Jump to content

BionicFreak

PC Member
  • Posts

    141
  • Joined

  • Last visited

Everything posted by BionicFreak

  1. Man, I guess this forum is where ideas go to die xD
  2. The list is now fully complete (for the time being)! Again, any and all constructive criticism and/or additional ideas are more than welcome!
  3. New Secondary Weapon idea: Dyomata This weapon is of Corpus make, and following Corpus etiquette and traditions, it was given a Greek name: "(Δύο Κύματα) Dýo Kýmata" meaning "Two Waves", shortened to "Dyomata". Be sure to read the full list. This weapon has a few tricks up its sleeves! It's got a "more than meets the eye" type vibe, if you know what I mean. Weapon Design/Catagory: All-New (Secondary) Dual Arm-Cannons Unlike (Primary) singular Arm-Cannons (Shedu/Bubonico), these Arm-Cannons only cover the hands and forearms of the Warframe. Weapon Stats: Base Stats: Magazine Type = Battery Magazine Size = 100 Reload Delay = 0.5 Seconds Reload Rate = 50 Per Second Full Reload Time = 2.5 Seconds Multishot = 1 Noise Level = Alarming Fire Modes = Hipfire/ADS (and maybe an extremely unique Alt-Fire Support Mode-Switch, which will be explained later!) Note: The Dyomata has two unique Firing Modes that change automatically based on whether the wielder is Hipfiring or Aiming-Down-Sights Primary Mode (Hipfiring): Fire Type = Wide-Range Wave Attack Fire Rate = 1.5 Shots Per Second Ammo Consumption = 10 Per Shot Accuracy = Medium Punch-Through = Infinite Enemy Punch-Through, No Terrain Punch-Through Trigger = Semi-Automatic Falloff = 10 - 20 Critical Chance = 22% Critical Multiplier = 2x Status Chance = 46% Impact = 100 Magnetic = 200 Total Damage = 300 Primary Description: The Dyomata's Primary Firing Mode shoots out short-lived electromagnetic fields infused with kinetic energy, temporarily revoking shield regeneration and staggering enemies. This Firing Mode is similar to that of the Arca Plasmor's wave-like attack, only this gun fires weaker rounds that have slightly larger radiuses and much shorter range. This Firing Mode can be seen as a "Primer" with half-decent damage. Note: The Dual Arm-Cannons fire one after the other, instead of firing at the same time. Secondary Mode (ADS): Fire Type = Heavy Beam (+2 Link) Attack Charge-Up upon Aiming = 1.5 Seconds Fire Rate (After Charge-Up) = 12 Ticks Per Second Accuracy = Very High Zoom Increase = None Punch-Through = None Trigger = Held Falloff = 30 - 50 Critical Chance = 46% Critical Multiplier = 3x Status Chance = 22% Puncture = 7 Corrosive =15 Total Damage = 22 Secondary Description: The Dyomata's Secondary Firing Mode transforms and merges the Dual Arm-Cannons together to fire a single massive beam of pain and suffering upon enemies, puncturing their armor and corroding their insides. This Firing Mode would share the same enemy-linking mechanics as other beam weapons, such as the Kuva Nukor, Tenet Cycron, Atomos, etc. but unlike these weapons, the beam's radius is much thicker and more intense, similar to that of Wisp's Sol Gate. As described, aiming with the Dyomata causes them to transform and merge, this interaction takes 1.5 seconds to complete before being able to fire. During this 1.5-second animation, the player is rendered immobile (with exceptions, such as riding a K-Drive or Yareli's Merulina). Letting go of the aiming button will immediately cancel the animation. Request to the Art/Animation team: Please make the weapon transformation look AWESOME! Extremely Unique Entirely Optional Alt-Fire Support Mode Before I lay out the info, I want to clarify: This absolutely does not need to be added to the weapon, but if it is, it would be very cool and extremely unique. Alt-Fire-Activated Support Mode Converts both Firing Modes into support variants, removing all forms of damage All Base Stats remain unchanged Switching to and from Support Mode causes a 2-second animation Alt-Fire Support Primary (Hipfire) Fire Type = Wide-Range Wave "Attack" (In a very supporting manner!) Fire Rate = 1.5 Shots Per Second Ammo Consumption = 10 Per Shot Accuracy = Medium Punch-Through = Infinite Punch-Through (Pass through all matter, with the power of friendship!... within range) Trigger = Semi-Automatic Falloff = 10 - 20 Critical Chance = 22% Critical Multiplier = 2x Status Chance = 46% Status Debuff Clearing = Upon Status Proc, clear 1 Status Stack from all active negative Status Effects for hit Allies (Affected by Status Chance) Shields = Shooting Allies gives