I won't be able to post in that example format, since this is just a long rough and general idea for a unique kind of sidearm. I'll leave it up to others with a better handle on Sidearms to come up with reasonable Exotic stats based on the general parameters.
This would be a pair of Exotics. Named "Sinistra" and "Dextra". 2 halves of a whole. Rough idea follows.
Unique to each sidearm is the ability to equip its other half if a player has both in their inventory. The basic means is similar to Infusion, but instead of costing anything, it simply trades both weapons for a "new" Exotic. They, in effect, become a single dual-pistol exotic with its own set of stats and perks. To split them back up is also straightforward; just select the option to separate the pair and the system trades the dual-wield option back to 2 separate sidearms. If you do not have enough space for both sidearms, you cannot separate them.
Alone, Dextra heals the wielder based on a portion of damage done to a target (high enough to make it Exotic worthy), and has a chance to speed up grenade and melee recharge on kills. High accuracy, high target assist, average sidearm damage, low recoil, and low impact. Its potency is offset by the low damage and limited range of sidearms, but permits it to be a reliable backup for defensive players (continuously healing and recharging your grenades and melee as you deal damage while retreating, for example). Dextra can switch between Solar and Arc damage, without any stat changes or cost. Default is Arc.
Alone, Sinistra deals critical damage regardless of whether you shot the enemy's foot or the enemy's head, and its rounds do ricochet, and each does 1.5x more damage than a normal ricocheted round. Low accuracy, low target assist, average sidearm damage, high recoil, and high impact. Its potency is offset by the low damage and limited range of sidearms, but permits it to be a reliable backup for more aggressive players (those charging in to effective sidearm range to make the most use of the guaranteed critical damage while preserving their primary or heavy ammo). Sinistra can switch between Void and Solar damage without any stat changes or cost. Default is Void.
Together, Sinistra and Dextra retain their first perk, but lose the second. Shots from Sinistra deal critical damage. Shots from Dextra grant health proportional to the damage done to the target. They gain a new perk, which grants Gunkata; a combination of a fancy directional evasion move and a speed reload in one, usable every 5 seconds to make up for the fact that grenades and normal melee will be unusable while using the dual-wielded form. Gunkata also permits gunning while running, but at the loss of accuracy and aim assist until you quit running. Sinistra and Dextra can swap between any of the elemental damage types without any stat changes or cost.
A single trigger pull for the paired Sinistra and Dextra is 1 shot. Every even round is fired from Dextra. Every odd round is fired from Sinistra. Reloading resets the firing order, starting with Sinistra. Ammo capacity is double (equal to the amount each pistol has separately). Alternating high/low recoil, and low/high impact with each shot. Aiming assist is normalized between the two. Reload speed and accuracy are lower than either pistol if they were separate.
The ability to switch element types is another small extra to entice use of the sidearms, and does not affect anything outside of making a tempting alternative in harder Strikes or Missions where shielded enemies are more common.
Extra Notes:
[spoiler]The names are a reference to which hand holds which gun when in dual-wield form and a bit on the names themselves. Right (Dextra) and Left (Sinistra).
Sinistra was associated with causing suffering, being a trickster/deceitful, maliciousness, and being considered evil.
Dextra was associated with skill, being righteous, just, and noble, and following law and order.
I did want to give Sinistra a non-Element DoT similar to Thorn, but that would have probably been too OP with it's guaranteed criticals despite being a sidearm rather than a hand cannon. So higher damage on ricochet shots to allow some sort of trick shooting and still keeping the theme was the next option.[/spoiler]
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Edited by Mcleod2402: 2/9/2016 3:56:02 PMIt wasnt here... sorry xD