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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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  • 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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    • Edited by Lunytunes: 10/24/2014 2:17:54 PM
      [b]Stormbringer[/b]- Exotic Machine Gun (Arc Damage) [i]"We could hear distant thunder, little did we know how near It was..."[/i] 1 - Expect to find more ammo for this weapon 2 - Hail of Bullets - The weapon has a 33% chance to shoot two bullets at once at the cost of one

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    • [b]Apex Predator[/b] - Exotic Auto Rifle ( Variable Damage ) [i]"There is no creature that isn't your prey."[/i] Perks: 1. Regular Perk- "Hip Fire" (Bonus Accuracy while firing from the hip) 2. Exotic Perk- "Apex Predator" (Rounds from this gun do elemental damage to all shield types) A PVE/Raid beast, with an exotic perk that allows it to do matching damage to penetrate whatever elemental shield type it's fired on. Note that it's only for shields, not straight elemental damage, so it's not completely OP.

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    • I want to see a sniper rifle with fusion rifle properties. Something like “Holding down a trigger will infuse this weapon with light to deal extra damage. Kill while fully charged will cause the victim to explode.” To make it this weapon viable but not overpowered, it should have following five properties: 1. OHK on headshot. 2. OHK on head or torso (but not on arms or legs) when fully charged. 3. 3 second charge time 4. Fires automatically when fully charged (players have to time their shot and aim well). 5. The weapon starts shining as it charges to give warning to enemies.

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      • [b]Orphan's Tear[/b]-exotic hand cannon [i]"There are many takes told throughout the city to frighten children, I am the most terrifying of all[/i] 1- killing an enemy grants you bonus reserve ammo 2- Orphan's Tear- killing an enemy will send others around into a frenzy, running for thier lives for a time (no affect on bosses or shielded enemies)

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        • Edited by MordorLord9837: 10/24/2014 6:12:58 PM
          [b]Volcanic Twin[/b] [i]"This handgun's molten heart was forged in fire. Was yours?"[/i] Type: Exotic Hand Cannon Damage: Solar Mag: 14 Upgrades: *Third Eye *Flared Magwell *Volcanic Twin- [i]Fires two shots at a time out of a double barrel.[/i] [b]Rhythm of Angels[/b] [i]"If you can match their rhythym, this weapon will do the singing..."[/i] Type: Exotic Auto Rifle Damage: Kinetic Mag: 52 Upgrades: *Fitted Stock *Private Eye *Angelic Song- [i]The Velocity of the bullets from this gun is random. Lower Velocity rounds do more damage, higher Velocity do less.[/i] [b]Lest We Forget[/b] [i]"Long have Guardians fallen to protect us. In your hands is the chance to stop this tradition." -The Speaker[/i] Type: Exotic Shotgun Damage: Void Mag: 3 / 7 Upgrades: *Send It *Field Scout *Our Comrades- [i]This weapon restores the health of each of your fireteam members by 1/5 when you perform a 1-shot kill.[/i] [b]Ravenous Caretaker[/b] [i]"It's hungry..."[/i] Type: Exotic Machine Gun Damage: Void Mag: 28 Upgrades: *Flared Magwell *CQB Ballistics *Bite in the Bullet- [i]Rounds from this weapon over-penetrate targets, and deal 2x damage to unshielded targets.[/i] [b]Atmos Wavelength[/b] [i]"Our enemies control skies that should be free. Let us remedy that..." -Ikora Rey[/i] Type: Exotic Fusion Rifle Damage: Arc Mag: 7 Upgrades: *Enhanced Battery *Third Eye *Atmos Wavelength- [i]This weapon deals triple damage to enemies while they are airborne.[/i]

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        • I want the captains shot gun with the bullets that follow you...

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        • [b]Volcanic Twin[/b] [i]"This handgun's molten heart was forged in fire. Was yours?"[/i] Type: Exotic Hand Cannon Damage: Solar Mag: 14 Upgrades: *Third Eye *Flared Magwell *Volcanic Twin- [i]Fires two shots at a time out of a double barrel.[/i] [b]Rhythm of Angels[/b] [i]If you can match theirs, this weapon will do the singing...[/i] Type: Exotic Auto Rifle Damage: Kinetic Mag: 72 Upgrades: *Fitted Stock *Private Eye *Angelic Song- [i]The Velocity of the bullets from this gun is random. Lower Velocity rounds do more damage, higher Velocity do less.[/i] [b]Lest We Forget[/b] [i]"Long have Guardians fallen to protect us. In your hands is the chance to stop this tradition." -The Speaker[/i] Type: Exotic Shotgun Damage: Void Mag: 3 / 7 Upgrades: *Send It *Field Scout *Our Comrades- [i]This weapon restores the health of each of your fireteam members by 1/5 when you perform a 1-shot kill.[/i] [b]Ravenous Caretaker[/b] [i]It's hungry...[/i] Type: Exotic Machine Gun Damage: Void Mag: 28 Upgrades: *Flared Magwell *CQB Ballistics *Bite in the Bullet- [i]Rounds from this weapon over-penetrate targets, and deal 2x damage to unshielded targets.[/i] [b]Atmos Wavelength[/b] [i]"Our enemies control the skies. Let us remedy that... -Ikora Rey[/i] Type: Exotic Fusion Rifle Damage: Arc Mag: 7 Upgrades: *Enhanced Battery *Third Eye *Atmos Wavelength- [i]This weapon does triple damage to enemies while they are in the air.[/i]

