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Zadir7

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Posts posted by Zadir7

  1. I shoot short bursts even with stabilizer, unless it's close range combat. The problem might be that it's much harder to manually control recoil on consoles. I think Stabilizer needs to stay, but your idea might be used for new Nightmare mod.

     

    I don't know how it goes on consoles, but controlling recoil on PC don't seems hard until you wanna shoot 20+ bullets burst.

    There are only 3 weapons I remember, that needs so hard stabilization: Grakata, Gorgon, Supra. So I still think, -30% would be enough, and additional accuracy will make this mod less niche.

  2. Nice ideas.

     

    Although I wouldn't want Stabilizer to change, since my Grakata isn't good at long range without it.

     

    As for Eagle Eye, it could be something like: +100% more damage to weak spot. (i was thinking about 50% at first, but then still no one would use it)

     

    I think, Grakata doesnt need long range at the cost of its burst power. I have it too, and I played with stabilizer only at start, until I learned how to shoot short-bursts and manually control recoil. Still, -30% recoil would be enough to have, and +30% accuracy could be much more useful, not only for Grakata, but for other weapons as well.

  3. Yep, their damage is a bit high. BUT you shouldnt complain in to lvl 40 nullifiers. With your 580+450, nullifier will just one-shot you.

     

    P.S. Get far, get moving, they will never hit you. Nulifier will shoot you down despite how fast you move.

  4. Okay, I'm OCD and I really don't like how some of the numbers don't divide perfectly into the ranks, but overall an interesting point.

    Also, I'm going to tell everyone how I think we can make D-polarities matter.

     

    1. Make all base status mods have 9 ranks and 120% status.

    2. Have all cold mods have 11 ranks and deal 90% damage.

    3. Make the punch-through mods have D polarities (excluding Shred), have 3.6 punch-through, and cost 13 mod points.

    4. Reduce the Channeling penalty on Life strike to 100% and make it cost 9 mod points.

    5. Change how elemental combos are processed by only creating a combo if both mods are DIRECTLY next to each other. That way, a D-polarity 'being in the first slot' wouldn't be such a big deal for most people.

    6.Have a D-polarity ammo-efficiency mod for all ranged weapons that costs 9 points, has 3 ranks, and gives 32% ammo efficiency (basically, every shot costs 32% less ammo, which for single-shot weapons means you can shoot twice for one ammo unit. The Kohm would also use less ammo on the spool-up shots)

    7. If we're going to have +accuracy mods, then they'd better be D polarities...

    8. Have a life leech D-polarity mod like life strike, same cost but lowered stats (like, 0.1% life leech up to a max of 0.6% for 5 ranks. Mod cost of 9).

     

    And that, ladies and mentlegens, is how we fix D polarities.

    Or at least how I do it.

     

    1-2. As I can understand, in "ranks" you mean "cost".

    2. Cold mods can still has its 9, cause only has benefits dealing with shields.

    3. 3.6 for 13? Doesnt it seems too much?

    4. Life Strike is just okay, you can dont care much about efficiency if you can fully heal yourself with 1 hit.

    5-7. Great ideas.

    8. Life leech seems OP to me.

  5. -Bloodbath: Gains stamina and small amount of health upon melee kill (Melee mod) - You have Life Strike and Second Wind.

    -Run and Gun: Warframes can now shoot while sprinting, cannot aim while sprinting (Warframe mod) - Without damage boost.

    -Bulletproof: Shields gain armour bonus of Warframe (Warframe mod) - Valkyrs would beg for that.

    -Burning Vengeance: Gains damage up to 75% based on amount of health lost (Warframe mod) Berserker's choice.

     

    All others are just "I lack of damage, help me"

  6. The mod for combined elements

    I think it should be something like

    Corrosive rounds: +30% electricity +30% toxic damage

     

    Yea, to stack with other elemental mods. But there is a reason to make it "pure corrosive". Stacking with other mods. If you have +electricity +toxic, then put fire mod in previous slot, and ice in past slot. You will get radiation+viral, not corrosive.

  7. I like using these on the Amprex and the Wraith Twin Vipers cause they burn through ammo so quickly and on the Amprex I'm guaranteed yellow crits and I get red crits often enough to justify the lowered fire rate. Haven't gotten Critical Deceleration yet, but would like to test it on the Boar Prime when I do get it.

    I think I might also have this on my Vectis (since it only has 1 bullet), but I haven't used my Vectis in awhile so I don't remember now.

