Vaskadar Posted April 16, 2013 Share Posted April 16, 2013 (edited) At their starting level, they still cannot puncture the Grineer Riot Shield, and they are still not viable. Puncture mods need to have their current max value tripled in order for them to be worth anything for their prohibitive cost. 1.8 meters should be enough to get collateral kills on multiple enemies. As it stands right now, however, puncture is NOT worth the energy or the money invested in them. OR, they could be based on a multiplier. 15 mod energy max? For what? Puncturing one enemy? It should be able to punch through at least two. First option that seems to be fairly popular is a flat value. Rifles - 4.5 meters max Pistols - 3.0 meters max Shotguns - 1.5 meters max Possible alternative (and balanced) fix I came up with below: Puncture on a damage-based system. If the damage of a Snipetron is 115, multiplying it by the suggested formula would give it reasonable puncture. 115 x 0.030 = 3.45 meters. This would justify the prohibitive cost of the puncture mod. Formula: damage x 0.030 = puncture rating (when maxed out) Scaling of puncture mods: 0.005/0.010/0.015/0.020/0.025/0.030 or something along those lines as far as a multiplier goes. That way, shotguns don't get the ridiculous puncture they had before, and sniper weapons and other high damage single-shot weapons get the puncture they need. The maximum puncture a HEK pellet could achieve (when equipped with max damage/max puncture) would be 1.083 This would be the best possible fix I can come up with. Critical damage should not modify the damage, however, as that would be disgustingly broken, but it really depends on what they think of it. Edited June 9, 2013 by Vaskadar Link to comment Share on other sites More sharing options...
ShadowsCrush Posted April 16, 2013 Share Posted April 16, 2013 Poor horse didn't stand a chance... Link to comment Share on other sites More sharing options...
OrtuOcelot Posted April 16, 2013 Share Posted April 16, 2013 Players who were here prior to update 7 claim the mod worked well before, could puncture objects as well as enemies. And now, well, only the unwise invest in it, perhaps harsh but true. Now it seems to only work on objects and at the value it currently is, it's not worth the credits or trouble. I would rather have a mod that simple allows to rip through multiple enemies,, shield lancers have their heads still vulnerable so I could care less about being able to shoot through their shield, and they tend to go down with strong melee attacks as well, rendering "Puncture" a mod to hog space and not do much for anyone, atm at least. Link to comment Share on other sites More sharing options...
plznohurtme Posted April 16, 2013 Share Posted April 16, 2013 Puncture used to go up to about 10m, and at that depth was ridiculously overpowered, but even with the recent adjustment it is still only 0.6 (or maybe 0.65, I have a max mod and thus couldn't check). This is definitely not enough. Pre-u7 I had several puncture mods from 2-9m and I understand why we don't have high puncture, but 2m back then was not great, so if the cost is staying it should probably max at 3-4m. Right now the cost is so high you lose something serious, up to 2 damage sources to take it. Personally I'd like to see 2m at 10 energy cost so it only takes 1 damage mod away. Link to comment Share on other sites More sharing options...
CrazyCanadian24 Posted April 17, 2013 Share Posted April 17, 2013 /signed Link to comment Share on other sites More sharing options...
kiwicanfly Posted April 17, 2013 Share Posted April 17, 2013 +1 Link to comment Share on other sites More sharing options...
PaperAlien Posted April 17, 2013 Share Posted April 17, 2013 1-3 metres sounds reasonable, I don't see how they thought 0.1-0.3 metres for a rare mod that takes ~10 energy is worth it. Link to comment Share on other sites More sharing options...
Vaskadar Posted April 17, 2013 Author Share Posted April 17, 2013 (edited) 0.75 meters minimum base for each upgrade. That way, it caps out at 4.5 meters, or even a healthy 0.5 meters per upgrade to cap out at 3.0 meters. 0.6 is pitiful. Edited April 17, 2013 by Vaskadar Link to comment Share on other sites More sharing options...
-GG-Sinevultu Posted April 17, 2013 Share Posted April 17, 2013 (edited) I regularly puncture shields and light covers with the lvl 0 puncture (0.1) with Hek and Gorgon. Edited April 17, 2013 by Clownsanity Link to comment Share on other sites More sharing options...
modded Posted April 17, 2013 Share Posted April 17, 2013 This. I tried puncture for infested missions. Total waste of a mod slot. Link to comment Share on other sites More sharing options...