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        • Squid gun

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          • Bumps

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          • [b]The End - Sniper rifle(Void)[/b] [i]"You won't see it coming... But I will."[/i] Perk 0: "Out of sight" Your scope has no red light Perk 1: "Armor piercing rounds" These Iridium core rounds overpenetrate targets Perl 2: "X-ray scanner" The x-ray scanner installed on your scope allows you to identify targets through walls

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            • Hey, just a thought for number 3 - you have the no backpack as the starting perk, but then you have occasionally spawns with additional ammo? Are you trying to have an icebreaker feel for it but occasionally you can spawn with ammo not 0 shots? Because with icebreaker no matter how many shots you have, if you die you lose them and then it continues regenerating

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            • All of these sound amazing.

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            • Edited by Jesus McNeil: 10/24/2014 4:49:11 AM
              [b]The Beginning - Fusion rifle(Void)[/b] [i]" All you will see is a violent explosion of light"[/i] Perk 0: "No backpack" Cannot be reloaded. Regenerates ammo over time. Perk0-2: "Full Auto" This weapon can be fired in full auto mode. Perk 1: "Extended mag" A larger magazine. Perk 2: "Big bang" The beams fire in a spread similar to that of a shotgun.

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              • Edited by A Random Nerd: 10/24/2014 10:34:06 AM
                Light's Nemesis-Void Handcannon This has killed many a guardian. Now its your turn. 1. Marksman-Critical Kills give more super energy 2. Light's Nemesis- When shooting an enemy, has a small chance(15%) to drain a small amount of health from the enemy. Marksman's Bane- Solar Auto Rifle Who needs aiming anyway? 1. Glass Half Full: Bottom half of magazine does more damage. 2. Who Needs aiming?: When you hip fire, the rate of fire increases dramatically(20%) and damage decreases slightly(5%) Just my ideas

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              • Edited by CorinthianRed: 10/24/2014 8:32:28 AM
                I had an idea to reference the echo 33 pulse rifle. "The Cavalry" - Auto Rifle (Shingen class) "...I gave an order 33, hold out till we arrive. We're going home...All of us. " Perks: 0. No one left behind- Take reduced damage while reviving teammates 1. Life support: Surviving near death grants bonus ammo to reserve. 2. High Morale: Applies life support and no one left behind to nearby allies and the user has significantly increased health regen after surviving near death.

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              • Bump

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              • Bump

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              • Ammo regenerating fusion or scout rifle

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                • Weapon spotlight: 19) Prism - Exotic Fusion Rifle ~ Credit: Shadynasty "This weapon bends light and its enemies..." Perks: 0) Prism - Charged bursts fire 6 projectiles instead of 7; 2 Arc, 2 Void, and 2 Solar. 1) Life Support - Recovering from near death grants additional ammo and briefly increases reload speed. 2) Bending Light - Projectiles over-penetrate targets and ricochet across hard surfaces.

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                • I loled at the cave scout rifle

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                  • Edited by netventure: 10/24/2014 5:20:55 AM
                    [b]Homunculi - Exotic Pulse Rifle[/b] Netventure [i]"The ghosts weren't the only beings created by the purge of the Traveler."[/i] [u]Perks:[/u] Legion: Each burst shoots an additional forth shot Zen moment: Causing damage increases stability Homunculi: Has a chance to expel an incendiary grenade that explodes on impact every burst, if no shots are missed. Basic idea is a pulse rifle with a higher skill cap with rewarding properties for accuracy. Weapon is intended to shoot the burst, then fire a bruteshot type grenade after the last shot has hit.

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                  • Hunters Guide Gun---Exotic Scout Rifle (picture lever action, with a wood finish) "It can kill a Grizzly in one shot....Any questions?" Fire Rate: Low Impact: Very High Range: Low-Mid Stability: Mid-High Reload: Low-Mid Magazine: 7 Perk 0: Increased Magazine Size (+3) Perk 1: Armor Piercing Rounds Perk 2: Increased Agility Exotic Perk: Hunters Sights-Increases the chance of rounds scoring a Critical Hit.

