This thread is inspired by another: view original post
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.
-
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)