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Huanthus

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Posts posted by Huanthus

  1. While doing Netracells runs I've killed the Gruzzling, the Whisper and opened the netracell, and 2 out of 3 times I've done this only got 2 out of 3 drops  that should have happened. I picked up the arcane that drops from the Gruzzling every time, but not all the times I pick up the Gruzzling arcane i get it on the end of mission screen. Am I missing something?

  2. 1 hour ago, (XB1)GearsMatrix301 said:

    It’s because Fire Blast has an awful Line Of Sight.

    Dont think so i actually  casted the ability  several times after reaching  90% heat meter , even  did it having embers face up to the chest of the commander at melee range, its just that the ability doesnt work on those targets

  3. 5 hours ago, Sevek7 said:

    Ah I was afraid of that, I tested on Exo Gokstad Officer in Simulacrum, but not on the POI commanders. Yes please do provide screenshots, and if possible test with other armor strip abilities to see if they're immune to armor strip from all sources or only fire blast!

    I tested it on the following warframes, here's the link to the screenshots: https://imgur.com/a/da8qUaV

    Oberon

    No problem here, i've got an 80+% armor strip on my oberon and it can stack so it fully strips armor

    Nyx

    No problem here either, pretty straightforward armor strip

    Banshee

    Augment got hotfixed a few months back and  now it works perfectly

    Ash

    No problem here either full armor strip

    Vauban

    Have to wait a bit but it does strip the armor

    Gauss

    Fullfiling the requirements will strip the armor no problem

    Hyldrin

    It seems to be able to reduce the armor but since i dont have enough Power strenght but still the damage increase is noticeable

    And finally ember.... it is painfull trying to do this on her even when you fulfill  the requirements, the armor reduction doesnt seem to work but at least the innate heat armor reduction seems to be working so you can complete the fight

  4. 6 hours ago, Sevek7 said:

    I just tested it too. It seems you're right, the crewship commanders can now have their armor stripped, I guess it's from the recent railjack challenge nerf.

    I tested using ember also, fire blast stripped 100% of the armor! Seems like they're all consistent now.

    Sadly they are not, still fireblast wont strip armor on POI Commanders (Lekro,Glacik, Pyr, etc)

    will add screenshots later

  5. On 2020-06-14 at 9:50 PM, Sevek7 said:

    If I remember correctly, railjack commanders are immune to armor strip. It's not only fire blast, they're also immune to armor strip from corrosive procs, for example. 

    So I don't think fire blast is inconsistent, I think it's just the design choice on the commanders. 

    it still works with Nyx and it worked with banshee too

    Edit:

    Just tested it, Ash, vauban and banshee do strip armor, the only inconsistent one is fireblast

  6. As the title says Immolation armor stripping seems to be unreliable, even if you mod it with  enough power strength and get the heat meter up to 90% it doesnt  strip the armor on railjack commanders,even though other AS abilites do the job perfectly, tried it with Nyx and banshee, in banshee's case her armor stripping is similar to ember since in the past she couldn't strip armor if the target was not ragdolled, which seems to be the case, Immolation should get the same treatment than  banshee's augment got a few hotfixes ago.

    • Like 1
  7. After finishing  a RJ mission I started scrapping stuff  that i wouldnt craft nor fuse because i realized that i was over the wreckage limit 40/30, when doing so something seemed wrong and then it hit me, i had previously at least 1 Zekti Turret Weapon of each kind crafted but the all unequipped ones dissappeared, Im pretty sure i didnt scrap them because if so i'd at least have the resources for scrapping  crafted equipment, has this happened to anyone else?

  8. On 2020-03-02 at 1:02 PM, [DE]Bear said:

    Status Chance Mod Buffs 
    The Status Chance Mods we released many years ago have not been considered worthwhile - there are simply better options within the Status Mod builds (Dual Stats) or Critical builds are more appealing. We are buffing all Standalone Status Chance Mods to increase the appeal of building for Status on your Weapons:

    • Rifle Aptitude increased from 15% Status Chance to 90% Status Chance
    • Melee Prowess increased from 15% Status Chance to 90% Status Chance
    • Sure Shot increased from 15% Status Chance to 90% Status Chance
    • Shotgun Savvy increased from 30% Status Chance to 90% Status Chance

    Why: 
    This is a long overdue change that will thrive when paired with the above change of giving >100% Status meaning. The goal is to give your Arsenals a shake up in terms of what Status may mean for some of your Collection! This is a power output increase across the board for Status. 