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                    • Mugen - Heavy Machine Gun [i]"When zero and zero come together, the possibilities are infinite. "[/i] Kinetic Damage Perk 1: Fitted Stock (increased stability) Perk 2: Ad Infinum (reloading causes the damage type to randomly change between kinetic, solar, arc, and void) (like Russian roulette...just at 750RPM) Wayfarer's Magnificence - Hand Cannon [i]"Man is the killer. The blade is just an echo."[/i] Kinetic Damage Perk One: Armor-Piercing Rounds/Exploding Rounds (pick one) Perk Two: Magnificent Obsession "The obsession of mastering the perfect gun drives you mad. Feeding this obsession with precision kills sates the hunger and increases damage. Perform poorly with body shots and you will lose health per kill.

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                    • Edited by IronFatherPyrus: 10/23/2014 6:52:53 PM
                      I was inspired by this and liked it. Here are some of my ideas, enjoy. [b]The Fateless Iconoclast[/b] - Exotic Auto Rifle "He thought he was above the opinion of others…to bad for him a bullet is an idea he couldn't avoid." Medium RoF, very high Dam/Impact, somewhat high recoil (best used at close range), small magazine size (18 rounds). Perk 1 - Glass Half Full - The bottom half of each mag causes additional dam. Perk 2 - The Iconoclast - The weapon changes damage type to the shield of the enemy being fired at. (I realize it's OP but it compensates with a small Mag and high recoil and its special perk doesn't do anything in multiplayer). [b]Symphony of Agony[/b] - Exotic Heavy Machine Gun "I heard the sound of the most beautiful thing ever…death." Low RoF, high Dam/Impact, low recoil, small magazine size (25-30 rounds). Perk 1 - Stream of Pain - This weapon no longer fires like a HMG, but instead fires a concentrated beam and does additional Dam/Impact(This basically turns it into a Spartan lazor but with a continuing beam). Perk 2 - Symphonic End - Enemies that die from this weapon spawn an AoE plague. Not a high Damaging one but something that'll do a good amount of damage. Animation and effects are like a wizard poison field. [b]Killz0r Aw3sum R3d[/b] - Exotic Fusion Rifle "~ 560–490 nm, ~ 540–610 THz, wait…I DIDN'T WANT GREEN." Medium Rof, low charge time (it charges pretty fast), high Dam/Impact, high recoil (less range than a standard fusion rifle) , low magazine size (2-3). Perk 1 - Oops - This weapons bullets are green…oh and cause bonus damage and extends range. Perk 2 - Sc1-F1 Perk - Kills with this weapon have a chance to feed rounds directly to the magazine and rounds that miss have a chance to return directly to the magazine as well. Yes I realize it sounds like a 14 year old evil genius created this gun and that's because that's the point. The "~ 560–490 nm, ~ 540–610 THz" has to do with the frequency and wave length of the color green, he wanted it to be red that's why it's called R3d in the name but he messed up on making it and it came out green. [b]Fulcrum Of Eternity[/b] - Exotic Sniper Rifle "It bends because I say it does." Low RoF, really high Dam/Impact, medium recoil, small magazine size (1-2). Perk 1 - Time Bend - Missing a shot completely (no Breaking Reality damage can hit) will return it directly to the magazine. Perk 2 - Breaking Reality - Having a bullet close to hit someone but not actually hit them will cause a portion of the weapons damage to the target. [b]False Hope[/b] - Exotic Shotgun "Running from this gun is just that." High RoF, high Dam/Impact, low recoil, small mag size (2), extremely fast reload. Perk 1 - Full Auto - This weapon fire in full auto. Perk 2 - Hope Syphon - Increases range, accuracy, RoF and lessens bullet spread while aiming. This gun is mostly PVP focused although shotguns in PVE aren't really the best anyways. [b]Wayward Pathfinder[/b] - Exotic Scout Rifle "I seek the right way, now where did I put it." Low Rof, high Dam/Impact, medium recoil, small mag size (10), medium reload. Perk 1 - Zen Moment - Causing damage will increase weapon stability. Perk 2 - Path Find - Aiming down sites will allow you to see cloaked enemies and enemies that are beyond a certain point will appear through walls. The Path Find perk means that enemies that are close won't appear but for longer ranges like beyond half of most PVP maps will appear as a yellow highlight.

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                      • Edited by lITHEOPIl: 10/24/2014 4:51:36 AM
                        [b]Acataleptic Soul Reaper[/b] - Sniper Rifle ( single bolt action ) "[i]The darkness boundless power of 10000 guardian souls[/i]." [u]Info[/u] Element: Fire Damage Mag size: 6 [u]Perks[/u] 1. Reapers Fury - Last two bullets of the mag fire in rapid concession, no need for reload. 2. Soul Rip - Direct hit to the chest will have a chance to soul rip the enemy and restore players health by 15%. ( soul rip has a custom particle effect and sound )

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