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#feedback

Edited by ConfidentLaptop: 1/22/2016 11:52:40 PM
0

Weapon Ideas and Perk Ideas (Man, I post these a lot. Oops.) Would any of these bring you back to Destiny if they were added?

Yes, I like the ideas

3

They probably wont be added, but theyre okay

2

No, I dislike the ideas. (Please specify.)

0

WEAPONS: Laser - Pinpoint Variant (Primary): Fires a perfectly accurate beam that pierces but deals no precision damage. Has a battery that either overheats if used too much, or runs empty. Laser - Charged Variant (Primary): Charging uses up both battery life and overheats the gun. Firing the laser uses just as much and overheats just as much as what was used to charge the beam. Charging increases beam width, damage and precision damage. SMG (Primary): Extremely accurate from the hip and moving, but has high recoil and extremely short range. Kills quickly. Hunting Rifle (Primary): Lever action, tube-fed rifle with only iron sights. Deals high precision damage. Scattergun (Primary): Single, double, or triple barreled shotgun. Almost no range, but deals massive damage at point blank. Fires quickly and has high recoil. Flare Gun (Primary): 4 shot or single shot. Moves slowly through the air and drops, but has a small explosion on hit. The single shots have a bigger blast and can also be manually detonated by holding the trigger down until ready to blow it up. Can be elemental, even if only legendary. Auto-Pulse Hybrid (Primary): Aiming fires 2, 3, 4, or 5 round bursts, while hip firing just fires normal full auto. Slightly higher range than auto rifles, but has a lower precision multiplier than pulse rifles. Crank Rifle - Rapid Variant (Primary): Rapidly mash the reload button to charge up the gun. Fires a projectile that becomes more powerful the more it's cranked. Has a small capacity. Crank Rifle - Patient Variant (Primary): Crank each charge once at a time. Has a higher held capacity and deals more damage, but there’s an uncancellable delay between each crank. Fusion Rifle – Launcher Variant (Special): After charge, fires 3 projectiles that have low velocity and are affected by gravity. Explodes on impact. Fusion Rifle – Burster Variant (Special): Shows pellets instead of burst count. The player charges however many pellets they want before they fire. High recoil that evens out the longer the burst. Fusion Rifle – Sniper Variant (Special): Fires a single laser that can deal precision damage. Hitscans instead of velocity. DMR (Special): The in-between of a sniper and a scout rifle. Holds about 10 rounds and deals high body damage up close, but high headshot damage farther away. Can receive both sniper and scout rifle perks and scopes. Recoil is terrible however. Thrower - Void/Light/Healing Variant (Special): Slowly shoots low velocity, flat, short-ranged crescents that pierce through enemies. Thrower - Solar/Cryo/Corrosive Variant (Special): Shoots a constant stream at a fast rate. Ammo is taken from reserves, no need to reload. Thrower - Arc Variant (Special): Fires a sporadic lightning stream that arcs from enemy to enemy. Doesnt use ammo, but after firing for a certain amount of time, it must be stored away to recharge for a while. Grenade Launcher (Special): Single shot launcher that has a small blast radius. Holds very little ammo. Flak Cannon (Heavy): Fires explosive shells at a moderate speed. Must be spun up first, but has a high capacity. Shoulder-fired. Mortar (Heavy): After crouching and aiming, the player gains a third person view, and can fire and guide a very large explosive. Self-reloads over time and can gain many perks. Rotary Launcher (Heavy): A grenade launcher that holds 6 instead of one. Fires pretty fast, has a higher velocity, and deals more on body-shots. Crowd Control Shield (Heavy): Front-facing ballistics shield with spikes on the front. Attempting to aim with the shield will cause the player to brace, causing them to take less damage from all sources WHILE taking no damage from anything hitting the shield. Attempting to fire with the shield shoots spikes out. Fires fully automatic while bracing, but all will be fired at once if you arent currently braced. Spikes explode on impact, but have short range and low accuracy. All guns should have 4 perk slots and 3 modifier slots. Suros guns should be the opposite of that. Perks should also be able to be turned off and on after unlock. New Perks for guns: Double-tap: All guns fire a 2-round burst. Full auto will kick in after the burst, but for semi-auto weapons, the wait between burst is 50% longer than between normal shots. For charge up guns, you can choose to charge either one burst or two. Hyper-active: Drains super energy on each shot. Kills generate more super energy than normal. 