SleepingMorning Posted December 29, 2018 Share Posted December 29, 2018 (edited) Hello fellow Tenno, tl;dr: Why do melee weapons not have a melee silent mod? I have an inquiry: why do melee weapons not have a melee silent mod? I seems reasonable that with the change of the Redeemer and Sarpa to non-silent melee weapons, melee weapons also get a melee silent mod. Additionally, shouldn't Ivara have an augment for weapon silence? Ivara's theme as I understand is the silent, unnoticed hunter; therefore, isn't it reasonable that a hunter out to be able to hunt without alerting her prey? With the best regards, Confounded Tenno Edited December 29, 2018 by SleepingMorning Link to comment Share on other sites More sharing options...
-VS-Airikr Posted December 29, 2018 Share Posted December 29, 2018 Melee weapons are silent by standard afaik. Correct me if i'm wrong. 3 Link to comment Share on other sites More sharing options...
KenthNisshoku Posted December 29, 2018 Share Posted December 29, 2018 1 hour ago, Airikr said: Melee weapons are silent by standard afaik. Correct me if i'm wrong. Gunblade shots alert enemies Link to comment Share on other sites More sharing options...
NinjaZeku Posted December 29, 2018 Share Posted December 29, 2018 2 hours ago, Airikr said: Melee weapons are silent by standard afaik. Hitting the ground / walls / whatever with a naturally silent weapon will still alert enemies. To stop that from happening, you need a silencer Mod (including the Loki Augment), maybe Banshee's Passive / Silence also works, not sure. [BTW, this is one of the reasons why I prefer a silenced Sniper over Bows for Solo stealth.] Link to comment Share on other sites More sharing options...
(XBOX)KayAitch Posted December 29, 2018 Share Posted December 29, 2018 5 hours ago, SleepingMorning said: Ivara's theme as I understand is the silent, unnoticed hunter; therefore, isn't it reasonable that a hunter out to be able to hunt without alerting her prey? I would have said silence was definitely more Banshee's thing, while invisibility was Ivara's. Ivara already has some of the best augments in the game, she doesn't need a silence one. I don't think that shotgun or explosive weapons should be silence-able at all - the Redeemer is a blast shotgun that really doesn't need a stealth multiplier. It would feel a little broken to be running round blasting rooms of enemies away with it while a mob just outside that blast cone is unaware. Add to that the fact this would essentially be an augment, with only two weapons needing it, and I don't think it's worth the coding time. I'd far rather have an augment/stance that gets rid of the flourish before a charged shot, or a silence mod that applies to sniper rifles. When it comes to ranged melee Ivara is better suited to glaives anyway, as they work with Navigate (you can slice every enemy in the room in half with one throw). 2 Link to comment Share on other sites More sharing options...
NinjaZeku Posted December 29, 2018 Share Posted December 29, 2018 (edited) 42 minutes ago, (XB1)KayAitch said: I don't think that shotgun or explosive weapons should be silence-able at all Except you can already do that to "actual" Shotguns / Launchers / whatnot 😛 42 minutes ago, (XB1)KayAitch said: the Redeemer is a blast shotgun that really doesn't need a stealth multiplier Eh, Redeemer's charge shot is hardly the most broken thing in Warframe to benefit from that. You can clear rooms easier with stuff like Meme Strike (or lol Zenistar UFO Ivara), or whatever, considering you can turn on stealth multipliers on demand with certain abilities. 42 minutes ago, (XB1)KayAitch said: I'd far rather have [...] a silence mod that applies to sniper rifles. Uhm ... 😄 Edited December 29, 2018 by NinjaZeku Link to comment Share on other sites More sharing options...
(XBOX)KayAitch Posted December 29, 2018 Share Posted December 29, 2018 3 hours ago, NinjaZeku said: Uhm Ha ha yes, completely forgot 😄 3 hours ago, NinjaZeku said: Except you can already do that to "actual" Shotguns / Launchers / whatnot 😛 Yeah, but I'm not a fan, it just doesn't feel right. I mean, Banshee style powers silencing everything, fine, that's some magic Orokin gubbins, but in mods how do you silence a shotgun? Or an explosion? Link to comment Share on other sites More sharing options...
Arcira Posted December 29, 2018 Share Posted December 29, 2018 Counterquestion: Why do Shotguns have silence mods? Link to comment Share on other sites More sharing options...
NinjaZeku Posted December 29, 2018 Share Posted December 29, 2018 1 hour ago, (XB1)KayAitch said: I mean, Banshee style powers silencing everything, fine, that's some magic Orokin gubbins, but in mods how do you silence a shotgun? Or an explosion? Same gubbins really, Mods are Orokin tech. You could just as well ask how Mods e.g. create an Affinity-dependent radial blast or make flowers sprout out of critical wounds. A space wizard did it. Link to comment Share on other sites More sharing options...
NeopetsMaster4432 Posted December 30, 2018 Share Posted December 30, 2018 How do thing like mods, formas, lenses, and potatoes even get added to guns/warframes? I understand their in-game mechanics, but I mean from like a lore perspective. Do they get forged into the equipment? Do they stick on like stickers? They don't seem to be physical attachments, so I don't quite understand how they're actually added. 🤔 Link to comment Share on other sites More sharing options...
NinjaZeku Posted December 30, 2018 Share Posted December 30, 2018 2 minutes ago, NeopetsMaster4432 said: How do thing like mods, formas, lenses, and potatoes even get added to guns/warframes? I totally get you on that, but, while part of me definitely wants to know all the details of Warframe technology, another part really doesn't mind stuff like that being left open to the imagination, that'll always be more interesting. Link to comment Share on other sites More sharing options...
