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Edited by Fear of Missing Out: 5/13/2019 12:58:53 AM
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Idea For a Reworked Khvostov 7G-0X

The exotic version of the Khvostov in Destiny 1 was a great idea for a weapon: A weapon crammed full of customization options. I feel that this weapon could be brought back with even more customization options than it ever had in D1. Here's my idea: [b]Khvostov 7G-0X[/b] Auto Rifle Impact: Variable Range: Variable Stability: Variable Handling: 55 Reload: 65 Rate of Fire: Variable Intrinsic: Jack of all Trades: This weapon features a select fire switch. Holding the reload button allows you to swap between full-auto, burst, and semi-auto fire. This weapon comes with an advanced customization kit. (As opposed to the D1 version, where swapping between them did not change the impact, each select fire option changes the impact, rate of fire, range, and stability of the weapon.) Sight 1: Short range red dot sight. Increases handling and stability. Sight 2: Medium range holographic sight. Increases range and stability. Sight 3: Long range scope. Greatly increases range. Magazine 1: Ricochet Rounds: Increases range and stability. Magazine 2: Extended Magazine: Greatly increased mag size at the cost of reload speed. Magazine 3: Flared Magwell: Greatly increases reload speed. Frame 1: Rapid-Fire Frame: Increases ammo capacity and reload speed. Frame 2: Lightweight Frame: Increases mobility and handling. Frame 3: Adaptive Frame: Increases stability and improves recoil direction. Frame 4: High-Impact Frame: Increases range and zoom. Two separate trait columns for even more customization. Column 1 Trait 1: Outlaw Trait 2: Zen Moment Trait 3: Quickdraw Column 2 Trait 1: Rampage Trait 2: Kill Clip Trait 3: Feeding Frenzy Comes with a mod slot for even more customization. Catalyst: +10 range, stability, handling, and reload speed. Gives the weapon a second mod slot, as well as a shader slot. How the frames and select fire would work together: Rapid-Fire Full-Auto: fires like a 720 rpm auto rifle. Burst: 540 rpm pulse rifle. Semi-Auto: 260 rpm scout rifle (minus the intrinsic full-auto) Lightweight Frame Full-Auto: 600 rpm auto rifle. Burst: 450 rpm pulse rifle. Semi-Auto: 200 rpm scout rifle. Adaptive Frame Full-Auto: 450 rpm auto rifle. Burst: 390 rpm pulse rifle. Semi-Auto: 180 rpm scout rifle. High-Impact Frame Full-Auto: 360 rpm auto rifle. Burst: 340 rpm pulse rifle. Semi-Auto: 150 rpm scout rifle. The total number of different ways you could build this weapon comes out to just under a thousand, even more once you unlock the mod slot. Edit: cut out the element stuff (it was a bit much) Edit 2: I want to do another one of these, but I don't know what to do, so a poll for which one I should do can be found here: https://www.bungie.net/en/Forum/Post/252065246/0/0 Edit 3: Just made one for Monte Carlo. Check it out! https://www.bungie.net/en/Forum/Post/252074052/0/0
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  • The khvostov approves

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    • So you can roll Outlaw/Feeding Frenzy ?

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      • that weapon will be useless unless it has drop mag + outlaw + hipfire Grip + Rangefinder. Megs OP

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        • So basically, what you’re saying is... MAKE IT A HAND CANNON >:D

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        • The only 3 guns I want back D1 are Pocket Infinity, Hawkmoon, and Bad Juju. I could live happy with those.

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          • shut up about old garbage go play D1

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          • you essentially took my idea, and made it more complicated(yet complete). My idea was to bring it back, and as you change fire modes(semi, burst, full) it also changes the archetype to each fire mode. essentially one gun that can be a scout, pulse, and auto rifle with there respective an separate traits. the only issue would be magazine capacity for the scout rifle mode. i don't think you can make a 30+ round magazine scout rifle in destiny a balanced weapon. the different archetypes would have to change ammo capacity to match them. I like you different frame options idea, but it's just too much, and really makes everything else in the sandbox irrelevant. I would make the full auto adaptive but with high cal, and steady rounds, the pulse with range finder, and head-seeker, and the scout have explosive rounds and steady rounds. I like my full auto idea im open to the other two having different perks, but its to make that archetype have the perks best suited for the role, the best that that archetype can be.

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          • At this point since we all want old guns back can I please get monté Carlo with the 56 in mag and bad juju please pretty please

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            • Pls delete, knowing Bungie, they will ignore all feedback and see the post that says “bring back another old exotic” just don’t give them fuel. So tired of seeing all these old weapons. There is way too much damn lore in the game for there not to be so many new exotics, way too much.

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              • I dont really want more recycled crap.

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                • Can we just stop trying to get scumgie to recycle d1 content if you want d1 content here's a novel idea GO PLAY DESTINY 1 because we all know scumgie will ruin any d1 weapon they bring to d2.

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                  • If it was to come back the only thing that need to change was the impact which needs to be fixed so it not affected by any of the other perks nothing else

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                  • Let’s take a little from select fire option from Apex. You can switch the rate of fire without having to reload. Destiny is lazy with the a bit too often. If we could change the rate of fire without having the player reload or some other function OUTSIDE of having to flip a little switch in combat would be great. Before we had to go into menu to switch it. LAME. Having to reload is a step up but still not perfect. I understand that other exotics require a reload, but you’re loading in a different elemental mag.

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                    • Well still bump into this weapon's Achilles Heel: it's an auto rifle. Even when we switched up the perks and tried using it like a scout rifle it suffered from lack of damage and severe damage drop off.

