User blog:SkyrunnerM35/What're the most overpowered weapon and armor ideas you've ever had?

For me, I've got the following: (both are taken from my user page)

RIA 20 Striker (Commander Custom)
Drew this myself. "This deadly weapon is the result of a collaboration between Terran Armory and Rubicon. Also called the SkyrunnerM35 Mod after its inventor, this upgrade to the popular RIA 20 Striker is more powerful than even the Mjolnir. Being the first Terran Armory weapon, this is one of their most iconic pieces of equipment. This weapon is everything you could ever want in a gun and more. Modified to be left-handed convenient, this gun is very popular among lefty shooters." - Official description

The extended description is so large that I have to break it up into paragraphs that I can't indent for some reason. =D

Yes, I know some of you guys were expecting this, so here it is. It's not a gun, but rather an augment. It needs to be applied to a 12**** empty  Striker and won't work on any other gun. It has select-fire, which is toggled by pressing "Y", similar to the Hawkeye's bullet settings. The two modes are the good-old semi-auto, and a 3-round burst. It fires powerful 13.28x9.69 mm TNS-TH-C osmium rounds designed to create a small incendiary explosion every time it penetrates azombie. The gun also has a grenade launcher and a flamethrower. (fire by pressing middle-click)

Other features include a heartbeat sensor (Detects zombies through walls and identifies hitboxes), extendable tripod (Press "G" to drop the gun as a sentry and press "G" again anywhere to have it teleport to you. It'll automatically teleport to you once it runs out of ammunition), dual plasma tentacles (Automatically extend out of the gun and instantaneously latching on to the zombies closest to you or the strongest boss within range, dealing 1 damage 1000 times a second), revenge crits (Just like the Frontier Justice. Each of your sentries store 2 guaranteed crits on each kill, and 1 on each assist. Crits are granted to your gun when the sentry runs out of ammunition. Revenge crits always deal 3X damage regardless of skills), a tac-light (Automatically activates in dark places), and once you get into melee range, a 1.5-meter-long bayonet activates and stabs thezombie, dealing 1000 damage every half-second. It automatically retracts once all zombies exit the 1.5-meter-range of the bayonet. Press "B" to use the adrenaline syringe held in the stock. It applies a level 25 Adrenaline effect to your guy and is single-use.

The gun is now listed as a Terran Armory weapon.

Overall Weapon: Main Gun: Flamethrower: Grenade Launcher:
 * Crit Chance: +10.00%
 * Movement Modifier: -15%
 * Grenade Launcher: Yes
 * Category: Assault Rifle
 * Damage: 3750
 * Pierce (Bullet): 5.0
 * Pierce (Explosion): 10.0
 * Blast Radius: 0.80
 * ROF: 10.0 RPS (semi-auto)/ 4.0 RPS (burst)
 * DOT: 1250/ 2 sec.
 * Clip Size: 120
 * Reload Time: 1.80 secs.
 * Firing Mode: Semi-Auto/ Burst
 * Shots per Burst: 3
 * Damage Type: Thermal
 * Ammunition Cost: $1600 for 200 normal
 * $6400 for 200 HDA
 * Damage: 300
 * Pierce: 10.0
 * Blast Radius: 0.50
 * ROF: 20.0 RPS
 * DOT: 3500/ 2 secs.
 * Clip Size: 900
 * Reload Time: 3.00 secs.
 * Firing Mode: Full-Auto
 * Damage Type: Thermal
 * Ammunition Cost: $160 for 100 normal
 * $640 for 100 HDA
 * Damage: 15,000
 * Pierce: 20.0
 * Blast Radius: 2.00
 * ROF: 10.0 RPS
 * Clip Size: 1
 * Reload Time: 0.50 secs.
 * Firing Mode: Semi-Auto
 * Damage Type: Physical
 * Ammunition Cost: $160 for 50 normal
 * $640 for 50 HDA

TMSOA MK. II
Overall suit. "Advanced powered full-body suit created by Terran Armory, the suit makes the wearer almost impregnable to the outside world. Also designed for an aesthetic look, the glowing lights on it make it as much home on the dance floor as on the battlefield. Sure, the $35,000,000,000,000,000,000 price tag is a bit hefty, but when you finally get to wear one of these babies, you will have absolutely ZERO fear of the outside world. However, the suit's power-multiplying capabilities would turn human muscle into goo and cause human bone to Jetpack, aqua-jetpack, and missile pack. ''basically explode. Only the durable Heavy class is tough enough to wear the suit." ''- Official description

If you saw Powered Armor up there in the list of tropes, you'll have some idea on what this is. Again, The elemental powers of the suit and what they can do. Note that most of them aren't in-game due to too complex mechanics. we're going to have to go into a multi-paragraph extended description that also includes the stats.

To begin with, pieces of the suit will begin dropping at levels 95-100, but the chance of getting each piece is still near-zero. The stats of the suit are not applied unless the entire set is worn, meaning you'll be wearing zero-protection armor with a movement penalty. (-5% for helmet, -15% for chestplate, -10% for gauntlets, -15% for leggings, and -5% for boots) Not very appealing isn't it? Well, once you wear the whole set, that's when the awesomeness will settle in.

