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Modificato da Algus-7: 8/4/2016 6:39:53 PM
20

The afterlife (exotic scout)

Afterlife: exotic scout rifle "I'm not dead yet" - warlock Min Pal'vo during twilight gap This gun was stolen and carved with hive runes. After being reclaimed, It was mostly cleansed for use by guardians, but still shows hints of the sword logic. Tree 1: • smooth ballistics - increased recoil. Boost to range • accurized ballistics - more range and impact. Increased recoil. • smart drift control - predictable and controllable recoil. Penalty to range Independent: • undying - reduced damage from head shots when this gun is equipped. Not enough to stop sniper shots. Only stops the few lowest impact snipers. Tree 2: • hand loaded - this weapon is effective at an extended range. • quickdraw - this weapon can be drawn unbelievably fast. • field scout - increases carried ammo capacity. Exotic perk: • see you in the afterlife - getting kills with this gun adds the "afterlife" perk. Upon death, an explosion is activated that changes in size based on your kills. Maxes at 4. Max charge kills low to mid armor guardians. Takes about as long as bloom to activate. Costs grenade charge. Feedback appreciated! We're trending now! Let's see if we can keep this up Edit: added specifics Edit: added community suggestions Edit: I'll be posting another exotic tomorrow! Vote down below which of these you'd like to see next! Drake's wing exotic bow (special) Snow's serum exotic handcanon(special) Something new (to be created)
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  • Since we're talking About exotic scout ideas, Imma just put this here [quote]Name- Not sure "Is it time?" RoF~25 Impact~65 (or something that can two shot any armor, can probably one shot headshot any low armor character) Range~90 Stab~30 Reload~70 Mag~10 Exotic perk: Draw (Lasts until gun is reloaded or switched): After the third kill with the same magazine. The mag of the gun is switched to 5 and is fully reloaded. Bullets gain: explosive rounds, gains the ability to one-shot any armored character from a blow to the head.[/quote]

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  • This weapon would have no use outside of PvP

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    • Sister Scout Rifle: Afterbirth?

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      • I got one as well The Black Rabbit "One who is with the shadows, is the last to die" RoF: 40 Impact: 60 Range: 56 Stabilty;43 Reload: 73 Mag: 23 Passive Perks: Rabbit's Agiltiy: Holding this weapon grants +3 Character agility Perk 1: Zen Moment Perk Tree High Caliber Rounds Armor Piercing Rounds Extended Mag (26) Exotic Perk Little Hummingbird: Kills with this weapon grant bonus damage, stability and reload speed for 7 seconds. additionally, all harmful effects on you are removed and you recover a small portion of health

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        • I like the thought behind this in general, but I have to mention that reducing crit damage is something that the balance team would never allow in. At least not in it's current form. It essentially gives you a TTK advantage in every reasonable fight and is in and of itself the definition of unbalanced (that being, someone has an advantage, and there is no counter-play to it). It also wouldn't function well in PvE, as even snipers rarely hit a critical on you there. I'm also not a terribly big fan of a perk that requires someone to die to be useful, and I could see players rushing in to try to get explosion trades on a death. I might recommend making the final perk function something more like a modified version of fire fly and dynamite with a laser beam: targets explode on precision kills. The size and strength of the explosion increases with each kill to a maximum of 5, at which point it would be like the DWaLB perk on the Zen Meteor. A critical kill would yield the massive explosion radius, and essentially make anyone caught in the primary wave one-shot, with reduced damage at a distance. You could go on a massive explosion spree with this thing, and it would be amazing to see, but you do have to earn the big booms. Not sure what to do with undying, maybe recovering from critical health grants an overshield (light) or a +4 to armor and +2 recovery for 15 seconds? I'm afraid that flat damage reduction simply wouldn't ever be able to be balanced (it's always either too high to be fair or too low to be useful). I'd also consider removing field scout and replacing it with a stability perk like perfect balance. Scouts generally have a lot of reserve ammo, but adding a stability perk would allow you to choose speed, range, or stability, and that's a nice option to have. Not trying to poop on the proverbial parade, but game balance is what I do for a living. So I thought I might add in a look from that perspective.

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          3 Risposte
          • Make it a Special Weapon to add balance to such broken fūckery.

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            • [quote]• see you in the afterlife - getting kills with this gun adds the "afterlife" perk. Upon death, an explosion is activated that changes in size based on your kills. Maxes at 4. Max charge kills low to mid armor guardians. Takes about as long as bloom to activate.[/quote] TBH, and please don't take this personally, I do not think this is a great idea for an exotic perk at all. I do not want to have to die in order to enjoy the benefits of the exotic perk. If the perk stayed as is, then i would like to see it uncapped in PVE or capped at something ridiculously high like 30 in PVE and capped at 5 in PVP. Btw, in PVP, this would essentially make it function like the martyrdom perk in CoD, which I'm sure people wouldn't be happy about... Personally, I would rework the perk to add 25% of base damage per kill, stackable 5 times in PVE, and 3 times in PVP. The perk would last for 10 seconds initially, and renew at each new kill for an additional 10 second period. At 25% base damage, so long as the SR is not a high impact SR, at maxed bonus of 75% damage, it will still require at least 2 shots to kill opponents in PVP, so it would not effectively become a sniper rifle Primary.

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              • Sounds awesome, I say give it void damage too!

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                • It's an interesting idea, but an exotic perk that requires you to die in order to use it doesn't sound very practical. Especially since the explosion on death would only be useful at close range, and scout rifles are intended to be used at long range.

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                  • [quote]Afterlife: exotic scout rifle Exotic perk: • see you in the afterlife - getting kills with this gun adds the "afterlife" perk. Upon death, an explosion is activated that changes in size based on your kills. Maxes at 4. Max charge kills low to mid armor guardians. Takes about as long as bloom to activate. [/quote] So it's an exotic that's is only good for PVP. Nerf it into the ground!!!

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                    • Did you create Fabian Strategy too?

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                      • Sounds stupid

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                        • Interesting idea, and very clever thinking. Which is why we'll never have it. :P

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                          • I like it, it'll detur damn shotgun rushers and those bastards with the universal remote, do you have any concept art id love to make a video on this

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                            • I like the idea of afterlife. However to keep it from being op the damage needs to hit friendly guardians also. No headshot damage reduction, keep that on armor, helmet exotic perk maybe.

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                              • Perk is op and martydom.... Ew

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                                • MARTYRDOM?! No. effing. way.

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                                  • Definitely moderately op

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                                    • I think the afterlife perk should only activate when killed by a headshot. Because if someone gets killed by a melee or somecases a shotgun (depending if the precision shot is the killing blow), they will rage.

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                                      • So basically a martyrdom.

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