Jump to content

Wehr_Wolff

PC Member
  • Posts

    12
  • Joined

  • Last visited

Posts posted by Wehr_Wolff

  1. I think there is a major problem in how the diffrent Houses for Railjack Weapons interact with each other. Aswell as how expensive the Dojo researchable versions are, while being quite bad for the cost point.
    1. There is no real variety between the diffrent railjack armarments houses. Vidar and Zekti are by far better than Lavan or the standard Dojo versions.
    2. Sigma Dojo versions have lower crit and or status compared to the other houses. Lavan on the other hand has higher Status, but lacks the extra damage Zekti gets aswell as status chance buffing mods. (compared to crit buffing mods)
    3. a) Change Sigma Dojo versions to have a lower cost compared to the other houses, so they provide a cheap entry version for people who are new to railjack. Lets say 1/3 of the price of the cost to build one of the other houses.
        b) Give Lavan, Vidar and Zekti the similiar DPS, but let one house have vastly higher crit, one status and one base damage.
        c) Add status chance increasing plexus mods.

     

  2. I have noticed that many Weapon Augments have intresting ideas for special effects but often those effects end up being a good idea that sadly doesn't live up to expactations. So I would like to suggest an Weapon Augment rework in which weak and nearly useless Augments get a buff, tweak to make the intended feature practical or changed entirely.

    Over the next couple of days I will edit this thread and try to add more augments that I think need an improvement. Because I lack time and concentration to do this in one go. But plz leave your suggestion and ideas in the comments.

    I will use Weapon Augment list from https://warframe.fandom.com/wiki/Weapon_Augments and speak about the weakest or most useless ones in my opinion. 


    1.Stinging Truth : Viper/Viper Wraith Mod

    current effect: flat 40 extra rounds in the magazine

    problem: Automatic secondaries espacially ones like Viper/Viper Wraith that have a high firerate and quite low effective ammo pool considered how much of your ammo it takes to kill some of the normal higher level enemies on the star chart. So the mod doesn't really offer much because reload is really low anyways and you will have no ammo to fire anyways pretty fast. 

    suggestion: Adding a build in ammo conversion and giving this mod instead of the ammo capacity that it adds now either flat status chance for the weapon (because the status chance on the weapon is low and could become effective with such a buff due to firerate, so the weapon could at least strip armor really well) or adding a straight damage buff. That would help the Viper/Viper Wraith a lot so that those weapons have a good usage just besides providing the syndicate effect.

    2.Avenging Truth: Silva & Aegis (Prime) Mod
    current effect: 50% of incoming Damage while blocking is absorbed and added to the next charge attacks

    problem: this mod is just really impractical for multiple reason. First of all are charge attacks rarely used and the wiki page for this mod indicates that it is really hard to use with stances. And that is kind of bad because it really limits your choice in that regard.

    suggestion: The idea was tried but it just doesn't seem to work. I think the best way to solve this is by just making this mod like other Melee Weapon Augments that add 100% extra damage. Because for me at least it seems like the idea of what the mod currently does is just not that easy to execute ingame.

    3.Entropy Spike: Bolto

    current effect: 20% Chance of an Explosion with each shot that deals 250 blast damage that doesn't seem to be affected by mods and can inflict selfdamage

    problem: The main problem with this mod is that it doesn't really fix the main problem of the weapon and could even make it worse. Most people use this weapon only for the syndicate effect it provides while never really firing this gun. Also it doesn't really seems that this explosion is really that big of an aoe and it hardly gets unmodded shields down on many frames. Also it doesn't semm to be affected by other mods that increase damage. The Bolto itself is not really the best weapon right now espacially with the Ak version having its own syndicate and primed version.

    suggestion: Give the weapon a 100% chance that each projectile explodes and that it deals 100 blast damage in a 5m radius with punch through (so a group of enemies would be afflicted) while also having 16% Crit Chance and a 2.4 Crit Multiplier just like Bolto and a 50% status chance (Bolto only has 2.2% Status Chance so that would help the weapon a lot). With those changes this mod would turn the Bolto, despite its own low status chance and low base damage into a really good and usefull weapon.

    Next ones will be Toxic Sequence for the Acrid and Voltage Sequence for the Lanka.

    • Like 2
  3. Hello fellow Warframe players,

    the Helminth Charger Metus Skin and the Metus Kubrow Armor can be used on all Kubrows and the Helminth Charger. Sadly there isn't a single reason right now to use a Kubrow or the Helminth Charger for me. But I value my kavats highly for there utility and abilites, but I really don't like there looks. Could we please get the option to also use the the Kubrow Skin and Armor from the Nidus Phryke Collection for our Kavats? Or even a seperate skin for them that looks like the Helminth Chager Skin that we can buy for plat? Because I would love to see a Kubrow that fits the look of my Nidus. 

    Have fun and may RNGesus and LOOTcifer bless you Tenno.

  4. Please fix the most annoying and game breaking bug with Sacntuary Onslaught. If the host leaves and the rest of the team stays a neverending host migration will occur or the game will be broken and portal won't spawn if the migration magically worked. Because I am so angry to loose my rewards every third run due to some random guy leaving after the first zone who is host. It really ruins the game expierence and it is this way since the launch of sanctuary onslaught. Please fix it, or this mode will stay as worse at it is, due to not getting rewards for your effort way to often with random teams.

     

  5. 22 minutes ago, Vomitous said:

    In addition to Zenith, Punch through on Lanka(5.0m innate!) also broke(intermittently, sometimes it works) at around the same time. On either one of them sometimes I can't kill 2 grineer soldiers standing together. Nothing about a grineer is 5 meters(or infinite.)

    It was only a little while after I got Zenith that it was changed/broken, I think more or less in the weapon rebalance patch. Since the problem started happening I've basically stopped using Zenith after having repeated failures firing through walls or even railings.

    Same as above

     

  6. On 9.3.2018 at 12:43 PM, Viperfox said:

    Probably been mentioned before - but there have been a few bugs.

    Just thought I'd summarise what I've noticed.

    1 - Alt-Fire disc clips through ground and falls through map. Enemies unmarked, and the disc is not destroyed meaning the 'Sniper mode' continues indefinitely beyond timer until disc is 'fired' again.

    2 - Disc targeting uses Warframe energy colour rather than the weapon energy colour.

    3 - Punch-through not working unless modded, and appears to be 'weakened' in depth. E.g. Riven with +2.4 Punchthrough, combined with Metal Auger and Primed Shred (Both max rank) - does not pierce cover over 1m thick.

    4 - Disc targetting system aims high on 'low' enemies such as Hyeka, Crawlers and Ratlets for example.

    5 - Disc is prone to dropping through stair structures (yes, solid ones).

    6 - Disc observed clipping to just below ground level - enemies not targetted, but disc does disperse at end of timer.

    7 - On times when disc is used and works as intended - game mechanic fails to acknowledge it has been used. So on second 'firing' to disable disc, another is then launched instead.

    Here's hoping this does get looked at.

    3. There are many walls in certain tilesets that can't be pierced, so even the 9999m punchthrough of Zenith isn't enough becuase it is not programmed to do so. I think it was mainly at room borders.

     

  7. I love the new helminth Design De. But please could you give him always the Colors he has in this picture as default. I think Helminths have random default colors like Kavat's or Kubrows. And now my Helminth is completly Orange by default. I used my Kavat and Kubrows Colors to try to make him lila, black. But i could not change his energy color. Could you please give the Helminth the colors of your Design and ad an option to change his energy color. Thank you so much DE. I love this Design. I know which Companion I'm using now ;)

×
×
  • Create New...