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Posted (edited)

I just have some questions:

While i do like some of the suggestions here, is it really necessary to split Volt in two like this? Just because of an outdated description? Look at many other characters, they are also "hybrids".

Random example: Saryn is a caster (Venom+Miasma), crowd-distractor (Molt) but also a meleer (Contagion).

Another random example: Rhino, he is a sort of caster (Stomp+Charge), a tank (Iron Skin) and a gunslinger/meleer/even-more-of-a-caster (Roar).

These characters are good because their abilities at least have SOME synergy between their skills and their damaging skills ignore armorvalues. Volt has neither of those 2 qualities currently.

 

I mean, i could live with Volt being split up in a way like suggested in this thread, but wouldn't it be easier to just buff/tweak his skills, give them some direct synergy with one another and change his description instead?

Edited by Azamagon
Posted

I like the idea of splitting Volt into two different Warframes.

 

Though the Arsenal ideas are too far fetched. DE will never put that much effort into coding the turret. And it's too immobile. Also, I fail to find Speed (the skill) in its build. The slow base speed isn't something I'd like to see either. I don't get why Frame 1 would get the 150 base shield, and a gunner frame 100. That's like giving the best of both worlds to Volt, and giving the second frame the immobile leftovers. Neither do I get why you'd change anything about Volt's Shield skill. It's perfect the way it is atm, except it is too unreliable, and isn't affected by power range mods. Maybe make it mobile or something, but no changes bigger than that are needed. Apart from a seeming bias towards frame 1, I applaud most of this.

 

However, I want to make sure you understand the following:

 

The caster Volt users want damage and CC skills. I'm not part of this camp, and I'm sure there's very little I can tell you about this.

The gunner Volt users love the shield, and some would either like it to be bigger or portable. They also like their speed. Don't touch it. =p If anything ,the base stat should get a buff. We like our strong shield, and the low hp/armour isn't that much of an issue.

 

Instead of that Huge-&#!-coding-req 4th skill, what about the ability to spawn a certain number of these?: http://starwars.wikia.com/wiki/Droideka They can use the hostage AI, sticking with the caster. With a higher speed.

Or simply something CC-related will do, too.

Posted

I couldn't have described it better.

 

I still like the idea of Overload adding something like an EMP-effect to weapons, making them useless or even explode, dealing damage to their users instead of surroundings which is unreliable, but that would step into Loki's territory. However, many frames have similar skills, so why not...

Posted

Like the new Volt and even Arsenal. I think the new Volt makes him viable in most situations and I'd really love to see him implemented.

Tough, I don't think DE would implement Arsenal (at least not anytime soon). I heard that they want to do a Berserk and a Hawk-Frame first.

 

Still, I'd love this.

Posted

Like the new Volt and even Arsenal. I think the new Volt makes him viable in most situations and I'd really love to see him implemented.

Tough, I don't think DE would implement Arsenal (at least not anytime soon). I heard that they want to do a Berserk and a Hawk-Frame first.

 

Still, I'd love this.

 

By the time they get to this, there'll be tons of other ideas.

Posted

So where is the speed boost or has volts run speed been boosted so he is as fast and he is with speed and swings twice as fast by default? Each warframe is getting 4 additional skills soon so there is room for these skills on top of Volts current skills.

 

So where is that 50 energy speed boost cost?

Posted

So where is that 50 energy speed boost cost?

if it still forces other Tenno to take the negative attributes of it, hopefully nowhere to be found. 

as long as Speed decides to change my FOV and Mouse Sensitivity Volt cannot be an intentional part of any match i'm in. not much i can do about randoms, but nobody i actually know is taking Volt, that's for sure. 

Posted

I really really like the rework of volt makes him seem like more of a caster frame and less of a mixed frame that he is now. 

Arsenal is interesting but I think that she(i think you said it was a girl) is a frame that not be used much unless you change a few things.

