This will include one new exotic weapon Idea for each weapon subclass EXCLUDING side arms.
Auto rifle: The marksman
Rof: same as abyss defiant
Impact: 8
range: 50
stability: 40
reload: 35
mag: 34
first perk: hidden hand
perk tree:
hammer forged +16 range
send it +10 range and +15% accuracy
armor piercing rounds
exotic perk: Marksman
this weapon gains additional target acquisition and increased range when aiming down the sights
pulse rifle: the infinity factor
bonus perk: full auto
rof: 70
impact: 30
range: 65
stability: 45
reload: 80
mag: 15
first perk: counter balance
perk tree:
skip rounds
field scout
explosive rounds
exotic perk: Infinity effect
if a round misses from this weapons burst, an additional round is fired, if that round misses, an addition round is fired. missed shots have a chance to return to this weapons ammo stores.
scout rifle: the bow
this weapon deals solar damage
rof: 40
impact: 40
range: 50
stability: 20
reload: 30
mag: 14
first perk: range finder
perk tree:
send it +8 range +10% accuracy
quick draw
light weight
exotic perk: the arrow
precision hits with this weapon cause the enemy to catch fire and rounds over-penetrate targets
handcannon: survival guide
rof: 30
impact: 88
range: 30
stability: 40
reload: 20
mag: 8
first perk: focused fire
perk tree:
armor piercing rounds
field scout
explosive rounds
exotic perk: doomsday
this weapon fires faster while aiming down the sights (increases speed to match that of not aiming down the sights) and reloads faster +15 reload speed
now for the special weapons:
fusion rifle: counter measures
this weapon deals arc damage
charge rate: 40
impact: 65
range: 50
stability: 60
reload: 45
mag: 6
third eye
perk tree:
enhanced battery
bonus stability +15 stability
accelerated coils +10 charge time
exotic perk: this weapon has greatly reduced recoil and increased range +20 range
(to clarify, there is sight on this fusion rifle that gives a +15 stability, at the cost of -8 reload speed and -4 range, but with the exotic perk active, this fusion rifle fires it's volley completely flat as if it had max stability, but only if it has an additional +15 stability.)
sniper: the easy way
this weapon deals void damage
rof: 10
impact: 30
range: 90
stability: 65
reload: 30
mag: 4
bonus perk: unflinching
first perk: third eye
perk tree
hammer forged + 10 range
move quicker while aiming, switch weapons faster
send it +8 range +5% accuracy
exotic perk: to easy
2 quick precision shots increase damage for a short time
shotgun: adapter
this weapon deals void damage
rof: 20
impact: 45
range: 15
stability: 30
reload: 18
mag: 4
first perk: full auto
perk tree:
skip rounds
hammer forged +5 range
field scout
exotic perk: adaptability
aiming down this weapons sights increases range and armor piercing rounds
OR
aiming down this weapons sights reduces bullet spread and increases precision damage
rocket launcher: the flock
this weapon deals arc damage
rof: 15
blast radius: 65
velocity: 65
stability: 45
reload: 100
mag: 3
first perk: tracking
perk tree:
field scout (hold 2 additional rockets in reserve)
increased stability +10 stability
warhead: +15 blast radius
exotic perk: the birds
upon firing, this launcher's rocket splits into 3 separate, smaller rockets that each track their own target.
(note: the individual missiles can each be locked upon the same target, by keeping the sights aimed down on one target, every second another missile locks onto that target. this is expressed by making a beeping sound when a new missile locks onto the main target.)
machine gun: what will you be having . . .
rof: 50
impact:50
range: 30
stability: 30
reload: 35
mag: 46
first perk: third eye
perk tree:
increased stability +15 stability
hammer forged + 15 range
field scout +24 mag size
exotic perk: . . . and how would you like it?
aiming down this weapons sights reduces rate of fire slightly, but increases range and impact
OR
hip firing this weapon increases firing speed and slightly increases accuracy (but not as much as aiming down the sights normally does)
Side arm: old times. (this weapon has the appearance of a modern day pistol)
bonus perk:
this weapon always has ammo on respawn
rof: 92
impact: 10
range: 35
stability: 85
reload: 96
first perk: Triple Tap
perk tree:
armor piercing rounds
hammer forged +7 range
explosive rounds
exotic perk: this weapon equips instantly, aims down the sights quickly, fires on partial trigger pull, and gives the player +2 agility when equipped.
This took forever to make, so I hope you liked my ideas. Please, put your own in the comments!
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the reason I am not making a side arm one is because I don't know enough how they are supposed to be played and how the player base uses them.