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Edited by iTz_ArMs: 2/10/2015 3:14:01 AM
0
Silenced version of weapon, reduces/eliminates radar/detection, low ammo reserve, lower impact, heavier handling, less actuate but deals more crit damage to unaware enemies Support super holding your super calls in support of same class type: hunters have spotters that mark enemies in red that can be seen through objects. Titans have flash bangs dropped in vacinity to stun all enemies. Warlocks have void portals opened up to allow players to move from cover to cover or nova rain that damages all enemies with a burn, stagger or just makes them run fr cover/scatter Anti material rifles (would do normal damage to enemies but to Devi walkers, vehicles it does more damage) Fusion (cutter) rifles: you pick a shape for the bullets to go in (increasing accuracy) but decreasing impact or range (ie in the shape of an x,I, -, / ,\ etc. shotguns with longer/shorter/ more barrels increasing and decreasing spread/stagger. Also allowing less ammo loaded but more buck spread self loading pistols: weaker than hand cannons but faster, more accurate and can use different calibers(perks) to stagger enemies wen unshielded Sub machine guns: no range, no stagger, no elements, but rof, impact and stability, limited mag size. Mountable heavy guns: 2man operated, very vulnerable but high risk with high reward Rocket launcher...mortar: set up target using ghost, takes loading time, mortar shells do specific damage type with effect, limited/no perks Pulse rifles with adjustable burst Dual wield: small arms Melee Weapons replacing melee/weapon slot: takes on element, adds agility, deals greater damage based on consecutive hits, remain in first person view, limited lunge. Element thrower: void would be swirling erratic purple thrower that has lots of powerful in actuate ammo. Solar would be limited wide spread ammo with moderate power, arc would be longer thinner slightly less powerful with lots of ammo. All enough to disorient enemies or make them scatter.
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