    Please remember to leave your feedback in a constructive and civil manner! Remember, this thread is for FEEDBACK ONLY. If you have a bug, please make sure you submit your bug on this thread and follow the new guidelines!

    Just wondering if Syndicate mods that used to give flat status chance are working as intended, like Entropy Burst and Shattering Justice, I mean if they are additive they should be affected by the multiplicative ones, also if you dont want to have a additive bonus on a status shotgun at least the mod should give more than 20% extra status chance

  9. On 2019-11-01 at 8:50 AM, Loza03 said:

    So, I was hunting my Lich, and I was running a mobile defense when this guy showed up:

    p1FOWCa.jpg

    Last time I checked these guys don't spawn here. They also scanned me and deployed Fighters like on Lua.

     

    I suspect this is some kind of New War prelude?

    Same thing happened to me already twice, tried to ask a wf partner but i guess he didn´t see my post  on his SM, it has only happened on mobile defense node both times so i guess it could be a  bug

    • Like 1
  10. 10 minutes ago, Mynex said:

    I am a atlas main, and as someone who used to rely on the combo counter i cant even play the game anymore, i used venka as my stat stick for the passive .75 increase so i could auctally do damage,  now with the new system the venkas passive is nonexistent and my stat stick is now useless, in addition with the 25% increase rate from the old system and the cap of a X12 multiplier..... which is equivalent to a X3 of the old system, this is no where near enough damage for me to auctally use.  Sure i look cool now with these flashy new stances and the fact i can hold my weapons again, but if i can't kill anything then whats the point

    In my humble opinion stat stick warframes such as Gara, Atlas should have a modeable semi-exalted weapon, but I agree that many weapons  that had really cool quirks such as the custom multiplier on the venka or the lift execution on the  Orvius got lost after this update

    • Like 1
  11. Glaive's combos seem to bee cool and all but Heavy attacks doesnt seem to be working as intended on glaives since HA= throw the combo counter is not used up on Heavy attacks  the animations are fluid and cool and it feels right  doing melee with glaives but weapons like orvius lost its flavor, i've tried doing all kinds of throws with the weapon but the signature feature of the orvius ( that is lifting enemies on chanelled throws) is missing, please fix this ASAP.

  12. The damage numbers on  the Zenistar's Disk are too low and is not shown in the  mod UI besides, the range is misleading on the disk because even if the energy emitted from the disk reachs a target the actual damage range on the disk is quite low, can't really complain on the addition to a relation to combo multiplier  and  the duration of the disk because its an set and forget tool but still i would expect that if i work  to build up a combo multipier the damage  would increase too and it does not, 0x combo mult damage = 15x combo mult damage on disk

     

  13. 2 hours ago, ShortCat said:

    In my opinion, to reach build diversity we need to go away from simple stat stacking first. Situations where you slot 4 elemental mods to create one elemental combo would be an example. It could be a combination of mods with permanent boni as well as mods, which can be triggered with certain conditions but grant larger bonus - more power should not come for free. Even Serration can work, just add a negative effect to it, kinda like Heavy Calliber, but with different drawbacks. At the same time weapons should be limited to only one base damage mod. In this case DE can add new Serration v.XX, overall power level will remain the same, it will create new Endo and Creddit sinks and create true linear progression. Depending on your personal preferences or on the weapon you are using, you had the option to choose a different mod. 

    I like that, but still there is the problem of capacity and  slots even if you have  a trade off to get more power you'd need  some kind of mandatory mods, i mean you will always try to play to your strengths having these slots may provide the leeway to create or rework existing mods so they can have variants  as you describe.

     

    2 hours ago, ShortCat said:

    Weapons should not have their builds set in stone, but align to the player. Warframe kinda achieves it with Frames. You also want to increase diversity, but your suggestion cannot reach this goal, because it just replaces some mods, while the road remains the same - stack crit/status, incrase Slash or base damage, add some elements. As long as modding is about stat stacking, there won't be diversity.

     

    There could be more diversity right now but the mods that have trade off's in game are not as effective as the original variants which is why I wanted to have additive mods, or at least buff the trade off ones so we can use them multiplicative.

    2 hours ago, ShortCat said:

    Additive mods will increasenumber of meta weapons, but not build diversity itself. If a weapon is not used due to its bad base status chance and multiplicative mods cannot help in this regard, additive mods will do the job. But in the end you did not create new builds, you just replaced one status mod with the other one. You are still just stacking crit and/or status.

