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Edited by Banned n3rd: 1/16/2015 4:37:37 PM
309

Exotics that should exist. (New List)

Here is a brand new set of exotics that I though of: Black Eye - Exotic Hand Cannon 3 Round Magazine. First Perk: Firefly First Tree: various ballistics Second tree: •Flared Magwell •Send It •High Caliber Rounds Second Perk: Blinding Light: Headshots with this weapon cause temporary blindness. -------------------------------- Sabertooth: Exotic Scout Rifle Sports a kick ass bayonet Perk 1: Cascade First column: various ballistics Second column: •Field Scout •Armor Piercing Rounds •Fitted Stock Perk 2: Sabertooth: While this weapon is equipped, your basic melee is replaced with a more powerful melee that deals additional damage from behind. ---------------------------- Irregular Trigon- Exotic Pulse Rifle First Perk: Headseeker Second Tree: •Fitted Stock •Flared Magwell •QuickDraw Second Perk: Round Three: Hitting the same three target with all three rounds of a burst will cause the third round to explode, dealing bonus damage. -------------------------- Angel on my Shoulder - Exotic Auto Rifle This auto rifle is equipped in the special weapon slot. This weapon may be equipped at the same time as an exotic primary weapon. This weapon deals arc damage. First Perk: Persistence Second Tree: •Single Point Sling •Quickdraw •Flared Magwell Second Perk: Saving Grace: Kill with this weapon cause instant health regeneration and reduce incoming damage for a short time. ------------------------ Hell's Janitor-Exotic Shotgun A double-barreled shotgun(stacked vertically) with high impact and decent range. Magazine of 2. Fast reload speed. Deals Solar Damage. Perk 1: Bonus accuracy when firing from the hip. Second Tree: •Send It •Quickdraw •Explosive Rounds Perk 2: Cleanup: Pulling the trigger while aiming down sights will fire both rounds at once. ----------------------------- Athenian Ray-Exotic Fusion Rifle This Weapon deals Void damage. Instead of a burst, this weapon fires a single, devastating beam. Magazine of 1, longer than optimal charge time. First Perk: Rangefinder Second tree: •Accelerated Coils •Send It •Flarred Magwell Second Perk: Athenian Ray: This weapon's burst can penetrate through any number of targets. Kills with this weapon drastically reduce the cooldown of grenades and melee. ---------------------------- The Huntsman: Exotic Sniper Rifle 4 round magazine, short ranged scope, slow fire rate but good reload. This weapon deals arc damage. First Perk: Radar stays active when aiming down sights. Second Tree: •Field Scout •Quickdraw •High Caliber Rounds Second Perk: Apex Predator: No glare given off when scoped. Enemies killed by this weapon always drop special ammo. These drops disappear if the user equips a different special weapon. -------------------------------- Bombardier-Exotic Rocket Launcher Deals Solar Damage This weapon's shells fire in an arced trajectory, and explode a few seconds after contact. Relatively low blast radius and velocity. Magazine of 5. Perk 1: Horseshoes and Grenades Second Tree: •Field Scout •Heavy Payload •Flared Magwell Perk 2: Blitzkrieg: Killing multiple enemies without reloading fully recharges your grenade. ---------------------------- Wall of Darkness-Exotic Machine Gun A machine gun with a high fire rate and poor stability. This weapon stores all of its reserve ammo in a single magazine. This weapon deals First Perk: Expect to find more ammo for this weapon. Second Tree: •Single-Point Sling •Send It •Skip Rounds Second Perk: Throwback: While this weapon is being fired, any damage the user takes causes additional reserve rounds to be added. Feel free to add more. The original suggestions from the OP have been placed in a comment.
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#Destiny #MrBurns

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  • ORRRR! a pulse rifle that looks like the first one you get but!! its extra special because its yellow.

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  • Praise the Sun! - A hand canon that fires rounds that deal solar damage, but after a death deals void damage for the first couple rounds. Also any kills caused by this weapon cause a noticeable burst of light to spring forth from the user. By the Travelers hand - an exotic rocket launcher with a narrow barrel that leads to a giant ball at the end. The rockets fired from this deal solar damage and have a massive blast radious, that once detonated a small glint of light appears in the center of the explosion in the shape of a hand.

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  • Edited by KodiakDug: 10/23/2014 3:59:28 PM
    The Sabre - Exotic HEAVY Sniper Rifle [i]Great power can get you places. Great finesse can get you further.[/i] This weapon is an anti-material heavy sniper rifle. Massive in scale, but with very low ammo capacity, it will shred infantry targets and deliver massive damage to armor, both vehicular and shields (physical ones mind you *cough*Phalanx*cough*). With three rounds in the gun, I could see a maximum of three extra magazines, and that is with all the heavy ammo upgrades you can get. For the ballistics upgrades, I can see accurized, aggressive, and smart drift control. Standard perk would be either Rangefinder (increased range while aiming) or Take a Knee (decreased recoil while crouching). For the stat upgrades, maybe perfect balance, flared magwell, and possibly polished lenses (the one that increases your zoom distance) The special perk would be sabot rounds that severely overpenetrate targets and can penetrate armored targets, such as vehicles and a phalanx shield. (It could also change the firing sound of the gun, similar to what happens with Thorn when you get the special upgrade on in.)