them 50 Shields, exceeding Ally Shield Limit will provide Overshields (Fully affected by all Damage Mods and Critical Chance!) Alt-Fire Support Primary Description: Using advanced Corpus technology, the Dyomata augments its electromagnetic fields to recharge Ally Shields and clear negative ailments. As described, the Dyomata no longer damages enemies in this mode, instead, Primary Fire recharges Ally Shields and clears their negative Status Stacks. Note: Bouncing the projectile against a surface will allow the wielder to recharge his/her own shields and remove one's negative Status Stacks (Though I'd assume DE would disable this feature for the likes of Hildryn 😢). Alt-Fire Support Secondary (ADS) Fire Type = Homing Health Beam (Automatically seeks out and attaches to 1 or more allies, depending on multishot) Charge-Up upon Aiming = 1.5 Seconds Fire Rate (After Charge-Up) = 12 Ticks Per Second Accuracy = None (It automatically attaches to any ally within sight and range) Zoom Increase = None Punch-Through = None Trigger = Held Falloff = 30 - 50 Critical Chance = 46% Critical Multiplier = 3x Status Chance = None Damage Reduction = 75% Damage Reduction to Allies, while the beam is linked (also applies to the wielder) Health = Linking the beam to Allies gives them 10 health per tick of Ammo (Fully affected by all Damage Mods and Critical Chance!) Alt-Fire Support Secondary Description: The Corpus have reverse-engineered the elemental properties of chemical corruption, thus developing an all-new form of medicinal technology. The Dyomata utilizes this profound technology to rejuvenate injured Allies and form a temporary protective barrier around them. As described, the Dyomata no longer damages enemies in this mode, instead, Secondary Fire heals Allies and gives them damage reduction while linked to its healing beam. The wielder is also guarded by the protective barrier during this interaction. Thank you for reading! I hope to see this weapon (or a weapon like it) in Warframe one day. And no, the Basmu does not count xD It might be best to make this a Tenet weapon, given how unique its functions are. I guess that would make it "Tenet Dyomata" The stats are believed to be well within Warframe's balance requirements, but feel free to offer any criticisms or ideas to improve them. And lastly, as I previously mentioned, the ultra-unique Alt-Fire Support Mode is not needed, it was just a neat thought that popped into my head. Though it would be nice to play the support role without a support Warframe!
  4. Still pretending to not see what ALL of us are saying, huh? We. Do. Not. Want. LOS. For. Tragedy. In all truthfulness, none of us want LOS requirements for ANY Warframe Ability and AOE Weapon. LOS has given joy to NO ONE.
  5. Just found out about Eclipse.... There goes my unique Zephyr build. Thanks, DE. Y'all used to complain about Scott's Nerf Hammer, but now we got all these Warframes and their Helminth abilities Cobaining themselves...
  6. Just to clarify for the both of you, Dark Verse DID require LOS, but it was buggy and sometimes made it through walls. I played Dante day-1, not a single hotfix, and LOS was present for Dark Verse. The individual claiming that Dark Verse did not have LOS is simply mistaken, but understandably so, due to the fact that it was very buggy (in our favor) and often times went through walls. Regardless of Dark Verse, which I think makes sense to have LOS, Tragedy should NOT have LOS. Tragedy can only nuke on it's own in very low levels (1-60ish). In Steel Path, Tragedy is USELESS without Dark Verse, which again, already had LOS, so adding LOS to Tragedy was nothing short of a.... well, tragedy. They refuse to admit the true reason for his massive nerf, but DE did this to us to prevent us from farming relics faster in low-level Defense missions, as well as Sanctuary Onslaught. I was able to complete 10 waves of Defense Missions in just 4 minutes and 30 seconds, they don't want that. Funnily enough, I have another Warframe (that shall remain unnamed) that can still complete 10 waves in 4 minutes and 40-50 seconds, but the downside is that my fingers aren't treated very nicely for the entire duration of those 4 minutes and 40-50 seconds. Another funny thing is that Tragedy can't 1-hit eximus enemies... which were added in the first place to combat AOE Nukers! So their excuse STILL doesn't make any sense! Oh well, they enjoy seeing us suffer. I guess that's the TRUE true reason behind it all.
  7. The reactions-per-day limit is just another way they are trying to censor us. Every single post asking to have Dante reverted would have thousands of upvotes, if not for the limit they've set upon us.
  8. The fact that they are blatantly pretending to not see what ALL of us are saying is what vexes me.
  9. If you want to fix LOS for other Warframe abilities, fine, but just so you know, LOS requirements have never made anyone happy. Remove LOS for Tragedy. This was a bait-and-switch SCAM, and you know it, DE. And now you know that we know it too.
  10. Exactly this. I'm sick of hearing them say "Oh my, we realized we messed up, we are now going to 'fix' LOS". Like, no! We don't want it "fixed", we want it REMOVED. It ruined his playability, like most LOS-required Warframe abilities.
  11. This is pathetic. People don't want LOS "fixed", they want it REMOVED. Stop lying to us and give us the frame we paid for. This is nothing less than a bait-and-switch scam.
  12. See, I knew you guys were lying when you said "We hear you on it all and are not taking it lightly". Remove the LOS requirements COMPLETELY. You made a mistake, that's ok, now undo it. People paid a lot of money for this Warframe, the least you could do is give them what they paid for. What you've done today is nothing short of a bait-and-switch scam. Edit: To the moderator who is deleting and EDITING people's comments: You know what you are doing is wrong.
  13. That's good to hear, but I hope you actually mean it. Buff garbage frames instead of nerfing frames that are fun to use.
  14. I'm having this same issue. Has DE made any official statements on it? Also, lol, are you censoring your own gamertag even though we can see it directly on this forum?
  15. Seriously, why are we only getting 3 Splinters per Steel Path Effervo mission? I was getting around 6 to 10 per mission last week, which for me was already too little so I stopped playing for a week to recover from the burnout, and now I'm only getting THREE per mission?.... What even is this? You want us to play 4 of these missions just to get 1 arcane of which we need 21 of just to max it out?! Is that really how little y'all care about our time? Also, wtf is the point of us spending real money to get these boosters when they only work on half of the game's items? I know it says "resource booster" but it should really work on ALL items, be it drops or rewards. You've already greedily split it into multiple categories (Endo, Resources, Credits, and then the "drop chance" ones...), I wouldn't be surprised if you guys start selling a "Reward Booster". It really makes me sad. I feel like DE is becoming more and more rude over the years, completely uncaring/ungrateful towards those who spend their time and money on this game.
  16. I'm super grateful to have been among the first! I can't wait for Soulframe!
  17. I was getting 6 to 10 splinters for each of the event missions, which I already thought was too little for how long these missions take, and now I'm only getting 2 or 3 after this last patch! This is horrible, and now I'm hearing this is the last patch for the next 2 weeks?!? Do you really expect us to spend 21 hours to max-out a single arcane? And also, not only did it takes 2 separate hotfixes to "fix" the new orange crit shard, but it still needs some more fixing. If I have 5 of those shards on my Warframe, it should give me 5% per kill, not 1%. I have 2 Tauforged and 3 regular shards on my Warframe, and it is taking me over 200 kills to max out the crit buff. It should require no more than 50 heat-infused kills to max these shards out. I'd really prefer it if the shards worked like y'all originally implied: FUSE 2 Shards together and receive a "BONUS" effect, all in the same package. Meaning we would fuse 2 shards into 1 new shard, keep the original effects, and gain a new "bonus" effect, as you guys described it. If I made a Topaz Archon Shard, I should be able to select 3 effects, for an example: Crimson Archon Shard's +25% Secondary Critical Chance, Amber Archon Shard's +50 Effectiveness on Energy Orbs, and then Topaz Archon Shard's added "bonus" of Increase Secondary Critical Chance by 1% every time you kill an enemy affected by Heat Damage. Max 50%. This is the way these new (mostly garbage) Archon Shards should work.