Make the shield move with you or the player you cast it on (make it so you cast on yourself or on an ally ) so it is more effective because it is rare when you are able to shoot many things from one position. Also making the turret be able to be mounted to walls and stuff like the corpus cameras would make it be able to do more damage and see more people to stun. I like the ultimate idea but will be difficult to code and a lot of work. Look at bladestorm they thought about different animation per weapon now ash has blades that come out only during that because coding differenet animations is a lot of work. So make her have a special weapon of her own that is only able to be used wiht 100 energy. I'm thinking a laser cannon from her chest like ironman but that's just me.

Posted (edited)
As I said before, i don't really care wether Volt just becomes more synergetic with his skills, or if he is split into 2 characters. Both would be ok for me. And both of these things CAN be done. For both directions, let me show you my suggestions:

 

Volt (Buffing his skills - version)

Shock - Could be a little more controlled: Casts a lightning bolt in an unlimitedly puncturing line (although stops when it hits terrain), damaging all targets it travels through. Any target that gets close enough to the lightning bolt, but not hit by it, will instead get "arced" over to (chaining effect, like now), and a target that gets close to an arced target, can ALSO be arced over to. In essence, a line lightning + current chain lightning combined. Chaining can be done towards a total amount of 4/5/6/7 targets. Targets hit by the line suffers more damage than those hit by the arcing/chaining (Direct damage 250/350/500/700, arced over to is just 150/250/350/500). Any target damaged by this ability is always stunned for a brief moment (like, up to 3 or 4 seconds), Corpus maybe a bit longer

 

Speed - Remove the fisheye. Add reloadspeed bonus too (synergy with Electric Shield's electric damage bonus). Teammates gain HALF the bonuses of what Volt gets, so he can use it more as a "catch up" ability.

 

Electric Shield - Activating it makes it float in front of you. Activating it AGAIN while it is floating in front of you, places it in the environment (So, a mobile or immobile shield, up to you!). Any enemy that gets close to the shield gets zapped with some minor damage (25/50/75/100 electric damage) and maybe also staggered or knocked down? Can hit a target only once, but can hit an unlimited amount of DIFFERENT targets.

 

Overload - While active, you can still move around while hovering, although slower (Speed will thus redeem this ability a bit) and you cannot jump/crouch or anything like that, just move around. During its duration, you can still cast any of your abilities, PLUS, if you press Mouse 1 during the Overload's duration, you will shoot out lesser singletarget lightning attacks in the aimed direction! More interactivity during ultimates is always fun, imo.

 

There! More synergy!

Overload + Shield - Shield protects you while you hover with Overload

Overload + Speed - Speed makes you able to move faster while Overload is active

Overload + Shock - Shock is an alternative to protect you during Overload, due to Shock's guaranteed stun-effects (and the ability to cast spells during Overload in the first place)

Shield + Speed - Shield protects you while you run around, Speed lets you faster get close to enemies and zap them with the Shield, and Speed increases your reloadspeed, allowing you to shoot more and thus get more out of your Shield's electrical damage bonus.

Shield + Shock - Allows you to stun a group of enemies with Shock, for easier targetting with your weapons so they can benefit from the Shield's bonus electric damage

Speed + Shock - Shock stuns a group, Speed lets you run up fast and melee them more safely during the Shock's stun

 

Splitting him in two, here are my ideas for the 2 different characters' abilities:

Amp / Arsenal (whatever name)

Stats can be distributed however it fits with this character, but i see this character as kinda "bulky/tanky", so stats more similar to Rhino/Frost/Saryn seems good imo.

 

-Adrenaline Field-

Energy cost: 25

When activated, Amp gets an aura which grants lots of bonuses for Amp and her allies (this includes all Sentinels, even your own, the Cryopod, Tennos and Hostages) for as long as they remain within the aura's range. It grants 15/25/35/50% reloadspeed and melee attackspeed, a flat 15/25/35/50 armor as well as the same movementspeed bonus as current Volt's Speed gives (but without the fisheye effect). Aura range could be something like, 10/15/20/25 meter radius, maybe more. Duration is 7/8/9/10 seconds.

Having a groupbuff as the #1 skill seems like a good idea, to differentiate from other Warframe's (usually) damaging #1 skills.

