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Edited by Buddy: 10/25/2014 7:21:14 PM
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Buddy

Realistic and Appealing Exotic Weapon Ideas: [ 36 ] and counting!!! ~This is for you Bungie! <3

[b]Exotic Ideas: [ 1 -10 ]:[/b] http://www.bungie.net/en/Forum/Post/74685687 [b]Exotic Ideas: [ 11 - 20 ]:[/b] http://www.bungie.net/en/Forum/Post/74686419 [b]Exotic Ideas: [ 21 - 30 ]:[/b] http://www.bungie.net/en/Forum/Post/74696131 [b]Exotic Ideas: [ 31 - 40 ]:[/b] http://www.bungie.net/en/Forum/Post/74994505 ------------------------------------------------------------------------------------------------------------------------------------------------------ These are some ideas I have thought of and I have to say they are pretty good. I especially liked the "Black Hole" theme of my first Rocket Launcher idea, I hope you guys enjoy them too! (Hopefully in-game someday :D) Feel free to share your ideas! I will continuously update this with more of my ideas and edit in ideas from you guys I think are both realistic and amazing (I'll credit you of course). However, I stress that all my ideas are realistic and aren't over-powered in any way if you completely analyze its pros and cons in all its practical situations. Also, realistically, exotics have 2 perks (sometimes an initial one under damage type, making 3 [Icebreaker, Invective, Bad JuJu]) and the 1st one is always a standard perk followed by a 2nd "bizarre" one. But don't let that stop you from sharing your idea of an auto rifle that fires rockets. Just understand that that will never happen, lol. I encourage you to share any idea; I encourage you even more to share a realistic idea, as it may open an eye for Bungie and boom: a new exotic! If you see some ideas you like; PLEASE says so in the comments! --------------------------------------------------------------------------------------------------------------------------------------------------------- [b]FORMAT:[/b] [b]Name - Weapon Type ( Element [if applicable] ) ~ Credit for Idea (if idea was presented by anyone other than me)[/b] [i]"Description"[/i] [u]Perks:[/u] 0. Default Perk (only applicable on a few weapons, not all) 1. Regular Perk (available to all weapons) 2. Exotic Perk (exclusive to this weapon) --------------------------------------------------------------------------------------------------------------------------------------------------------- [b]EDIT 1:[/b] Unfortunately As I was typing up this edit, it's turns out there is a limit of like 10,000 characters. I will try to find a way to go around this: [b]EDIT 2:[/b] I am now going to add links to different posts in groups of 10 Exotic Weapon Ideas. This post will be the original; Please input all comments, suggestions, etc here as I am only going to be looking around on this post; the purpose of the other posts are to by pass the 10,000 character limit. [b]EDIT 3:[/b] Have now made separate posts for ideas. Yay! Click Links. Please try to respond only on original post as I don't want you or me to be searching other posts to look for the same ideas, lol. [b]EDIT 4:[/b] I would like to address that any weapons that increase a chance to drop loot (glimmer, engrams, etc, ) aren't realistic until Bungie makes a weapon that does something similar to that first. Increasing chance to drop ammo is ok, I guess. Also; you only need to provide the perks of your weapons, not the stats and stuff. You can if you want, but its just taking up to much room to include 7 other stats lol. [b]EDIT 5:[/b] If you are contributing an idea that you think is eligible for being added onto the Realistic and Appealing list, please use the FORMAT above so that I can do it faster :) [b]EDIT 6:[/b] To clarify; Feel free to comment on any of the posts, just post IDEAS on this main post. Also, I want to add that you do not need to write (kinetic damage) after primaries. [b]CLARIFICATION:[/b] Credit is always given where credit is due; if there is no credit, that means idea was mine (buddy72757). This had to be done due to a character limit of 10,000 characters: --------------------------------------------------------------------------------------------------------------------------------------------------------- [b]Exotic Ideas: [ 1 -10 ]:[/b] http://www.bungie.net/en/Forum/Post/74685687 [b]Exotic Ideas: [ 11 - 20 ]:[/b] http://www.bungie.net/en/Forum/Post/74686419 [b]Exotic Ideas: [ 21 - 30 ]:[/b] http://www.bungie.net/en/Forum/Post/74696131 [b]Exotic Ideas: [ 31 - 40 ]:[/b] http://www.bungie.net/en/Forum/Post/74994505 ------------------------------------------------------------------------------------------------------------------------------------------------------ [b]ATTENTION: [/b]I'm getting less and less feedback on the weapons currently on my list ever since I placed them on separate posts with links. Of course this had to be done, because there is a word limit. So every once in a while I'll do a "weapon spotlight" and copy and paste a random weapon idea onto the comments for you guys to share feedback. Likewise, you can visit the separate posts by clicking the conveniently placed links and respond feedback there or on this post if you like. As you can see, the links will direct you to Bungie.net so don't worry about anything. [b]NOTE:[/b] Going to be out of town Saturday and Sunday. I'll be back to add more Sunday evening.
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  • 33 - 36 done.