     

    Just compare this to point strike. Point Strike gives you +150% Crit Chance for 9, Critical Delay +48% for same cost, reducing fire rate->reducing dps. Really, I dont know how big crit chance must be to justify such huge loss of fire rate. 30%? Soma dont need this, it has a spool-up. 50%? You gonna spend your whole life drawing an arrow with Paris Prime.

    The only way to get -fire rate a positive thing is put it to high-rate weapons. Sadly, I don't have that Wraith Twin Vipers, but I have Grakata. Even on Grakata this +48% crit chance looks insignificant, compared to Point Strike burst increase.

  8. EDIT: I'm aware people without revives are going to get some flak, but at this point...honestly, if you're using a frame without revives in a place where you can/will get killed, it's careless to take that frame outside of a safe zone. You shouldn't be rewarded in a mission with an end if you cannot get to that end. In a sense, it could teach a bit of responsibility. 

     

    ^This. But I think, you still must get rewards you survived, like if you played (don't afk'ed) till 20 min of T4 surv and then accidentally died, you should still get your rewards for 5,10,15 and 20th minutes. But if others survived till min 60, you will still get your "20min reward" but no more. Thats fair enough.

  9. Hi. Today I wanna say talk about weapon modding and its variety.

    Yep. Its gonna be a pure wall of text, if you cant read this, dont read this :D

     

    What is high-tier mods, as I think:

     - T3 Survival/Defence rewards.

    - Nightmare Mods.

    - Orokin Derelict Mods.

     

    Whats the problem, you will ask. The problem is that MOST OF THEM ARE USELESS.

    What are typical weapon builds now?

    Must-have ones: Serration + Split Chamber/Hornet Strike + Barrel Diffusion + Lethal Torrent. Base damage of all weapons.

    Elemental mods for each faction: 3-4 mods. Usually 4, let it be 4.

    And last slots are Crit Chance+Crit Damage for crit-weapons and utility or additional damage for pure-damage or status weps.

    For crits its usually Point Strike+Vital Sense.

    For pure damage its Heavy Caliber+Shred or smth like dual element+status mods for status guns.

     

    No variety. All builds' difference is only in Formas you put into weapon and elements you add against each faction.

     

    So, I want to make a list of mods here and make a possible improvements to actualize them. Also, I want to show you my ideas of new mods, that will greatly increase variety of weapon builds.

     

    Note: I take all mods' maxed versions.

     

    Mod: Here will be mods' name, stats, (cost,polarity).

    Problem: You got it.

    Decision: Possible improvements.

     

    Okay let's start with T2-T3 Rewards. They are pretty easy to get, but they are most useless among other high-tier mods.

     

    Mod: Metal Auger. +2.1 Punch Through, (15 -)

    Problem: Compare it with Shred. You lose 4 mod points, fire rate bonus, and only gain 0.9 punch through.

    Decision: Lower its cost to 11-, then player will have a choose: "Do I want that fire rate or that 1 additional unit penetration?" Another way is to gain additional effect to increase DPS (or increase punch through even more), comparable to Shred, but still lower its cost. Same for the Seeker, pistol counterpart.

     

    Mods: Stabilizer, Steady Hands. -60% Recoil, (9-)

    Problem: Almost all weapons in Warframe have almost no recoil and VERY NICE accuracy, compared to any shooter game. Until Heavy Caliber/Magnum Force is applied.

    Decision: Change Effect to +30% Accuracy -30% Recoil. That would make mod Nightmare, but accuracy increase will make mod useful to compensate Heavy Caliber, or to improve "how the gun feels".

     

    That's all rare high-tier mods and both are useless. I want take some mods to review too. By 3.

     

    Mods: Eagle Eye (7-), Hush (5-), Rifle Aptitude (9D).

    Problem: They are completely useless, IMO.

    Eagle Eye - No one cares of zoom level, even on sniper rifles.

    Hush - I bet, most playable missions are Defenses, Survivals, Interceptions, Exterminates, Assassinations. Only in exterminate, stealth is rly viable, but only for one-shot weapons. I would rather take a bow if I want to stealth, than change any damage mod for silence. Or I can just take Banshee.

    Rifle Aptitude - You know, its status bonus is 4 times lower than any dual-stat mod.

    Decision:  Increase Rifle Aptitude's bonus to 100-150% for this cost. I don't know how to improve first 2 though, leave your feedback pls. Maybe Hush don't need improvement, but it's very niche mod anyway.