Focus - Increases the reloadspeed, meleespeed and armor bonuses

Stretch - Increases the aura radius

Continuity - Increases the duration

 

-Turret- (Or Sentry, or whatever you wanna call it)

Energy cost: 50

When activated, you summon an automated little turret on your SHOULDER! Pressing this ability again deploys it on the ground, becoming an immobile turret instead, right in front of you. If it gets deployed it also becomes vulnerable to enemy attacks. It would have something like 100/175/250/300 shields and health and 50 armor at all levels. For balancing reasons, maybe only one turret can be active at a time? (So, deploying one on the ground, then summoning it again on your shoulder will destroy the previous one)

This little device shoots with a little machinegun at targets that get close enough to it, and only in a frontal cone, wether it is deployed on your shoulder or deployed on the ground. Example numbers of its machine would be like: 10/15/20/25 damage per bullet, 7 rate of fire, 20 bullets per magazine (but has unlimited supplies of bullets), reloadspeed of 2 seconds, lasts 10/12/14/16 seconds, attacks enemies in a 50 degree cone or so in front of it if they are within 20/25/30/35 metres or so.

Note: Your first skill's bonuses DOES apply to your turret's stats, wether it is on your shoulder or on the ground!

Focus - Increases the damage of the bullets and the shield+health of the turret

Stretch - Increases the turret's targetting range

Continuity - Increases the turret's duration

 

-Aegis-

Energy cost: 50

Similar to how i described Volt's Electric Shield in his "buffed" version, but with some differences: The shield is made of some kind of energy instead of electricity, the damagebonus to your weapons shooting through it is Laser-type, not Electric. It doesn't need the "proximity"-damage either though

Focus - Increases the damagebonus (and if kept, the proximity-damage)

Stretch - Increases the size of the shield

Continuiry - Increases the duration of the shield

 

Now, the most difficult part to add to the Amp Warframe, the Ultimate. So i have some ideas:

 

#1 -Breaching Bombardment-

Energy cost: 100

Launches a number of homing rockets in various directions. Each rocket explodes on impact and causes multiple effects in its explosive aoe: Each deals 125/250/375/500 armorpiercing damage, knocks all targets down and reduces all targets' armor by 50% for the duration. A maximum of 3 rockets can launch itself towards a single target.

 

#2 -Nanobot Armada-

Energy cost: 100

You and all nearby allies gets the Nanobot Armada buff, which causes your ranged weaponry to get supplied by special nanobot ammunition, which gives you temporary unimited amounts of ammunition in your ammo supplies and a chance for multishots with your ranged weapons. Here are some examplenumbers: Buff radius 20/25/30/35 meters, multishot of 25/50/75/100%, duration of 8/10/12/14 seconds

Other buffs instead of multishot/unlimited ammo supplies could be things like:

* Fire rate boost

* Plain old damageboost

* Chance to not consume ammo for each shot fired

Whatever it gives, it should at least greatly help you with damage and/or ammo-economy

 

I bet someone could probably come up with a better ultimate, but i like #2 a lot, as it is highly synergistic with the other abilities AND it is different from the other "blasty" same old aoe-explosion ultimates.

 

Volt

Obviously casterlike stats would be nice, with less focus on health/armor, but more so on energy, movementspeed and possibly decent shields too (due to the electric theme)

 

While I don't know exactly what kind of spells Volt could get, there are a plethora of ideas (beyond of what we already have) that sparks up in my mind:

 

Electric Fingers - More similar to the OPs version of Shock, but instead of chaining, it could be FORKED lightning, more similar to how the Star Wars Sith Lord lightning attacks are (constant stream of a few mediumrange lightning beams)

Blitz - A dashlike ability (but almost instant), which could either be as suggested by the OP, huge and powerful, but it could also be a quick and agile one, for more dashing around the battlefield (think, go a set distance towards where you aim, in all 3 dimensions!)

Lightning Anchor - Think a taser. Now think a taser that lasts much longer, and where the whole cord is sparkling with massive electricity. Now imagine that you can launch this taser at any surface. Now also combine that with the quick and agile version of Blitz... oh the synergy!

 

Those are just some quick fun ones i thought up. But making Volt a caster is probably not that hard. Just remember: think of skills that have SYNERGY and are FUN!

Edited by Azamagon
Posted (edited)

I like the idea of splitting Volt into two different Warframes.

