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Edited by Ace_Eyed_Ace: 11/8/2016 6:29:58 AM
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Exotic weapon ideas

Guardians, I have some exotic weapon ideas. I'm also thinking about drawing these to show how they would look as well... What do you guys and gals think? [b]Exotic Heavy - Gatling Gun[/b] Supremacy 'The quality of being supreme' Kinetic Ammo/Reserve: 125/375 Spin up: 40 Rate of fire: 100 Range: 30 Stability: 60 Impact:10 Reload: 30 Cooldown: 40 This weapon must Cooldown after prolonged fire. Perk one: Hail of Lead Aiming down sight grants increased damage resistance, but decreases movement speed/ability Upgrades Hammer forged Perfect balance Flared magwell +++++++++++++++++ Exotic bolt action sniper rifle [b]Headscalp[/b] "Take some off the top" Arc burn Ammo / Reserve: 1/5 *Each round must be hand loaded into the chamber.* Rate of fire: 25 Impact: 75 Range: 88 Stability: 65 Reload: 30 Perk 1: X marks the spot Precision kills increase damage (can be stacked upto 3 times - lasts until a round is missed) Upgrade: Flared magwell Lightweight Perfect balance Upgrade 2: Cerebral Bore Headshots reward super energy, reduce melee & grenade cool down. +++++++++++++++++ Exotic rocket launcher [b]Death from Above [/b] "Beware!! The skies will fall!" Solar burn Ammo/Reserve: 2/6 Rate of fire: 10 Blast radius: 97 Velocity: 92 Stability: 75 Reload: 60 Perk 1: Skyfall Aiming down sight with this weapon causes the rocket to lock on. Once fired, the rocket takes a top attack flight path to come down on top of target Upgrades: Flared magwell Replenish Surplus Perk 2: Death from Above Fire 2 rockets at once along seperate top attack flight paths. Description - the weapon works similar to a HGM Javelin launcher when locked on. Although it can be dumb fired in straight lines. +++++++++++++++++++ Exotic hand cannon [b]Apocalypse Now [/b] [i]It begins with this weapon, it ends with this weapon[/i] Arc & Solar (switch between) Rate of fire: 65 Impact: 90 Range: 50 Stability: 60 Reload: 65 Ammo/Reserve: 11/33 Perk 1: Hell on Earth Precision hits on majors or ultras cause damage to all enemies near by Upgrades Flared magwell Field Scout (ups mag size to 15) Perfect balance Perk 2: Apocalypse Now Killing majors or ultras with precision hits emit elemental waves which can burn/shock nearby enemies **Perks do not work on Raid bosses** ++++++++++++++++++++ Exotic Heavy weapon - Rail gun [b]Total Knockout[/b] [i]One round is plenty[/i] Arc damage Ammo / Reserve : 1 / 5 Charge rate: 45 Range: 100 Impact: 96 Reload: 30 Stability: 65 Sights: Sightsys SLS20 long range scope Longview SLR10 medium range scope Tacsys SLS15 medium range scope Perk 1: TKO Killing captains will disorientate/stun nearby enemy troops Upgrade options: Accelerated Coils Flared magwell Lightweight Perk 2: One Hit Wonder When super, grenade and melee energy are all full simultaneously, this weapon can kill any major or ultra with one hit (excludes raid bosses) ++++++++++++++++++ Exotic Sword [b]Shadow Blitz [/b] "Speed is just the start" Void burn Ammo - 45 Speed: 90 Impact: 40 Defense: 30 Range: 25 Efficiency: 40 Energy: 70 Perk 1: Obliteration When 3 or more enemies are within proximity, all enemies take damage Perk 2: Swift Vortex When super energy is full, sword damage is increased, weapon speed is increased, energy use is reduced for a short time. Create your own and post here...

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