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Destiny

Discuss all things Destiny.
Edited by gcw0068: 8/4/2015 10:46:28 PM
3

Exotic TRIPLE BARRELED Hand Cannon Hybrid

First things first this is my original idea. "Professional Grade" [url]http://imgur.com/5sRhy9Y[/url] Kinetic Hand Cannon; Primary Weapon "Professional Grade" Hand Cannon with unique structure "First, it'll make you stop. Second, it'll make you keel over. Third, it'll blow your back out. One two three. Just like that." Role: Shotgun-ish Hand Cannon Classified as a Hand Cannon. Primary weapon. Kinetic damage. Reloading Animation: Slide top forward; flip top up; flip handle on back of top up; load 3 glowing shells (Sort of like this: https://m.youtube.com/watch?v=LPbvs_A6XBU) STATISTICS Reticle: Shotgun-style (same as on shotguns like Found Verdict with Hammer Forged, but only 60% the size. Size is not dependent on range stat. Functions uniquely (see below). Aim Assist: 44 Handling (ADS, swap times, etc) -ADS: decent; again, encourages hip fire (.203-.233 seconds) -Swap time: great (90) Base PvP Impact: 75/50 (per bullet)- note that this means it can't take out max armor Titans & Warlocks in 2 HS + 1 BS ROF: 65 shots per minute; 195 rounds per minute Reload Time: 3.2 seconds Stability (per bullet): 50 (but there are 3 bullets fired at once; so total recoil is almost 3x as much as on this: https://m.youtube.com/watch?v=zm57yPDdfP0) Mag: 8 (9) [11 (12)] Range (drop off dmg): 15; enough to ensure that 2 headshots + 1 body shot only kills at somewhat close range. [min-max: 5-27] [https://m.youtube.com/watch?v=v3wpxD-v904: 4:00 for an idea of range affecting damage- note this is the Beta.] Note: When ADS, range is multiplied by the zoom factor. This is true for all weapons. Note: Stability may prove to be rather unimportant due to the slow rate of fire allowing one to easily reset their aim between shots. UPGRADES Kinetic Damage Special Delivery: This weapon fires from 3 barrels at once. Soft Ballistics: less recoil & impact. Stability: 60 Impact: 71.25/47.5 Range: 15 The longest range option, though it deals the least damage up close. Can be further bolstered by Rifled Barrel. CQB Ballistics: Greatly reduced recoil and range. Stb: 65 Imp: 75/50 Rng: 5 The most stable option, this is less important due to a low fire rate. However, this does serve as a good substitute for smooth ballistics, once Reinforced Barrel is unlocked (so that range isn't 200% horrific) Smooth Ballistics: less recoil and range. Stb: 60 Imp: 75/50 Rng: 10 The hardest hitting option. Interestingly, these ballistic options force the user to sacrifice either impact or range at no gain to the other- the base stats, with no ballistic modifiers, are superior, but unallowed. Default Hidden Perk: Icarus Note: Hip Fire is accurate. See above and below for an explanation of the reticle. Also, it can stagger very well already due to firing 3 rounds at once. Minimal impact and rate of fire. Clown Cartridge: 25% chance of a 20% magazine bonus. [gives 9 in a mag, gives a strategy to the weapon by rewarding "micromanaging" of reloads] Outlaw: 150% reload speed after a precision kill [note: this, even, encourages close range. At longer ranges, not all pellets can land critically due to spread, causing some to miss or hit the body- which is not precision. So at longer ranges, one is to a degree dependent on luck as to whether or not Outlaw will occur, even if all shots hit. If a foe dies, it is possible that he died to a non precision shot rather than a precise one. Therefore the reload speed increase would not be granted. Stat Mods: Reinforced Barrel (+12rng/-stb, range still hindered by pellet spread); Extended Mag (11 shots in a mag, 12 with CC); High Caliber Rounds (massive flinch; __ total) Final Upgrade: Shot Package Note: The weapon launches bullets in sets of 3, from a circular reticle (shotgun style) a) 1 bullet launches from an area at the middle of the top third of the reticle b) 1 bullet launches from an area at the middle of each lower/side third of the reticle a+b) this limits range because: at close range, a target will take up the whole reticle. At long range, a target will take up less of the reticle- due to this, some of the projectiles could miss even if they didn't have any spread. . . . . . . --pellets <__> <> --target (at range, the target grows smaller) --conclusion: when the target is larger- at closer range; all pellets can hit the target. At longer range, the target is smaller, and this causes some pellets to fly past the target c)each set has its own SLIGHT random bullet variation. For example, the upper third bullet may not land in the same place in the upper third of the reticle every time, though it will always land somewhere in the upper third. When aiming down sights, with Shot Package, Shot Package offers ***slightly*** tighter spread, by restricting each shot to no further out than 2/3 of its third of the reticle, therefore resulting in reduced bullet variation (all bullets are ***slightly*** closer to the center of the reticle)(Shot Package has unique tuning for this Hand Cannon). This is a tradeoff: A slight sacrifice of suppression in exchange for a bit more potential accuracy at range. Spread still limits effectiveness beyond mid range. Overall, hip fire and ADS are very similar. Prior to Shot Package unlocking they are even more similar, with ADS' only advantage coming from its 1.2x magnification in the sense that it makes it easier to see- the magnification does NOT result in tighter bullet spread unless Shot Package is equipped. SIGHTS: FUNCTION & AESTHETICS Sights: Simple iron sights. 1.2x optical zoom (same as Shotguns). Provide a pinpoint laser pointer which has a green laser dot that is visible when pointed at objects- the pointer points the same way as the barrel, rather than being integrated as part of the sights themselves. Looks sort of like this when ADS ______ ............ ______ | .........|___o___| ........ | The part above the barrels is where the green laser is emitted from. The attachment below helps with recoil and acts as a scanner, canonically informing foes of the level, life, and shields of enemies. This sight further encourages hipfire because A) you must find the laser in order to get a pinpointed center. This laser cannot be seen unless it is pointed at a surface and is close enough to see- again, this limits range. B) The sights w/o the pointer are very rough, requiring estimation as to where their exact center is. C) No matter what, each bullet suffers from shotgun-esque inaccuracy. While this usually isn't a deciding factor at close to approaching mid range, it makes landing multiple bullets on distanced targets nearly impossible. Shot Package can be equipped to increase accuracy, but this slightly reduces crowd control capabilities. D) It provides almost no zoom! So, use ADS when you want Shot Package's slightly more single target damage, but hip fire it up close or when fighting groups of enemies. While the differences between hip fire and ADS are slight, they do exist. REMEMBER: BEWARE THE "ANGRY" MODIFIER!

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