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  • Tags add: #ExoticIdeas

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  • Number 28 -32 are added. sorry for delay.

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  • Unknown medic (exotic sniper) Arc damage "I was rescued...but by who?" Perk 1: recoil is reduced with each hit Perk 2: more damage is done at farther ranges(damage is capped at a certain range) Perk 3 (exotic perk): medic- shooting an allies ghost instantly revives them. I can think of numerous situation where this would come in handy!!!

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    • Flame thrower

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    • Edited by TooRaww: 10/24/2014 8:00:39 AM
      Skittle AR "Taste my Rainbow..." 0) Chance of regaining missed rounds. 1) The longer you hold down the trigger the steadier the aim. 2) Skittle - Each magazine produces a different type of damage (ex. Arc, solar, void, and kinetic)

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      • This isn't a weapon but I thought it was a bad ass idea! Made by me! [b]now you see me[/b]-exotic hunter boots "Now you don't" Perk 1: When equipped sprinting causes the wearer to go invisible. Perk 2(exotic perk): show stopper-when sprinting, melee attacks turn to drop kick(damage like a titan shoulder charger!) Tell me this wouldn't be bad ass!!!!

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        • The Dirty Harry...4forty4....Exotic Hand Cannon. Ark damage. Yes, this has made my day...PUNK!!!!! They said that happiness is a warm gun... They were wrong, happiness is a headless corpse... PERK 1... Look mum no head... 10 successive head shots grants 1 full auto magazine. This mag contains high calibre explosive rounds. Perk 2... You can run... but you cant hide... Red dot lazer can be activated. This lazer may be aimed at any surface and fired. The effect is a ricochet that hits an enemy hidden or in cover. One activation only....cool down applies...

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        • Aint gonna happen, the only new weps are dlc weps and they are probably already done

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        • Edited by Setharoonytoony: 10/25/2014 3:26:50 PM
          Staple 'o Matic (exotic hand cannon) "Once a handy mans tool....... Never again once he found his true calling." 1. High Caliber Rounds 2. Stapling Rounds: Shots that hit their target send them to the nearest wall and hold them there for a couple of seconds.

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        • So these have to put in the game right.

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        • Boooommp

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        • Edited by EATANK: 10/25/2014 12:27:31 PM
          Pepper Spray - Hand Cannon (arc and solar) A little too much zest... 0 - Energized - shoots arc and solar shots at high velocity in a tight spiral around each other, but you're shields are halfed with this weapon equipped. 1 - Hip Fire - has bonus accuracy firing from the hip. 2 - Overload - fires with a hair trigger but if misses triple the damage of the missed shot would be given to the user. Also grants four plus agility. Also shoots as fast as you can pull the trigger. Has a clip of twelve and very low impact but high reload speed.

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        • The Beast "Designed to kill Ahamkara, It did more than that..." Machine gun 1: Third eye 2: Extended mag 3: Akamkara's blood: Missing shot has a chance (30%) to return to the mag, and hits have a chance (30%) to double the rounds fired at once(Stackable x3, double shots are fired at the cost of 1 shell)

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        • Edited by MASTER 0F HAV0C: 10/24/2014 12:05:02 AM
          I'm not good at thinking up names for things, but here are my ideas. Exotic chest armor. Available for all three classes. [u]Perks:[/u] 1. Has a chance to instantly restore all health when health drops below 10%. 2. Allows another piece of Exotic armor to be worn in conjunction to it. [b]Time..... - Exotic Sniper Rifle[/b] [i].....is an illusion.[/i] [u]Perks:[/u] 1. It has a reticle when not aiming down the sight, like the other weapon types do. 2. Focus - Kills with this weapon cause time to slow momentarily. (time is 50% for 5 seconds and the effect doesn't stack, so if multiple kills are made in less than 5 seconds, time will revert to normal when the 5 seconds are up, but there is no cooldown, so if a kill is made in the 6th second, time will slow again for 5 seconds.) [b]Double Tap - Exotic Scout Rifle[/b] [i]When in doubt, shoot it again.[/i] [u]Perks:[/u] 1. Third Eye - Radar stays active while aiming down this weapon's sights. 2. Double Tap - Precision shots that don't kill the target cause the weapon to immediately fire a second round.

