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[Sotr Concepts] Warframes 3: Twinframe, Chimera, And Hybrid


Siubijeni
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Introducing the third installment of SOTR Warframes! Each of these three brings something unique to the table. Also, we'll be updating our previous topics to address some discrepancies that were noted: we've been trying to keep the 50-50 male/female split that DE has been sticking fairly close to, but haven't done a very good job of it due simply to my english-language tendency to use 'he' in generic writing (I'm not sexist, just he is shorter to write and easier to change when you must do so).

Anyway, this time Siub and Vangaurd (with contributions from clan-member Chapodeguezmen) present:

 

Lux and Umbra, Twins of Twilight!

The Tenno operatives known as Twinframe , siblings Lux and Umbra, combine the fury of the sun and the tranquility of the moon. He utilizes lasers to burn his foes, where she calls on shadows to bind them. Where he creates shields to vaporize any threats, she prefers to never be seen. By channeling the fury of the sun, he can blind or incinerate enemies of the Tenno; utilizing crystal shards as foci of her mystic power, she can bind the shadows of those who oppose her in place. The one power they share is due to their unique and unknown bond: no matter where they are in relation to each other, they can switch places and come to each other’s aid. Combined with an inexplicable empathy, the two often come to the aid of each other, switching places when their team requires a different touch.

We have few specific thoughts on Twinframe's method of acquisition at this time. The one thing we do agree on is that where-ever you get Twinframe components, you will require two of each to craft it. Not a seperate "Lux Helmet" and "Umbra Helmet," and so on--but two "Twinframe Helmets" and two "Twinframe Systems" and so on.

Another note, we think it would be best to start the field as Lux. Some of the more powerful synergies and possibly controversial effects require her abilities, so having to pay 50 energy to access them is a fair compromise, I think. Plus, that way low-level Twinframes have access to basic damage abilities without having to invest all their basic mod points into the ultimate straight off.

 

Sublight Shot (25): Lux fires a focused beam of light, a near-instantaneous projectile that sears through all enemies unfortunate enough to lie in its path. If the beam intersects with one of the Lunar Shards summoned by his sister, the refraction of the light results in a burst of power.

Armor Piercing Damage X/X/X/X

Stun Duration X

Straight-line Penetration

////////

Dark Spike (25): Umbra sends out a tendril of her power, driving energy spikes through the shadows of those it passes through. The psychic trauma deals minor damage to these targets, while her power pins the shadows and their owners in place, rendering them more vulnerable to the effects of her brother’s Solar Flare.

Stun Duration X/X/X/X

Serrated Blade Damage X

Straight-line Penetration

Both abilities have no auto-aim, but penetrate as many enemies as you can successfully line up. But where Sublight shot applies scaling damage with a minor (1-second or so) stun, Spike applies a scaling stun with minor (50?) damage. Dark spike applies serrated blade damage via the shadow, where sublight shot pierces armor because of its pinpoint and focused nature. Both abilities have synergies with their counterparts third ability, hinted at here and described more fully on their respective entries.

 

Mantle of Light (50): Lux generates an energy shield as a bubble of light that follows him wherever he goes and blocks a percentage of incoming projectiles. Because the shield must actively focus its energy to fully vaporize fire directed at Lux and nearby Tenno, it cannot block everything coming their way--however, as Lux grows more proficient in its use it becomes more and more effective.

Duration X/X/X/X seconds

Percentage Fire Blocked 35/40/45/50%

Radius X meters

Does not protect enemies in radius

////////

Cloak of Night (50): Umbra can generate a strange cloaking field that renders the skins of Warframes and sentinels mimetic, making herself and frames near her completely invisible to the naked eye. The range of the field is short and the effect will rapidly end when exposure to the field ends, meaning the ability must be used tactically for maximum effect.

Duration X/X/X/X seconds

Radius X/X/X/X meters

Lux’s ability and Frost’s are similar but also significantly different. Lux’s ability doesn’t block all incoming damage, nor does it slow enemies within it. It also starts slightly smaller than Frost’s bubble. In exchange, Lux’s Mantle travels with him and does not protect enemies from damage, only himself and allies. It also has a slightly longer duration.
Umbra’s ability is an AoE cloak, but the radius is small and any Tenno that leaves the radius becomes visible within moments. While the duration is similar to the same range as similar abilities despite this area advantage, it is a few seconds shorter and compensated by its higher energy cost. More, because a Tenno playing as Twinframe starts out as Lux, you have to consider the 50 energy invested to become Umbra the first time and ‘unlock’ this ability.

Twinframe can use the ability of one sibling’s aura, then twin-switch to the other frame. The aura will stay in effect for the remainder of its duration. However, if they then raise the opposite aura, it overwrites the other aura--they don’t cancel each other out entirely because the power source for the overwritten ability is not actively sustaining it.

 

Solar Flare (75): Lux channels the power of the sun, producing a blinding nova of energy that stuns all enemies nearby. As he and his power burn, discharges of coronal energy flare up and incinerate nearby enemies, leaving not even ash where they once stood. Lux has limited control of these bursts of power, directing them to the most threatening enemies within sight. Victim’s of his sister’s Dark Spikes are even more vulnerable to this effect as her trap results in the total vaporization of the target’s shadow and the considerable psychic trauma that accompanies it.

Radius X/X/X/X

Damage Pool X/X/X/X

Stun Duration X

Spike Stun/Damage Multiplier 200%

////////

Lunar Shard (75): Umbra materializes a crystalline focus for her power, binding the shadows of all enemies nearby to the shard. Placing multiple shards within each other’s radius links the shards, extending the reach of each shard. Due to their crystalline nature, these foci can also amplify Lux’s Sublight Shot. When a shard is hit by the shot, Lux’s beam is amplified and split into a radial burst similar to Excalibur’s javelins. More, if several of these foci are connected, a chain reaction will result in one of these novas at each of the shards involved.