-GG-Sinevultu Posted April 17, 2013 Share Posted April 17, 2013 This. I tried puncture for infested missions. Total waste of a mod slot. Ofc it is a waste, infested don't have shields and don't use covers and usually they surround you in circle (so they don't do the train of love :P). Link to comment Share on other sites More sharing options...
Vaskadar Posted April 17, 2013 Author Share Posted April 17, 2013 It should function as it's supposed to, capable of shooting through multiple enemies. That would make it worthwhile, but it doesn't atm. So... right now it's a waste. Link to comment Share on other sites More sharing options...
GrayDeath666 Posted April 17, 2013 Share Posted April 17, 2013 If it ever reaches the point where it can shoot through one enemy to hit another it would be worth it's current cost, but with out that it would need to be able to shoot through terrain and have it's cost reduced. Otherwise almost no one will ever use it. That's my 2 cents. Link to comment Share on other sites More sharing options...
-GG-Sinevultu Posted April 17, 2013 Share Posted April 17, 2013 If it ever reaches the point where it can shoot through one enemy to hit another it would be worth it's current cost, but with out that it would need to be able to shoot through terrain and have it's cost reduced. Otherwise almost no one will ever use it. That's my 2 cents. I am agree on a reduction of the cost in this case. +1 Link to comment Share on other sites More sharing options...
Vaskadar Posted April 18, 2013 Author Share Posted April 18, 2013 Still deciding between 1.8 or 3. 0.5 meters is enough to punch through a grineer's head to hit another, but still a woefully small chance of doing so. It needs to be with a base of 0.3 or 0.5. Link to comment Share on other sites More sharing options...
Vaskadar Posted April 19, 2013 Author Share Posted April 19, 2013 Increase the distance, DE, please. Triple its current cap and it'll be worth the mod energy. Link to comment Share on other sites More sharing options...
CosyPigeon Posted April 19, 2013 Share Posted April 19, 2013 +1 nobody uses puncture mods because they don't provide anywhere near enough puncture distance for the energy cost they require. Link to comment Share on other sites More sharing options...
MonoLyth Posted April 19, 2013 Share Posted April 19, 2013 I put a 0.3 puncture mod on my paris to hit the shield grineer and hey presto it doesn't do anything, the bolt still stops on the shield. Works sort of with other weapons and the shield grineer, but definitely not well enough to justify the cost. I was thinking that the very concept of the puncture module was to make it pass through non map resources (people) and the value 0.1-1 would represent the amount of damage inflicted after each penetration with a -0.1 for each . So a 1.0 puncture mod would be able to pass through 9 targets but at a 10% reduction in damage per target. Or the module says it's max penetrated targets in the description e.g. 1.0 penetration capabilitiy of 5 targets Link to comment Share on other sites More sharing options...
Babalenong Posted April 19, 2013 Share Posted April 19, 2013 or make it so the more upgrades you do the more peneteration you can do, and not limited by range, just how many peneteration you can do Link to comment Share on other sites More sharing options...
Steemship Posted April 19, 2013 Share Posted April 19, 2013 From looking at the stats, if I found a puncutre mod, I'd just sit on it because it doesn't seem worth it. ~Relatively new perspective. Link to comment Share on other sites More sharing options...
000Blank000 Posted April 20, 2013 Share Posted April 20, 2013 This is the only mod I don't use, ever. It needs an huge increase to distance for how much it costs. Link to comment Share on other sites More sharing options...
CaligoIllioneus Posted April 20, 2013 Share Posted April 20, 2013 I agree. Needs a buff. Link to comment Share on other sites More sharing options...
Vaskadar Posted April 20, 2013 Author Share Posted April 20, 2013 Needs to be tripled its current max. Current max is at 0.6 meters. It should be at 1.8 meters. Link to comment Share on other sites More sharing options...
Alienami Posted April 20, 2013 Share Posted April 20, 2013 Good aim makes Puncture in its current form useless, depending on weapon equipped. Its only use is RIOT shields and enemies behind rails and stuff...most of which can be shot with aiming a bit better. (tip of head, or feet, of enemies behind RIOT shields, for example) Link to comment Share on other sites More sharing options...
Ksdsdf Posted April 20, 2013 Share Posted April 20, 2013 How does puncture actually work? the distance in the mod is the distance that you will deal damage, count from initial impact? or the thickness of the object that you can penetrate through? Link to comment Share on other sites More sharing options...
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