    True, but  to do that you´d need a way to change the strengths of a  weapon if you want to have build diversity, lets say:

    1. You have a Riffle

    2. It is fairly status based

    3. It has  a good ammount of fire rate and other dps stats

    But you cant mod it to crit effectivelly if you want just because the multiplicative mods wont cut it 

    So lets also say:

    1. There are  additive mods

    2. Some of them have a trade off 

    So you can now trade off some of that fire rate for some crit and start from there so you can build as you want it to

    3 hours ago, ShortCat said:

    Soma is a decent weapon, so are Boltor upgrades, especially Tellos version. Prisma Gorgon is in fact really strong. Every weapon you mentioned will work in any content in the game. Older weapons become relevant with Prime, Vandal, Wraith or whtever versions. Even meme Kraken could get a Wraith version and shake up the landscape

    As i Said, they are all decent and fun weapons but to make them work they need a bit more of love than the meta ones, part of the diversity I'm trying to achieve is also to be able to see people with the weapon they like instead of what is the most effective one.

    This is affected by enemy scaling and some unhealthy mechanics ingame, DE has abused of the invincibility windows or straight up bullet sponges and that should be addressed too... but we are on the weapons sub forum haha

  14. 2 hours ago, Thrymm said:

    Actually, additive modding on the smaller additions would increase build diversity pretty well.

    Pointing at the base puncture mods probably isn't the place to look simply because puncture sucks anyway and rectifying that is a different story entirely.  The similar slash mod, however, makes an interesting point, due to the opposite effect.  Adding 60% of your weapons base damage to slash would create some interesting and powerful status weapons.

    Instead, look at mods like "Stunning Speed" or "Sure Shot".  These are status chance mods, offering 10% and 15% status chance respectively.  The addition to your weapon is useless.  It's just plain junk, adding these multiplicatively will never, in any circumstance, yield a potential.  There is zero chance that you'll use these for anything.

    Now consider them as additive.  Perhaps you're wishing your Pyrana Prime could be a true status style shotgun, for example.  With its base 12% status, this weapon does not achieve a proper status chance to do so with shotgun mechanics.  If you could put a 15% additive Sure Shot on it, it would now have 27% status before multiplicatives, not enough to hit 100% natural with just four dual mods, but enough to do so with a riven. 

    That puts the weapon in a position in which you'd be able to create one of the very best status weapons in the game, but you'd have to heavily sacrifice damage compared to the crit or hybrid builds you can put on it today.  A decision would have to be made, and options would be available.

    The best part of this approach is the relative trade off it brings.  Things like this create potentially worthwhile situations that don't currently exist, and they do so at the heavy cost of a mod slot, which helps keep them from causing a power creep that I think most of us would find undesirable(the majority of top performing weapons simply wouldn't benefit from additive mods existing).

    Also this also opens the possibility  of the creation of new mods, and if this was implemented and actually works would be a template on how to improve  Warframe modding

  15. 13 minutes ago, (PS4)BattleCry1791 said:

    6 formas isn't too much worse than the 4 that are pretty much mandatory without a riven and 5 if with a riven.  

    Or, Catalysts provide far more cap space.

    I'm already assuming that a Catalyst is already installed in the weapon, still my point stands this provides also a solution to burnout  of having to forma things too much

  16. On 2019-05-30 at 4:32 AM, SaltyWafflesPD said:

    The problem is that a lot of mods either don't substantially change how the gun behaves in a beneficial way or aren't good enough to take the place of the mods that provide the essentials that a weapon needs--usually damage, crit chance, and crit damage. While some weapons do well when built for status, critical chance and critical damage are multiplicative increases in damage. And since higher level enemies are always "more health, more armor", you need to do more damage to compensate.

    Or cause statuses that debuff that armor or health right? thats the reason I´m advocating for additive mods there are mods that provide a 15% multiplicative bonus for status chance... that is ridiculus at least bump it up to 90% if you want us to spend 1 mod slot and 9 capacity on it right? but if you have a 15% base + 15% additive you just need  4 dual elemental/status mods to get  to 100% and make it a viable status based weapon, or an hybrid one  if you want that, that is the kind of diversity i´d like to see in the modding system.