Radius X/X/X/X

Duration X/X/X/X

Multi-Shard Bonus X meters/shard

Lux’s ability is probably not very clear. It has a large damage pool that is the maximum damage it can deal, and works by selecting one enemy at a time and applying the damage necessary to kill it out of the pool. This continues, prioritizing targets by most dangerous within the radius and then by nearest to Lux, until there is no longer enough damage in the pool to kill any target within the radius. This effect takes place over something like a cast time of four seconds, half a second on either side of the 3-second or so stun. As the synergy details, enemies affected by Dark Spike (if and when targeted by Solar Flare) take double damage, halving the amount of your damage pool occupied by them. They may or may not, whether targeted or not, get double the stun time as well.
Umbra’s power is more clear. She creates/summons a crystalline manifestation of her power over shadows, which stuns/immobilizes all units within its radius. If another shard is within that radius, they are tethered by an energy link or just connected somehow, which increases the radius of each by a flat 1-3 meters. If another one is connected to them, each goes up another flat 1-3 meters, and so on if you get the energy to do so. When a Sublight shot is directed at a crystal, it no longer penetrates and is replaced by a Radial-Javelin like effect with the same power as the sublight shot and centered upon the shard refracting it. If the shard hit is in one of the previously mentioned chains, then a radial sublight shot is emitted from each of them--you did, after all, pay the 75 energy for each shard and place them tactically, twinswitch to Lux, and fire a sublight shot, so it has to be a powerful synergy for that energy cost.

 

Twinswitch (50):  The Twin currently on the battlefield calls out the other, switching places and bringing their sibling to the field. Depending on the twin, this is accompanied by a small burst of power to give their newly arrived sibling some breathing room to assess the situation.
Damage (Lux) X/X/X/X

Damage (Umbra) X

Stun Duration (Lux) X

Stun Duration (Umbra) X/X/X/X

That’s 50 energy to go either direction, making a full rotation the same 100 energy as either. However, the damage/stun effect is not the same magnitude as an ultimate when doubled that way, because the main effect of the ability is to bring in the other Twin. Lux and Umbra share energy due to their bond, but have different health and shield totals because that tie does not extend to the physical integrity of the frames themselves. Their mod loadouts would likely also be identical, the better to facilitate the link.

 

Stats (Lux/Umbra)

HP: 100/75 (300/225)

SHIELDS: 100/75 (300/225)

ENERGY: 150 (225)

ARMOR: 50/50

SPRINT: 1.0/1.15

AURA: Support (-)

POLARITIES: Damage (V) and Defense (D)

 

Chimera, the Beast!

Master of forgotten martial art forms that are used to channel his powers, Chimera is the ultimate rallying force in war. By altering his fighting style to that of the Tiger, he can unleash a flurry of blows and achieve blinding speeds. When following the way of the Turtle, he is an obstacle few can surpass as he absorbs blows that would cripple other Tenno. The wisdom of the Dragon allows him to draw energy from his surroundings, and the burning passion of the Phoenix makes for a truly daunting assault in which he cannot be felled.

We have no specific thoughts on Chimera's acquisition method.

 

Tiger Stance (25): Chimera embraces the fury of the tiger, gaining a bonus to his movement and melee attack speeds. The power of the stance grants a lesser attack speed boost to Tenno fighting alongside Chimera. Note: Chimera can have only two stances active at a time.

Duration X (Moderate)

Movement Speed 15/20/25/30%

Attack Speed (Aura) 10/15/20/25%

Aura Radius X meters

The first of Chimera’s abilities, this description should fairly well set the stage for your first impressions of Chimera: his powers are all ‘stances’ and have an effect applied to himself, with a related but ‘lesser’ effect applied to himself and all Tenno within a fairly large aura radius (20-25m?). This aura radius is the same for all of his abilities and is affected by stretch, meaning that mod is advantageous for Chimera. However, these abilities also have flat durations which are not the same for each ability but dependent upon the tier of the ability and its affect, so continuity and constitution are also advantageous. Also, as noted, he can have only two of these stances activated at a time. If he activates a third, then the older of the two currently active is dispelled.

His first aura, Tiger Stance, is a melee-emphasis stance with a moderate duration. It increases his movement speed, allowing him to better close with the enemy in combat. Its aura effect is to increase the melee attack speed of himself and his party, useful in conjunction with some of the heavier melee weapons.

 

Turtle Stance (50): Chimera embraces the endurance of the turtle, gaining the ability to regenerate shields in combat, and boosting his shield regeneration outside of it. The power of this stance grants a shield regeneration boost to nearby Tenno that are not under fire. Note: Chimera can have only two stances active at a time.

Duration X (Modest)

Combat Charge Rate 75/80/85/90%

Charge Bonus (Aura) 20/30/40/50%

Aura Radius X meters

Chimera’s second stance, that of the Turtle, is a defensive stance that operates by modifying shield mechanics; it has what I call a modest duration, less than the moderate duration on Tiger Stance but not reduced to insignificant levels. For Chimera, this means he can regenerate shields even when under fire, although only at a percentage of normal shield generation. But both Chimera and his compatriots get a significant boost to shield recharge out of combat, meaning that a Tenno capable of finding cover for even a few moments can recover significant shield values. Like fast deflection, it does nothing to affect shield delay; effect stacks with aforementioned mod for truly impressive shield recharge rates.

 

Dragon Stance (75): Chimera embraces the wisdom of the dragon, gaining the ability to spawn extra energy from enemies and drawing energy from his surroundings for himself. The power of this stance allows his allies to regenerate energy in a similar fashion. Note: Chimera can only have two stances active at a time.

Duration X (modest)

Energy Chance 4/6/8/10%

Energy Recharge (Aura) .2/.4/.6/.8

Aura radius X meters

This third aura grants Chimera and those nearby an energy regeneration similar to energy siphon (and stacking with it) but slightly better at max level than a max leveled Siphon. The energy chance part is probably a little unclear, but the intent is for that percentage to be a chance for enemies Chimera lands the killing blow on to drop an extra energy orb. At max level, then, around 1/10 enemies that Chimera kills will drop an energy orb, in addition to the ones that would by the normal drop rates and probabilities.