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          • [b]Send It[/b] Scout Rifle "Fire when ready." Innate ability: Full Auto Shield Breaker: This weapon does extra damage to shields. Send It: When crouched, this weapon fires in semi automatic, but deals additional damage and has an extended range.

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          • Edited by calijoe090: 10/24/2014 8:05:20 PM
            [b]Marco Polo[/b] - Exotic Titan Helmet - created by calijoe090 "Titans don't swim?!?" Default 1) Non-Guardian kills have a chance to produce Orbs of Light Weird 2)"Now you see me.Now you..." crouching will instantly cloak Weird 3) "Trade Route to the East" wearing this helmet will +4 Agility

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          • Edited by MisterNoop: 10/23/2014 8:36:06 PM
            "Clutch"- Exotic Machine Gun [i]For use in a pinch... or just when you want em' dead[/i] Perks: Fitted stock- lowers recoil Clutch- this weapon has a bottomless magazine High rate of fire, low damage, high recoil (thus the perk) "Surprise!"-Exotic Pulse Rifle [i]Who doesn't like presents?[/i] Perks: Flared Magwell- increases reload speed Element of surprise- Each shot in the burst does a different elemental damage. Random order Low damage, high rate of fire, medium stability "Darwin's Legacy"- Exotic Scout Rifle [i]It ADAPTS and EVOLVES.[/i] Perks: Firefly: Precision kills with this weapon cause the target to explode. Adaptation and Evolution- While aiming press [reload] to switch its firing mode Firing modes: Close range: low range scope, low recoil, low impact, high rate of fire, high reload Medium range: Mid range scope, low recoil, mid impact, high rate of fire, mid reload Long range: long range scope, high recoil, high impact, low rate of fire, slow reload

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          • Scared and Confused- Shotgun-Void Damage "What was that noise...Bang...Oh right it was me" Perk 1: kills with this weapon dramaticaly increase reload speed Perk 2: Scared and Confused- this weapon deals bonus damge when close to death

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          • Edited by Titans Anarchy: 10/24/2014 2:19:26 AM
            [b]Khostov-AR3 - Exotic Auto Rifle[/b] "A prototype of the Golden Age, doomed from it's conception by restrictive law." [u]Perks:[/u] 0. Kinetic damage 1. Persistence - This weapon grows more accurate the longer it is fired. 2. High-Caliber rounds - Oversize rounds built to stagger targets and leave them reeling. 3. Aggro - Precision damage increases rate of fire. Also I realize mine doesn't fit your format, but your format doesn't include the multiple choice tier of perks after the 1st perk, and while they are never exotic or weapon exclusive, they can be important to the weapon's style, so that's why I included an option (High-caliber rounds) in the tree. Other choices could be Field Scout (Increases Maximum Ammo capacity) & Perfect Balance (This weapon has extremely low recoil). Feel free to take my idea and run without if you think you can edit it to a more realistic variant. RoF: Medium Impact: High Range: Low-Med Stability: Med-High Reload: Low/Slow Mag cap: 31 Appearance: Almost Identical to the Khostov 7G-02, with the exception of being in pristine condition, and accepting of more modern attachments/ballistics. Obviously, black in color.

