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Edited by HastyRaccoon: 3/28/2015 6:40:27 PM
82

Some silly exotic ideas.

Just feeling bored and thought of a few things for fun. =P *Edit: I wanted to add a few more to the list, but it wouldn't let me...either way, I made the Astringent Needle a little more appealing and fixed a typo. Off to start a new list! =D The Beat (Pulse Rifle) 1st major perk: Secret Round 2nd major perk: The Beat - Every second shot in each burst deals significant bonus damage. Astringent Needle (Scout Rifle) 1st major perk: Spray n' Play 2nd major perk: Medic - Landing a precision hit on an ally will cause them to regenerate health. In addition, enemies that take damage from this weapon are poisoned for a short period of time. Multiple shots do not stack and have a slight cooldown period. Tactical Insert (Auto Rifle) 1st major perk: Life Support 2nd major perk: Tactical Insert - If you die with both a full Super and have this weapon held, you are able to Self-Revive. Doing so uses up all of your super energy with no other added class benefits besides the Self-Revive. Holdout Houdini (Secondary Hand Cannon, Kinetic DMG) [Starting perk: Concealed Carry - This Exotic Hand Cannon is used as a Secondary Weapon] 1st major perk: Mulligan 2nd major perk: Holdout Houdini - This weapon can be aimed incredibly fast and the first round of each magazine has a chance to disorient it's target. Jekyll/Hyde Complex (Fusion Rifle, Solar/Void DMG) 1st major perk: Glass Half Full 2nd major perk: Jekyll/Hyde Complex - Aiming this weapon before firing causes it to deal Solar damage and firing this weapon from the hip causes it to deal Void damage. In addition, damaging a target with it's Solar component increases the damage of it's Void component against the same target and vice versa. Arrow of Pestilence (Sniper Rifle, Solar DMG) 1st major perk: Outlaw 2nd major perk: Plague Rounds - Precision kills with this weapon release a poison cloud. Glass Cannon (Rocket Launcher, Void DMG) 1st major perk: Surplus Ammo 2nd major perk: Glass Cannon - Rockets release a Scatter Grenade upon impact.

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  • [b][u]Sinner and Saint[/u][/b] [b]Description[/b] Even the most pure are not devoid of madness. [b]Appearance[/b]: Dual Hand cannons. Silver long-barreled revolvers with different grips. Cherrywood for Sin (Right hand) and Ivory for Saint (Left hand). After their namesake exotic perks are unlocked, They get a effect on the round chambers. Sinner gets a red glow with what looks like red dust falling off the gun when you move. And Saint gets white electricity arcing around the chamber with white dust falling off it in a similar manner to Sinner. [b]Default Perks:[/b] Kinetic Damage A Handful of Pain* Rate of Fire- Moderate Impact- Very High Range- Low Reload Speed- Low Stability- Very low Magazine Size- 6 each Sight- None [b]Ballistics[/b]: Smooth Ballistics CQB Ballistics Aggressive Ballistics [b]Key Perks[/b]: Of Sin** And Saint*** [b]Optional Perks[/b]: Lightweight Hammer forged Perfect Balance [b]*A Handful of Pain[/b]- You cannot aim down your sights. A weapon is held in each hand. Pull RT/R1 to fire Sin and pull LT/L1 to fire Saint. [b]**Of Sin[/b]- Rounds from Sin do solar damage and explode on impact. [b]***And Saint[/b]- Rounds from Saint do Arc damage and over penetrate targets. One of MANY great ideas that are posted on my thread. I'll provide a link for any one interested. Link: https://www.bungie.net/en/Forum/Post/116952165/0/0 I update the post relatively often with my new ideas, and many others have added their own. I would greatly appreciate if any one would check it out and provide feedback. Thank you for your time!

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