     

    Mods: Piercing Hit, Rupture, Sawtooth Clip, all (9-)

    Problem: With introduction of 120% physical damage mods for (11-), these ones are totally worthless for their cost.

    Decision: Reduce their cost to 6. We need Impact mod set +120% too.

     

    Let's take a look on Nightmare Mods now.

     

    Mod: Hammer Shot. +60% Crit Damage, +40% Status Chance, (9D)

    Problem: No problem, IMO status chance is not best pair for crit damage.

    Decision: Maybe split it for 2 mods, introduced below.

     

    Mod: Wildfire. +60%Fire Damage, +20% Magazine Capacity, (9V)

    Problem: No problem. No one likes this mod, idk why. I would use toxic version of it, would be very nice to have one. Maybe should increase capacity bonus.

    Mod: Ice Storm. +40% Ice Damage, +40% Magazine Capacity, (9V)

    Problem: Too high cost, too low bonuses, Deep Freeze gives 60% for same cost, Frostbite gives 60%+Status for 7V.

    Decision: Make better values. +60%/+60% for 9V is just nice. Also Deep Freeze should have 90% bonus, to give a choice: Ice Storm, Deep Freeze, or Frostbite?

     

    Mod: Stunning Speed.+40% Reload Speed, +10% Status Chance, (9-)

    Problem: Too high cost, too low values. 10% status chance is just insignificant, making it worse than Quickdraw (+48% reload speed for 7-)

    Decision: Make better values. +50%/+50% for 9- is very nice.

     

    Mod: Shred. +30% Fire Rate +1.2 Punch Through, (11V)

    Problem: No problem. In comparision with Metal Auger, Shred always wins. Look Metal Auger.

    Mod: Lethal Torrent. +60% Multishot, +60% Fire Rate, (11V)

    Problem: No problem. One of best Nightmare Mods.

     

    That's all Nightmare Mods. As we can see, half of mods are unused and almost useless. Let's take a look over Orokin Vault mods.

     

    A few words about Orokin Derelict. I really, really like that tileset. The problem is that when you obtained Nekros' components and mods you need, you don't need Derelict anymore. Even less you need it, when you don't want to build Nekros, and bought mods. Exception is survivals and defenses. Why? Almost all mods you can obtain in the vault, are useless. The exceptions still exist, tho. Have you ever seen "WTB Hollow Point", for example? I can count only 8(!) useful mods of 22(!). 5 for warframe, 1 for melee. Only 2 for guns! And those 2 are Heavy Caliber and Tainted Shell. Let's look now. This improvements I offer, can make Derelict much more useful, but still Derelicts would be "obtain all mods and forget about it", much like Syndicates. It needs to be reworked, or we need rewards for doing smth in derelict except vault runs.

     

    Mods: Critical Delay/Critical Deceleration/Creeping Bullseye. +48% Crit Chance -36% Fire Rate, (9-)

    Problem: This mods are actually decreasing weapon DPS.

    Decision: Make better values. I have 2 ideas actually, +50% Crit Chance -20% Fire Rate (7-), or +100% Crit Chance -40% Fire Rate (9-). I think, both are nice, but big one seems a bit OP.

     

    Mod: Tainted Mag/Burdened Magazine/Tainted Clip. +66%/+66%/+60%, -33%-33%-30% Reload Speed, (14-/11-/11-)

    Problem: There are no weapons to use it on. Also, all 3 mods have high cost, compared to 90% damage mods. Even Sybaris, that suffers from small magazine wouldn't use it, cause of heavy reload speed decrease.

    Decision: Make better values and lower cost. +100/-30%/9- for all mods is worth it. Would be nice option for customizing, as it increases DPS by increasing time you can fire your wep,  but with slight increase in time you don't fire as well.

     

    Mods: Vile Acceleration/Frail Momentum /Anemic Agility. +90% Fire Rate -15% Damage, (9-/9V/9-)

    Problem: Very niche mods. Only Vile Acceleration is useful, but still is very niche. Pistols have Gunslinger (+72% fire rate for 9V without dmg decrease) and Lethal Torrent - must-have mod. Frail Momentum has a counterpart called Shotgun Spazz (90% for 9V without dmg decrease), but who needs 180% Fire Rate on shotguns? Not useful even on Kohm.