 

Though the Arsenal ideas are too far fetched. DE will never put that much effort into coding the turret. And it's too immobile. Also, I fail to find Speed (the skill) in its build. The slow base speed isn't something I'd like to see either. I don't get why Frame 1 would get the 150 base shield, and a gunner frame 100.

 

look at the armor. Shields mean nothing to armor, and Arsenal has ten times more than Volt. Also makes sense that a gunner would get more armor, rather than energy based shields.

 

That's like giving the best of both worlds to Volt, and giving the second frame the immobile leftovers.

 

I made the best attempt to not make it biased. Yes I put versions of Speed and E shield into Arsenal, NO they aren't left overs.

 

Neither do I get why you'd change anything about Volt's Shield skill. It's perfect the way it is atm, except it is too unreliable, and isn't affected by power range mods. Maybe make it mobile or something, but no changes bigger than that are needed. Apart from a seeming bias towards frame 1, I applaud most of this.

 

I changed it to stagger/crit rate boost because that is A more helpful in a lot of situations, and B Arsenal is not electricity themed.

 

However, I want to make sure you understand the following:

 

The caster Volt users want damage and CC skills. I'm not part of this camp, and I'm sure there's very little I can tell you about this.

The gunner Volt users love the shield, and some would either like it to be bigger or portable. They also like their speed. Don't touch it. =p If anything ,the base stat should get a buff. We like our strong shield, and the low hp/armour isn't that much of an issue.

 

Right. Volt's mismatched conglomeration of ill measured stats (non caster stats) and skills (1/2 Caster, 1/4 G-slinger, 1/4 Rush Support) is the problem. Which is why I split him in half.

 

Instead of that Huge-&#!-coding-req 4th skill, what about the ability to spawn a certain number of these?: http://starwars.wikia.com/wiki/Droideka They can use the hostage AI, sticking with the caster. With a higher speed.

Or simply something CC-related will do, too.

 

This could be cool. Very similar to Shadows though.

 

Responses in bold.

 

So where is the speed boost or has volts run speed been boosted so he is as fast and he is with speed and swings twice as fast by default? Each warframe is getting 4 additional skills soon so there is room for these skills on top of Volts current skills.

 

So where is that 50 energy speed boost cost?

"2. Armored Force/ Suppression Field (60 energy): Arsenal lays down a wide field of energy that reduces incoming damage, and adds stopping power to shots fired from behind it.

 

Arsenal lays down a rather long, glowing, 3/3/5/7m BS wire strip that emits and energy colored, albeit very easy to see through, wall of energy that acts as a two-way inertia augmenter. It slows down enemy bullets (reduced damage), and speeds ours up (travel-time weapons become hit-scan). Rather than adding damage to our rounds fired, it boosts crit rate by 0/1/2/3%, and adds a chance to stagger to our weapons. Lasts 10/15/20/25 seconds

 

 

3. Arsenal (75 energy): Arsenal drops a turret of her own creation that can lay down suppressive fire, focused bursts of damage, or buff teammates.

 

This is her bread-and-butter move right here; it's even named after her. Places a stationary turret on the ground that has multiple modes. Lasts 10/12/15/20 seconds BC. Tapping 3 at any moment within this duration changes the mode of the turret from Assault (DPS) to Suppressive (CC via stun grenades) to Energizer (Support via short-range shield boost and a speed boost gained by passing it). Assault is meant more for low-mid levels of gameplay as the damage isn't affected by focus, while Suppressive and Energizer can shine anywhere, moreso in later levels of the game. It's also quite physically weak later on, so you might want to keep an eye on it. Only one turret at a time.

 

Assault Fire-rate: 6/8/10/12 BF   

Assault Damage: 15/25/35/55

 

Suppressive Fire-rate: 1/1.1/1.3/1.5 BF

Suppressive Damage: 3/5/7/9 BF

Stun Radius: 4/5/6/7m BS

 

Energizer Shield Radius: 7/8/9/10m BS

Energizer Shield Boost: 10/15/20/25% BF

Energizer Speed Boost: 10/15/25/45% BF (Boost stats near identical to Volt's current Speed"

 

I really kinda have an issue with people who make absolute statements when they haven't completely read the thread. Sorry, that's a little hostile... but still, it was implied. If not, I went and changed the OP for those who missed it.

