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NuclearCoffeePot

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  1. I wanted to see if I could proc it on enemies in vortex with punchthrough, and just stack up mines for dot
  2. For those of you who do not know about this mod it is a Perrin Sequence exclusive for the Lanka, that causes kills on flying enemies to drop arc traps. These traps deal very low damage but they apply a lot of electric procs. So what's the problem? It's the flying condition, because "flying" does not include enemies who are lifted, ragdolled, or suspended by warframe powers. After testing with weapons, and warframes like Zephyr, Vauban, Titania, and a handful of others I can confirm that this only works on enemies who inherently fly, and only while they are in the air. This works on Corpus Drones, Grineer Hellions, as well as Flying Amalgam enemies like the Alkanost. Interestingly enough it also works on some sentient enemies since they levitate. While it is a syndicate specific mod which is meant for specific scenarios, the fact that the flying condition can't be forced using warframe abilities is disappointing, as it is the whole reason I purchased the mod. Would it be so game breaking if the flying condition was changed to Airborne?
  3. Ok passive is headstealer-getting headshot kills provides you with some sort of stacking buff 1-Lance charge-Is as sounds, charge forward with a lance dealing puncture damage and pinning enemies on the lance temporarily, if mounted, charge is faster, deals more damage and can keep going the more enemies you hit 2-Mount Summon-Extra HP pool, bonus ms, mabye cc immunity That's all I've got thank you for coming to my ted talk.
  4. So as many Vauban players know(I say many but there's like 5 of us) bounce was his og meme ability, and when it was replaced by vector pad the community collectively sighed. However we all underestimated Vauban's new meme ability, tether coil. Place it on a ceiling with max range, or on a speed frame like volt(yes you can put it on allies) and hilarity will ensue. I was inspired by this strategy to conceive the augment "Mobile Deployment" or as I prefer "Tactical Chandelier" Augment Description- "Upon casting any of minelayers abilities, rather than falling to the ground they will instead hover around Vauban. A maximum of four mines can be active at any given time, and they have slightly altered effects" Flechete Orb-The same, you can only have 4 mines active at a time, so you can just hang onto one for a little extra damage, or go all out and be a walking pincushion Tether Coil-As described in the opening paragraph, the tether mines simply orbit around you and provide their existing utility, although I have noticed that currently when tether coil is used on a moving object, the enemies it attaches too seem to be anchored in place, or possibly just caught on terrain, thus enemies should be ragdolled and perhaps have some altered unit collision Vector Pad-Simply grants its mobility bonus passively with reduced strength- having multiple will cause the mine to attach to any ally that comes within a set radius, providing them with the buff Overdriver-Provides the same buff, orbiting mines will shoot off and attach to allies who come in range.
  5. Personally I would just like to make rift surge a buff, that consumes extra energy to let you interact outside of the rift- Sample Description- Limbo channels his energy into specific items and objects he interacts with, allowing him to alter their rift state- While active, Limbo's weapons will be able to damage enemies outside the rift, at a cost of energy per second while he is dealing direct damage(not triggered by dot)- Limbo's damage to enemies outside the rift is naturally reduced by 25% but increases for each enemy and ally within the rift, allies also benefit from Rift Surges effect, and have a smaller energy cost- Augment- Energy transfer- When Limbo kills an enemy outside the rift while using Rift Surge, he channels the energy of the attack into nearby foes, banishing them and dealing "overkill damage"(if the attack that killed the enemy did more damage than they had health, the damage is divided amongst enemies in the radial banish aoe All that being said I really like your ideas and I think they would be great if implemented into the game
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