Fallen_Echo Posted December 31, 2018 Share Posted December 31, 2018 (edited) On 2018-12-29 at 12:37 PM, Airikr said: Melee weapons are silent by standard afaik. Correct me if i'm wrong. As far as i know (unless it was fixed) one of the mr tests give melee an alarming sound. Maybe hes referring to that. Edited December 31, 2018 by Fallen_Echo Link to comment Share on other sites More sharing options...
(XBOX)CynNex Posted December 31, 2018 Share Posted December 31, 2018 On 2018-12-29 at 5:48 PM, (XB1)KayAitch said: I would have said silence was definitely more Banshee's thing, while invisibility was Ivara's. Ivara already has some of the best augments in the game, she doesn't need a silence one. I don't think that shotgun or explosive weapons should be silence-able at all - the Redeemer is a blast shotgun that really doesn't need a stealth multiplier. It would feel a little broken to be running round blasting rooms of enemies away with it while a mob just outside that blast cone is unaware. Add to that the fact this would essentially be an augment, with only two weapons needing it, and I don't think it's worth the coding time. I'd far rather have an augment/stance that gets rid of the flourish before a charged shot, or a silence mod that applies to sniper rifles. When it comes to ranged melee Ivara is better suited to glaives anyway, as they work with Navigate (you can slice every enemy in the room in half with one throw). I agree that Ivara's good as she is. I assume the OP basically suggests the silence bit so that using those weapons doesn't pop the stealth bubble. Ivara is one of my most used frames and I must admit, my favorite fun time is Ivara releasing full barrel silenced Arca Plasmor (think Silent Battery is the shotgun silenced mod, didn't even know one existed until I got one as a reward one day) into a group of otherwise ignorant bad guys. Kills them all in one go so no alerts. Of course any guys who aren't killed outright still change state to alert, but so much fun. Silenced Catchmoon has that similar feeling of satisfaction especially of you can line it up right for that juicy punch through. I always thought Sarpa and Redeemer were silent but checked the wiki and they are not anymore apparently which kinda makes sense, but I don't see the point of making a silence mod or augment for only two weapons when there are so many others to choose from. My Ivara go to melee is normally a Status based (with condition overload and covert lethality) Balla Zaw with a maxed Exodia Contagion so I can either sneak up and hurl a stealthed projectile at groups of enemies. Don't really see a reason to use any other melee with Ivara because it does ridiculous damage, plus it's hand for melee only sorties. Link to comment Share on other sites More sharing options...
(XBOX)KayAitch Posted December 31, 2018 Share Posted December 31, 2018 2 hours ago, (XB1)CynNex said: My Ivara go to melee is normally a Status based (with condition overload and covert lethality) Balla Zaw with a maxed Exodia Contagion so I can either sneak up and hurl a stealthed projectile at groups of enemies I find that double jump mechanic far too much of a pain to use reliably. The investment to max it is crazy (kitgun arcanes in Fortuna are so much better), well done! I tend to just go with Covert Leathality on a spy build. Glaive Prime (but I'm going to try Falcor) where volume of kills is more important. Link to comment Share on other sites More sharing options...
Neightrix Posted December 31, 2018 Share Posted December 31, 2018 (edited) If Gunblades could be silenced, then the stealth melee-only mastery tests could be cheesed again, which is why gunblades were made to alert enemies in the first place. Edited December 31, 2018 by Neightrix Link to comment Share on other sites More sharing options...
(XBOX)xBLADEPANTHERx Posted December 31, 2018 Share Posted December 31, 2018 On 2018-12-29 at 10:12 AM, SleepingMorning said: Ivara have an augment for weapon silence I don't know how an augment would work, but a passive would be really nice, but maybe kind of overpowered though. Link to comment Share on other sites More sharing options...
Xzorn Posted January 2, 2019 Share Posted January 2, 2019 I think it's hilarious the frontal Stealth Attack execute from Redeemer fires the gun and alerts enemies. Link to comment Share on other sites More sharing options...
(XBOX)CynNex Posted January 2, 2019 Share Posted January 2, 2019 On 2018-12-31 at 1:17 PM, (XB1)KayAitch said: I find that double jump mechanic far too much of a pain to use reliably. The investment to max it is crazy (kitgun arcanes in Fortuna are so much better), well done! I tend to just go with Covert Leathality on a spy build. Glaive Prime (but I'm going to try Falcor) where volume of kills is more important. Yeah the double jump takes a bit of practice but once you have it down it's actually quite simple (although I do sometimes blow myself up when I forget that I just double jumped to get somewhere). I much prefer the way arcanes work in Fortuna, it's kind of an up front cost and of course having no build time involved is always a plus. I saw that everyone is using maxed operator and Amp arcanes for the Orb fight and I never bothered with those in plains because of the cost you mentioned but it looks like I'm going to have to bite the bullet now. On console, so I still have some time to work on it I guess although I'm having too much fun in Fortuna so it'll be hard to pull myself away from that. Must admit KDrive on plains is great fun though. Link to comment Share on other sites More sharing options...
CookieManiac86 Posted September 1, 2021 Share Posted September 1, 2021 I dont understand cuz, when im practicing the mr 9 mr test, no one hears me firing it.🤔 Link to comment Share on other sites More sharing options...
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