 

Phoenix Stance (100): Chimera embraces the passion of the phoenix, gaining the temporary ability to burn off any excess energy to revive upon being killed. The power of this stance grants additional fire damage to Chimera and his fellow warriors, with more power being added to melee combat than ranged. Note: Chimera can only have two stances active at a time.

Duration X (Moderate)

Revive Life/Shields 20/30/40/50%

Fire Damage (Aura) 10/15/20/25%

Aura radius X meters

This fourth aura grants Chimera a version of invulnerability, in that if he falls during it he will revive with the appropriate percentages of life and shields and no energy. This effect can be used if he has no energy, it just will not consume what is not there. Reviving will not end the stance, but being downed and your subsequent revival animation do use up a fair chunk of time and you will always lose any and all energy you have. The fire damage added to attacks is based on a percentage of the attacks based damage--like any other elemental damage--and is doubled for melee strikes.

 

HP: 90 (270)

SHIELDS: 90 (270)

ENERGY: 100 (150)

ARMOR: 50

SPRINT: 1.1

AURA: Defense (D)

POLARITIES: Damage (V) and Damage (V)

 

Hybrid, Scion of Foes!

A product of Tenno research into their enemies, Hybrid excels at area denial through her explosive, proximity-based abilities. Courtesy of the Corpus, she gained a trap valuable for its ability to be spread with impunity and added energy mines to her arsenal. From the Grineer she learned the import of a mobile defense, adding swarms of small hunter-seekers based upon miniaturized rollers and latchers to her arsenal. In the vile infestation, she saw a volatile explosive that she could utilize to its greatest potential. But from the Orokin Voids, she took the deadliest of all her traps, something that threatened even her fellow Tenno: the Death Orbs.

Hybrid is designed for aquisition via ClanTech, with the researches split between the three factions. Her systems would be a Corpus research, since the machine cult is the closest to uncovering the inner workings of the Warframes. Her chassis is a Grineer project, due to their emphasis on combat modifications and armor. The helmet is assosciated with the Infestation, due to the interfaces with a Tenno's mind--it does take neural sensors, after all. The orokin investment would be a higher than average cell requirement to assemble these components.

 

Energy Mine (25): Hybrid deploys a small cluster of energy mines, similar to those deployed by Mine Ospreys and the Raptor. These mines will explode when crossed by an enemy, or when they can no longer sustain themselves.

Mines Deployed 1/2/3/4

Duration X/X/X/X

Damage X

The most basic of her abilities, they are valuable for their sheer numbers. Although they do not increase in damage without slotting Focus, she can deploy more and more for the same energy values. At higher levels their duration is nothing to be laughed at, making them an effective rear-guard or ward. As with most of her abilities, Hybrid tosses these like a grenade, with the mines starting overlapped and with the cluster’s final spread being fairly random.

 

Roller Storm (50): Hybrid deploys a swarm of nano-rollers and latchers that patrol an area centered around the target location. While the swarm is made mostly of suicide latchers that will devastate the first enemy units to draw their attention, a small percentage of each group is composed of the slightly larger rollers that can harass the enemy within their patrol area more tactically. Deploying a secondary swarm triggers the destruction of the last batch of latchers.

Patrol Radius 15 meters

Nano-Rollers Spawned 1/2/3/4

Nano-Latchers Spawned 3/6/9/12

Roller Health X/X/X/X

Latcher Health X

Roller Damage X

Latcher Damage X/X/X/X

So, the enemy will probably not aggro on the swarm until they are within its patrol area, because they don’t notice the relatively small devices until then. Latchers, then, likely need no health value because they’ll be attaching to things and blowing before they get shot--probably, at least. However, if a Tenno is hanging around nearby and a bombard or napalm fires at them, I suppose they could be hit so a health value is necessary. Rollers would, of course, have decently high health, since they are built to last for longer harassment. Latchers, on the other hand, are simply packets of explosive.

Rollers are large enough for more advanced programming, and can differentiate between friend or foe on their own. Latchers, on the other hand, rely on signals from Hybrid for direction. She can only handle one swarm at a time, so deploying another swarm triggers the self-destruct of any remaining from the last batch to keep them from going haywire.

As with her other abilities, this is deployed in a grenade-like fashion. Hybrid tosses a small pod that breaks apart at the impact point or “target location” that the swarm’s patrol radius is centered around. The latchers and rollers come out and do their thing, wandering around the area if there’s nothing to attack and going crazy if there is.


 

Toxic Spore (75): Hybrid deploys an infested spore cluster similar to those utilized by Lephantis’ infestation avatar. These mines, while not as numerous as her other explosives, are fired with considerable force, explode with devastating effects by scattering shards of the shell at hypersonic speeds, and leave a toxic cloud deadly to those careless enough to pass through it.

Spores Deployed 1/2/2/3

Duration X (pretty low)

Impact Damage X (fairly low)

Explosive Damage X/X/X/X

Explosive Radius X meters (Large)

Poison Damage X/X/X/X

Poison Radius X meters (Small)

Basically this is a rip straight from Lephantis’ Ancient Infested head, with the number of spores and damage appropriately adjusted so as not to overpower the ability. As such, it is also the only one of Hybrid’s abilities that she doesn’t throw like a grenade--instead they are fired from here in a shallow but long parabolic arc, kinda like how they are for Leph.

 

Death Orb (100): Hybrid deploys a specialized Orokin Death Orb. It is slightly smaller than those found in the voids, with an anti-gravity cradle on the bottom so it hovers. More, unlike the void Orbs, which have either lasers or thumpers, Hybrid’s Orb has both lasers and a thumper--the spinplate’s function has been integrated into the cradle. The trade-off for this is a relative lack of armor, and shooting her Death Orb at any point will result in damage to its structure.