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            • [b]Spray and Pray[/b] auto rifle [i]Only fools use sights[/i] 1) Gain bonus accuracy when firing from the hip 2) The gift of the Spray: Firing from the hip grants increased damage, accuracy and fire rate, as well as every round has a chance to return to the magazine, regardless of a miss or hit. [b]Rock em Sock em[/b] hand cannon [i]My gun is simply a decoration held in my true weapon[/i] 1) Scoring a kill with this weapon reduces melee cool down 2) God's fist: Having this weapon equipped grants a small melee damage buff regardless of whether it is in use. While in use melee cool down is reduced and melee damage is significantly increased, along with causing a random damage type upon use of a basic melee [b]Sarge's Shotty[/b] shotgun solar damage [i]You just got Sarged[/i] 1) This weapon's spread is reduced while aiming down sights. 2) Sarged: This weapon makes a Sarge quote every time an enemy is killed. And I couldn't think of a heavy. I'll post one when I get an idea

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            • [b]Top 40[/b] [b]- Auto Rifle[/b] - created by calijoe090 "Golden Age had hits. Let me show you mine!" [u]Perks[/u] 0.Arch Damage Default 1.Precision fire fires slower but with higher damage. Weird 2. "The Hits Keep Coming!" - (return to sender variant) Kills within first 40 rounds will return rounds back to magazine. Weird 3. "White Noise" - melee kills will have 50% instant cooldown of melee

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            • Zorg zf-1.

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            • [b]Prism - Exotic Fusion Rifle [/b] "This weapon bends light and its enemies..." Perk 1: life support - restore 50% magazine and 150% reload speed after near death (20% health) Perk 2: Prism - bursts fire 6 projectiles. 2 arc, 2 void, and 2 solar.

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              • [b]The Mass Magician - Exotic Fusion rifle[/b] "Lets double your mass while trying to half it...for science!" [u]Perks: [/u] [b]Damage[/b] - solar 1. Doubleing- After hitting a target the next burst will charge faster stacking on itself. 2. Halfing- If the target was hit with multiple bursts of this gun and dies, they explode leaving a solar grenade zone. [b]High voltage[/b] "Warning: This rail-gun will hit your target and everything behind it." [u]Perks:[/u] Damage - Arc 1. Heavy Metal- Your shots always stagger but you stagger easily while scoped 2. High voltage- Your shots will penetrate everything, people, structures and vehicles are included. [b]Notes: [/b]This gun only has a two shot clip and has no perk to expand it. It also has VERY, VERY high recoil after a shot.

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                • Edited by WalkerBohh: 10/24/2014 5:26:30 AM
                  I've got 2 for you, Walker originals. Fountain of Death - Exotic Machine Gun (Void Damage)~WalkerBohh "As they drank from the black chalice, they delivered their allies' demise" Perks: 1. Vacuum - Increased ammo pickup range. 2. Fountain of Death - Kills with this weapon have chance of generating primary and special ammo directly into the user's inventory. (Ammo generated from kills would very depending on gun type and ammo pool size. I.E. Atheon's Epilogue has a max ammo pool of 715 without gear perks, so if the Fountain generates primary ammo from a kill while the Epilogue is equipped, it will only generate up to 5 primary ammo, while Fatebringer, a hand cannon has a max ammo pool of 117 so it will only get a max of 2 ammo if equipped while using the Fountain. All special ammo generated would be in quantities of 1 since most special weapons don't go above 35 rounds.) The Inside Joke - Exotic Shotgun (Arc/Solar/Void Damage) (Each Particle has a random element type) "You wouldn't understand, you had to be there. Of course if you had been, you'd be dead right now." Perks: 1. Stand-up Act - The lower your health, the faster you reload. 2. The Punchline - The last round has a chance of firing 2x it's regular payload, the likelyhood of success depends on how many rounds were previously reloaded. (This shotgun has an excruciatingly slow reload speed, which is offset by the Stand-up Act perk. It fires 15 particles, each having a randomly selected element, if the Punchline perk is successful, the final round in the clip fires 30 particles in a larger than normal spread. Max ammo pool is 15, max magazine size is 5, and takes 8 seconds to fully reload if your health is full, if your health is below 2/3, it takes 5 seconds, below 1/3 it takes 3. This weapon's reload speed isn't effected by armor perks. If you reload all 5 shells, the chances of Punchline succeeding are 50/50, every shell you don't load, or that was already loaded, offsets your chances 10% so that only loading 1 shell gives you a 10% chance of success. Therefore, if you load all 5 shells, and fire them all without reloading before the last shell is fired, you have a 50% chance at firing 30 particles, each having a random element.) Sorry that it's so long, just wanted to be perfectly clear on how these weapons would work. I'm open to tweeking the design if you think anything needs altering Buddy, but these are the general ideas for the guns. If you read it all then thank you, even if I don't make it on your list. Keep up use great work though, we need more clear, concise threads so that Bungie doesn't have to read a million tiny suggestion posts. Thanks again and see you all starside!

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