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    • Arbiter:exotic plasma rifle with blue or red color and fires similar to the hard light

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    • More than one Exotic Scout Rifle because AR's and Handcannons get too much love. There're like, what, 3 of each and 1 available scout?

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    • 20/20: Exotic sniper which adjusts damage based on range

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    • [b]2 In The Chamber [/b] - Exotic Hand Cannon "Two is always better then one." [u]Two In The Chamber[/u] - There is a chance for 2 consecutive rounds to be fired with one trigger pull. [b]Ashes[/b] - Exotic Sniper Rifle (Solar) "They all fall down." [u]Ashes To Ashes[/u] - Precision kills cause the enemy to explode, triggering any enemies in the blast radius to explode as well. [b]The Barbarian[/b] - Exotic Shotgun (Void) "What is best in life?" [u]Barbarism[/u] - Kills with this weapon have a chance to activate a shield and instantly restore melee energy.

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    • Prototype 73_? - Scout Rifle based on damage, speed, reload, and stability. Has a perk that can give you extra armor and can help with cool down time for your super.

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    • [b]i dont have time to explain[/b] [i]"why i dont have time to explain" the stranger[/i] this weapon is an auto rifle but can be selected full auto, pulse rifle and scout rifle modes its perks are Botom half of magazine does bonus damage* or three rounds do bonus damage (one burst) Radar stays active while aiming down sights and deals 21 rounds of arc damage Its red death but with a bullpup set up in matte black

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    • Fusion Rifle (heavy) - Get Outta My Way It would look and act like a gatling gun, a 5 sec charge time, no reloads, can hold up to 200 bullets, the longer the trigger is held the faster it fires.

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    • Infinite Light - Auto Rifle Fires a continuous beam of light Uses battery packs instead of ammo (packs have 0-100% battery) Max 5 packs (including loaded pack) Kinetic damage Can be upgraded to change damage type and beam color. Kinetic - White (like light) Solar - Orange Arc - Blue/Cyan Void - Purple (Just for fun, let's add one more that's unrealistic) All - Rainbow (fluctuates/pulses random colors through the beam as it fires) Can possibly have +2 Agility Field scout (max packs to 6 total and up to 110-120% battery, whatever is more balanced) Slide farther while equipped

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    • Edited by PoseidonOvr9000: 10/23/2014 12:46:14 AM
      I think they should allow the creation of ONE customized weapon. You pick the gun type. You chose what perks/buffs the gun will have out of the current selection. You can name your gun. And then finally, chose a skin for your gun from thousands of skins. THIS should have been the reward from the hard raid. Not a stupid RNG chance for a gun that got nerfed.

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      • it shoots rainbows with its own type

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      • Edited by b e a n: 10/23/2014 6:43:50 PM
        [b]Trickster's Rifle[/b]: Exotic Sniper Rifle "Who said a rifle was only for marksmen? It takes a bit o' skill to scope in and shoot before their shotgun fires, that's for damn sure." [i]Rapid Zooming[/i] - This weapon gains additional damage, stability and range for a brief moment after aiming in [i]*Guess what Rapid Zooming is referring to*[/i] [b]Mass Accelerator[/b]: Exotic Fusion Rifle "Most fusion rifles don't fire a single round. Most fusion rifles don't accelerate mass either. Most fusion rifles are boring." [i]Mass over Mercy[/i] - This weapon fires a single round at high velocity that explodes for high damage within a tight radius. [b]The Overlord[/b]: Exotic Hand Cannon "The original wielder of this weapon was said to have a bit of a superiority complex... and it was mirrored in her trusty sidearm. Just don't start shouting nonsense about ruling the universe and we should be fine." [i]"I'm In Charge Here!"[/i] - This weapon fires faster and deals more damage the more injured the user becomes. [b]Indentity Crisis[/b]: Exotic Rocket Launcher "There was an issue in development with this weapon being constructed in two different locations, due to a packaging error. It now seems to function like... a pulse rifle." [i]Pulsing Problem[/i] - This weapon fires 3 rockets in rapid succession, each with a reduced payload.

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      • Sounds awesome

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      • I would totally use double rainbow if they implemented it. Double Rainbow all the way!

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        • Edited by Circadian Wolf: 10/23/2014 1:01:21 PM
          Unstoppable force - Exotic rocket launcher "Get out of my way" Does kinetic damage Surplus - Find more Ammo for this weapon Unstoppable force - Rockets move faster and do more damage the further they travel. Return to Sender - Exotic hunter arm "Address Unknown" Good Arm - Your throwing knife is thrown faster and further. Hard Light - Melee kills give increased super energy. Return to Sender - A miss with a throwing knife immediately resets its charge time. Make it Count - Exotic Sniper "One shot is all you need" Does Void damage Only one bullet per clip, slow reload time. Final round - Last round in a magazine deals bonus damage One shot kill - The longer this weapon is aimed at an enemy, the more damage it does once fired. (Up to 5x damage over 7 seconds, resets after every shot or when de-scoping.) Footprints of the Void - Exotic Warlock Boots ""To walk among the unknown, one must first become them." - Osiris" Lightweight - Increases agility by +2 Extension of will - When using blink, your movement is based on your controller input.