Orb Health X/X/X/X

Maximum Orbs 1/2/3/4

Orb Laser Damage X/X/X/X

Orb Thumper Radius X/X/X/X

So it’s a Super Death Orb UNDER YOUR CONTROL!?! Yes, yes it is. Similar to the rollers she can deploy via her second ability, it has a health value rather than a duration. Unlike the rollers, enemies CAN engage it from far away--it can, however, also fight back from further away if positioned intelligently. Possibly its most impressive feature is its thumper, making it difficult for melee units to engage it. It behave exactly like a Void Orb--slowly spinning so its lasers cover the 360 degrees around it, with its thumper going off at regular intervals whether an enemy is within range or not. Leveling it makes it moderately more durable for viable use at higher levels, allows you to control a few more of suckers (but only a few, so use them tactically), increases the thumper radius (starts out smaller than a void orb, because it is itself smaller, but ends up slightly larger), and increases the damage dealt by lasers (because why not, while you’re at it? It’s an ultimate, so it needs respectable peak damage. However, due to its more omnipresent nature it should start out with lower damage than most. You must invest in this ability for it to meet its full potential.

 

HP: 75 (225)

SHIELDS: 100 (300)

ENERGY: 150 (225)

ARMOR: 10

SPRINT: 1.0

AURA: Damage (V)

POLARITIES: Support (-) and Damage (V)

Some people have expressed a concern that she intrudes a bit much on Vauban's turf. What would people think of a more offensive/area denial frame? We could use Ambulas' fire stomp, for example, for the Corpus ability. Thoughts comments and opinions?

 

TL;DR - Twinframe is light and dark, two frames in one. They sacrifice ultimate power for versatility and utility, with synergies

TL;DR - Chimera is a frame based upon 'stances' or auras that affect himself and his team.

TL;DR - Hybrid is a frame based upon area denial, with proximity-based explosives and a death orb pet

 

Any new favorites? Or is that position still held by one of our old frames? We look forward to hearing your thoughts! And for those just joining us, here are links to our previous frames:

Part 1: https://forums.warframe.com/index.php?/topic/109138-sotr-warframes-part-i-changeling-era-and-sanguine/

Part 2: https://forums.warframe.com/index.php?/topic/110176-sotr-warframes-part-ii-hawk-ordnance-and-shaman/

Edited by Siubijeni
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Thanks guys, it's good to see an idea taken to so quickly!

 

We first thought of a dual-frame when we did Shaman's elemental affinities (he's in Part 2 if you haven't yet seen him and his compatriots), and it was an idea that appealed to us. Originally it was just a warframe that switched his element and powers around, but we thought it would be a cool idea to make them twin siblings with a connection that allowed them to switch places with eachother at any time. Plus, "Twinframe" and "Twinswitch" are just too much fun to say.

Edited by Siubijeni
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Does the Twinframe occupy one slot? Just don't make the crafting requirements shoot through the roof again.

Yes, that's the idea at least. The very point of it is that in a way it's two frames for the price of one, that you can't have light without shadows and the shadows can't exist without light. The duality is its nature, and it wouldn't be fair to occupy two slots--it's not powerful enough to warrant that.

 

As for crafting requirements, it wouldn't be extreme. Basically, due to its nature as two frames without an ultimate, per se... you just build two frames as one. Same 3 day build time, perhaps SLIGHTLY lower component costs but requiring twice as many components, making it twice as material expensive (2 Orokin Cells, 2 systems, 2 chassis, 2 helmets... which are the same costs as any other warframe's stuff, maybe barely lower on a resource or two to compensate for the double costs elsewhere). It might not be more outright powerful, but it is a little more versatile and it should have some cost to accompany that. I think this is one that fits the flavor of it as Twins.

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YEA part 3 is up.... ok anyone else feeling de ja vu..... DAMN YOU ERA STOP REWINDING ME

You really like Era, don't you?

For everyone confused by Vangaurd's little joke, you'd have to read his most recent post on all three parts (and in order) to get it, so don't worry if he doesn't make any sense. You get used to it.

 

great idea! i bet many ppl would like this!

Thanks! Not many people seeing it yet, wonder why. But all in good time.

 

I like the twinframe idea ! 

Thanks! Twinframe is probably my favorite of these three, just because that twinswitch mechanic is completely unique. But Chimera and Hybrid are fun and awesome, too :P

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  • 3 weeks later...

Just updated the OP with a note about Hybrid. Some people didn't like her as a trap frame, felt she could intrude on Vauban's turf. So I've presented an alternate scheme for her abilities, please let us know what you think!

 

Sorry for the long delay. Been busy with school and haven't been working on ideas, but Vangaurd and I are back.

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We're thinking Hybrid might need a re-work, and since I'm currently working on gender-swaps... what do people think of her basic concept remade into the gender-flipped Vauban? Taking a little more offensive/area-denial approach to it rather than the defensive-area-locking Vauban utilizes? She'd have an orokin focus, with the ability to deploy laser plates, thumpers, and the ice-vent traps, with the mini-Death Orb staying as an interesting ultimate.

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*Sigh*

 

A twinframe... no one seems to like my suggestion. (I was there first.)

 

https://forums.warframe.com/index.php?/topic/124494-equix-the-gender-bending-warframe/

 

But still, Twinframe is cool. +1

 

Sorry bro, but this concept is two months older than yours. I kinda follow the SOTR series so, yeah. Plus, this is not gender-bending (yours is), this is a male and a female fraternal twins. Still liked yours too though.

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Sorry bro, but this concept is two months older than yours. I kinda follow the SOTR series so, yeah. Plus, this is not gender-bending (yours is), this is a male and a female fraternal twins. Still liked yours too though.

Thanks, Nacht, you beat me to it. But yeah, we've been doing these for a while, you really gotta look at the dates on things cause they can fluctuate through the pages like crazy, cause there are a so many topics floating around.

 

*Sigh*

 

A twinframe... no one seems to like my suggestion. (I was there first.)