    Decision:  I am not really sure that this mods need improvement. Lower their cost to 7 would be just nice for them to take place of their counterparts.

     

    Mods: Heavy Caliber/Magnum Force. +165/66% Damage -55/33% Accuracy, (16V/14V)

    Problem: Heavy Caliber. Corrupted counterpart of Serration. While it has same damage bonus, this mod is capable of turning marksman rifles (for example, Tiberon) into shotguns, cause of its accuracy decrease. Magnum Force has just too low increase, with 220% of Hornet Strike, 66% looks insignificant. And both mods are too high cost.

    Decision: Lower costs to 12V/10V. Increase stats of Magnum Force to +120%/-40%.

     

    Mod: Vicious Spread. +90% Damage +60% Spread, (9V)

    Problem: Point Strike (+90% Damage, same 9V) is better, +60% spread means you will have to spray and pray. Pray you hit anything.

    Decision: Make better values. +120% Damage +40% Spread would look nice.

     

    Mod: Vile Precision. -60% Recoil -36% Fire Rate, (11-)

    Problem: Look Stabilizer. Same problem, but has a DPS decrease and even higher cost.

    Decision: Make better values. Idea 1:  -100% Recoil, -35 Fire Rate, (11-). Idea 2: +65% Accuracy -40% Fire Rate, (11-).

     

    Mod: Tainted Shell. -77% Spread -66% Fire Rate, (14D)

    Problem: No problem IMO, just a bit high cost. That's how accuracy improvement mods should work. Nice example for a good D polarity mod.

    Decision: Just lower cost to 12D and its gonna be awesome mod.

     

    Mod: Hollow Point. -15% Damage +60% Crit Damage, (9-)

    Problem: Very niche mod cause very few secondary weapons can go crit-build. Is weaker than Target Cracker cause of damage decrease.

    Decision: Raise Crit damage bonus up to 80%.

     

    Mod: Corrupt Change. +100% Channeling Dmg -40% Channeling Efficiency, (7V)

    Problem: Everyone uses  Killing Blow, but no one uses Corrupt Change. Melees doesn't care much about mod cost, but care about damage.

    Decision: Double stats to +200% Channeling Dmg -80% Channeling Efficiency alone with increasing mod cost to 11V. Using with killing blow will increase channeling dmg to 300%, that sounds nice to spent energy on, despite efficiency decrease. Yes that was a melee mod among the guns.

     

    This changes will make OD mods much more useful and worth farming. If those changes come true, I would spend a whole week hunting these mods. I think, you too.

     

     

    Now I'm gonna show you my mod ideas. Waiting for comments.

     

    Rifles:

    Mods: Critical Nightmare: +50% Crit Chance, +60% Crit Damage, (11-) - 3lvls

    Status Nightmare: +60% Stat Chance +50% Stat Duration (9D) -3lvls

    What's the point: Hammer Shot split to its full-crit and full-status versions. Much more useful.

     

    Mods:

    Ancient Mechanism: +100% Damage -35% Fire Rate. (11V) - 5 lvls

    Improved Mechanism: +100% Damage -35% Reload Speed. (11V) - 5 lvls

    What's the point: There is no real need to put this mod in with Serration, but it will be a nice addition to pure-damage weapons, since we got 1 mod for crit weps and 1 for status ones.

     

    Mod: Corrupted Crit: +100% Crit Chance, -40% Crit Damage. (9V) - 5 lvls

    What's the point: Just an idea.

     

    Mod: Toxic mag: +60% Toxic damage, +40% Magazine Capacity. (9V) - 5 lvls

    What's the point: Improved version of the Wildfire.

     

    Mod: Corrupted Multishot:-30% Damage +110% Multishot. (13V) - 5lvls

    What's the point: We got 2 multishot mods for pistols, why not 2 for rifles/shotguns?

     

    Mod: Expansive Bullets: -20% Damage, +120% Crit Damage. (8V) OR -5%/+60% (7V)

    What's the point: Pistol counterpart of Hollow Point.

     

    Mod: Small Magazine: -50% Magazine Capacity, +66% Reload Speed. (7D)

    What's the point: Some weapons doesnt really needs that big magazine, but could use some really nice reload speed bonus,

     

     

    Mods: +45% Viral/Radiation/Blast/Corrosive/Gas/Magnetic. (7V/D)

    What's the point: Would add a massive variety of gun builds. 45% isn't really too big number compared to original 120/150/180%+ Combined Elemental Damage numbers, but we could build 3-4 combined elements together, like (Gas + Corrosive) vs. Infested or (Radiation + Corrosive+ Viral) vs Grineer.

