects:
        • Level 0: Applies a debuff on target that stacks upon each hit by the sentry. The target is immediately killed if the stack reaches 10 or higher.
        • Level 10: Each hit by the sentry deals {10% target's max HP*debuff stack} bonus damage.
        • Level 20: Target killed by sentry explodes upon death, damaging nearby enemies for {10% target's max HP*debuff stack} damage.
    • Dispenser:
      • Usage: Heals and provides all players within radius with ammo (except for wonder weapons) and metals. Metal stock is limited to 200 and restocked every 5 seconds. Each new level increases healing, ammo, and metal regeneration amount.
      • Special Effects:
        • Level 30: Refills ammo for wonder weapons by a fixed amount of 1 per second.
    • Teleporter:
      • Usage: Teleports any player within range from Teleporter (in) to Teleporter (out). Each new level reduces cooldown time.
      • Special Effects:
        • Level 10: Kills enemies near the receiving Teleporter after teleportation.
        • Level 20: Allows two-way teleports/Teleporter (out) to Teleporter (in).
Last edited by V137n4m3$3_n00b; 25 Mar, 2024 @ 5:16pm