Advertisement
xplodingbrain

Destiny 2 weapon overhaul

Dec 11th, 2017
189
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 5.36 KB | None | 0 0
  1. Really I just want to offload this batshit crazy idea I had the other day.
  2.  
  3. A weapon overhaul.
  4.  
  5. ==
  6.  
  7. Goals
  8. - provide a more diverse and engaging weapon experience for the players of Destiny 2
  9. - retain as much balance in all possible game modes for Destiny 2
  10. - provide a more expansive weapon inventory to accommodate for more play styles and to counteract player fatigue
  11.  
  12. Overview:
  13.  
  14. So to stay in line with the current repertoire of the player's arsenal consisting of a kinetic, energy, and a power weapon, the most prudent course of action to begin expanding the player's options in a gunfight begins with redefining each role.
  15.  
  16. First things first, I'd like to submit the observation that there are certain weapons that coincide with power weapons. Case in point:
  17.  
  18. >Sniper Rifles are souped up versions of Scout Rifles
  19. >Fusion Rifles are souped up versions of Pulse Rifles
  20.  
  21. I think that logically we can actually derive a great many different types of weapons that can fit in any slot we desire based on this trend.
  22.  
  23. I propose that we not only bring back some weapons into the primary categories, but also create more souped up versions of previous weapons to provide a more diverse experience to Destiny 2.
  24.  
  25. Realistically, I would expect this change to fall upon deaf ears, as not only is this hilariously out of realistic scope for the developers to implement, but it would be absolute hell to populate, let alone test, each category to the fullest. Still, we can have some fun with the idea.
  26.  
  27. ==
  28.  
  29. Here's a visual guide to the changes I'm proposing. Note that I did not include swords, as I did not feel that swords needed a non power weapon variant. (Though don't get me wrong, I would really like just a normal sword to swing around that didn't cost ammo just as much as the next guy)
  30.  
  31. https://i.gyazo.com/76fb7f6041b31a93a40abaf5b3da3460.png
  32.  
  33.  
  34. CHANGED TYPING
  35.  
  36. Sniper Rifle - In tune to the overall game design direction of "eliminate common one shot kill methods," the sniper rifle returning to the primary slot would mean that they would be incapable of one shot headshotting an enemy. Their damage would be likely capped out at 180ish damage so as to leave even the squishiest warlock with just a sliver of hp. I feel this would be completely acceptable, provided most sniper rifles capable of this would also be bolt action, low ammo, or low fire rate in general.
  37.  
  38. Shotgun - In tune of overall TTKs in the game, one could expect a shotgun to have piddly range as well as require 2-3 shots to kill an opponent in their effective range. Still somewhat faster than an smg, but a far cry from their previous power weapon capabilities.
  39.  
  40. Grenade Launcher - tone down the damage of multishot launchers, but increase the damage of single shot launchers. These can very easily fit into the game as stand ins for standard grenades and still be quite fair all the same. The only necessity is that they require a few shots to kill a person and are instead used for softening targets up.
  41.  
  42.  
  43. ADDED CLASSES
  44.  
  45. Heavy Machinegun - a heavy version of auto rifles, boasting relatively high damage, large magazines, and high rates of fire at the expense of difficult to control recoil or spooling. Weapons like a stronger, faster, Sweet Business might fit here (provided the magazine is instead fed directly from reserves). New weapons for this class can be based on models such as the SAW or the L86 for variety's sake, but would likely still revolve primarily around dealing large amounts of consistent kinetic damage.
  46.  
  47. Beam Cannon - A piercing, wide reaching, explosive elemental rifle. It requires a bit of a charge to begin fire, but can deal consistent and high elemental damage over time, provided the player can retain their cursor over the target. Think the Prometheus Lens, but on purpose this time.
  48.  
  49. Harpoon Gun - A single shot, heavy hitting rifle that doesnt necessarily intend to kill in a single shot, but instead lays down an explosive round a long distance away. This can bridge the gap between a Better Devils and a Rocket Launcher quite nicely or it can fill the niche of a consistent area control weapon via a pulse harpoon that damages foes in an AoE around the impact.
  50.  
  51. Antimatieral Rifle - Slow, cumbersome, but capable of killing most targets in a single, piercing, explosive round. This is how a power sniper rifle should feel.
  52.  
  53. Elemental Thrower - A short range, wide reaching, devastating weapon that breathes swaths of elemental damage - much like a flamethrower. Woe unto those who dare engage a thrower within 10 meters.
  54.  
  55. Flak Cannon - Automatic shotguns, possibly magazine fed, that deal massive kinetic or elemental damage in close proximity. Basically a stronger version of shotguns as they are currently. Alternatively, make these single or double barrel shotguns that simply sneeze a blistering cloud of lethal lead towards your foes that can quite literally blow them away.
  56.  
  57. Elephant Gun - A low capacity, extremely high damage and high target acquisition weapon with a moderate range. Think of it as Golden Gun Lite with a more reasonable application in both PvP and PvE
  58.  
  59. Charge Pistol - A sidearm that, when fully charged, releases a cloud of projectiles. Easily capable of destroying targets in close proximity with little aim required thanks to an inherent splash on each projectile. Think of a handheld Wardcliff Coil.
  60.  
  61. I think that's about it for now.
  62.  
  63. What do you guys think?
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement