LucifelShiningL
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Posts posted by LucifelShiningL
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Just now, DawnFalcon said:
Yes, it's *completely* unsuitable for weapons with other aiming mechanisms like Convetrix and Phage.
And I'm not keen on it on other weapons you aim. Arguable for area weapons, but then you'd need to widen the "spray" of the Ignis (and Embolist).
You misreading the Point.
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Just now, DawnFalcon said:
That would be a good mechanism for, say, Flux Rifle / Spectra.
Other weapons? Don't see the need. Cut damage and status % if needed for balance.
I saying "10% starting damage" is the S#&$s.
Convectrix Alt fire can't concentrate the focus on single target.
Always Scissoring.
Current ramp up per target system messed up that function.
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1 hour ago, ganjou234 said:
- Introduce Ramp up decay. Simple. Problem solved.
- Increase Ignis & Ingnis Wraith's cone.
Ramp up is pretty similar to a heat mechanic.You build it up per target to do damage.
4 minutes ago, DawnFalcon said:Exce
Except those usually decay, often after a timer, rather than instantly falling off.
The other weapons dealing starting 100% full damage, but only Beam(and Flamethrower) 10% to starting.
Fair huh?
If they want to realistic heat mechanism, then make the starting 100% full damage and make the Ramp up per target are "Bonus" damage amplifier.
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9 minutes ago, yles9056 said:
I'm assuming it's for balance reasons and also gives beam weapon some uniqueness. All beam weapon are pretty strong now.
Damage instantly fall to 10% Even if when you slightly lost your target from crosshair.
Is that "Strong"?
Only Ignis can handle this 'unacceptable' penalty.
Conventrix's Alt fire can't ramp up. always dealing 10% damage. What a mess?
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We have Cetus' Zaws the Order-made melee weapon.
How about the Order-made Firearms?
Maybe Darvo can support them.
Needs many parts to create them one.
Barrel : Accuracy, Damage, Critical chance, Critical multiplierUpper receiver : Weapon type(Rifle, Shotgun, Sniper, Launcher, Etc...), Ammo type(Rifle, Shotgun, Sniper, Etc...), Damage type, Damage, Number of pellets, Fire rate(or Charge time).
Trigger group : Trigger type, Fire rate(or Charge time)
Lower receiver : Weapon type(Primary, Secondary), Attack type(Hit-scan, Projectile), Reload time
Magazine : Damage, Fire rate(or Charge time), Magazine size, Reload time
Stock : Accuracy, Critical chance, Critical multiplier
Optics: Zoom type(Aim, Scope), Zoom level, Accuracy, Zoom bonus
Accessories : Options(Alt fire, Bonus Accuracy, Bonus Cricital chance, Etc...)
All parts are Corpus-Base, but some parts effected by other forces.(Example : Corpus designed Grineer technology based parts)
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Warframe's Game speed is truly Speedy.
So concentrate beam on to the target all the time? You can't that.
Even boss keep shake your aiming.
Ramp up per target?
What a mess?
if want to keep these ramp up per target system, then make them "Bonus" damage.
Not the starting 10% damage of the full damage.
Example:)Starting damage 100%, keep shooting on target 1 sec ramp up 10%, so 5 sec to ramp up 50%.
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[Example Status]
Mastery 12
Weapon Slot Primary
Type RifleAmmo Type Rifle
Range Limit 50 m
Noise Level Alarming
Accuracy 100
Magazine Size 30 rounds
Max Ammo 150 rounds
Reload Time 3.5 sPrimary Attacks
Total Damage Radiation 200.0
Crit Chance 5%
Crit Multiplier 2.0x
Status Chance 30%
Punch Through 0.5 m
Fire Rate 30 rounds/sec
Trigger Type Held
Ammo Cost 0.5 ammo per shot
Allowing it to hit multiple enemies at once.Secondary Attacks
Total Damage Radiation 2000.0
Crit Chance 30%
Crit Multiplier 2.0x
Status Chance 5%
Punch Through 2.0 m
Charge Time 2.5 s
Fire Rate 5.0 rounds per sec
Trigger Type Charge
Ammo Cost 15 ammo per shot
Allowing it to hit multiple enemies at once. -
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1 hour ago, Ragingwasabi said:
sounds interesting. wouldnt mind see one
Thx.
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Just now, Insizer said:
So you want a heavy damage, massive AOE continuous fire gun?
But low ammo efficiency to can't shoot them all the time.
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10 minutes ago, Tailion said:
Opticor?
6 minutes ago, Taillteann said:This
Nah. Opticor is not Held trigger.
Similar type weapon is [Ove*watc*] Zar*a's Particle Cannon primary fire.
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How about the heavy beam cannon like Balor Fomorian's main gun.
Large diameter hit-scan, long ranged, held type trigger.
but can held short time(low ammo efficiency), slower when firing.
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Like a [O*erwat*h]'s Z*ry* Particle cannon.
Two-handed held trigger heavy beam cannon.
Large sized hit-scan diameter medium range.(like reversed Ignis hit-scan shape?)
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Peacemaker Augment : Persuader
Remove Automatic targeting system, Can moving(even parkour) while activating Peacemaker. Ability Efficiency Improve.
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"That 'Thing' is Unstoppable, Overwhelming, and Extraordinary. We can call that 'Thing' a Warframe-sized Battleship itself. Tenno."
The 'Juggernaut' is Long-Ranged Heavy Artillery Type Warframe.
Passive:Gravity Anchor.
When aiming the skill, Warframe are fixed on space.
1st Ability : Gravity Carronade. Hold to Aim, Release to fire the Projectiles of Gravity. Projectiles pulls hostiles when explode. Ability strength and range will effect the damage, pulling power and range, AoE.
2nd Ability : CIWS. Toggle the Close-In Weapon System. Will shoot down the hostile projectiles. Ability strength, duration and range will effect the chance of shoot down, number of shoot down at same time, range.
3rd Ability : Vertical Launcher. Hold to Lock-on multiple target, Release to fire vertically massive salvo of the micro missiles. Ability strength, duration and range will effect the damage, number of projectiles, range, AoE.
4th Ability : Battle Stations. Toggle to turn on all warframe's armaments. Warframe can move, and firing own weapons. Automatic targeting nearby, or aimed enemies, fire at will. Ability strength, duration and range will effect the damage, number of projectiles, number of projectile(armaments) types, range, AoE.
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1 minute ago, Kaotyke said:
Its called Team Health Restores.
53 minutes ago, (Xbox One)SupremeMorpheus said:I like the idea, but I also see how it could fail as well. If it were added, it would need to be very very carefully balanced... Or just there as an operator-only health pack for those who don't have regenerating health from void dash (or vazarin)
Not a consume when in-mission. consume when before the mission.
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11 minutes ago, OneOfTheNephilim said:
Obviously you're joking, but if they did give any kind of damage buff, then to stay competitive/meta/whatever we'd be railroaded into putting time into another pointless mechanic to keep up. And the devs would still have spent their time developing it. And finally, to be frank, more buffs for any frame would be game breaking and power creepy as most content is already far too easy once you've geared up.
and NOT A FRAME.
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15 minutes ago, UMBRAREAPER said:
But what if the food we eat as operators give us a 1000% dmg buff? XD
Not a simply like that.
Operator's Status Buff. Not a Amp.
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Many fishes and fruits we can get from the Plains of Eidolon.
Add some animal and meat, and Cook them for Operator.
Consume the cooked food to buff operator's status temporarily.(Example:Focus energy regeneration buff, Health buff, Etc...)
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Just for Re-Roll.
Nami Skyla Croni-mantitox
+8% Toxic
+5.7% Attack Speed
+4.1% Damage to Corpus
0 times re-rolled, MR 13, Vazarin Polarity.
200Plat.
Tonbo Utides
+14.7% Channeling Efficiency
+16.1% Status Duration
0 times re-rolled, MR 9, Naramon Polarity.
200Plat.
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Just for recycle.
Vectis Sciata
+154.8% Damage
+121.6% Slash
Recycled 8 times, MR 12, Vazarin Polarity.
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Lenz Magna-Visipha
+113.7% Damage
+57.4% Heat
+82.8% Impact
Recycled 3 times
PM to Offer, negotiate.
Starting 600 Platinum.
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Lenz Magna-Visipha
+113.7% Damage
+57.4% Heat
+82.8% Impact
Recycled 3 times
PM to Offer, negotiate.
Starting 600 Platinum.
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Stage 4/4 stoned.
3 times of 2 times when used Phylaxis.
1 times are with mesa, destroyed multiple spawn with punch-through opticor, and killing spawned infested instantly with peacemaker.
Update 22.12.0: Weapons Changes Feedback Megathread
in Weapons
Posted · Edited by LucifelShiningL
Machine-gun type Assault rifles(Example: Soma) has Ramp-up.
BUT, They do 100% damage even if first bullet. Just Ramping up the fire rate.
Beam weapons dealing start 10% damage first strike, and even if you change the target.
Is this same thing?
NAH.