  18. I agree, I still very much want Steel Path Arbitrations... then the [NEXT] Path difficulty!
  19. So not only do we still not know if the new Secondary Crit Chance Shard stacks with more than 1 Shard, but I also just tested the Shield Regen effect (And also, Blast? Really?) and it literally doesn't work at all. I don't mean to sound rude by asking this, but did you guys even test these shards before releasing them to us? The amount of shards and bile I've just wasted is really starting to make me sad.
  20. "two Archon Shards to be fused together to create a single Shard that offers a set of new embed 'bonuses'" -DE I put an emphasis on the "bonuses" part, which is implying that it is offering a "bonus" to the original stats of the fused Archon Shards. This, of course, could just be a misuse of words. But it's like them saying "Hey guys, here's this mod called Primed Serration, which offers a 'bonus' of +75% damage!" to which we would understandable think "Oh cool, so we'll have an additional +75% bonus to Serration's 165% increase to damage, meaning it will give us an upgraded +240% damage increase!" Only to realize that they actually meant it would literally only offer a +75% increase to damage, not a "bonus" to the original +165% increase to damage that Serration has. Regardless, this stuff ain't available until endgame. "Powercreep" is the main reason us endgamers still love playing this game. Not to mention that an overpowered loadout doesn't do much for any of us who use our proper Warframes, the real winners here are the little guys: the useless Warframes that are painfully outdated. Also, it's not like we can fuse 2 red shards together, as awesome as that would be. We can only fuse 2 different shard types. And, again, this is endgame content, so having effectively 10 Archon Shards plus 5 special bonus effects on just one specific Warframe (kind of a high cost) would not be all that terrible of an idea, especially since we will likely be getting a THIRD difficulty soon. We have Normal, Steel Path, and soon we will have the much-anticipated [UNNAMED] difficulty, for those of us who want a tough-as-nails experience! This third difficulty will require us to be as strong as possible. Also, and I can't stress it enough, these new "bonus" effects are super underwhelming. The only one's that even peaked my interest were one's that I was considering would only be cool as an add-on to the original stats of the fused archon shards. These bonuses suck on their own. The critical chance one for pistols is cool though.. but it'd be cooler if the OG stats would stay alongside it. #Powercreep4Life!
  21. Dude I am having the same concerns. From what they said, it seemed like the new Archon Shards would KEEP the 2 stats of the original 2 shards that were fused together, and then we'd get an extra cool bonus stat, but now I'm not so sure. I also noticed the statement about the segment being unlocked upon reaching the Rank of Researcher, yet that is not true in-game. I still think this is a bug because, upon reaching the rank of Researcher, Loid sent me a message in the inbox saying that the Helment Segment was now available to obtain. Again, this was not actually correct. I think someone messed up and locked it behind the rank of Scholar on accident. At this rate, we won't be able to acquire the segment until the day after tomorrow. I guess this is their way of forcing returning players to play Warframe for as long as possible before they unlock all of the new stuff. I really hate the way they handle Syndicates. They need to remove the daily cap.
  22. "How to unlock Coalescent Fusion: The Helminth Coalescent Segment Blueprint can be acquired from the Wares & Shiny Treasures vendor in the Sanctum Anatomica after reaching the Researcher tier with the Cavia Syndicate. Once you have built and claimed it from your Foundry, return to the Helminth Room in your Orbiter to install it." There seems to be a "bug", because Warframe currently requires the player to have reached the rank of "Scholar", not Researcher, which sucks as I am super impatient and want to use the new Archon shards ASAP. Also, quick question, do the new Archon Shards still keep their original stat buffs when fused into a new shard, or do the new shard stats overwrite the old ones? I only ask this because the stats on most of the new archon shards are super lame. And why has Yareli received ZERO bug fixes to this very day? She has some seriously messed up bugs that range from mildly inconvenient (not being able to use any action for 5-15 seconds) to outright game-breaking (deleting your Warframe, causing you to be permanently stuck as the Operator, and deleting ALL acquired items during that specific mission, both before and after this bug happens).
  23. So the cap was 3,875, but now it's 4,200? Cool, if true! Edit: No, y'all lied about the bonus. It went from 3,875 to 3,900.... Gee, thanks. And ffs, reduce the 3 minute defense round. I just sit there laser beaming some ships down and then doing pretty much nothing. It'd be pretty cool if shooting ships down would cut the timer by 10 secs or more.
×
×
  • Create New...