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Turbulence Rework (Make It Useful For Corpus And Grinner)


DrBorris
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As of now, Turbulence is in a very bad place. It is still OP against Corpus but is useless against Grineer. The following suggestion tones down Turbulence for Corpus, but then makes it equivalently useful for Grineer.

 

As a warning, this is a complete rework of the mechanics of Turbulence, but with similar results.

 

First off, we must look at the role turbulence is supposed to play. Zephyr is an air based frame, she is meant to be in the sky attacking enemies. The problem with attacking from above is it removes options of cover and severely restricts quick movements. Thus, Turbulence should be the ability that protects Zephyr when she is at a distance from enemies (the opposite of how it works now for Grineer). Turbulence should, if anything, be more effective the farther an enemy is away. Think about it logically, the more time a bullet is exposed to Turbulence, the more it should be deflected, right?

 

Now for the rework. Turbulence now has an unmodable 50 meter range (the maximum range for abilities). Throughout that range, have the angle of direction of enemy projectiles be increased (y axis) by 15 degrees. Power strength mods would just effect the angle (more strength increases).

 

Thus, the farther away you are from an enemy, the farther a bullet will possibly be deflected from its original target. This would also make Turbulence much better of a team ability. Turbulence would be much weaker at short ranges, an enemy that is close to you will still hit you, but it will become immensely powerful at longer ranges. This will make it so Turbulence is no longer an invincibility shield for Corpus and will make it much more powerful against the Grineer. Hitscan enemies outside the fifty meter range will not be effected by Turbulence, but there is not really any way to account for those enemies, I doubt many enemies will be able to shoot you from 50 meters away anyway (many tile sets are not that large and most enemies do not attack until they are considerably closer).

 

That is it from me, 15 degrees might be a bit overpowered, but you get the idea (8 degrees would be as low as I would go). I would like to think that this would even give Zephyr a role in end game missions, being able to drastically effect the accuracy of enemy weapons for such a large range would provide a nice amount of breathing room, but without creating invulnerability (close range units still can easily hit you).

 

On a side note, it would be nice if Zephyr could actually fly.

When Tail Wind is cast from the ground, it has the same launch as it does now. However, once you reach the peak, zephyr remains in the air with a slight energy drain. You can move freely in all directions (X,Y, and Z) at a walking or running speed.

 

Dive Bomb is reworked to be a combination of the second part of the current Tail Wind and the Dive Bomb we currently have. When in the air, wherever you aim, Zephyr launches forward in a similar manner to the "in air" version of the current Tail Wind. The catch is that you make the impact radius whenever you hit a hard surface.

 

Smile, it is a good day.

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-snip-

Agreed, this fixes a lot of Zephyr's problems. I've always thought that vs corpus she's a bit too easy mode, and running up to a heavy gunner to be knocked down a second later by ground slam spam doesn't make sense. Doesn't address how useless it is vs infested (just damage within the radius, maybe?) Also a fan of the second part regarding Tailwind.
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...Alternatively, they could just make it so that Turbulence works reliably against Hitscan guns (with bullets, at the very least. I can accept it not working on, say, the Quanta/Spectra etc.). Good, innovative ideas (I do really like the Divebomb change - that's how I've thought it shoulda worked from the get go), but I'd think it'd be easier if they just de-borked Turbulence against Hitscan. It used to work more reliably than it does now, and I'm not sure why.

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