Edited by WondahBoah
Posted

 

As I said before, i don't really care wether Volt just becomes more synergetic with his skills, or if he is split into 2 characters. Both would be ok for me. And both of these things CAN be done. For both directions, let me show you my suggestions:

 

Volt (Buffing his skills - version)

Shock - Could be a little more controlled: Casts a lightning bolt in an unlimitedly puncturing line (although stops when it hits terrain), damaging all targets it travels through. Any target that gets close enough to the lightning bolt, but not hit by it, will instead get "arced" over to (chaining effect, like now), and a target that gets close to an arced target, can ALSO be arced over to. In essence, a line lightning + current chain lightning combined. Chaining can be done towards a total amount of 4/5/6/7 targets. Targets hit by the line suffers more damage than those hit by the arcing/chaining (Direct damage 250/350/500/700, arced over to is just 150/250/350/500). Any target damaged by this ability is always stunned for a brief moment (like, up to 3 or 4 seconds), Corpus maybe a bit longer

 

Speed - Remove the fisheye. Add reloadspeed bonus too (synergy with Electric Shield's electric damage bonus). Teammates gain HALF the bonuses of what Volt gets, so he can use it more as a "catch up" ability.

 

Electric Shield - Activating it makes it float in front of you. Activating it AGAIN while it is floating in front of you, places it in the environment (So, a mobile or immobile shield, up to you!). Any enemy that gets close to the shield gets zapped with some minor damage (25/50/75/100 electric damage) and maybe also staggered or knocked down? Can hit a target only once, but can hit an unlimited amount of DIFFERENT targets.

 

Overload - While active, you can still move around while hovering, although slower (Speed will thus redeem this ability a bit) and you cannot jump/crouch or anything like that, just move around. During its duration, you can still cast any of your abilities, PLUS, if you press Mouse 1 during the Overload's duration, you will shoot out lesser singletarget lightning attacks in the aimed direction! More interactivity during ultimates is always fun, imo.

 

There! More synergy!

Overload + Shield - Shield protects you while you hover with Overload

Overload + Speed - Speed makes you able to move faster while Overload is active

Overload + Shock - Shock is an alternative to protect you during Overload, due to Shock's guaranteed stun-effects (and the ability to cast spells during Overload in the first place)

Shield + Speed - Shield protects you while you run around, Speed lets you faster get close to enemies and zap them with the Shield, and Speed increases your reloadspeed, allowing you to shoot more and thus get more out of your Shield's electrical damage bonus.

Shield + Shock - Allows you to stun a group of enemies with Shock, for easier targetting with your weapons so they can benefit from the Shield's bonus electric damage

Speed + Shock - Shock stuns a group, Speed lets you run up fast and melee them more safely during the Shock's stun

 

Splitting him in two, here are my ideas for the 2 different characters' abilities:

Amp / Arsenal (whatever name)

Stats can be distributed however it fits with this character, but i see this character as kinda "bulky/tanky", so stats more similar to Rhino/Frost/Saryn seems good imo.

 

-Adrenaline Field-

Energy cost: 25

When activated, Amp gets an aura which grants lots of bonuses for Amp and her allies (this includes all Sentinels, even your own, the Cryopod, Tennos and Hostages) for as long as they remain within the aura's range. It grants 15/25/35/50% reloadspeed and melee attackspeed, a flat 15/25/35/50 armor as well as the same movementspeed bonus as current Volt's Speed gives (but without the fisheye effect). Aura range could be something like, 10/15/20/25 meter radius, maybe more. Duration is 7/8/9/10 seconds.

Having a groupbuff as the #1 skill seems like a good idea, to differentiate from other Warframe's (usually) damaging #1 skills.