 

https://forums.warframe.com/index.php?/topic/124494-equix-the-gender-bending-warframe/

 

But still, Twinframe is cool. +1

Haven't actually seen yours yet, but I'll be sure to check it out. However, I can say that a lot of people are going to be very uncomfortable with a 'gender-bender,' myself included. That's why we went the approach of twins that switch places with each other and have a psychic link (initially we were going to have a guy that just switched modes, but the idea of switching the genders to have a sneaky lady and a macho man was just too tempting... and fraternal twins seemed the way to go for that).

Just saying, though, you may have set yourself up for some unconscious bias there. Its a little weird.

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  • 2 weeks later...

Introducing the third installment of SOTR Warframes! Each of these three brings something unique to the table. Also, we'll be updating our previous topics to address some discrepancies that were noted: we've been trying to keep the 50-50 male/female split that DE has been sticking fairly close to, but haven't done a very good job of it due simply to my english-language tendency to use 'he' in generic writing (I'm not sexist, just he is shorter to write and easier to change when you must do so).

Anyway, this time Siub and Vangaurd (with contributions from clan-member Chapodeguezmen) present:

 

Lux and Umbra, Twins of Twilight!

The Tenno operatives known as Twinframe , siblings Lux and Umbra, combine the fury of the sun and the tranquility of the moon. He utilizes lasers to burn his foes, where she calls on shadows to bind them. Where he creates shields to vaporize any threats, she prefers to never be seen. By channeling the fury of the sun, he can blind or incinerate enemies of the Tenno; utilizing crystal shards as foci of her mystic power, she can bind the shadows of those who oppose her in place. The one power they share is due to their unique and unknown bond: no matter where they are in relation to each other, they can switch places and come to each other’s aid. Combined with an inexplicable empathy, the two often come to the aid of each other, switching places when their team requires a different touch.

We have few specific thoughts on Twinframe's method of acquisition at this time. The one thing we do agree on is that where-ever you get Twinframe components, you will require two of each to craft it. Not a seperate "Lux Helmet" and "Umbra Helmet," and so on--but two "Twinframe Helmets" and two "Twinframe Systems" and so on.

Another note, we think it would be best to start the field as Lux. Some of the more powerful synergies and possibly controversial effects require her abilities, so having to pay 50 energy to access them is a fair compromise, I think. Plus, that way low-level Twinframes have access to basic damage abilities without having to invest all their basic mod points into the ultimate straight off.

 

Sublight Shot (25): Lux fires a focused beam of light, a near-instantaneous projectile that sears through all enemies unfortunate enough to lie in its path. If the beam intersects with one of the Lunar Shards summoned by his sister, the refraction of the light results in a burst of power.

Armor Piercing Damage X/X/X/X

Stun Duration X

Straight-line Penetration

////////

Dark Spike (25): Umbra sends out a tendril of her power, driving energy spikes through the shadows of those it passes through. The psychic trauma deals minor damage to these targets, while her power pins the shadows and their owners in place, rendering them more vulnerable to the effects of her brother’s Solar Flare.

Stun Duration X/X/X/X

Serrated Blade Damage X

Straight-line Penetration

Both abilities have no auto-aim, but penetrate as many enemies as you can successfully line up. But where Sublight shot applies scaling damage with a minor (1-second or so) stun, Spike applies a scaling stun with minor (50?) damage. Dark spike applies serrated blade damage via the shadow, where sublight shot pierces armor because of its pinpoint and focused nature. Both abilities have synergies with their counterparts third ability, hinted at here and described more fully on their respective entries.

 

Mantle of Light (50): Lux generates an energy shield as a bubble of light that follows him wherever he goes and blocks a percentage of incoming projectiles. Because the shield must actively focus its energy to fully vaporize fire directed at Lux and nearby Tenno, it cannot block everything coming their way--however, as Lux grows more proficient in its use it becomes more and more effective.

Duration X/X/X/X seconds

Percentage Fire Blocked 35/40/45/50%

Radius X meters

Does not protect enemies in radius

////////

Cloak of Night (50): Umbra can generate a strange cloaking field that renders the skins of Warframes and sentinels mimetic, making herself and frames near her completely invisible to the naked eye. The range of the field is short and the effect will rapidly end when exposure to the field ends, meaning the ability must be used tactically for maximum effect.

Duration X/X/X/X seconds

Radius X/X/X/X meters

Lux’s ability and Frost’s are similar but also significantly different. Lux’s ability doesn’t block all incoming damage, nor does it slow enemies within it. It also starts slightly smaller than Frost’s bubble. In exchange, Lux’s Mantle travels with him and does not protect enemies from damage, only himself and allies. It also has a slightly longer duration.

Umbra’s ability is an AoE cloak, but the radius is small and any Tenno that leaves the radius becomes visible within moments. While the duration is similar to the same range as similar abilities despite this area advantage, it is a few seconds shorter and compensated by its higher energy cost. More, because a Tenno playing as Twinframe starts out as Lux, you have to consider the 50 energy invested to become Umbra the first time and ‘unlock’ this ability.

Twinframe can use the ability of one sibling’s aura, then twin-switch to the other frame. The aura will stay in effect for the remainder of its duration. However, if they then raise the opposite aura, it overwrites the other aura--they don’t cancel each other out entirely because the power source for the overwritten ability is not actively sustaining it.

 

Solar Flare (75): Lux channels the power of the sun, producing a blinding nova of energy that stuns all enemies nearby. As he and his power burn, discharges of coronal energy flare up and incinerate nearby enemies, leaving not even ash where they once stood. Lux has limited control of these bursts of power, directing them to the most threatening enemies within sight. Victim’s of his sister’s Dark Spikes are even more vulnerable to this effect as her trap results in the total vaporization of the target’s shadow and the considerable psychic trauma that accompanies it.

Radius X/X/X/X

Damage Pool X/X/X/X

Stun Duration X

Spike Stun/Damage Multiplier 200%

////////

Lunar Shard (75): Umbra materializes a crystalline focus for her power, binding the shadows of all enemies nearby to the shard. Placing multiple shards within each other’s radius links the shards, extending the reach of each shard. Due to their crystalline nature, these foci can also amplify Lux’s Sublight Shot. When a shard is hit by the shot, Lux’s beam is amplified and split into a radial burst similar to Excalibur’s javelins. More, if several of these foci are connected, a chain reaction will result in one of these novas at each of the shards involved.