    On 2019-05-30 at 6:25 AM, AKTKWNG said:

    In my opinion, the most absolute basic and easy thing that can be done is to add basic damage bonuses to every single weapon in the game, and then remove basic damage mods altogether. I'm talking serration, point blank, hornet strike and pressure point. Every weapon build in the game is going to have these mods, so just buff the base damage of every single weapon in the game to an amount corresponding to its respective damage mod. Once that's done, the slot that would have been reserved for serration anyway can now be converted into a weapon exilus slot. Take all our current weapon utility mods and change them into exilus mods. Now, everybody has incentive to use non-dps mods in their builds, and overall weapon damage in the game remains unchanged. Unless you're Chroma, but honestly it's not like Chroma is lacking in weapon damage anyways.

    That is a good idea, but then not just serration should be eliminated there are a IPS trash mods that only provide a multiplicative value increase on their respective IPS value, but i dont think DE would ever do that.... i mean the Loot is  "the most important part" in a looter shooter so youd end up eliminating a bunch of loot from the game. I like the idea of the Exilus slot for non dps mods though.

     

    On 2019-05-30 at 6:25 AM, AKTKWNG said:

    Finally, I don't think that having additive stat mods as the standard is good for the game. Just look at what happened with maiming strike, which is a conditional additive 90% crit chance mod. Basically, for weapons that could abuse maiming strike with long range spins, crit chance no longer mattered. If your base crit chance was 10%, now it's 100%. If it was 30%, now it's 120%. You could no longer have a niche as a crit chance-focused whip, because every whip is crit chance-focused. 

    I could not agree more with you! 90% base crit chance is nuts and its too exploitable which is why i only said that additive value should be on mods that are below 50%, just to give them a fighting chance against the prefered multiplicative mods, that would mean that  some of those mods should get their values adjusted  I.E. Critical Delay 48% base crit would be cool but nuts given that you could  combine it  with Point strike  and the "Essential Slot" bonus to go over 9000! so how about  halving it? its still an usefull value and synergizes well with your builds without breaking the game.... and then there are the uncommon status effects mods, as i said earlier they irk me just because they are underwhelming, there is no choice, if you want status you got to get hybrid stat/elemental mods and thats it i want to be able to choose !!!

     

    On 2019-05-30 at 6:29 AM, (PS4)BattleCry1791 said:

    Or you go the other direction and add a flavor slot for anything but dps increase.  So no crit, elemental, or damage mods.  Speed trigger/shred?  Not sure.  I'd think no.  

    there are weapons that would appreciate it... Arca Plasmor and her 4 secs reload  would joyfully cry it you sloted reload speed mod on her... but then even if you have the slot there is the capacity problem, and it could be solved with  formas.... but just imagine having to forma 6 times every single weapon in the game to use a flavor slot, i understand that Warframe is a repetitive game but thats just pushing it!

  17. 7 hours ago, TeaHawk said:

    Sure. So what? Yes, it's kinda super grindy. I assume that. But if you want perfection — you should pay for it.

    I can agree with that, even my suggestion would need formas to work on higher levels

     

    On 2019-05-27 at 1:57 AM, ShaKaL95 said:

    That is because PS is the Bread and butter for crit build rifles,thus,it is common and found everywhere,and its stats are made to have relative impact on the weapons,CD however,is optional to boost it even more,but not by much,and it is found only in orokin vaults,equipping it however,brings a tradeoff in firerate for added crit chance. You are right though, rarity doesn't matter most of the time,eg. Vital Sense is rare yet it drops often,such as other mods.

    It is, but it is not worthwhile, take as an example the buff they gave to Magnum force, the drawbacks dont payoff too much you get 48% extra multiplicative crit and 30% less Firerate, which is a net DPS loss, its the same as the uncommon status chance mods if you want to bump up your status chance they are not enough, I've  a couple topics on those mods asking for  a buff, because again, its not worthwhile normally you end up with 99.9% and that 0.1% sometimes is a *@##$ 😂

  18. 1 hour ago, TeaHawk said:

    By adding a new slot you will not really boost variety. Because simply there are mods better than the others in this game. And naturally you would not waste your 3 brand new slots for things like max ammo capacity.

    However, I really-really would like to see an exilus slot added to all weapons, where you could put mods like "Argon Scope" and "Bladed rounds". For most of my builds it lacks to obtain the pure perfection.

    As i said these slots are for essential mods or how DE calls them "Mandatory" mods, so why 1 exilus  for all the weapons is objectively  better than 3 slots tied to progression and weapon level and how is it any different than my suggestion? I mean we agree that we need more slots for mods dont we? And what about the mod capacity problem? I mean in order to effectiveely use said exilus slot youd probable have to forma weapons a bunch like lets say 3-4 formas per weapon 🤔

  19. On 2019-05-27 at 5:14 AM, ShortCat said:

    If you want to increase build diversity, which I would welcome, that is not the way.

