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3/14/2015 7:26:01 PM
6

New Weapon Types And Exotics

So a friend and I were talking and decided we'd come up with new weapons types and their exotic versions for Bungie. This is what we ended up with: [b]New Weapon Types:[/b] [b]Laser Beams[/b]- These are battery powered and would be heavy weapons. They fire a continuous beam until overheating or empty battery. Exotic: [b]"Some Like it Hot"[/b] a solar elemental laser beam, the exotic perk would first ignite enemies, then begin to slowly heal your shields and health. [b]Semi-automatic Pistols[/b]- Just a normal semi auto pistol equipped in the secondary slot. Exotic: [b]"Elemental Merry-Go-Round"[/b], the perk would have the magazine have an elemental rotation, first could be arc, then void, then solar. With a magazine size that's a multiple of three. [b]Tactical Shotguns[/b]- These are semi-automatic shotguns equipped in the secondary slot. They are essentially the same pump-action shotguns, but with slightly less impact, and bigger magazines (around 7-8 shots). The exotic weapon would be called [b]"No Shields Allowed"[/b]- the perk being that shots from this weapon cannot be resisted by non-Guardian enemy shields. (So if you have a Minotaur with void shields, damage form this gun won't be reduced.) [b] Exotics for preexisting weapon types:[/b] The next weapon is a machine gun exotic called [b]"Chainsaw Massacre"[/b]- the perk of this weapon ties to your melee, because this gun has chainsaws on the left and right sides of the barrel, you can use this melee to inflict massive damage, at a cost to very long switch weapon time and short melee distance. [b] "Indecisive"[/b] (Not to be confused with "Invective")- An assault rifle, the perks you automatically get are semi-automatic, burst fire and full automatic. The exotic perk allows the already even stats (60/100% for all stats: ROF, Impact, etc. with a 30 round magazine)to be drastically modified upon empty magazine reload. For example, after reloading, ROF will go to 100%, while Impact goes to 10%. Or Stability goes to 10% and Magazine size goes to 60 rounds. A complicated weapon to understand, but I believe it would be fun to use. [b]"The Doctor Is In"[/b]- A bolt-action sniper rifle equipped in the secondary slot, the perk allows the user to shoot at a fallen team-mate's Ghost and in doing so, revive them from a distance. This would be perfect for lower level medics in a higher level strike/raid. Thank you for reading and or considering our ideas! Please comment your thoughts/ideas! -OP_Russians and Leroy The Whale

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  • The Doctor Is In"- A bolt-action sniper rifle equipped in the secondary slot, the perk allows the user to shoot at a fallen team-mate's Ghost and in doing so, revive them from a distance. This would be perfect for lower level medics in a higher level strike/raid. This is an amazing idea

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    • [quote]So a friend and I were talking and decided we'd come up with new weapons types and their exotic versions for Bungie. This is what we ended up with: [b]New Weapon Types:[/b] [b]Laser Beams[/b]- These are battery powered and would be heavy weapons. They fire a continuous beam until overheating or empty battery. Exotic: [b]"Some Like it Hot"[/b] a solar elemental laser beam, the exotic perk would first ignite enemies, then begin to slowly heal your shields and health. [b]Semi-automatic Pistols[/b]- Just a normal semi auto pistol equipped in the secondary slot. Exotic: [b]"Elemental Merry-Go-Round"[/b], the perk would have the magazine have an elemental rotation, first could be arc, then void, then solar. With a magazine size that's a multiple of three. [b]Tactical Shotguns[/b]- These are semi-automatic shotguns equipped in the secondary slot. They are essentially the same pump-action shotguns, but with slightly less impact, and bigger magazines (around 7-8 shots). The exotic weapon would be called [b]"No Shields Allowed"[/b]- the perk being that shots from this weapon cannot be resisted by non-Guardian enemy shields. (So if you have a Minotaur with void shields, damage form this gun won't be reduced.) [b] Exotics for preexisting weapon types:[/b] The next weapon is a machine gun exotic called [b]"Chainsaw Massacre"[/b]- the perk of this weapon ties to your melee, because this gun has chainsaws on the left and right sides of the barrel, you can use this melee to inflict massive damage, at a cost to very long switch weapon time and short melee distance. [b] "Indecisive"[/b] (Not to be confused with "Invective")- An assault rifle, the perks you automatically get are semi-automatic, burst fire and full automatic. The exotic perk allows the already even stats (60/100% for all stats: ROF, Impact, etc. with a 30 round magazine)to be drastically modified upon empty magazine reload. For example, after reloading, ROF will go to 100%, while Impact goes to 10%. Or Stability goes to 10% and Magazine size goes to 60 rounds. A complicated weapon to understand, but I believe it would be fun to use. [b]"[quote]The Doctor Is In"[/b]- A bolt-action sniper rifle equipped in the secondary slot, the perk allows the user to shoot at a fallen team-mate's Ghost and in doing so, revive them from a distance. This would be perfect for lower level medics in a higher level strike/raid.[/quote] Thank you for reading and or considering our ideas! Please comment your thoughts/ideas! -OP_Russians and Leroy The Whale[/quote]

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      • That is way too op too be in the game

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      • An exotic Heavy Machine Gun called "The Rambo" where the perk is called Blood thirsty and it fires explosive rounds and kills heal.

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      • That sniper idea would be fun, make its bullets look like thorns, but with a needle in it.

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      • Edited by RMoneyy52: 1/27/2016 9:25:15 PM
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