[b]Dead Orbit[/b]:
Pulse Rifle, made by Omolon
Latent Void damage
Medium Rate of Fire archetype (Spare Change, Red Death)
Name: Event Horizon
Flavor Text: There is no going back.
Intrinsic Perk: Event Horizon - Precision kills with this weapon cause a small blackhole to appear at the point of kill. The vortex lasts for 3 seconds, and can draw in enemies up to 5 meters. Enemies caught in the vortex take Void damage over 3 seconds. Enemies killed by the vortex increase its size and strength. The effect can stack up to three times, with scaling effects (+1 duration, +5 meters, +1 DoT, per stack). Multiple vortexes can be active at once, up to 3. * the player can be drawn in and killed by the vortex.
Revision I: Multiple vortices cannot exist, but the effect stacks five times and does not refresh on the final stack. Each stack disorients the wielders view until the user dies or the final stack expires.
Sights: To be determined
First column: Rangefinder
Middle column: Armor Piercing Rounds, Braced Frame, Smallbore.
Final Column: Army of One
[b]Future War Cult[/b]:
Auto Rifle, made by SUROS
Latent Arc damage
High Rate of Fire archetype (Doctrine, Arminius-D)
Name: The Velocity
Flavor Text: Racing towards an unknowable destiny, assured only by our unwavering resolve.
Intrinsic Perk: Terminal - Kills with this weapon increase Rate of Fire, Reload, and Stability at the cost of Range. This effect can stack up to three times and does not expire until the wielder dies or manually reloads. On the final stack, precision hits cause Arc damage to chain to nearby enemies, and shields do not recover. Manually reloading on the final stack causes shields to immediately replenish.
Revision I: Kills do not increase reload speed, and each stack of the effect reduces shields by one tier until the final stack. Manually reloading grants a 3 second overshield in addition to triggering shield regeneration.
Barrels: Aggressive Balistics, Smart Drift Control, Linear Compensator
First Column: Battlerunner
Middle Column: Single Point Sling, Snapshot, Speed Reload
Final Column: Spray and Play
[b]New Monarchy[/b]:
Scout Rifle, made by Tex Mechanica
Latent Solar damage
High Rate of Fire archetype (Deadshot Luna, Inward Lamp)
Name: The Ruling Hand
Flavor Text: Kneel.
Intrinsic Perk: Scorched Earth - Precision kills with this weapon cause a Solar explosion that ignites enemies caught in the blast. Ignited enemies take Solar damage over 5 seconds, and take increased damage. Enemies ignited can ignite other enemies within 2 meters. Enemies killed by Scorched Earth explode, and can start another chain. *possible penalty to movement speed to offset immense crowd control capabilities.
Revision I: Enemies no longer take additional damage from ignition, but burn for 2 seconds longer. The chain can only spread to 4 other enemies and cannot spread further unless a new enemy is ignited. Enemies already ignited cannot be immediately reignited (3 second wait).
Revision II: Rapid kills with this weapon cause it to overheat, reducing RoF, Reload Speed, and weapon handling for 3 seconds without use.
Sights: To be determined
First Column: Full Auto
Middle Column: Hand Laid Stock, Smallbore, ???
Final Column: Crowd Control
Note: the weapons themselves do not deal elemental damage, rather, the effects of their Exotic perks do.
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I dug this out from the depths of goddamn forever ago but I'm pretty sure these made their way into Destiny 2 in the form of Graviton Lance, Riskrunner, and Skyburners Oath, respectively. Cosmo, Deej, Luke, someone at Bungie? Is there any way at all that I could get some sort of confirmation (or debunking, honestly), cause there's too much that's similar for this to just be a coincidence.
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Understandably, you guys are worried about these weapons being overpowered. Rightfully so, it's the reason I tried not include damage figures and instead focused on the mechanics of the perks rather than how hard it hits. I am going through some revisions however, so hopefully I can come to a middle ground. But the whole point, in my head, was to make weapons that rewarded the player for their "loyalty" to a faction, and weapon that felt worth the grind.
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Too much work for bungo, they rather give us more emotes.
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I think the Velocity should have reactive reload, you have more than enough reload speed perks already.
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Edited by BlaximusPrime178: 5/16/2016 12:28:12 AMThese ideas are all really great but the thing about great ideas and destiny is that everyone hates them. bungie hates them because they're great and they wanna sell you high priced mediocrity and the player base hates it because if it's not a glorified pea shooter then it's OP. But if it's any consolation, I LOVE these guns and would grind up all three factions to get them.
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So Tex Mechanica, a company exclusively making high quality [b]Hand Cannons[/b] and [b]Shotguns[/b], all in Wild West style, now makes a [b]Scout Rifle[/b] for New Monarchy, despite that they are also the only foundry not to associate with a faction. It makes so much sense. [spoiler]Oh, and these are all ridiculously OP guns.[/spoiler]
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Nice ideas, but that would be way to much imo.
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they would be very powerful in the crucible, depending on rof and imapct. too high and it is op, the scout rifle would be my exotic weapon in every loadout.
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These sound all fun and dandy on paper, but the existence of PvP makes it hard for guns like these to exist without being subject to excessive amounts of nerfs.
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These guns would be rediculously OP-no way will they ever happen.
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Question, why does FWC lose something on their perk, but the others don't? Is it in exchange for the (seemingly) extra perks it gets over the others?
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Edited by Awesomenot: 5/15/2016 11:37:38 PMI like all of them except The future war cult one. Needs three kills to charge arc ability? Range reduction + stability boost x3? Why? Your shots would fall to the ground right after leaving the gun. Also an Why do we get an auto rifle? Not saying Auto rifles are all bad, but pulse and scouts beat them almost every time.
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OP... every single one of them...
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Spare change is different from red death...
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Edited by MorsSama: 5/14/2016 6:26:11 PMOmolon should make Hung Jury v2 dat shoot Vortex not Pulse Rifle :^)
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I love the idea of Faction Exotic Weapons, but each weapon sound like a terror is pvp.... maybe worse then Thorn.
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Good idea
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Those sound like awesome fun. So you know they'll never be made. There's already PvP crybabies that can't handle being killed by regular bullets and cry nerf.
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Edited by xPLASMAx21: 5/14/2016 10:55:38 AMGood suggestions. With a little reigning in, power-wise, they'd fit perfectly. I say they should be a reward for Rank 40. I assume the DO pulse would create mini-nova bomb/vortex grenades, which isn't inherently OP. The FWC one sounds a bit like The First Curse in terms of how the perks work. Would need a really high stability/perks to be useful. NM Scout is a Sunbreaker-in-a-box. Melting Point and Scorched Earth on a gun is an interesting concept. The Melting Point effect might be useful on Raid/CoE bosses.
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While all of these guns sound really -blam!-ing cool. These intrinsic perks are EXTREMELY OP. The only one that sounds reasonable is the fwc suros auto rifle. The other two are ridiculous, Im all for having unique exotics with really cool and powerful perks but thats just insane
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Sounds good on paper but we know they won't give us elements on primarys so.
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SWEET HOLY MARY MOTHER OF JESUS GIVE ME THAT NEW MONARCH SCOUT RIFLE RIGHT NOW. I WILL GIVE UP ALL OF MY OTHER GUNS JUST FOR THAT ONE. SOMEONE GET DEEJ'S SCRUB ASS ON THE PHONE AND GET HIM TO MAKE THE DEVS PUT THIS IN THE GAME.
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I like the sound of that scout rifle...
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Didn't read it all but I like it. I'll even tweet this to the Sandbox Dev!!
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Bump for being interesting and not a crying for a nerf post.