    As i said, I'm open to suggestions, how would you increase build diversity, IMO  diversity is killed by the need to  slot in  mandatory mods and mod capacity overall, unless you add more mod slots or mod capacity how would you solve the problem without eliminating already created mods?

     

    On 2019-05-27 at 5:14 AM, ShortCat said:

    Which weapons are those? Does Braton fall into this category? Can you name some specific examples.

    Soma was one of them, its a cool and still useful weapon but her low base damage hurts her a lot  just because there are weapons that can nuke entire rooms making, other examples would be the mighty kraken  and the non variant boltor and  gorgon to name a few, all weapons ingame can work at some degree on any level but they need extensive use of forma and even so they are subpar in terms of performance even with godly rivens.

     

    On 2019-05-27 at 5:14 AM, ShortCat said:

    This is only a band-aid and completely undermines the spirit of a modding system. With the example you provide with Some, you suggest a massive power creep.

    Could you please define the concept of "spirit of a modding system" for me?, regarding the power creep, it always will exist in games like this and there are cool weapons that could benefit just from that bandaid  as you call it, think about the arca plasmor, it has a decent crit for a shotgun and decent status chance but if you dont  commit to one of those the result is subpar and even if you have a riven its disposition aint that high so the potential of the weapon takes a hit just because you need to choose crit or status.

    Besides DE has previously stated that they are not as eager to introduce new mods because builds are already so tight.Amalgams seem to be  a breath of fresh air on this matter but not all of them will provide a benefit that will make people choose them over the normal variants, now think it you could use Amalgam Serration and not have a severe falloff in damage, would you use it or not?

  20. On last devstream Scott mentioned that he had a hard time dealing with Mandatory mods and how he had tried several iterations to no avail, that topic has been on my mind for a while now and it seems fitting to throw in a suggestion on how to deal with it and hopefully the community and the devs will notice it and take it into consideration.

    Now lets analyze the current state of moding in the game and the problems it has:

    1. Its progression  is tied to RNG but Mod Rarity not always is that important i.e. Point Strike will always be better than Critical Delay but PS is really common and CD is Rare, but everyone will pick PS over CD.

    2. The relation of Rarity vs Power on some mods is messed up, lets look again the values of PS and CD for comparison.

    3. There is a set path where you cant stray too far off and  the alternatives are often not worth it i.e. Slotting in all Vigilante  on a Primary vs Only Slotting Vig. Armaments and a bunch of damage based mods.

    4. All the bonuses (except certain weapon augments) are Multiplicative and if you dont have that high of  a base stat, its not as useful on higher level so meta weapons with high damage are Kings and Queens.

    5. Trying to solve Point 4 would mean to revisit all said weapons that have low base stats, it has been done, but there could be other alternatives to make viable older or lower mastery weapon on higher level content, 

    6. The cost of each Mandatory Mod goes averags between 9 and 15 (Riven Mods should not be considered mandatory, they are a cool addition but they are too tied to RNG)

    7. There are only 8 Mod Slots which at least 3 of those are taken up by mandatory mods.

    8. There are mods that even when you get them at low level are not that useful,lets say you got serration and Piercing shot at level 5 Serration Bonus is 105% of all damage on the weapon, and costs about 10 capacity, and max rank  Piercing Shot at rank 5 costs 9 capacity and its only 30% of base Puncture Damage (Multiplicative)

    9. The power curve when leveling a new acoount is steep, I made one to help out a couple friends that started playing and we started struggling at uranus and when got to sedna were relying more on warframe abilites and the infinite scalling of  melee to get by, also if you are a new player with no prior knowledge  youd probably spend your endo and credits on things that will not help you that much.

