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#DOJO

Edited by DigitalNinja: 5/22/2015 7:25:39 AM
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[Unbroken_Dojo]

This. Is it. We are finished. There is too much chaos. I cannot handle everything. This place has been a time bomb from the start, just waiting to break apart. And in one last bid to control everything, we merely activated the catalyst. We are too broken (oh the irony) to continue on like this. But I ask one thing. One simple thing of all who have set foot here. Remember it as it was, not as what it became. [spoiler]Yeah, so this place has gone [i]waay[/i] out of control, and I'm not on here nearly enough to control everything. This was a broken system.. And, as you can see, it didn't work. After 50,000+ posts, it has finally come to an end. Don't worry, you'll still see me around the forums, and even in a lot of the other RP threads, just not here[/spoiler] [spoiler]One more thing: Thank you. Thank all of you for helping to make this place what it was, for being the largest RP thread on bnet. Hell, maybe even the largest thread in general. Truly, this was a fun ride while it lasted. -Ninja.[/spoiler]

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  • Edited by Dinorush: 3/23/2015 11:42:48 AM
    Crownpoint Mk.22 (Turret Launcher) "Sensors... Optimal. Analyzers... Optimal. Kill Systems... Optimal. [spoiler]Turret Launcher: Launches turrets. Turrets are equipped with an auto rifle. Only one can be up at a time. Turrets can be deployed on walls, ceilings, or floors and deploy as soon as they come in contact with one. They deal heavy damage and push enemies when being launched. The turret has no recoil and doesn't reload, but has an infinite clip. It has hipfire accuracy and the stated range. It can only spot enemies in 80%-100% effective range. It can turn 360 degrees in 1.5 seconds. (This tells you what the turning speed is like) The launcher doesn't reload or fire while the turret is up. Instead, it changes between three modes: Red (default) Attack mode. Attacks the nearest enemy. Green Defend mode. Attacks the nearest enemies that are attacking allies. Orange Target mode. Prioritizes the strongest enemies. Turret Appearance: a black circular base with 4 triangle ends protruding from it. A small glowing light based on enemy or ally is on the back of the base is the precision spot. The turret head is an auto rifle suspended on a pole with two thin "energy pipes". The turret deploys by attaching the triangles to the wall, and the gun rises out if a covering and steadies itself. Drone Mode: Fires a drone that can move around. (Drones follow the same turret rules. They have a couple differences though) They move at walking speed. Drones move half the speed while shooting. 1s more deployment time and 50% less velocity. While in guard mode, it follows. Appearance: a black quadrotor with the gun below it. When it deploys, the wings unfold, it reorientates itself right-side up, then it's gun pops out. It has no precision spot due to all shields. Appearance. Looks like a black grenade launcher, with the turret/drone in block forms. It has an open space where the rocket would go with the turret/drone in block form at the barrel. It has a short barrel with 4 triangles pointing at a 90 degree angle. The gun is steampunk themed and has pipes with a stock. The pipe releases steam when fired and a glowing light under the open space represents the current mode.[/spoiler] The Law "Crimes cannot go unpunished.” [spoiler]Hits slow enemy's actions. Gain a boost when a teammate dies nearby. (+15% damage and +25% fire rate (on this gun only) when a teammate dies for 10 seconds. Hits slow enemies actions by 5%, Precision by 10%. Cap of 25%, stacks last 2 seconds and renew on each hit. Actions slowed: Readying and putting away weapons, melee, throwing grenade, and reloading. Appearance: Shaped like a magnum, with white spikes running across the top of the barrel and gun. The barrel is black and the gun is black and brown.[/spoiler] MIDA Auto-Corrector (scout rifle) "Destroying shields? Check. Fixing grammar? Check. Correcting the existence of enemies? Double check.” [spoiler]Shooting an enemy with a different type of shield will automatically change to that element. Deal extra damage to dangerous enemies’ shields. Takes 3 seconds to change element. Appearance: battlerifle-like, but silver, with a longer design. A spherical reactor with circles spinning around it sits at in the middle of the gun. When the gun is changing element, the color of the reactor slowly changes until a "phooooosh" noise marks the change's completion.[/spoiler] Electric Impulse Weapon System (Sniper) "Your shields can protect you no longer, coward.” [spoiler]No reserve ammo. Regenerates ammo over time. This weapon is not resisted by shields, but deals less physical damage Weak-spot damage can be dealt to shields. Targets are disoriented for a short time (~1 second) when their shields are broken. A smooth, dark blue sniper with wiring around it. The barrel looks as if it is cut in half, top and bottom, with a visible blue inside sparking with electricity. There are blue lights glowing on the gun, and a lightning symbol behind the barrel.[/spoiler] Death's Grip (Auto Rifle) "There is no escape.” [spoiler]Consecutive shots stack damage over time on enemies. (When you shoot an enemy, you deal 2s of damage over time. Does damage every second. If you shoot again before the effect ends, it'll add 2 more seconds. Shooting the target 5 more times quickly will cause 2 ticks, more damage. So, each consecutive hit within short time builds on DoT. Missing, letting the ticks end or reloading (stops at the end of the reload) ends the current streak. Appearance: Black, Up For Anything model, with a 3 taloned claw on the front of the gun, as the barrel. It exhibits black mist and has a putple light on the back, above the trigger.[/spoiler] Atrocious Medic (Auto Rifle) "Let me put you out of your misery.” [spoiler]Shots deal half damage but the other half heals you. Can also revive teammates through continuous fire. Can change modes to regular damage. Appearance: White, long rifle model, with red stripes running horizontally. A few red stripes run vertically down the gun. The gun is symmetrical. Behind the barrel, a pink light glows if MEDIC! Is active. If not, it stays blank and unlit.[/spoiler] Wrath of the Hammer (Rocket Launcher) "All the unworthy shall crumble before me.” [spoiler]Fire as fast as you pull the trigger, but the trigger must be fully pressed for a shot and fully released before another shot. Shots also do less damage than other rocket launchers. Consecutive direct hits increase damage. (Each direct hit on the same target after the first hit adds 5% damage to a maximum of 25%. The attacks/buff lasts 10 seconds. Each direct hit renews the buff. Missing a direct hit or letting the timer run out ends the buff.) Appearance: Black, long and rectangular with shapes protruding from it all over the place. Also has hammers drawings indented into it.[/spoiler] Spitfire (Rocket Launcher) "Two is better than one. Especially when delivered in explosives." [spoiler]Fires two rockets with a trigger pull. Chance to add a reserve rocket on a kill. (The rockets move in a spiral motion, with a little space in between. 15% chance to add 1 rocket into the reserve. If you only have one shot, you will only fire a singular rocket. Appearance: Silver plated rocket launcher with two rockets sculpted into both sides on the middle. Two barrels protrude from the front.[/spoiler] Kicking Horse (Auto Rifle) "Kicks like a horse, stings like a wasp." [spoiler]While ADS, gain greatly increased impact, but also have greatly increased recoil. (1.5x damage, greatly increased recoil and increased severity of recoil) Appearance: A brown, long rifle-looking gun. It has two horses encrusted in gold in a hurdling motion, peeking a little bit over the top which houses the sight. The rest of the gun has uneven gold lines that differ in location, length and width.[/spoiler] I have about 25 in all. I can make armor pieces too.

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