Focus - Increases the reloadspeed, meleespeed and armor bonuses

Stretch - Increases the aura radius

Continuity - Increases the duration

 

-Turret- (Or Sentry, or whatever you wanna call it)

Energy cost: 50

When activated, you summon an automated little turret on your SHOULDER! Pressing this ability again deploys it on the ground, becoming an immobile turret instead, right in front of you. If it gets deployed it also becomes vulnerable to enemy attacks. It would have something like 100/175/250/300 shields and health and 50 armor at all levels. For balancing reasons, maybe only one turret can be active at a time? (So, deploying one on the ground, then summoning it again on your shoulder will destroy the previous one)

This little device shoots with a little machinegun at targets that get close enough to it, and only in a frontal cone, wether it is deployed on your shoulder or deployed on the ground. Example numbers of its machine would be like: 10/15/20/25 damage per bullet, 7 rate of fire, 20 bullets per magazine (but has unlimited supplies of bullets), reloadspeed of 2 seconds, lasts 10/12/14/16 seconds, attacks enemies in a 50 degree cone or so in front of it if they are within 20/25/30/35 metres or so.

Note: Your first skill's bonuses DOES apply to your turret's stats, wether it is on your shoulder or on the ground!

Focus - Increases the damage of the bullets and the shield+health of the turret

Stretch - Increases the turret's targetting range

Continuity - Increases the turret's duration

 

-Aegis-

Energy cost: 50

Similar to how i described Volt's Electric Shield in his "buffed" version, but with some differences: The shield is made of some kind of energy instead of electricity, the damagebonus to your weapons shooting through it is Laser-type, not Electric. It doesn't need the "proximity"-damage either though

Focus - Increases the damagebonus (and if kept, the proximity-damage)

Stretch - Increases the size of the shield

Continuiry - Increases the duration of the shield

 

Now, the most difficult part to add to the Amp Warframe, the Ultimate. So i have some ideas:

 

#1 -Breaching Bombardment-

Energy cost: 100

Launches a number of homing rockets in various directions. Each rocket explodes on impact and causes multiple effects in its explosive aoe: Each deals 125/250/375/500 armorpiercing damage, knocks all targets down and reduces all targets' armor by 50% for the duration. A maximum of 3 rockets can launch itself towards a single target.

 

#2 -Nanobot Armada-

Energy cost: 100

You and all nearby allies gets the Nanobot Armada buff, which causes your ranged weaponry to get supplied by special nanobot ammunition, which gives you temporary unimited amounts of ammunition in your ammo supplies and a chance for multishots with your ranged weapons. Here are some examplenumbers: Buff radius 20/25/30/35 meters, multishot of 25/50/75/100%, duration of 8/10/12/14 seconds

Other buffs instead of multishot/unlimited ammo supplies could be things like:

* Fire rate boost

* Plain old damageboost

* Chance to not consume ammo for each shot fired

Whatever it gives, it should at least greatly help you with damage and/or ammo-economy

 

I bet someone could probably come up with a better ultimate, but i like #2 a lot, as it is highly synergistic with the other abilities AND it is different from the other "blasty" same old aoe-explosion ultimates.

 

Volt

Obviously casterlike stats would be nice, with less focus on health/armor, but more so on energy, movementspeed and possibly decent shields too (due to the electric theme)

 

While I don't know exactly what kind of spells Volt could get, there are a plethora of ideas (beyond of what we already have) that sparks up in my mind:

 

Electric Fingers - More similar to the OPs version of Shock, but instead of chaining, it could be FORKED lightning, more similar to how the Star Wars Sith Lord lightning attacks are (constant stream of a few mediumrange lightning beams)

Blitz - A dashlike ability (but almost instant), which could either be as suggested by the OP, huge and powerful, but it could also be a quick and agile one, for more dashing around the battlefield (think, go a set distance towards where you aim, in all 3 dimensions!)

Lightning Anchor - Think a taser. Now think a taser that lasts much longer, and where the whole cord is sparkling with massive electricity. Now imagine that you can launch this taser at any surface. Now also combine that with the quick and agile version of Blitz... oh the synergy!

 

Those are just some quick fun ones i thought up. But making Volt a caster is probably not that hard. Just remember: think of skills that have SYNERGY and are FUN!

 

I like Anchor and Blitz, but that is for a more mobility central frame. Maybe the Hawk frame that's been suggested?

Posted

I like Anchor and Blitz, but that is for a more mobility central frame. Maybe the Hawk frame that's been suggested?