Radius X/X/X/X

Duration X/X/X/X

Multi-Shard Bonus X meters/shard

Lux’s ability is probably not very clear. It has a large damage pool that is the maximum damage it can deal, and works by selecting one enemy at a time and applying the damage necessary to kill it out of the pool. This continues, prioritizing targets by most dangerous within the radius and then by nearest to Lux, until there is no longer enough damage in the pool to kill any target within the radius. This effect takes place over something like a cast time of four seconds, half a second on either side of the 3-second or so stun. As the synergy details, enemies affected by Dark Spike (if and when targeted by Solar Flare) take double damage, halving the amount of your damage pool occupied by them. They may or may not, whether targeted or not, get double the stun time as well.

Umbra’s power is more clear. She creates/summons a crystalline manifestation of her power over shadows, which stuns/immobilizes all units within its radius. If another shard is within that radius, they are tethered by an energy link or just connected somehow, which increases the radius of each by a flat 1-3 meters. If another one is connected to them, each goes up another flat 1-3 meters, and so on if you get the energy to do so. When a Sublight shot is directed at a crystal, it no longer penetrates and is replaced by a Radial-Javelin like effect with the same power as the sublight shot and centered upon the shard refracting it. If the shard hit is in one of the previously mentioned chains, then a radial sublight shot is emitted from each of them--you did, after all, pay the 75 energy for each shard and place them tactically, twinswitch to Lux, and fire a sublight shot, so it has to be a powerful synergy for that energy cost.

 

Twinswitch (50):  The Twin currently on the battlefield calls out the other, switching places and bringing their sibling to the field. Depending on the twin, this is accompanied by a small burst of power to give their newly arrived sibling some breathing room to assess the situation.

Damage (Lux) X/X/X/X

Damage (Umbra) X

Stun Duration (Lux) X

Stun Duration (Umbra) X/X/X/X

That’s 50 energy to go either direction, making a full rotation the same 100 energy as either. However, the damage/stun effect is not the same magnitude as an ultimate when doubled that way, because the main effect of the ability is to bring in the other Twin. Lux and Umbra share energy due to their bond, but have different health and shield totals because that tie does not extend to the physical integrity of the frames themselves. Their mod loadouts would likely also be identical, the better to facilitate the link.

 

Stats (Lux/Umbra)

HP: 100/75 (300/225)

SHIELDS: 100/75 (300/225)

ENERGY: 150 (225)

ARMOR: 50/50

SPRINT: 1.0/1.15

AURA: Support (-)

POLARITIES: Damage (V) and Defense (D)

 

Chimera, the Beast!

Master of forgotten martial art forms that are used to channel his powers, Chimera is the ultimate rallying force in war. By altering his fighting style to that of the Tiger, he can unleash a flurry of blows and achieve blinding speeds. When following the way of the Turtle, he is an obstacle few can surpass as he absorbs blows that would cripple other Tenno. The wisdom of the Dragon allows him to draw energy from his surroundings, and the burning passion of the Phoenix makes for a truly daunting assault in which he cannot be felled.

We have no specific thoughts on Chimera's acquisition method.

 

Tiger Stance (25): Chimera embraces the fury of the tiger, gaining a bonus to his movement and melee attack speeds. The power of the stance grants a lesser attack speed boost to Tenno fighting alongside Chimera. Note: Chimera can have only two stances active at a time.

Duration X (Moderate)

Movement Speed 15/20/25/30%

Attack Speed (Aura) 10/15/20/25%

Aura Radius X meters

The first of Chimera’s abilities, this description should fairly well set the stage for your first impressions of Chimera: his powers are all ‘stances’ and have an effect applied to himself, with a related but ‘lesser’ effect applied to himself and all Tenno within a fairly large aura radius (20-25m?). This aura radius is the same for all of his abilities and is affected by stretch, meaning that mod is advantageous for Chimera. However, these abilities also have flat durations which are not the same for each ability but dependent upon the tier of the ability and its affect, so continuity and constitution are also advantageous. Also, as noted, he can have only two of these stances activated at a time. If he activates a third, then the older of the two currently active is dispelled.

His first aura, Tiger Stance, is a melee-emphasis stance with a moderate duration. It increases his movement speed, allowing him to better close with the enemy in combat. Its aura effect is to increase the melee attack speed of himself and his party, useful in conjunction with some of the heavier melee weapons.

 

Turtle Stance (50): Chimera embraces the endurance of the turtle, gaining the ability to regenerate shields in combat, and boosting his shield regeneration outside of it. The power of this stance grants a shield regeneration boost to nearby Tenno that are not under fire. Note: Chimera can have only two stances active at a time.

Duration X (Modest)

Combat Charge Rate 75/80/85/90%

Charge Bonus (Aura) 20/30/40/50%

Aura Radius X meters

Chimera’s second stance, that of the Turtle, is a defensive stance that operates by modifying shield mechanics; it has what I call a modest duration, less than the moderate duration on Tiger Stance but not reduced to insignificant levels. For Chimera, this means he can regenerate shields even when under fire, although only at a percentage of normal shield generation. But both Chimera and his compatriots get a significant boost to shield recharge out of combat, meaning that a Tenno capable of finding cover for even a few moments can recover significant shield values. Like fast deflection, it does nothing to affect shield delay; effect stacks with aforementioned mod for truly impressive shield recharge rates.

 

Dragon Stance (75): Chimera embraces the wisdom of the dragon, gaining the ability to spawn extra energy from enemies and drawing energy from his surroundings for himself. The power of this stance allows his allies to regenerate energy in a similar fashion. Note: Chimera can only have two stances active at a time.