     

    Melee:

    Mods: Fury of Corrupted: +50% Attack Speed, -30% Damage, 9V. - 3 lvls

    What's the point: Just an idea.

     

    Sniper Rifles:

    Snipers are not best right now, there are some ways to improve this:

    Mod: Unscoped: Removes scope from sniper rifle. +45% Damage +30% Fire Rate. (9V) - 3/5 lvls

    What's the point: Some snipers could be used like marksman rifles that way.

     

    Mod: Death marked: +75% Dead Aim. (9V) - 3/5 lvls

    What's the point: If you wanna really be a sniper, it would help.

     

    Mod: Exploding Rounds: +4m bullet explosion radius. Mutually exclusive with Punch Through. 3 lvls

    What's the point: Helps to deal with tons of enemies. Must be very helpful.

     

    Thats all. Think so. I appreciate it, if you read full post. Next time ill write a poem about weapons. :D

  10. I think they need nerf, but a bit another way.

    Tar-Moas:

    - Reduce accuracy and damage. They are capable of direct hit even when you are slowly moving and projectile's damage is just incredible. When they had their damage as radiation, it was even more crazy, but they are still capable of one-shot frame without damage reduction buffs.

    - Remove (or reduce) tar pool damage and reduce slow, but make it larger, to make harder to get out of there. Would be more balanced.

    Swarm-Moas:

    Remove swarm damage (agree). Damage reduction is already a nice buff to infestation horde tho.

     

    Also, both moas should NOT be affected by Anicent Healer's aura. All other fossilized units (Ancients) are not.

     

    P.S. Remove Toxic Ancient's grapple. Its often just grapple-oneshot, if you are not capable of dodging it. Really. Lvl 40 Toxic already have enough damage to one-shot 1k hp frame.

    I dont care too much about disruptors, they almost never hit me with melee, and healers just dont do so much damage.

  11. I think prices are way too high.

    I have MR 10, my standing daily cap is 22k.

    So, I have to spent 2 full daily caps to get only 3 T4 keys?

    Or spent whole daily cap +3k of previous/next day to get random 3 keys, and get, for example, T3, T1, T1?

    I think price 5000-7500 for 1 T4 key and 15000 for 3 random keys would be more than enough.

  12. I just bought Rift Torrent augment, so I expected to see some really big numbers of damage amplification.

    So, I started inf. outbreak to test the numbers and level up my new weapons.

    Here's the numbers:

    First, I had 120 dmg per shot out of rift, 1 enemy in the rift, I dealt 330 dmg with 1 shot. 330/120=2.75.

    I had Rift Torrent installed, 93% Power Strenght (30% Intensify+63% Blind Rage).

    Okay. I replaced Rift Torrent with Narrow Minded, I got a multiplier around 2.6 this time.

    Then I replaced both Strenght mods. Now it was aroung 1.8(!).

     

    Thats the problem. I'm lvl 30 Limbo, Rift Surge description tells, that it must give a damage muliplier of 3.

    Including my power strenght level, it should have multiplier of 5.79 (!).

    Also, whats the formula of Rift Torrent increase?Does it increase only base multiplier, or the whole?

    With base multiplier increase, I should have muliplier of 6.39 with 1 enemy in rift plane (3*1.93+3*0.2)

    With full multiplier increase, it should be ((3*1.93)*1.2)=6.94.

     

    So, the description lies, or its a bug?

     

    P.S. Sorry for my english. =)

  13. Maybe I came to wrong forum...But i have a question, idk where to ask this. New high-level defenses drop. Patch notes says, uncommon and rare fusion cores are now included into drop tables. Should it be uncommon and rare or uncommon5 and rare5?

    Im farming Palus. Got such uncommon fusion core. Just its kinda useless.

     

  14. Given how Boltor is a fully-automatic weapon, I'm guessing you want Bolto and Akbolto to be as well, huh. Remember that if the Twin/Ak/Dual has changed, so too must the individual weapon itself.

     

    I didn't say i want, but it would be nice :D

  15. ....how to maximize the DPS potential and be able to fire as fast with your finger.

     

    This^

     

    If you cant utilize full fire rate, your dps can be even lower than..gm..Kunai's?

    If akbolto was full-auto, it would be much easier :D

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