The first thing you'll notice is the are new bars The suit's arsenal and specifications. between your health and energy meters. One of them is a blue bar that says "100.000%". This is the suit's shield. The shield has 1,420,000 health and will regen continuously at a rate of 1% every half-second no matter what. The other bar is a gray bar that says "100.000%". This is the suit's primary defense. It has 20,000,000 health and will regen at .5% health every half-second provided you haven't taken damage for the last 3 seconds. The suit also has: (note that not all The suit's heads-up-display. <p style="font-size:16px;line-height:22px;">the things in the blueprint are mentioned below or implemented due to adding them being too complex of a game mechanic) <p style="line-height:inherit;">
 * A Tesla Aura which deals 50% of melee attacker damage back to the attacker.
 * A +250% movement buff.
 * Ability to push boxes at 10,000% speed.
 * A 3,000 damage ramming attack.
 * A self-targeting shoulder-mounted minigun that deals 500 damage a shot at 1,000 RPS with 5 pierce, firing with 5-second bursts followed by 1-second cooldowns.
 * Immunity to radioactive gas and irradiated medkits in Meltdown.
 * Adrenaline. (triples damage, triples ramming damage, doubles speed, and slows down time by 400% where hitscan bullets become as fast as rockets. Screen gets a yellow tint when active. Activate by pressing 4)
 * Rage. (increases damage by 10X and ROF by 5X. Screen gets a red tint when active. Activate by pressing 5)
 * Tank. (cuts speed in half, but gives 90% damage reduction STACKING with Die Another Day. Screen gets a blue tint when active. Activate by pressing 6)
 * Hybrid. (boosts damage by 550%, doubles ramming damage, speed by 25%, slows time by 200%, triples ROF, and gives 45% damage reduction. Screen gets a green tint when active. Activate by pressing 7)
 * All the above abilities last 5 minutes with a one minute cooldown, and add 15 heat.
 * A jetpack that's activated by pressing 8. Lasts 15 seconds for balancing reasons. Can fly overzombies leaving only ranged zombies being able to attack you, and dealing 5,000 damage to them via the flames. Can't fly over buildings and walls due to balancing reasons, and can't be activated indoors. (normally, it would be able to be activated indoors, be able to fly over buildings and walls, and last practically forever due to a molecular disassembly technique giving the jetpack a constant supply of fuel) An aqua-jetpack that has propellers instead will activate if you're underwater. Adds 1 heat every second.
 * A missile pack that's fired by pressing 9. It fires a volley of 25 cluster missiles around you in a ring. Once the missiles are up there they burst into 5 missiles each and rain down around you in a ring, obliterating everything around you. Adds 20 heat.
 * A +100% buff to your recovery time.
 * A cloak. Press 0 to activate. It turns you invisible and lasts for 10 seconds with a 30-second cooldown. Attacking or being attacked will briefly reveal you. Adds 5 heat.
 * Aimbot ability. Press - to activate. Lasts 10 seconds with a 2-minute cooldown. Automatically aims gun to the last zombie your cursor crossed and stays locked on with perfect accuracy. Adds 10 heat.
 * Wallhack ability. Press = to activate. Lasts 10 seconds with a 2-minute cooldown. Your projectiles will no-clip through walls. Adds 10 heat.
 * Combat Assist system. It'll cause several crosshairs to appear on zombies, which are weakpoints. A red crosshair is a Critical weakpoint. Hitting it will deal triple damage. Hitting around it will deal +50% damage. A blue crosshair is a Cripple weakpoint. Hitting it will stun the target for half a second.
 * Ability to drop sentries, mini-sentries, dispensers, and teleporters. Aesthetics are identical to the RED Team and metal is infinite. You can still only have one of each at a time though.
 * Hazardous environment shield. This will automatically come on in intense environments, such as in the wake of a supernova. There's an orange bar underneath your energy meter that shows 100.000% and will slowly drain away when you're inside the area. Once it reaches 0, your armor will take damage. Once that reaches 0, you begin to take damage. Slowly recharges when outside said intense environment. Note that Meltdown's radioactive gas is nowhere near enough to cause suit damage, so the shield will not come on in there as there is no need for it.
 * Hold N and use the mouse wheel to cycle through elemental capabilities. Release N to select. They're fired every time your gun fires a shot, and the capabilities are as follows:
 * Electricity: Fires a hitscan bolt of lightning that arcs to up to 5 nearby targets, dealing 1500 damage.
 * Ice: Fires a hitscan cryogenic beam that explodes on impact, dealing 500 damage and freezing the target for 2 seconds, dealing 250 damage over that time period.
 * Fire: Launches a fireball with the same speed of a rocket. Explodes on impact with a 1.50 blast radius, dealing 1000 damage and igniting nearby zombies for 2 seconds, dealing 250 damage.
 * Water: Fires a ball of water. Splashes on impact with 1.00 blast radius. Shorts out robotic enemies and ignites them with 950 damage over 2 seconds and stunning them for .5 seconds. Otherwise harmless.