Duration X (modest)

Energy Chance 4/6/8/10%

Energy Recharge (Aura) .2/.4/.6/.8

Aura radius X meters

This third aura grants Chimera and those nearby an energy regeneration similar to energy siphon (and stacking with it) but slightly better at max level than a max leveled Siphon. The energy chance part is probably a little unclear, but the intent is for that percentage to be a chance for enemies Chimera lands the killing blow on to drop an extra energy orb. At max level, then, around 1/10 enemies that Chimera kills will drop an energy orb, in addition to the ones that would by the normal drop rates and probabilities.

 

Phoenix Stance (100): Chimera embraces the passion of the phoenix, gaining the temporary ability to burn off any excess energy to revive upon being killed. The power of this stance grants additional fire damage to Chimera and his fellow warriors, with more power being added to melee combat than ranged. Note: Chimera can only have two stances active at a time.

Duration X (Moderate)

Revive Life/Shields 20/30/40/50%

Fire Damage (Aura) 10/15/20/25%

Aura radius X meters

This fourth aura grants Chimera a version of invulnerability, in that if he falls during it he will revive with the appropriate percentages of life and shields and no energy. This effect can be used if he has no energy, it just will not consume what is not there. Reviving will not end the stance, but being downed and your subsequent revival animation do use up a fair chunk of time and you will always lose any and all energy you have. The fire damage added to attacks is based on a percentage of the attacks based damage--like any other elemental damage--and is doubled for melee strikes.

 

HP: 90 (270)

SHIELDS: 90 (270)

ENERGY: 100 (150)

ARMOR: 50

SPRINT: 1.1

AURA: Defense (D)

POLARITIES: Damage (V) and Damage (V)

 

Hybrid, Scion of Foes!

A product of Tenno research into their enemies, Hybrid excels at area denial through her explosive, proximity-based abilities. Courtesy of the Corpus, she gained a trap valuable for its ability to be spread with impunity and added energy mines to her arsenal. From the Grineer she learned the import of a mobile defense, adding swarms of small hunter-seekers based upon miniaturized rollers and latchers to her arsenal. In the vile infestation, she saw a volatile explosive that she could utilize to its greatest potential. But from the Orokin Voids, she took the deadliest of all her traps, something that threatened even her fellow Tenno: the Death Orbs.

Hybrid is designed for aquisition via ClanTech, with the researches split between the three factions. Her systems would be a Corpus research, since the machine cult is the closest to uncovering the inner workings of the Warframes. Her chassis is a Grineer project, due to their emphasis on combat modifications and armor. The helmet is assosciated with the Infestation, due to the interfaces with a Tenno's mind--it does take neural sensors, after all. The orokin investment would be a higher than average cell requirement to assemble these components.

 

Energy Mine (25): Hybrid deploys a small cluster of energy mines, similar to those deployed by Mine Ospreys and the Raptor. These mines will explode when crossed by an enemy, or when they can no longer sustain themselves.

Mines Deployed 1/2/3/4

Duration X/X/X/X

Damage X

The most basic of her abilities, they are valuable for their sheer numbers. Although they do not increase in damage without slotting Focus, she can deploy more and more for the same energy values. At higher levels their duration is nothing to be laughed at, making them an effective rear-guard or ward. As with most of her abilities, Hybrid tosses these like a grenade, with the mines starting overlapped and with the cluster’s final spread being fairly random.

 

Roller Storm (50): Hybrid deploys a swarm of nano-rollers and latchers that patrol an area centered around the target location. While the swarm is made mostly of suicide latchers that will devastate the first enemy units to draw their attention, a small percentage of each group is composed of the slightly larger rollers that can harass the enemy within their patrol area more tactically. Deploying a secondary swarm triggers the destruction of the last batch of latchers.

Patrol Radius 15 meters

Nano-Rollers Spawned 1/2/3/4

Nano-Latchers Spawned 3/6/9/12

Roller Health X/X/X/X

Latcher Health X

Roller Damage X

Latcher Damage X/X/X/X

So, the enemy will probably not aggro on the swarm until they are within its patrol area, because they don’t notice the relatively small devices until then. Latchers, then, likely need no health value because they’ll be attaching to things and blowing before they get shot--probably, at least. However, if a Tenno is hanging around nearby and a bombard or napalm fires at them, I suppose they could be hit so a health value is necessary. Rollers would, of course, have decently high health, since they are built to last for longer harassment. Latchers, on the other hand, are simply packets of explosive.

Rollers are large enough for more advanced programming, and can differentiate between friend or foe on their own. Latchers, on the other hand, rely on signals from Hybrid for direction. She can only handle one swarm at a time, so deploying another swarm triggers the self-destruct of any remaining from the last batch to keep them from going haywire.

As with her other abilities, this is deployed in a grenade-like fashion. Hybrid tosses a small pod that breaks apart at the impact point or “target location” that the swarm’s patrol radius is centered around. The latchers and rollers come out and do their thing, wandering around the area if there’s nothing to attack and going crazy if there is.

 

Toxic Spore (75): Hybrid deploys an infested spore cluster similar to those utilized by Lephantis’ infestation avatar. These mines, while not as numerous as her other explosives, are fired with considerable force, explode with devastating effects by scattering shards of the shell at hypersonic speeds, and leave a toxic cloud deadly to those careless enough to pass through it.

Spores Deployed 1/2/2/3

Duration X (pretty low)

Impact Damage X (fairly low)

Explosive Damage X/X/X/X

Explosive Radius X meters (Large)

Poison Damage X/X/X/X

Poison Radius X meters (Small)

Basically this is a rip straight from Lephantis’ Ancient Infested head, with the number of spores and damage appropriately adjusted so as not to overpower the ability. As such, it is also the only one of Hybrid’s abilities that she doesn’t throw like a grenade--instead they are fired from here in a shallow but long parabolic arc, kinda like how they are for Leph.

