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8/7/2015 9:18:48 PM
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Tower Firing range?

A Tower Shooting range behind the Gunsmith yeah?

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  • Edited by Xûr Mixalot: 8/7/2015 11:49:22 PM
    A mini game you pay the Gunsmith 5,000 Glimmer each go to access. Here's what happens: You get to choose between "Hand Cannon Range", "Pulse Rifle Range"' "Auto Rifle Range", and "Scout Rifle Range". You will spawn in with a generic weapon of that sort called "Pulse Rifle", or "Auto Rifle", etcetera, each with balanced stats. You are then spawned in stationary with a range in front of you. You can only turn to shoot the pop-up targets. Dependent on the range you selected, the targets will have different "critical points" you are opted to hit. By the way, the targets are standard, human shaped torsos like in modern ranges. Hand Cannon: Neck Scout Rifle: Head Pulse Rifle: Upper Torso up to lower neck Auto Rifle: Dead center of chest You must deal a certain amount of damage to the target to get it to "die" before it goes back down. You are allowed to have three downed targets before you are done. The goal is to "survive" as long as possible. The targets will pop up faster as you progress. Certain amounts of "kills" will net you rewards. 100 kills- 5,000 Glimmer 200 kills- 10,000 Glimmer 250 kills- Two Motes of Light 300 kills- 50 Vanguard and Crucible Marks and a Mote of Light 400 kills- Random Legendary Armor Engram 500 kills- Random Legendary Weapon Engram 550 kills- Random Legendary Armor Engram and a Mote of Light 600 kills- Random Legendary Weapon Engram and Armor Engram, along with five Motes of Light 750+ kills- A random Legendary Armor Engram and Legendary Weapon Engram, along with a random chance at an Exotic Now of course for such rewards, there would be a substantial difficulty. Allow me to elaborate. Requirements for each target kill: Pulse Rifle=1 burst to all-critical Hand Cannon=One critical shot Auto Rifle=Four critical shots Scout Rifle=Two critical shots Stats of the Weapons: [b]Hand Cannon:[/b] Rate of Fire: 32 Impact: (Doesn't matter) Range: (far enough to hit all the targets) Stability: 27 Reload: 70 Magazine: 8 [b]Scout Rifle:[/b] Rate of Fire: 35 Impact: (N/A) Range: (N/A) Stability: 52 Reload: 82 Magazine: 19 [b]Pulse Rifle:[/b] Rate of Fire: 63 Impact: (N/A) Range: (N/A) Stability: 47 Reload: 78 Magazine: 21 [b]Auto Rifle:[/b] Rate of Fire: 88 Impact: (N/A) Range: (N/A) Stability: 36 Reload: 57 Magazine: 36 Next. Difficulty increases: -Spawn rate increases very slightly (about 2.5%) every ten kills. Escalates infinitely. Starts of easy and slow, about one target every three and a half seconds. Math dictates the rate goes up by a quarter every ten escalations. Therefore every 100 kills. So to get to 700 kills you must endure an end spawn rate of...I'm not even sure. I'm bad at math. Somewhere around 175% faster. So...Minus 75% of the original 3.5 seconds? I don't even know.

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