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Co-Op Mods (Not Auras)


Lactamid
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EDIT: while these mods may be good, the thing is that some mods are almost "mandatory". With this in view I made an edited version of the mods to make them into something more of an option to there nearby cousins. Equipping these would cancel out using the other.

 

What if we could introduce some more ways of creating incentive for staying together in warframe?

Currently there are quite few things that can go into the combo/co-op category and there should be ways to improve this.

This is just a start but here goes.

Most of the numbers are low because the can stack. Some balancing might be needed.

 

Heroism - When taking health damage a portion of your healthloss is converted to healing nearby allies.

Equipping Heroism also increases the amount of health gained by others with Heroism.

Rare 5:

Heal allies (%): 10/15/20/25/30/35

Bonus health received (%): 1/3/6/9/12/15

Range: 5m

Option 2: "Vitality/Heroism"

Rare 5 (max energy cost 15)

Health +%: 50/100/150/200/250/300

Heal allies (%): 10/15/20/25/30/35

Bonus health received (self) (%): 1/3/6/9/12/15

 

 

Symbiosis - When taking shield damage a portion of your shieldloss is converted into charging nearby ally shields.

Rare 5:

Heal ally shields (%): 2.5/5/10/15/20/25

Bonus shield recharged (self) (%): 0.5/1/2/3/4/5

Range: 5m

Option 2: "Redirection/Symbiosis"

Rare 5 (max energy cost 15)

Shield HP +%: 50/100/150/200/250/300

Heal ally shields (%): 2.5/5/10/15/20/25

Bonus shield recharged (self) (%): 0.5/1/2/3/4/5

 

 

Overlay - Left over pick-ups are transfered to nearby allies. (Ammo, Energy, Health)

Uncommon 5:

Left over pickups transfered(%): 25/50/75/100/125/150

Range: 5m

Option 2: "Ammo mutation/Overlay" (this mod can be fitted on ANY weapon type)

Rare 5

a little bit lower values then the dedicated ammo mutation mod

Left over pickups transfered(%): 25/50/75/100/125/150

 

 

Field Medic - Reduces the time nearby allies suffers froms status procs, speeds up reviving, increases health gained by Orbs.

Uncommon 5.

- Proc time (%): 15/20/25/30/35/40

- Revive time (%): 15/20/25/30/35/40

Bonus health from orbs: 5/7/9/11/13/15

Range: 5m

 

Formation Bravo - Rigorous traning increases the awareness of nearby allies reducing incomming damage.

Rare 10.

Ally damage reduction (%): 0.5/1.0/1.5/2.0/2.5/3.0/3.5/4.0/4.5/5.0/5.5

Range (m). 3.0/3.0/3.5/3.5/4.0/4.0/4.5/5/5.5/6.0/7.0

Option 2:"Steel Fiber/Formation Bravo"

Rigorous training increases the awareness of you and your team reducing incomming damage.

Rare 10 (Max energy cost 16)

Armor bonus (%): 10/19/28/37/46/55/64/73/82/91/100.

Ally damage reduction (%): 0.5/1.0/1.5/2.0/2.5/3.0/3.5/4.0/4.5/5.0/5.5

Range (m). 3.0/3.0/3.5/3.5/4.0/4.0/4.5/5/5.5/6.0/7.0

 

 

 

Heroism/Symbiosis:

If a player takes damage any nearby allies will get "healed" a percentage of that damage. If player one receives 200 damage and has a maxed Heroism (35/15) and maxed Symbiosis (25/5) this happens:

1: If all damage was taken by player ones' shield 25% of 200 = 50 Shield HP would be given to any nearby players. If more than one player is nearby the 50 shield hp would be split among them. 2 players - 50/2 = 25. 3 players - 50/3 = ~16.6 (17) Shield HP would be given each of those players.

2: If all the damage taken by player one was health, 35% of 200; 70 Health HP would be given to any nearby allies following the same rules as above.

3: If the damage is split among both health and shield the damage will split and calculated as seperate. Ie. 124 Shield damage and 76 health - (124*0,25) / x = shield distributed to allies and (76*0,35) / x = Health distributed to allies.

 

4: If other players also have Heroism/Sybiosis mods the bonus system applies, increasing the returns. At max level it will be 35+15 = 50% health, and 25+5 = 30% shield transfered/healed.

Health: 200*0,5 = 100.

Shield: 200*0,3 = 60.

 

Overlay:

If a player with a rank 3 overlay and 200/210 ammo picks up a pistol mag (20) the ammo not "used" by the player is distributed evenly to nearby players (rounded up/down). If 3 players are near they would get (10/3 = 3.3 rounded to closest whole number = 3) three bullets each. Overlay does not stack with other Overlays.

Option 2

Would work as an ammo mutation mod with lower stats but also give allies ammo. Has higer energy cost but works on all weapons using "ammo" (not melee).

 

Field Medic:

While it does not stack, you and any ally in range receives a bonus from Health orbs. The health bonus will only affect the one picking up the orb, it will not transfer to other players.

 

 

Formation Bravo:

Stacks with teammates for a total of (5.5 x 4 = 22) 22% damage reduction.

Works on downed players. Works on players near you if downed.

Edited by Lactamid
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Heroism - When taking health damage a portion of your healthloss is converted to healing nearby allies.

Equipping Heroism also increases the amount of health gained by others with Heroism.

Rare 5:

Heal allies (%): 5/10/15/20/25/30

Bonus health received (%): 1/2/3/4/5/6

Range: 5m

 

Field Medic - Reduces the time nearby allies suffers froms status procs, speeds up reviving, increases health gained by Orbs.

Uncommon 5.

- Proc time (%): 15/20/25/30/35/40

- Revive time (%): 15/20/25/30/35/40

Bonus health from orbs: 5/7/9/11/13/15

Range: 5m

 

Formation Bravo - Rigorous traning increases the awareness of nearby allies reducing incomming damage.

Rare 10.

Ally damage reduction (%): 0.5/1.0/1.5/2.0/2.5/3.0/3.5/4.0/4.5/5.0/5.5

Range (m). 3.0/3.0/3.5/3.5/4.0/4.0/4.5/5/5.5/6.0/7.0

 

For DE or just if you're interested ;)

Heroism:

4 players standing close to each other with maxed mods would if hit by the same "damage" would result in 96% health returned numbers.

(30*3)+6 = 96%

I.e. a rocket blast or a bullet puncturing all players in a line.

 

Field Medic:

While it does not stack, you and any ally in range receives a bonus from Health orbs. The health bonus will only affect the one picking up the orb, it will not transfer to other players.

 

 

Formation Bravo:

Stacks with teammates for a total of (5.5 x 4 = 22) 22% damage reduction.

Works on downed players. Works on players near you if downed.

I like these 3.

 

Edit: After reading the description on how Overlay works you will probably end up rounding down rather than up.

Edited by Seraphim_ZA
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I like these 3.

 

Edit: After reading the description on how Overlay works you will probably end up rounding down rather than up.

up/down, closest whole number. doesn't really matter. But likely.

 

Edit: changed to "rounded up/down" - closes whole number.

Also glad you liked the mods :)

Edited by Lactamid
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Your idea is good (also i like it) but the problem is making people use them instead of their usual choices

That is true. Some additional slots would help.

Perhaps some alternation of existing mods with added effect.

 

Ie: Vitality/Redirection/Steel Fiber with a bit lower maximum numbers but with coop features.

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