I have returned to give my two cents on how to make the Stranger's Rifle into an Exotic. As opposed to my idea for the Khvostov 7G-02 ([url=https://www.bungie.net/en/Forum/Post/109777997/0/0/1]link[/url]), where it would evolve similar to Necrochasm, this weapon would instead be a reward of a high-level, gauntlet type story mode, something similar in concept to other RPGs' "New Game Plus" modes. We'll call it the "Story Gauntlet," "Gauntlet Mode," or just the "Gauntlet."
How it works is that it consolidates all the primary missions of each planet into one strain that saves at checkpoints, offers higher level rewards - especially if it is a mission that says [insert item] upgrade - skippable cutscenes and greater difficulty. It starts from Earth at level 26 and goes up to Mars at level 30. The Gauntlet will have the Heroic modifier, in addition to two others, varying by mission. This increases difficulty without making it impossible to complete for the average player.
The first time the Gauntlet is completed, the player will receive an Exotic "The Stranger's Rifle" and Glimmer. Afterwards, it will be a random roll for two engrams. Yes, there is only one roll for the entire Gauntlet. However, it has increased chances at Legendary and Exotic gear/engrams, and, in the event that you do receive Coins, Energy, or Shards, it will be in an amount that is worth your while (30 Coins/50 Shards or Energy?). Only one Gauntlet a week can be run for rewards. After that, it can be run for no reward as many times as you want. Use it for speed runs through the story, if you like!
Now for the weapon itself. Key in the fight against the Vex, where and whenever they are, my design for this weapon maximizes damage output and minimizes combat errors using small manipulations in the time stream.
The Stranger's Rifle Description: Ghost's analysis suggests this weapon has been exposed to incredible forces...and that parts of it shouldn't yet exist.
Old Stats
[spoiler]
RoF: 66
Impact: 14
Range: 48
Stability: 62
Reload: 65
Mag: 21
[/spoiler]
New Stats
[spoiler]
RoF: 66
Impact: 14
Range: 48
Stability: 62
Reload: 65
Mag: 27
...Exactly the same, save mag size. It's very well balanced.
[/spoiler]
Perks:
[spoiler]
[u]Innate:[/u]
[b]Arc Damage: [/b]This weapon deals Arc Damage.
[b]Full Auto:[/b] This weapon can be fired in full auto mode.
[u]Barrel Mods:[/u]
[b]Smooth Ballistics: [/b]Less recoil. Penalty to range.
[b]Accurized Ballistics: [/b]More Range and Impact. Increased recoil.
[b]Smart Drift Control:[/b] Predictable and controllable recoil. Penalty to range.
[u]Primary Perk: [/u]
[b]Headseeker:[/b] Body shots increase precision damage for a short time.
[u]Secondary Perks:[/u]
[b]Speed Reload: [/b]Reload this weapon quickly.
[b]Hand Loaded:[/b] This weapon is effective at an extended range.
[b]Fitted Stock:[/b] Increases weapon stability.
[u]Anti-Vex Perk:[/u]
[b]Sol Extinction:[/b] Increased damage to Vex Majors.
[u]Exotic Perk: [/u]
[b]Temporal Corrector: [/b] Missed rounds often return to the magazine. Precision kills often cause Arc explosions.
The time influence with this perk is that, of the many intertwining timelines hosting a version of your battle, someone has stepped in (from the future... or past) to ensure that your rounds don't go wasted, and to create the specific atmosphere for an Arc explosion to occur.
[/spoiler]
[spoiler]
[u]Alternate Primary Perk:[/u]
[b]Rewind:[/b] Missed rounds have a chance to return to the magazine. (Buffed from Mulligan 5% to something like 25-45%)
[u]Alternate Exotic Perk: [/u]
[b]Predictive Reflex:[/b] Radar stays up while aiming, and this weapon fires on a hair trigger. Missing a round in the burst will fire a fourth shot.
The combination of these perks will make it so that missed rounds will often not be wasted, but instead re-fired, conserving ammo. In addition to that, you will be able to react to and engage enemies faster, knowing where they are and having hair trigger. Call it luck - or help from the future - whatever you like...
[/spoiler]
Lemme know what you think!
Edit: On The Fate of All Fools: FoAF and the Stranger's Rifle are completely different weapons with the same, but differently colored models. One is a full auto pulse rifle, the other is a scout rifle. They function completely different, and one does not lead to the other, and they never will. There is no logic in an upgrade in which the weapon type changes, I'm sorry, but that's asinine. Please quit posting that. It wastes everyone's time.
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Edited by OrionFastness: 11/1/2015 1:16:18 AMInteresting take. But why not void damage? After if if it's meant for the vex it should be used to know down the void shields
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This should also be done to the Khvostov 7G-02.
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This thing already wrecks in pvp lol
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Does hair trigger even do anything? I'm on ps3 and it seems redundant to me.
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The exotic strangers rifle is the fate of all fools
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I feel like if you see fate of all fools and look at strangers rifle they are the same exact weapons but with different colors
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You just described an arc pulse rifle version of SGA... What the hell? Atleast make your own idea.
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Exotic perk very op.
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This need to be!!
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I like the idea of multiple timelines but bungie wiuld just say "use SGA"
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Good concept. A new game mode is what i'm interested in. From MMO land this concept would be called "Deep Dungeon" A very long challenging fight. I would run this, every week for sure
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Fate of all fools is basically the exotic version
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It doesn't need to be exotic, it's fine on its own. Can't use truth with it if it's an exotic.
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Understand the lore and then rethink.
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Fate of all fools, nuff said
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My favorite weapon, I hope in the next DLC you can upgrade it through Xur or something into an exotic
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I don't know if you have noticed but the stranger's rifle and the exotic fate of all fools look identical, maybe that is the destiny of the stranger's rifle, to become fate of all fools, they gave it to somebody before time for some reason we all know. Hopefully when HoW comes out we will be able to get that.
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Yes, it's a cool gun, and the last one you get in the campaign, you should at lest get a legendary