 * Earth: Fires a dust cloud, temporarily blinding zombies for 2 seconds (they can't see you) and inflicting 750 damage.
 * Laser: Fires a Hotspot beam that inflicts 2000 damage.
 * Radiation: Fires a beam of radiation that expands in a shockwave pattern. Inflicts 800 damage with 200 over 3 seconds of radiation poisoning.
 * Wilderness: Harnesses nearby wildlife into attacking zombies.
 * Absorb Shield: Absorbs projectiles, charging up a powerful Shock Blast, which can be fired by pressing P when fully-charged. The Shock Blast deals 5,000 damage to any zombie in range, with 10.00 blast radius, and heavy knockback. Lasts 3 seconds with a .5-second cooldown. Press I to activate. Adds 1 heat. Can store up to 5 Shock Blasts.
 * Reflect Shield: Reflects projectiles back at the person who fired it. Homing weapons will change target to and lock on to the person who fired it once reflected. (I'm looking right at you, Zombie Mech) Duration and cooldown are the same as the Absorb Shield. Press O to activate. Adds 1 heat.
 * Hold U and use the mouse wheel to cycle through weapons on the left hand. Release U to select.
 * Hold H to and use the mouse wheel to cycle through weapons on the right hand. Release H to select. You guy will throw the right-hand gun to his left hand anyway. (righties are denied the ability to wear the suit since it was made by Terran Armory) Note that your guy will automatically deactivate his weapon on his other hand if you select a weapon on a hand, unless...
 * ...you have a paired weapon on one hand. Paired weapons are available on both hands and can be dual-wielded. Only the X59 Guardian pistol and the X167 Cobra acid blaster are paired. (note that this means that the gun can be paired with a gun of the SAME TYPE, not that you can wield an X59 and an X167 at the same time) Note that if you activate a paired weapon on your guy's right hand, the gun WILL STAY ON THE RIGHT HAND. This is to avoid confusion when the other paired weapon is activated, not because I wanted righties to be able to use a small bit of the suit. (anyway, the suit will refuse to work if a righty or non-Heavy is wearing it)
 * Note that some of the things in the TMSOA MK. II's arsenal aren't weapons, but tools. The Multi-Tool is the obvious one. Some of the others are the Arc-Blaster X2500 Turbo-Drill mining laser and the Decontamination Ray.
 * Press J to fire one of the 4 Übercharges. (hey, there was no better name for it) Each one adds 50% damage resistance to all 3 types, reduces knockback by 50%, doubles shield, armor, health, and energy regen along with the cooldown rate, doubles ROF and speed, and increases damage by 35%. Each one lasts 4 seconds and takes 15 seconds to recharge.Übercharges are built up and stacked similarly to the Vaccinator. Each charge adds 20 heat.
 * Press M to overclock the reactor. Overclocking the reactor will make you invincible to ALL types of damage, triples your damage, and quadruples speed and ROF and also making you immune to knockback. Overclocking will drain all your energy, add 80 heat, and drain away 750,000 shield, 1,000,000 armor, and 5000 health. Lasts 15 seconds and can only be used once per game.
 * Keep an eye on the orange bar underneath the HES's bar. That shows your heat. Most abilities on the suit generate heat, and it drains away at a rate of 1 every two seconds. You can also press K to shut down the reactor temporarily. Shutting down the reactor disables THE ENTIRE SUIT, reduces 20 heat, and takes .5 seconds to re-activate. The suit is set to automatically shut down once heat rises above 90, but that can be toggled on and off with L. Be careful though, as once the heat level rises to 100, the suit will unleash a catastrophic explosion, dealing 5,000,000 damage to the shield, 10,000,000 damage to the armor, 7500 damage to you with and igniting you, dealing 2500 DOT over 2 seconds, and shuts down the reactor. On the plus side, the explosion has a 3.00 blast radius and deals 1000 damage to anything caught in the blast and igniting them, dealing 500 DOT over 2 seconds.
 * Press, to fire a shot out of the wrist-mounted jump-jetpacks. It'll accelerate you towards the crosshair at high speed. You get 4 shots, and each shot lasts .5 seconds and recharges in 2 seconds. Each shot adds 15 heat.
 * 8 plasma tentacles will come out the back of the suit when they detect zombies and behave similarly to the Commander Custom Striker's tentacles. Each tentacle deals 5 damage 1000 times a second.
 * Please note that while a NORMAL Assault or Medic can't use the suit, they can purchase a genetic-modification kit that toughens up their bones and body tissue so they CAN wear the suit. The kit costs $1,500,000 but your guy still needs to be a lefty.
 * I basically described the whole suit, so do we really need stats?

<p style="line-height:inherit;">If you want to add your own idea, feel free to do so in the comments. Pictures would be appreciated. While any ideas are fine, try to make it seem legit. (that means don't put "999999999999" for every stat) Overpowered is fine, as the whole point of this post is to share your most overpowered ideas.