I don't completely know about balancing, but basic rules:
No 1 shot kills at any range w/o precision damage.
No overpowered abilities (Ill be the judge of that)
No other rules noted
Have At It!
My Humble Opinion
Excuse Me Sir, May I Speak?
Exotic Sniper Rifle
Primary Weapon
Possesses No Scope (Not a noscoping gun)
Precision damage is lowered to slightly better than scout rifle (x2.5 instead of x10 or whatever snipers get)
Has small iron sights, akin to a hand cannon, but a little more archaic, and slightly larger
Has a mid length 9 shot magazine (also aesthetically on the bottom)
First Perk: Luck in the chamber
Exotic Perk: Humbling Opinion (Precision hits overpenetrate, Precision kills make the target explode and increase reload speed, as well as granting a damage bonus)
Bolt Action Sniper, Increased Reload time and you have to unscope to reload between shots (Happens automatically)
1st option set(Normally scopes, but this has no scope)
Snapshot
Custom Optics
Single Point Sling
2nd option set
High Caliber Rounds
Explosive Rounds
Extended Mag
Designed as to be just something different, no idea why, just liked the idea, so thought I'd share
Now, continue Posting
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Ready, Set, Beat. primary, pulse rifle, void damage, 36 ammo none of this "ballistics" crap i want: a short range sniper scope (gives a boost to range more than the other two, but only as much as a short range sniper scope) a mid range standard pulse scope (red dot style) a long range standard pulse scope (also red dot) perk 1: third eye (radar is active while sights are aimed) 1. field scout: increases ammo to 84 2. hammerforged: increases range and accuracy 3. quickstrafe: increases speed when aiming down the sights Exotic perk: heartbeat: each shot fires 4 bursts instead of 3, ammo and orbs can be picked up by being shot at.