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Plllls mods accept my new mech idea.

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Jul 29, 2026, 20:052 days
07/14/26
12

Plllls mods accept my new mech idea.

Hello, I have been working on a new idea for a mech and weapon for a while, it's kind of a mix of silverthorn and blizzfrost, it's called Slash, Legendary attacker mech. Ability is "Close Quarters Blade", deals significant melee dmg. Default 16 energy capacity can get up to 16, if close quarters blade doesent hit anyone it offers Slash a ring ml shield with low shield hp and a significant speed boost.




the weapon idea: Harpoon Guns:Rare missle weapon. 1 magazine and when the rope retracts is when the reload is done. Max range 80m.

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Jul 29, 2026, 20:062 days
07/14/26
12

Basically budget version of Magnetic Shot.

Jul 29, 2026, 20:072 days
07/14/26
12


i


Jul 29, 2026, 21:402 days
07/14/26
12

Harpoon Gun: Comprehensive Design & Technical Specifications

I. Core Identity & Overview


Weapon Name: Harpoon Gun (Available in Energy Tiers: 6, 8, 12)


Tier/Classification: Rare-tier Weapon (Accessible / F2P-focused economy meta)


Primary Design Philosophy: High-utility, zero-cooldown crowd control weapon designed to disrupt enemy positioning through a signature push-and-pull mechanic, bridging the gap between free-to-play accessibility and high-skill performance.

II. Combat Mechanics & Specifications


Firing Mechanism: Single-shot pneumatic launcher firing a heavy barbed projectile attached to a high-tensile cable.


Effective Range: 90 meters (Long-range zone control)


Cooldown: 0 seconds (Continuous rhythm-based firing loop based on reload/return time of the dart)


The Push-and-Pull Effect:


On Hit: The dart impacts the target, momentarily destabilizing them.


Pull Phase: Instantly draws lighter/medium mechs toward the user by a set distance, or pulls the user toward heavy anchoring targets depending on weight class physics.


Push Phase (Secondary Pulse): Triggers a localized kinetic shockwave upon return, shoving enemies backward to break tight formations or peel rushers.

III. Stat Scaling & Progression (Max Upgrade Parameters)


Energy Consumption:


Harpoon Gun 6: 6 Energy


Harpoon Gun 8: 8 Energy


Harpoon Gun 12: 12 Energy (Ideal for Dual setups on high-mobility mechs like Killshot)


Damage Output (Max Rank Rare): Scaled to rival base-level legendary weapons (such as the Revoker series), offering high burst-damage potential when chained consecutively.


Reload Speed: Fast-paced cycling designed to reward timing and rhythmic firing over spamming.

IV. Synergies & Meta Application


The Killshot Loadout (Dual 12s): Combining dual Harpoon Gun 12s with Killshot's innate Dash ability creates an aggressive hyper-mobility control build, allowing players to close gaps, disrupt aim with push-and-pull physics, and secure kills without relying on P2W legendary loadouts.


Slash Synergy: Complements close-quarters melee spins and utility orbs by manipulating enemy positioning from afar, setting up targets within an 11m engagement zone.

Jul 29, 2026, 21:442 days
07/14/26
12

Harpoon guns can yank enemy mechs upwards with ease, annoyingly repositioning opponents is the purpose of this weapons, while revokers have magnetic shot, I prefer a iconic pushNpull effect.

Jul 29, 2026, 21:452 days
07/14/26
12

On pulling the weapon applies weaken for 2 seconds. The way to make this weapon do insane dmg is to repeatedly push and pull the enemy.

Jul 30, 2026, 12:55Yesterday
10/25/22
3

Isnt there already a harpoon gun? 

Your harpoon concept needs a better name bc revokers (which are harpoon type weapons) are already in the game.

Jul 30, 2026, 12:56Yesterday
10/25/22
3

So this is basically the long range variant of the revoker series...

Jul 30, 2026, 20:16Yesterday
07/14/26
12
joshuahallen2011

So this is basically the long range variant of the revoker series...

No, revokers have magnetic shot, while Harpoon Guns r for mid players f2p and has PushNPull ability.