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The Archwing redesign and mini-reworks with railjack in-mind. All of them.


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All Archwings/guns

Secondary fire with any Archgun (aside from Larkspur) fires a marking round that, if it hits an enemy, grants camera lock on within a certain range. This can be cancelled by pressing secondary fire again and will allow an Archwing to have much more dynamic movement (strafing) around a target instead of how the current "move straight forwards and shoot" works. Possibly gives a lead indicator that is locked on to instead or allow a specific degree of camera movement to adjust aim on distant targets.

The Railjack has a "seat" on/in it for an ally in archwing to attach to/sit in, allowing them to keep close and provide buffs etc. Alternatively an ally can "link" to the Railjack and get pulled towards it when outside a certain range.

Every archwing's total health (shield and health) are multiplied by 3-5 in Railjack, or Railjack enemies deal less damage to archwings.

Itzal

Spoiler

 

Passive: Camouflage 

Enemies cannot lock on to Itzal.

First ability: Hijacking Tether

Itzal fires a tether and teleports to the target hit, then assumes control of the enemy (only railjack fighter units) sitting on top of it with the warframe slightly crouched over while Itzal's wings "latch on" and connect. Allows Itzal to use the enemies gun with a damage modifier and can freely move the unit around but drains the enemies health over-time. It is immune to friendly fire but enemies can still destroy it ejecting itzal and dealing minor damage. For non-fighters rips them towards Itzal (same as now.)

Second ability: Penumbra

Mostly the same as it is currently, however has a slight vfx effect showing radius and allows Itzal and allies (possibly at a slower pace) to move while cloaked. Similar to Ivara, sprinting cancels the invisibility.

Third ability: Cosmic Crush

On ability tap, works the same. However if held down, the initial pulse goes off but Itzal continues to charge a pulling force draining more energy the longer it is held. After X time or anytime before if the ability is let go, Itzal will cause a miniature black hole that swirls and will pull enemies and drops in to it (similar to Void hole) that lasts for, and has range based on, how long it was charged.

Fourth ability: Drone Escort

Works similar to currently but the drones have more damage and can be sent after an enemy or ally unit by aiming at them and pressing the ability button again. When sent after an enemy, a drone will deal light % health damage continuously and strips defenses. When sent on an ally, will escort them and provide a bonus to shields and shield recharge rate while firing at nearby enemies (works on railjack.) Each drone on Itzal or an ally will boost total shields and recharge by a flat 15% or power-scaling 10%. Drones that are still active will return to Itzal when their target dies or changes out of Archwing.

 

Amesha

Spoiler

 

Passive: Regeneration

Amesha will always passively regenerates health and shields slowly. Slightly increases passive energy regeneration.

First ability: Graceful Gift

When cast on an ally aimed at, grants them Amesha's passive while giving them 45% damage reduction (scales with power strength, up to 80%) for a duration (can be recast on allies to refresh.) Works on a Railjack but does not grant damage reduction. When cast on an Amesha (self included) instead... does something I just can't think of 

Second ability: Benevolent Decoy

No longer creates a field absorbing fire. Instead, is cast on an ally or self and grants health regeneration, shield gating and occasionally creates a drone that intercepts enemy fire that stacks up to 5 (basically what current Watchful Swarm does) cannot be cast on Railjack.

Third ability: Watchful Swarm

Removes passive drain and enemies will only be slowed so long as Amesha has damaged/aimed at them. Upon dealing damage to OR aiming at an enemy in range, Amesha will create a faint energy tether that links on to the enemy slowing them and draining energy per enemy linked. When aiming at an ally for 1 second, will tether to them with a different colour and grant them a 15% damage boost (works on Railjack) and status effect immunity (probably not work on Railjack.) Ally tether has a vastly increased range.

Fourth ability: Vengeful Rush

No change.

 

Odonata

Spoiler

 

Passive: Chromatic Barrier

Energy colour determines Energy Shell's elemental damage bonus type. 

First ability: Energy Shell

Similar to now but prevents AoE damage (or reflects explosive projectiles) in the direction of the shield and can be cast on allies and Railjack (only applies to the side guns.) Augment removed.

Second ability: Disarray

Similar to now but can be cast on an ally and Railjack. Has a flare limit that scales with power strength instead of a duration. When cast on an ally or self, deploys a distracting flare every few seconds that prevents lock-on until all are used.

Third ability: Shredding Shards

Deploys a large volley of homing, defense shredding projectiles. Permanently removes 80% of armour and shields from enemies hit and deals light damage while causing an electric proc.

Fourth ability: Elemental Pulse

Emits a massive pulse of energy dealing moderate damage to enemies. Enemies hit by the pulse suffer a cold and heat proc while being disabled for a few seconds. Cannot be recast while active.

 

Elytron

Spoiler

 

Passive: Explosive Return

Every few hits taken launches a homing missile towards the nearest enemy.

First ability: Bloomer

Fires an explosive rocket charged with a basic element that is cycled by holding the ability (like Venari) and shot by tapping the ability. Has a high proc chance of the selected element.

Second ability: Core Vent

Works similar to current but when stationary, the fumes will slowly expand to a greater radius, protecting Elytron. Augment removed.

Third ability: Thumper

No change.

Fourth ability: Focused Beam (new name anyone?)