Could work too i guess (Call them Razor Thread and Swoop and there ya go!), was just throwing out some fun ideas there :) Those 2 abilities in particular have great synergy with each other at least.

 

How'd you like my version of Amp/Arsenal though? (LOOK AT THE SYNERGY! xD Oh, and i consider Nanobot Armada being the better choice for the ultimate, rather than Breaching Bombardment)

Posted

Could work too i guess (Call them Razor Thread and Swoop and there ya go!), was just throwing out some fun ideas there :) Those 2 abilities in particular have great synergy with each other at least.

 

How'd you like my version of Amp/Arsenal though? (LOOK AT THE SYNERGY! xD Oh, and i consider Nanobot Armada being the better choice for the ultimate, rather than Breaching Bombardment)

putting nanobots in the op

Posted (edited)

I personally like volt as a utility class, with a mix of abilities, there realy isnt any way to bring volt up to the levels of Banshee and Nova as the top end caster types we have now, without simply making him as much like them.

 

The powers for both alternate frames you sugested are nice ideas, and could work maybe as alternative powers for existing frames.

Though honestly the sugested Volt 2 power is just Slash Dash or Rhino Charge, with some electricity AoE, so not really all that inspiring, and potentially leaving Volt in a position he isnt going to like to be in given his lower inherant toughness than Excalibur or Rhino.

 

Volts overload could be more useful if the overload works on aspects of the enemes as well (altered effects pending on the enemy), like overloading shields (shields are powered afterall and heavy damage to shields and potentially damaging/stuning the enemy, sure this treads on Mags space a little, but like other frames dont have overlap too), or surging the techno-virus in infested (causing heavy stuns, moderate damage or slowing infested for a long time/permanently).  As it is now only really corpus ships have any decent ammout of technology around them (Corpus planets to a lesser degree).

While the other effects (shield/techno-virus disruptions), do hurt Grineer and Infested its still not deadly like it would be to the corpus, leaving volt as still better against the corpus themselves, while having some use against the other factions too.

 

Though given Volt still suffers from the shield blocking client (non-host) bullets at times (even if the client is volt), he really needs that completly fixed as it keeps rearing its head.

Edited by Loswaith
Posted

So where is that 50 energy speed boost cost?

 

 

3. Arsenal (75 energy): Arsenal drops a turret of her own creation that can lay down suppressive fire, focused bursts of damage, or buff teammates.

 

Posted

 

yes, but the energy increase is solely based on the fact that it's a variable adaptive turret, not just a boost.

 

I now understand that you mean a quick, cheaper boost skill is what you desire, which I respect. But rather than tear speed out and slop it back in I had to integrate it in a somewhat interesting way. You can't tell me the turret isn't at least mildly intriguing, albeit not being a straight up buff skill

Posted

I personally like volt as a utility class, with a mix of abilities, there realy isnt any way to bring volt up to the levels of Banshee and Nova as the top end caster types we have now, without simply making him as much like them.

 

The powers for both alternate frames you sugested are nice ideas, and could work maybe as alternative powers for existing frames.

Though honestly the sugested Volt 2 power is just Slash Dash or Rhino Charge, with some electricity AoE, so not really all that inspiring, and potentially leaving Volt in a position he isnt going to like to be in given his lower inherant toughness than Excalibur or Rhino.

 

Volts overload could be more useful if the overload works on aspects of the enemes as well (altered effects pending on the enemy), like overloading shields (shields are powered afterall and heavy damage to shields and potentially damaging/stuning the enemy, sure this treads on Mags space a little, but like other frames dont have overlap too), or surging the techno-virus in infested (causing heavy stuns, moderate damage or slowing infested for a long time/permanently).  As it is now only really corpus ships have any decent ammout of technology around them (Corpus planets to a lesser degree).

While the other effects (shield/techno-virus disruptions), do hurt Grineer and Infested its still not deadly like it would be to the corpus, leaving volt as still better against the corpus themselves, while having some use against the other factions too.

 

Though given Volt still suffers from the shield blocking client (non-host) bullets at times (even if the client is volt), he really needs that completly fixed as it keeps rearing its head.