15% bonus damage. MIRV (Mortar only): At the peak of the arc, explodes and rains clusters over a wider radius and for more damage. Colorful (Primary only): Hits have a 10% chance to deal 8% more damage and be of a random element. Spinning Up (Rework, automatic weapon only): Gun takes a second to spin up, but fires 40% faster and has a 20% larger magazine. Shield Buster (Fusion and pulse only): Every hit after the first hit of a burst deals 50% more to shields. Way to Dawn: During night, your gun will regain ammo at one magazine per 20 seconds (for heavies, this time is doubled, and only gives half, rounded up) Fight till Dusk: During daytime, your gun reloads faster and will not slow you down while aiming. Knee-breaker (Sniper, DMR, Hunting, Scout): Leg shots deal 10% more damage and slow the target for a time. Splitter (Primary only): Bullets split into three projectiles immediately, each dealing half the normal damage and with less accuracy, but more overall damage. Anti-Air Protocol (Flak, Flare Guns, and Machine Gun only): Deals 30% more to aerial targets, and killing an aerial target causes an explosion. Skeletonized: Aims, switches, and reloads faster, along with holds more rounds in reserve, at the cost of having slightly more recoil. It Counts (Special only): Kills and/or hits (depends on melee charge) with special weapons have a chance to activate whatever effect your melee charge has, and consumes it. Silent (Built in to any weapon with a suppressor): Much quieter, has a lower notification range, and wont break invisibility if fired. More accurate with shorter range. Energy Vent (Either grenade launcher): While the player has a grenade charge, firing a grenade will imbue it with the grenade’s extra effects. Still consumes charge though. Ranger (Any long-range single shot): Damage dropoff is flipped. The gun deals less damage up close to close-medium, but deals its max damage at every range past that. At the Ready (Sidearms, SMG’s, and Handcannons only): While stowed away, if the gun you’re currently using is empty, reload this gun and increase draw and switch speed for a short time. Take a Stand (Shotgun only): While low on health and near enemies, fire rate is slightly increase, and ammo may not be consumed on shot. Glass Half Empty: The first half of the mag fires 30% faster, slowly descending until the second half fires up to 10% slower. Middleman: Kills with the 2nd third of the magazine have a chance to refill the entire magazine for free. Money is Power: Shots consume glimmer. If a shot uses glimmer too, 75% chance it wont consume ammo and 15% bonus precision damage. Shredder: Deals more damage to majors, ultras, and vehicles. Pierces through smaller enemies. Overkill (Any slow-firing, high damage gun): Any excess, unneeded damage from killing an enemy is added to the next precision shot. Sentinel: After standing still for 2 seconds, gain 30% damage resistance. Last until you move. Focused Trance: After standing still and aiming for 3 seconds, gain improved stability, fire rate, and precision damage. Lasts until you unzoom or move. One Shot, Unending Kills (Hand Cannons and Snipers): The final round is not consumed if it’s used to kill an enemy. If the kill was from 100% to 0%, refill 50% of the magazine for free. Conversation Starter: The very first shot deals 20% more damage. Kills with the first round refill the magazine from the reserve. Venting (Lasers): Kills with the laser immediately cool the weapon. Static Charge (Lasers): Sprinting gradually refills the battery. Energy Tank: While affected by an overshield, kills recharge the overshield. Elemental Perks: Kinetic+ (Replaces element slot, even if its normal kinetic): Fires forceful shockwaves instead of bullets. Wider and has huge knockback, but has a slow velocity. Can be turned off, but leaves the gun with normal kinetic damage. Solar+ (Can roll as a normal perk on a solar gun): Bullets have a chance to ignite OR weaken defenses by 20% for 5 seconds. The chance is based off of the opposite of the fire rate stat, then halved (100 ROF machine gun has a .5% chance, 20 ROF sniper has a 40% chance) Void+: Enemies hit by this gun have a chance to be suppressed OR be slowed. Based off of ROF. Arc+: Enemies hit by this gun have a chance to go blind OR arc lightning to a close enemy. Based off of ROF. Elements: Corrosive: Deals heavy DoT to shields. Damage ticks until the shield is broken. Cryo: Bullets slow targets slightly. Deal more melee damage to damaged targets for a short time. Also slows down shield regenerate and ability regeneration. Light-infused: Deals bonus damage to Ultra minions of the darkness. A Dip into Darkness: Health is always halved if selected, but damage is increased by 66%. Health cannot regenerate, but kills instantly fully heal health. It can be turned off, but will supply no bonus. Healing: Deals 20% less damage to enemies, but shooting teammates gives a small part of their shield back. Healing is based off of ROF. Can be turned off, but will be kinetic if so.

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