Elytron's wings go in to hyper-drive and lock the player in place while charging a massive laser capable of destroying Crewships. Takes 1.5 seconds to ready and will fire the laser for up to 5 seconds dealing heavy damage to any enemy it touches and draining a large amount of energy each second, has punch-through and can be cancelled by re-casting. Must be used for at least the full 5 seconds twice (or once if reactor barrier is hacked,) to destroy a Crewship, regardless of the Crewships health.

 

Anyway, those are my current ideas. May re-iterate or take feedback in-to consideration.

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I had a similar breakdown of the kind of thing I'm hoping to see in the new modular archwings: Modular Archwing Hopes and Dreams.

Please no direct damage abilities for poor Elytron, though. Those are bad enough for warframes, thanks to the nearly nonexistent scaling that exists for ability damage. They're going to be doubly underwhelming in Railjack, where we still expect the railjack cannons to be the highest-DPS option.

Oh, and if Itzal's archline is keeping its current interaction with enemies, make it at least stop them near the warframe. Having a fighter whizzing away from me, lassoing it, and having it whizzing away in the opposite direction instead as a result of its momentum from the pull is ... not productive.

Edited by CopperBezel
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ideas are good, but i think people are too eager to use their archwings already in railjack. at least two other players are forced to either play the engineer/pilot role or join the other two outside and abandon the railjack.

to elaborate, if every archwing were to have a boost in effectiveness in railjack missions now (for example, as effective as the amesha is currently), the most ideal way to play would be to abandon the railjack entirely with the entire squad on their archwing. why would you even use the railjack?

in archwing: you dont have to use RJ resources, players are not restricted by cooperation, players would probably have a decent enough archwing already, it is already the most efficient way to take down crewships, and you wont have to repair the RJ or spend hundreds of hours into upgrading it (just use your already upgraded archwing!).

 

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There are many, many, many threads about Railjack as a whole and how the Railjack actually fits into its own mode. In my estimation, the answer at present is "poorly"; if the question is "Why use the railjack when archwings are more fun and efficient" (which it's arguably not, the railjack blows them away for DPS) then the answer kinda has to address the railjack, not the archwings.

But that's another discussion entirely. Archwings are in Railjack now and are not meant to be a punishment, but playing as anything but Amesha is indeed an entirely punishing experience. So the other archwings do, in fact, need reworks, regardless of what rebalancing or other attention the mode gets.

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8 hours ago, CopperBezel said:

I had a similar breakdown of the kind of thing I'm hoping to see in the new modular archwings: Modular Archwing Hopes and Dreams.

Please no direct damage abilities for poor Elytron, though. Those are bad enough for warframes, thanks to the nearly nonexistent scaling that exists for ability damage. They're going to be doubly underwhelming in Railjack, where we still expect the railjack cannons to be the highest-DPS option.

Oh, and if Itzal's archline is keeping its current interaction with enemies, make it at least stop them near the warframe. Having a fighter whizzing away from me, lassoing it, and having it whizzing away in the opposite direction instead as a result of its momentum from the pull is ... not productive.

While my idea is 'technically' direct damage, the focus of his 1 would be AoE damage with a high proc chance of chem/fire/cold/electric. So while the damage may be bad in late Veil, the aoe proc could be useful. My idea for his fourth would have very high damage and would be an alternative method for destroying a crewship, be it after someone else has boarded or not.

Also Itzal's archline would only pull enemies in normal archwing missions/landscape ones. In railjack it would always be the hacking tether on fighter-type enemies (though probably not crewships.) Though I did have another idea to make it pull Itzal to those enemies and smash into them dealing damage instead or something similar.

8 hours ago, MysticDragonMage said:

ideas are good, but i think people are too eager to use their archwings already in railjack. at least two other players are forced to either play the engineer/pilot role or join the other two outside and abandon the railjack.

to elaborate, if every archwing were to have a boost in effectiveness in railjack missions now (for example, as effective as the amesha is currently), the most ideal way to play would be to abandon the railjack entirely with the entire squad on their archwing. why would you even use the railjack?

in archwing: you dont have to use RJ resources, players are not restricted by cooperation, players would probably have a decent enough archwing already, it is already the most efficient way to take down crewships, and you wont have to repair the RJ or spend hundreds of hours into upgrading it (just use your already upgraded archwing!).

 

As someone who has a basically maxed out my Railjack, I disagree partially. Currently for my Railjack the only reason to leave it is to take out crewships, that's it. Flying around in archwing is only good if the Railjack already has both gunner seats taken as they do pretty good damage. DE 'could' always increase the player count to allow for a dedicated archwing support role which with my ideas, any archwing could fill.

6 hours ago, CopperBezel said:

There are many, many, many threads about Railjack as a whole and how the Railjack actually fits into its own mode. In my estimation, the answer at present is "poorly"; if the question is "Why use the railjack when archwings are more fun and efficient" (which it's arguably not, the railjack blows them away for DPS) then the answer kinda has to address the railjack, not the archwings.

But that's another discussion entirely. Archwings are in Railjack now and are not meant to be a punishment, but playing as anything but Amesha is indeed an entirely punishing experience. So the other archwings do, in fact, need reworks, regardless of what rebalancing or other attention the mode gets.

Yeah I know what you mean. That's why I suggested the health/damage change and added support abilities to most of the Archwings that effect the Railjack, though Amesha giving energy regen to the Railjack could be a little strong compared to what other Archwings could do, I would hope that something similar to my ideas being implemented would make every Archwing appealing to a certain playstyle.

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