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          • Gir Is Awesome - Hand Cannon, when shot at enemies, it will start playing an audio log of this: "Now self destruct." Then to "FINALLY!* followed by a fart noise and makes the enemies explode. XD

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          • I do not know about perks...but i would love a minigun like these ones. Maybe like someone else said...you have the 3 types of damage but you are extremly slow to move while using it...and make it an exclusive of the titans because of the size and weight

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            • I want to have these as my heavy weapon:

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            • Fragmaster would be arc shot rockets?

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            • Edited by Buddy: 10/23/2014 8:17:25 AM
              My Ideas: (I made sure they are realistic exotic weapons, not extreme OP weapons) Blind Fury - Exotic Hand Cannon "A hit and miss? No. A miss and hit........" Perks: 1. Zen Movement - Causing damage with this weapon increases stability 2. Blind Fire - While hip-firing; violate payloads explode on impact dealing a portion of the weapons damage in an area and has a chance (15%) to return a bullet to the magazine if there is no "direct" hit. The Interruption - Exotic Pulse Rifle "Sorry, did I interrupt your final words?" Perks: 1. Secret Round - A missed shot from a burst will fire a 4th shot. 2. The Interruption -This weapon can be fired in full auto mode and every shot staggers the target (stagger ineffective against bosses and shields. Fusion and Fission - Exotic Fusion Rifle (Solar Damage) "Together for never" Perks: 1. Performance Bonus - Kills with this weapon grant bonus reserve ammo 2. Fusion and Fission - Charging this weapon fires 1 single, stronger, projectile, (instead of 7 regular ones) which explodes (direct damage only, no AOE) into its original 7 projectiles after impact which seek out and deal regular damage to surrounding targets. (Initial projectile has a quicker damage drop-off over range compared to other fusion rifles). The Event Horizon - Exotic Rocket Launcher (Void Damage) "Not even the brightest light can escape" Perks: 1. Vacuum - increased pick-up radius for this weapon. 2. Warhead Singularity - The force of each explosion leaves a singularity in its wake which slowly pulls in nearby targets and blinds them temporarily. Frostbite 2.0 - Exotic Sniper Rifle (Arc Damage) "Little circulation can weaken you, No circulation can kill you...... I intend to do both." Perks: 1. Life Support - Recovering from near death grants additional ammo and temporarily increases reload speed. 2. Frostbite 2.0 - Hits with this weapon reduces the maneuverability and speed of the target temporarily and killing an enemy freezes their body in place. Black Death - Exotic Heavy Machine Gun (Void Damage) "An ancient plague has been revived......... Are those dark patches I see? Or bullet holes?" Perks: 1. Crowd Control - Kills with this weapon grant a damage bonus for a short time 2. The Black Death - Shots have a chance (30%) to deal a damage over time effect on targets which have a chance (15%) to spread to nearby enemies around the initial target, and continue spreading. (No DoT stacking).

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              • RaiderC-14 An Exotic yellow plastic weapon that shoots little foam darts. Also referred to as a Nerf gun. Abilities: Rage. When the owner begins raging, the damage is decreased by 25% Abilities: Magic Touch When the owner is raging about the lack of Exotics, they are kicked and the spot he was in spawns Exotic engrams. Abilities: Nerf Powers This gun randomly nerfs itself for five minutes. Decreases damage and reload by 69%. Also suppressing the player, making them more exposed to void, arc, and solar damage types. Suppression doesn't allow the player to fly, grow grenades, and use their super for a short time.

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              • Social Slaughter - Exotic Heavy weapon (Solar Dmg) "Don't cross the streams!!!" This heavy weapon is not that effective by itself. It is... heavy, therefore you cannot run, jump, or melee with it unless you switch to a primary or special. In addition, it is a laser type weapon capable of firing through any energy/magic based shield. Perks: (Permanent) Math is Fun - Crossing streams with another S. Slaughter creates a large constant explosion (similar to sunsinger grenade) at the intersection and multiplies the damage every time another stream is added. Focused Fire - Aiming this weapon overcharges it causing more damage at the cost of over heating rapidly. ---and a choice of: Lightweight, Single Point Sling, or Field Scout Ol' Faithful - Exotic Shotgun "Can't hit the side of a barn from the inside... but that stopping power" This is a double barreled shotgun perfect for doing back flips or knocking the engines out of a Kestrel jumpships. When you shoot it your reticle flies straight up, knocking you back when standing still or stopping forward momentum if moving. It also has the worst range in the game Perks: Reactive Reload Lightweight and a choice of Kneepads, Single Point Sling, or Armor Piercing Rounds

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              • JBs golden gun: 1 shot, insta kill. Spawn with 15 bullets and a long reload.

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              • Humanoid Typhoon. Exotic Hand Cannon enough said.

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