 

Death Orb (100): Hybrid deploys a specialized Orokin Death Orb. It is slightly smaller than those found in the voids, with an anti-gravity cradle on the bottom so it hovers. More, unlike the void Orbs, which have either lasers or thumpers, Hybrid’s Orb has both lasers and a thumper--the spinplate’s function has been integrated into the cradle. The trade-off for this is a relative lack of armor, and shooting her Death Orb at any point will result in damage to its structure.

Orb Health X/X/X/X

Maximum Orbs 1/2/3/4

Orb Laser Damage X/X/X/X

Orb Thumper Radius X/X/X/X

So it’s a Super Death Orb UNDER YOUR CONTROL!?! Yes, yes it is. Similar to the rollers she can deploy via her second ability, it has a health value rather than a duration. Unlike the rollers, enemies CAN engage it from far away--it can, however, also fight back from further away if positioned intelligently. Possibly its most impressive feature is its thumper, making it difficult for melee units to engage it. It behave exactly like a Void Orb--slowly spinning so its lasers cover the 360 degrees around it, with its thumper going off at regular intervals whether an enemy is within range or not. Leveling it makes it moderately more durable for viable use at higher levels, allows you to control a few more of suckers (but only a few, so use them tactically), increases the thumper radius (starts out smaller than a void orb, because it is itself smaller, but ends up slightly larger), and increases the damage dealt by lasers (because why not, while you’re at it? It’s an ultimate, so it needs respectable peak damage. However, due to its more omnipresent nature it should start out with lower damage than most. You must invest in this ability for it to meet its full potential.

 

HP: 75 (225)

SHIELDS: 100 (300)

ENERGY: 150 (225)

ARMOR: 10

SPRINT: 1.0

AURA: Damage (V)

POLARITIES: Support (-) and Damage (V)

Some people have expressed a concern that she intrudes a bit much on Vauban's turf. What would people think of a more offensive/area denial frame? We could use Ambulas' fire stomp, for example, for the Corpus ability. Thoughts comments and opinions?

 

TL;DR - Twinframe is light and dark, two frames in one. They sacrifice ultimate power for versatility and utility, with synergies

TL;DR - Chimera is a frame based upon 'stances' or auras that affect himself and his team.

TL;DR - Hybrid is a frame based upon area denial, with proximity-based explosives and a death orb pet

 

Any new favorites? Or is that position still held by one of our old frames? We look forward to hearing your thoughts! And for those just joining us, here are links to our previous frames:

Part 1: https://forums.warframe.com/index.php?/topic/109138-sotr-warframes-part-i-changeling-era-and-sanguine/

Part 2: https://forums.warframe.com/index.php?/topic/110176-sotr-warframes-part-ii-hawk-ordnance-and-shaman/

 That Chimera, really remind me of "Udyr" from LoL

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@S0naux: Thanks! We think it'd be an interesting frame to play as :)

 

@Dreadleave: I don't play LoL, so I had to look Udyr up... but yeah, that is eerily similar. Actually, the inspiration for the stances was the Barbarian from Dungeon Defenders, while the names came from the Chinese mythology about the creatures that guard and represent the four directions of the compass. Originally the plan was to leave them in order and go North, East, South, West... but we felt that the order we put them in worked better.

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  • 3 months later...

Lux&Luna sound pretty nice, although they will be a pain to mod properly, and take quite some time to master.

 

One thing I noticed about Hybrid's ulti: The death orb hovers in the air, but at the same time is able to emit shockwaves? How?

About her alternative first ability: Ambulas stomp might be to similar to Sonic Boom / Soulpunch and to a certain degree Paralysis and Fire Blast. Maybe you could let her spawn a random drone (shield osprey, mine osprey, attack drone), like a Corpus Tech?

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It's Lux and Umbra, haha. I liked Lux and Luna but Vangaurd wouldn't have it, and that's the compromise we ended up with. Of course, he also wanted to call them as a whole "Mirage," not Twinframe. They could be difficult to mod properly, but then, maybe not. The idea with them was that they synergize, so a generic build would be pretty useful. Focus, Streamline, Continuity, Stretch... you know, the typical ones. Or, since you'll be using a lot of energy, you could go one of my favorite routes and use both Streamline + Fleeting Expertise, with Continuity + Constitution to cancel out the resulting hit to duration. As for being harder to master--I agree, and that is part of the idea. Most of the frames are really too simple.

 

The shockwave hammer things don't entirely make sense any way you look at it, so I don't really mind that disparity. I've always considered it to be more of a sonic/air pressure thing, I guess. Or an energy wave. Or just random Warframe nonsense.

 

As for her first ability, quite a few frames have come out since she was first proposed--she's certainly not nearly as exciting or novel as she was back then. With Damage 2.0, a lot of other stuff has changed, too. I'm currently working on revisions of all me and Vangaurd's frames, and the osprey thing is one idea for her first. However, I'm thinking it might be better to give her a more narrow Orokin focus, since there's a Tenno lab. In that case, she might deploy Orokin Drones in a similar fashion. I'd like to consider all the possibilities I have lined up first, though.

Edited by Siubijeni
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I am slow ... I have just noticed that Lux and Umbra are absolutely awesome if you have two of them in your squad and they know how to work together. This is a level of synergy I'd like to see for other frames' powers, too. (Zephyr's tornadoes have it, but there are so many other abilities that could profit from this as well.)

Edited by Bibliothekar
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I hate a good udyr...

Does everyone play LoL? Am I the only one who had to look up who Udyr was?

 

I am slow ... I have just noticed that Lux and Umbra are absolutely awesome if you have two of them in your squad and they know how to work together. This is a level of synergy I'd like to see for other frames' powers, too. (Zephyr's tornadoes have it, but there are so many other abilities that could profit from this as well.)

Haha, yeah. It's designed so you can take advantage of the synergies with one Twinframe, but if you want to coordinate two Twinplayers, that's fine too. I don't consider it overpowered because if people wanted to, they could coordinate and bring a Banshee, Rhino, Nova, and Ash in to get insta-killing shurikens and crap. The synergies certainly make it more interesting. I'm working on revisions of all my frames for Damage 2.0, so expect that soon-ish.

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