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                      • I love this, but I'd want ricochet rounds replaced with either high-cal or armor piercing rounds. Ricochet rounds have not been even remotely useful to me at any point in time.

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                        • Edited by J_v_K: 5/12/2019 3:44:26 AM
                          Whilst I liked the concept the weapon in Destiny 1 it pretty much only had one effective setup and the majority of people only ever really used that setup because all of the other setups were trash. The problem with the weapon is that whilst you could fire automatic, semi-automatic or single shot, the impact remained the same regardless of what firing mode you had it in, so there was no point in firing it in anything but automatic. So in bringing it to Destiny 2 we need to strip away what is unnecessary to the weapon and the first thing to go is the semi-automatic and single shot modes. Keep it automatic. Now how to make this weapon unique is the second problem because even when you look at the weapon in D1 it really did not have much that differentiated it from a well rolled legendary. The main perks that were always taken were Counterbalance, Braced Frame and 900RPM, simply because they were the most effective perks in order to keep the weapon usable. Now ideally this weapon should be a workhorse exotic, one that can be used in both PvE and PvP, but one that still performs better than a comparable legendary. So here we go. The idea is that the weapon is a 450RPM weapon that can also act as a 720RPM weapon with the press of a button that gets more accurate and stable the longer it is fired. [u]Base Stats[/u] RPM: 450 -720 Impact: 18 - 29 Range: 49 - 64 Stability: 65 -75 Handling: 55 Reload Speed: 41 Aim Assistance: 45 Recoil Direction 90 Zoom 16 - 21 Magazine 40 [u]Exotic Perk[/u] [b]Golden Age Mechanisms[/b]: Pressing and holding Square/X will change the rate of fire of the weapon. [i]As you switch between the two firing modes the impact changes to reflect the trigger mechanism sacrificing power for increased rate of fire or visa versa.[/i] [u]Sights[/u] [b]Classic Scope[/b]: Increased range and stability [b]Modernized Scope[/b]: Greatly increased range. Increased zoom magnification. Highlights enemy targets. The two scopes were a major feature of the Khvostov 7G-0X so keeping them is a must however it is now possible to change between them whilst aiming down sights. [u]Magazine[/u] [b]Extended Mag[/b]: Greatly Increased magazine size. Greatly decreased reload speed. [u]Trait[/u] [b]Target Lock[/b]: This weapons stability and accuracy increases the longer the weapon is fired. Pressing Triangle/Y whilst aiming down sights will change the sight. [u]Stock[/u] [b]Short Action Stock[/b]: Greatly increases handling speed. Overall this makes the weapon effective because it suddenly become effective both at mid-range where 450RPM auto rifles do best and up close where 720RPM auto rifles do best. It also becomes more accurate and stable the longer it is fired which when combined with the controllable recoil, makes for a very effective kinetic weapon. This is just my opinion on how they should bring back the Khovostov 7G-0X.

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                          • Interesting ideas, but enough with the D1 exotics already. It’s getting very old. Now with the latest edition of outbreak prime, it’s like, get some new ideas already! Just go play D1 if you miss the originals. Don’t get me wrong, I like these new missions like Zero Hour that are challenging and give a decent reward at the end, but not an old exotic that I already had in D1. No more old exotics!

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                            • Overall nice, but I think you're going a little overboard with it being kinetic or any element. Definitely a cool idea, but I dont think the mechanics the game would allow it. Maybe in D3, but I kind of feel like D3 is not going to get a decent engine upgrade from D2 (really hope I'm wrong here)

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                              • That’s a fantastic idea! Man, I wonder who thought of that?

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                                • I like it, but I think it’s honestly TOO customizable. There’s next to no point using any other primary because this one can do literally anything any legendary primary can, barring pinnacles

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                                  • Good idea, but many parts are not posable. 1.) Multiple Frames is not possible as they are often tied to fire rate. Also the bonuses for adaptive Frame are not linked to the current adaptive Frame, and Not all frames have a equivalent in each weapon type. These pose a significant programming challenge. 2.) Multiple element types that include Kinetic/weapon slot swapping. This poses perhaps the most significant challenge for programmers. Dragonfly does not work with Kinetic Damage, so this would also need to be programmed from scratch. On top of that, having it be in the Kinetic slot would make the Kinetic option be practically obsolete. Not to mention the ability to abuse burns. (This was evidenced in D1 with the use of only Year 1 Raid Weapons due to them being the only ones with Elemental Damage) 3.) The gun has no reason to use over any other exotic weapon or even most legendaries. This is the same issue that the original Khvostov had. Despite its good stats and ability to be personalized more than any other weapon, it was highly underused as most Exotics had good stats and could do more than the Khvostov could. In a game filled with tons of powerful weapons the ability to be customized is not worth an exotic slot. Would you use this in PvE over something like the DPS of Whisper or even the utility of the Graviton Lance. In pvp, there’s not a benefit to using this over the new Outbreak Prime or the sheer kill potential of the Wardcliff Coil.

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                                    • Edited by Barracon: 5/11/2019 11:31:23 PM
                                      I always like the idea of it being highly customizable, tho as an exotic it doesn't have much going for it i figured if they did bring it back it should be allowed to have one if not two mod slots that would allow it to have some exotic ness to it. Could be a Banshee exotic quest

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                                      • My only objection is with the actual mode switching mechanism because it sounds like you're describing the way it works for Hard Light and Borealis. I love using Borealis but that reload switching thing needs rethinking imo as it's pretty clunky. I think it could use some extra UI so that when you hold reload you then go left or right with either the stick or d pad to set the new mode. Cool concept you've got there though.

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                                        • exotic travelers chosen

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                                          • No. Play the game.

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