    I could list more and more things  that hinder the current modding system, but lets stop and summarize what needs to change:

    1. A clearer progression and power rewards for leveling and undestanding the system.

    2. A way to Slot in other things than mandatory Mods.

    3. An improvement on entry level mods so they can be used by newer and veteran players alike.

    4. A way to make older weapons more relevant on higher level.

    Taking  all these into consideration i would suggest the following:

    1. The Addition of 3 "Essential Slots" for all weapons, these slots will be unlocked every 10  base capacity and have 90% Capacity Cost Reduction, so at level 30 you get all of them, also every 10 levels there are bonuses applied on according Rarity level:

    At level 20 common mods on essential get a "Silver upgrade" that gives 33.3% more stats on the mod and maybe a visual indicator of the bonus on the screen

    At level 30 uncommon mods get an "Gold upgrade" that gives  33.3% more stats on uncommon and common mods

    So common mods have a 66.6% bonus at level 30, uncommon get 33.3%, Rare ones only get the Capacity Cost Reduction, this is to balance the usage of the new slots, so people dont choose to put just the high cost ones into their builds.

    1.1 Legendary quality mods whould not be left out since they are variants of other mods so depending on the original rarity of the variant they could get  a 25% bonus

    2. Change all mods that provide a 50% and lower multiplicative bonus into Additive Bonus, this would open up a lot of possibilites for modding and kind of revive  a lot of weapons without needing a Godly Riven mod.

    2.1 As an exception to the last rule, the uncommon secondary mods: Razor Shot, Concussion Rounds and No Return should be "nerfed" in order to fit this, 50 base IPS damage would suffice and make them fit, also to balance the "nerf" the variants of these for primary and Shotgun could get a buff, lets say 40 base IPS damage on a weapon.

    Finally to illustrate how these changes would benefit weapons that are cool but out of the META, lets take a look to an old faithful, the Soma:

    The Setting:

    1. Lets Assume that you are a new player that has  just leveled up to lvl 30 your Soma.

    2. you now have 3 Essential Slots open for use.

    So, when you Slot in on the first one a lvl 5 Point Strike that costs 9 capacity so with a 90% reduction it would consume 0.9 Mod Capacity, also since its a lvl 30 weapon and a common mod it would get  a bonus of 66.6%, hence instead of the 150% Critical Hit Chance you get 249.9 Critical Hit Chance (YAY you have been rewarded by  leveling a weapon other than having more capacity!)

    Now you still have 29 Mod Capacity points!

    Then you slot in a lvl 5 Sawtooth Clip on the Second one, hence your Mod capacity goes down by 1 and you get 40*1.66 = 66.6, 67 extra Base Slash Damage! so 6+67 your Soma does 74 Slash Damage so you wont have to suffer that much on higher levels! and will be viable on really high missions lvl 100+ just because it has  a good critical hit  and a decent  base damage so you can play around with other Mod combinations of your liking!

    Lastly  since you did not have that much endo nor credits since you started up you slot in a lvl 5 Serration, YAY +105% more damage  and you still have 27 mod capacity left  to add Elemental Damage, or multishot or status chance mods or Silencer mods, or magazine size and reload  speed mods, etc.

    Hope this illustrated the intent of these crazy suggestions of mine, also if you are a veteran that know  the current modding system you already know the implications of these changes and how your favorite but  non meta weapons can be benefited, I know this will benefit  the META weapons too but i firmly believe that this would provide a healthy modding balance in the game.

    Looking forward any well argumented criticism on this post and any suggestions

     

     

     

     

     

  21. On 2018-08-18 at 6:32 AM, Yuri_Doujinshi said:

    I mean, I'm at 700+ days right now, and I see no problem with people accessing the weapons early. It doesn't change the fact that I will always have more login reward items than they do, so long as I keep logging in.

    Same for me, from a new player retention perspective is too much work to keep logging in 2 years in a row to get the  milestone's weapons

    its not the end of the world

  22. 20 hours ago, Dojutrek said:

    Just to simplify this idea a bit, you could do all of this with Mods. Say the Turret is similar to Venari, as previously stated, instead of having a kit based in amplifiers, why not take the mods on the weapons you have? Sort of like an Ammo selection, "Primary"/"Secondary"/"Sentinel" modes.

    That could be done too i also thought about that possibility but discarded it in favor of the cringy one 😂 because that would still cause a desperate need for strong weapons when using a Vauban Loadout.

    20 hours ago, Dojutrek said:

    Here's a series of questions, what about other Vauban players? what if there's a squad of them, would they be able to apply this to a friends turret? How many turrets are we allowed on the battlefield for a single Vauban? Can these amplification effects be stacked? if so, how much? These are all questions that need to be answered.

    The answer to these would be 1 turret  and 1 amp function per Vauban.

    No, they should not be applicable by friendly Vaubans  instead every Vauban could use  1 variation to achieve maximum effect for the squad making the  Vauban player choose  the right tool for the right time.

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