Convergence
Scout Rifle
Fast 220 rpm scout.
15 in mag.
Iron Sights.
Kinetic primary.
Semi-automatic.
Very high range.
It needs to be sticky, why?
Main perk: Berserker Rounds
Holding down trigger will load a charged shot that consumes up to 3 rounds if trigger is held down. 5 seconds to fully charge.
-Starts at 1 round ready, it would feel more like Devil’s Advocate, but a scout rifle.
-Charging for 2.5 seconds increases damage x1.75
-the gun chimes when bullets are being charged together.
-Charging for 5 seconds results in a full Berserker shot with damage of x3 a normal round.
-A charged Berserker round can be held as long as the average arrow.
-Firing a fully charged Berserker round would be equivalent to a sniper, but this does not hinder fire rate or accuracy.
5 charged shots per mag.
If charged, upon releasing the trigger, a single, powerful charged shot with the damage of 3 scout rifle bullets, giving the player a quick mix of charged shots and fast clean-up shots and vice versa for both PvP and PvE.
A charged Berserker round will not one-shot a crucible guardian, unless landing a fully charged precision blow.
Intrinsic perk:
Charged shots have explosive rounds
Catalyst:
-Allows 21 rounds per mag. (7 charged shots)
-Normal shots also receive explosive rounds.
- +18 to stability
Tell me what you think
English
#destiny2
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1 AntwortenHm. Neat idea. Like a linear fusion + scout combo. In PvP the fully charged shot should deal enough damage to remove 90% of a Guardians health. Slightly less with high Resilience. Why? It’s a primary weapon. It should not have that kind of power. The accuracy shouldn’t diminish either because it makes hit damage an RNG factor. No one likes that and it shouldn’t be a Thing.