GET YOUR DIRTY UTILITY OUT OF MY CASTER FRAME!! HE SHALL BE AN OFFENSIVE CASTER AND YOU WILL LIKE IT!!!!

.....sorry.... I mean, I disagree with your opinion.

Posted

I personally like volt as a utility class, with a mix of abilities, there realy isnt any way to bring volt up to the levels of Banshee and Nova as the top end caster types we have now, without simply making him as much like them.

 

The powers for both alternate frames you sugested are nice ideas, and could work maybe as alternative powers for existing frames.

Though honestly the sugested Volt 2 power is just Slash Dash or Rhino Charge, with some electricity AoE, so not really all that inspiring, and potentially leaving Volt in a position he isnt going to like to be in given his lower inherant toughness than Excalibur or Rhino.

 

Volts overload could be more useful if the overload works on aspects of the enemes as well (altered effects pending on the enemy), like overloading shields (shields are powered afterall and heavy damage to shields and potentially damaging/stuning the enemy, sure this treads on Mags space a little, but like other frames dont have overlap too), or surging the techno-virus in infested (causing heavy stuns, moderate damage or slowing infested for a long time/permanently).  As it is now only really corpus ships have any decent ammout of technology around them (Corpus planets to a lesser degree).

While the other effects (shield/techno-virus disruptions), do hurt Grineer and Infested its still not deadly like it would be to the corpus, leaving volt as still better against the corpus themselves, while having some use against the other factions too.

 

Though given Volt still suffers from the shield blocking client (non-host) bullets at times (even if the client is volt), he really needs that completly fixed as it keeps rearing its head.

This is why I buffed the damage output, classified more things as technology to increase attack spread, and gave it a unique CC ability. I admit to seeing the leak of the Armor 2.0 draft, and I don't think Overload will suck as much. In fact I think it might return to its former glory

Posted

yes, but the energy increase is solely based on the fact that it's a variable adaptive turret, not just a boost.

 

I now understand that you mean a quick, cheaper boost skill is what you desire, which I respect. But rather than tear speed out and slop it back in I had to integrate it in a somewhat interesting way. You can't tell me the turret isn't at least mildly intriguing, albeit not being a straight up buff skill

Would have been more interesting if you had kept the cheap energy cost or a 50 energy skill that can boost speed on top of what it does. imagine running out of energy faster in a speed run using speed alone of not being able to catch up before it's too late for...etc.

Posted

wow the volt suggetsions are really cool. i am on board. volt would seem OP if this was implemented -- but then he might become my new favorite frame too :P this does make it exciting tho, as i am currently crafting a volt frame as we speak!

 

love the biotic charge ref.

Posted (edited)

OMGOOh1.gif

These are wonderful ideas. Also, I don't believe these are pointless and outlandish suggestions for the Volt at all. This game is in beta. Limiting the imagination of the game's animations and of work the DE's could do to create something beautiful is limiting yourself as well. Until this game is finally finished, there's no telling how awesome and beautiful animations can become or how dynamic the gameplay can become as well (this could be worked upon a little more IMO, right now its a lot of running and gunning, then room-cleaning powers for the less interesting or specialized Warframes. However, I have a few suggestions of my own (throwing my 2 cents in here.)

 

#2 Ability for Volt: Great concept. I believe it would be improved, however if you could possibly aim the charge in any direction though. Imagine climbing a high-point in a defense mission, jumping out, then cannon-balling into the middle of a group of enemies to create an AOE shock. Would look, feel and be awesome.

 

#3 Ability for Volt: I like this idea a lot, however the concept of "A 4 man Volt team" comes to mind if I really wanted to break the concept open. Not sure how one would fix that but its something to look at. 

 

Otherwise I like the concepts and my ideas are minor at best. I also enjoyed the Arsenal Warframe ideas, even though they need more polishing. 

Edited by Wilsky
Posted

GET YOUR DIRTY UTILITY OUT OF MY CASTER FRAME!! HE SHALL BE AN OFFENSIVE CASTER AND YOU WILL LIKE IT!!!!

.....sorry.... I mean, I disagree with your opinion.

Go play nova ;P. Volt is not a caster and DE never said he is.

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