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Edited by ConfidentLaptop: 7/27/2015 12:12:46 AM
1

Idea #4: Exotic Weapons for Exclusive Class Weapons

Good

13

Needs Work (Elaborate Please)

5

Bad

1

Last post for this concept for awhile. The Thief (Primary) Kinetic Laser Overheat Rate: 20% Cool Rate: 40% Cool Starts: 1 second Impact: 2 Mag: 125 (12.5 seconds of fire) Stability: 95 Reload: 65 Perk 1: One Man Army Perk 2: Speed Reload, Coolant (Starts cooling 50% faster), Smallbore Perk 3: Thief (Dealing damage has a 10% chance to regenerate 5% super, grenade, or melee energy per hit. Yin and Yang (Special) Soul Link, Adds Void damage to all kinetic weapons +5% damage +20% reload +20% stability +1 Armor Can carry 3 links. Perk 1: One Man Army Perk 2: Increased Melee Speed Perk 3: Yin and Yang (Killing an enemy drops an orb at the other linked player's feet. Kills give +5 recovery for 3 seconds to both players.) Roomsweeper (Heavy) "Housekeepiiiiiing!" Kinetic Grenade Launcher ROF: 40 Radius: 28, +510% bonus Damage Buff: +30% Velocity: 42 Stability: 10 Reload: 54 Mag: 8 Perk 0: Full Auto Perk 1: Grenadier Perk 2: Single Point Sling, Javelin, Extended Mag (8 to 10) Perk 3: Roomsweep (Grenades have a 15% chance to cluster on impact. Killing an enemy increases blast radius by 20% for 2.5 seconds.) Blur (Primary) Kinetic SMG's ROF: 100 Impact: 34 Range: 3 Stability: 1 Reload: 90 Mag: 18 Perk 0: Hipfire Perk 1: Battle Runner Perk 2: Single Point Sling, Field Scout, High Impact Rounds Perk 3: Blur (Improved Hipfire accuracy. Player can fire from the hip while sprinting.) Swift Judgement (Secondary) Void Compound Bow Draw Time: .8 seconds Impact: 48 Range: 37 Reload: 80 Perk 1: Reactive Reload Perk 2: Quickdraw (Effect applies on arrow draw too), Explosive Arrows (Explosive rounds with a bigger blast, but slows draw time by 20% and carries 2 less arrows.), Hard Pull (Draw time is 10% slower, but precision damage increases by 27.5%) Perk 3: Judgement (Dealing precision damage has a 30% chance to immediately give a drawn arrow back to fire again. Killing an enemy with precision damage guarantees an extra drawn arrow.) Auto Lock (Heavy) Arc Antimatter Rifle Impact: 40 Range: 100 Stability: 1 Reload: 2 seconds Perk 0: No Mistake (Can only deal precision damage, but precision damage multiplier is increased from x7 to x10.5) Perk 1: Firefly Perk 2: Snapshot, Speed Reload, Skip Rounds Perk 3: Auto Lock (If a headshot is missed by .5 degrees, then precision damage will still be dealt, however the multiplier will decrease by up to 75%, depending on distance. Aim assist increases by 20%) The Dead (Primary) Kinetic Hunting Rifle ROF: 40 Impact: 60 Range: 30 Stability: 64 Reload: 1 second per shell Mag: 7 Perk 0: The Dead (Dealing precision damage from the hip immediately reloads one shell, although consuming ammo.) Perk 1: Zen Moment Perk 2: Single Point Sling, Extended Mag (7 to 14), High Impact Rounds Perk 3: Hipfire Rain of Terror (Secondary) Solar Mortar ROF: 10 Radius: 12 Velocity: 2 seconds to destination Mortar Place time: 3.2 seconds Shells per mortar: 3 Perk 1: Oracle System (Normal mortar perk. If shells are .2 meters away from any target, they will try to redirect in the air.) Perk 2: Heavy Payload, Quick Place (30% faster place), Deep Pockets (+1 mortar shell per placed tube.) Perk 3: Rain of Terror (Once a mortar lands, itll fire small projectiles all around the impact zone, like a shotgun, dealing extra damage and igniting targets.) Second Chance (Heavy) Arc Flak Cannon Fire Rate: 30 Blast Radius: 10 Explosions per shot: 2 Velocity: 56 Stability: 10 Reload: NA Mag: 100 Rev Up: 3 seconds Perk 0: Second Chance (Cannot pick up ammo or reload. 5 rounds will be added to the magazine if the player survives near death.) Perk 1: Grenades and Horseshoes Perk 2: Heavy Payload, Javelin, Extended Mag (100 to 125) Perk 3: Light from Beyond (Soft tracking, and projectiles give off a short flashbang effect. Surviving near death has a 4% chance to give 25 rounds instead of 5) Exotic Class Faction Armors (Just an extra thought.) Purchasable from a faction shop for 20000 Glimmer. Perk 0: Experience goes to this faction instead of normal. Cannot equip an exotic armor. Challenge 1: Complete 3 Nightfalls Challenge 2: Complete 10 Public Events Challenge 3: Complete 10 Patrol Missions on each planet. Challenge 4: Score a total of 50000 points in crucible games. Challenge 5: Pay 20 Motes to your faction leader. Then, once those are done: Perk 1: 20% EXP Bonus. Equip two exotic weapons at the cost of no exotic armors.

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  • Idea: Flying Barrier Solar Rocket Launcher Small Blast Radius Exotic Perk: Minefield-In center of explosion trip-mine grenade spawns.(length of time before grenade blows up by self can be prolonged by armor)

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