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Destiny

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Edited by Dancinpon: 2/14/2016 11:30:12 PM
12

Exotic Sidearm Idea & General Sidearm Talk

When sidearms (well, just two) were introduced to Destiny, I was interested to see what new mechanics and play styles they would bring to the game... Then I was disappointed when I learned that they were (and still are) another characterless weapon type, which lacked any viable reasons for choosing it instead of shotguns. I always thought of sidearms as weapons that should be used in cohesion with your primary, providing interesting new strategies for dealing with hordes of weak enemies or taking down tougher majors. And that's what inspired this idea. Will Bungie see this? Not likely. Will they use this idea? Even less so. But I thought it would be nice to share this with the community and see what you thought. Feel free to leave feedback for what you like and what could be improved. [b]P.S.:[/b] General sidearm discussion thread. [b][u]Right Hand Man[/u][/b] [i]There when you need him[/i] [b][i]Stats[/i][/b] Regular sidearm stats [b][i]Column 0[/i][/b] Arc Damage Reserve Ammo: This weapon always has ammo on respawn. Helping Hand: Kills with this weapon reload your primary. [b][i]Column 1[/i][/b] I don't know anything about sidearm sights and muzzles so you'll just have to use your imaginations [b][i]Column 2[/i][/b] Return to Sender: Kills with this weapon have a chance to grant bonus ammo to the magazine. [b][i]Column 3[/i][/b] Quickdraw: This weapon can be drawn unbelievably fast. [b]OR[/b] Rifled Barrel: Increased range, slower reload. [b]OR[/b] Heavy Hitter: This weapon deals bonus damage against all majors. [[i]Note: Damage bonus is lesser than enemy-specific perks like Hannibal or Mutiny[/i]] [b][i]Column 4[/i][/b] Right Hand Man: Dealing damage with your primary grants bonus damage [[i]15%[/i]] for this weapon for a short time [[i]5 seconds[/i]]. A kill with this weapon grants bonus damage [[i]20%[/i]] for your primary for a short time [[i]5 seconds[/i]]. [[i]No, this ability can't be spammed, it has a cooldown of 15 seconds; it doesn't stack either.[/i]] Phew. Well, there you go. Congrats if you actually read all that. Any feedback is greatly appreciated, positive or negative (but keep it constructive, please). Thanks for taking an interest in my creative side. Who knows, I might do another one of these. [b]EDIT 1:[/b] Thanks to everyone in the comments, it really means a lot to me that you've taken the time to read this and share your opinions. [i][/i] [b]EDIT 2:[/b] Specified durations and percentages of RHM perk and added that it doesn't stack. Changed cooldown to 15 seconds. [b]EDIT 3:[/b] Great to see all this discussion going on, thanks for sharing your thoughts on this.

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  • I'd also like to see sidearms become more viable. Right now, they're in a weird spot because of their range and impact. I haven't used shotguns since TTK launched and I'm bored of snipers in PvP. This last Iron Banner, I used fusion rifles and a sidearm. But only in certain situations instead of my primary. They feel like a last resort weapon. A slight buff to stability and speed would help. I don't expect to hit someone across the map nor do expect to one shot kill. But for what sidearms do, I'd like to see them do it better.

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