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About the galvanized mods ...


Enderman20
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Little tip for developers. The method of activation of the mods, but also of the new arcana for primary and secondary weapons, is that of killing. This method is effective as long as you remain at low levels, and you are alone and with a warframe that relies on weapons to kill, but if you are in a team, and at least one player on the team relies on a warframe with high skill. damage capability, (saryn, mesa, and the like) is a problem, as they won't kill with weapons, and both mods and arcana will be useless as a result. To overcome this problem, there can be 2 main solutions. The activation of mods and arcana does not happen by killing, but by headshot, or by critical / status application.

Although these solutions are simple and effective, however, they have some penalties. The critical activation is the reason why berserker got nerfed, because it's all too easy to deal a critical hit, and the same can be for satatus. Activation for headshot sounds great, but what about more special weapons like explosive ones with slow bullets? ok, there are not many, but there are, and it is not right that they are ignored. Apparently every solution has a problem, but I've come up with a solution that might have a few fewer problems. Arcana and mod activation would occur after x% damage has been dealt, where x% is equivalent to a percentage directly proportional to the weapon's total damage (excluding the critical and bonus given by skills, viral status, and the like).

Why do I think this method may have fewer problems than others?

Each weapon deals damage, regardless of its accuracy, status chance, and critical chance. If the percentage of damage that must be inflicted were directly proportional to the total damage of the weapon, excluding critical, buffs from status and skills, it would be an effective method, but not without problems, as after a certain level, the enemies suffer very few. damage. Of course, not all players get to these levels, but there are players who get there because they have fun. In addition, there remains the problem of the fact that the warframe's abilities could kill enemies before one can inflict the damage necessary to activate the mod / arcana.

So the problem remains?

Well yes, but no, but actually maybe.

 

The problems that arise now, are those of the fact that after a certain level, the enemies could take too little damage (if this method of activation is adopted), and the other problem is the fact that the warframe's abilities could kill before you can deal enough damage.

A solution to the first problem could be to adopt a multiple activation method, a combination of activation on headshot, but also that of activation after x% damage inflicted. Activation by headshot would allow the activation of mods and arcana at levels so high that they cannot inflict enough damage. While as far as the problem of warframe abilities could kill earlier, I have no solution.

But why not just opt for headshot activation?

Because there are some weapons, equipped with somewhat slow bullets, which make headshots difficult, and by combining this method with activation for x% damage dealt, it would make the use of mods and arcana on those weapons easier and more efficient.

Summing it all up

Activating arcane and mod effects on kill is bullS#&$, being unreliable at high levels and when playing as a team.

 

Thanks for reading. Tell me what you think in the comments.

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A team does the opposite and makes getting weapon kills easier. The whole point is to actually coordinate and plan with your team....

It's not that hard to use 4 frames to buff your guns and debuff the enemy. 

You're also able to kill an easy fodder enemy to proc the effect as well. The trigger isn't "on level 300 corrupted heavy gunner kill". This means you can kill anything.....

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16 minutes ago, (PSN)Madurai-Prime said:

The trigger isn't "on level 300 corrupted heavy gunner kill". This means you can kill anything.....

Yes, but enemies beyond a certain level suffer little damage, and make kills more difficult, so players who reach these levels (for fun or masochism), would find themselves with almost useless mods and arcana.

 

18 minutes ago, (PSN)Madurai-Prime said:

A team does the opposite and makes getting weapon kills easier.

Only if you are coordinated with a closed team, but if you go with the random ones, killing with weapons is more difficult, as there is almost always the player Saryn main who takes all the kills, therefore, unless you go with the precise team and organized, it is more difficult, but going with this team, only to take advantage of 2/3 things, is somewhat meaningless.

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1 hour ago, Enderman20 said:

Yes, but enemies beyond a certain level suffer little damage, and make kills more difficult, so players who reach these levels (for fun or masochism), would find themselves with almost useless mods and arcana.

 

Only if you are coordinated with a closed team, but if you go with the random ones, killing with weapons is more difficult, as there is almost always the player Saryn main who takes all the kills, therefore, unless you go with the precise team and organized, it is more difficult, but going with this team, only to take advantage of 2/3 things, is somewhat meaningless.

DE isn't catering to 5 hour endurance runners....so if someone wants to do that, they're accepting those terms.

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23 hours ago, (PSN)Madurai-Prime said:

A team does the opposite and makes getting weapon kills easier. The whole point is to actually coordinate and plan with your team....

It's not that hard to use 4 frames to buff your guns and debuff the enemy. 

You're also able to kill an easy fodder enemy to proc the effect as well. The trigger isn't "on level 300 corrupted heavy gunner kill". This means you can kill anything.....

Agreed, and gotta consider the new parazon functionality too. Heavy units actual health should feel much lower with them becoming open to finishers at 40% health, which allows for some easier kills to get things up and goin

Shouldnt be too bad

Edited by (PSN)Frost_Nephilim
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