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I think Archguns should be buffed, and I have suggestions


(XBOX)GodMasterTP
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If you're a SP enjoyer, you already noticed that Archguns can't handle their own for too long, don't even compare them to primaries/secondaries because it only goes downhill from there. They have several problems: 

- Low ammo availability 

- Weak mods 

- No arcanes 

- Mostly, they don't even have bigger stats than your average primary/secondary. You can check for yourself. 

All these problems stack with each other, making what could've been an awesome new weapon class with extreme badassery, a complete trashcan. 

So, I have a few solutions: 

- Much stronger mods (50%~100% stronger, depending on the mods). 

- Archguns have an innate armor penetration of 10%, so even if enemies scale to have 99,813% DR, your archgun damage would be reduced by at max 89,813%. That would make archguns actually very useful at high levels, even without slash or armor strip. 

- Archgun Arcanes. 

With these, they would become quite a fun weapon class, and it would justify the requisites to use it on ground and the ammo availability.

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Archguns are in a fine spot right now. Steel Path is a mode that was implemented to give minmax players something to fight that wouldn't die on the first shot, a fill-in for powercreep. To make Steel Path the new standard for weapon balance is merely allowing the powercreep to continue escalating when it should, instead, be DE's upper limit for how broken a weapon/frame is.

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I agree with the OP for the most part. With some build effort Archguns can still be used in SP, but they feel relatively weak compared to many regular guns.

Arch guns were supposed to be a short 'power mode' but they are almost not seen outside of Necramechs and they are hardly seeing usage too.

Base damage of mods need to be buffed or a new set of mods introduced. Possibly allow allow galvanized mods on Archguns or introduce an own set of galvanized mods and arcanes specifically for Archguns.

Edited by Prexades
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11 hours ago, Pizzarugi said:

Archguns are in a fine spot right now. Steel Path is a mode that was implemented to give minmax players something to fight that wouldn't die on the first shot, a fill-in for powercreep. To make Steel Path the new standard for weapon balance is merely allowing the powercreep to continue escalating when it should, instead, be DE's upper limit for how broken a weapon/frame is.

The problem with your logic is that every game balances itself backwards, from the highest difficulty to the lowest. 

Not to mention, we can already 1 shot PT limbs, and Archwing follows the same logic even on SP. Archguns are already overpowered for their own contents even on SP standards, they only fall apart on the rest of the game. That's the flaw of your logic and that's why it is, in the end, very stupid.

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Modern archguns like the Kuva Ayanga and Corvas Prime hold up very well, though. There just need to be more mods added that are comparable to regular gun mods, I feel like I'm putting the same build on every Archgun because there just aren't that many to choose from. A modernized set of missions to get the mods would also be great.

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19 hours ago, Pizzarugi said:

Archguns are in a fine spot right now. 

14 hours ago, Frendh said:

Like mentioned by  @Pizzarugi, Archguns are in a good spot. Tamper with the mods and you will need to rebalance Archwing  and Profit-Taker for instance.

They are most certainly not in a good spot. And no rebalance of archwing and PT would even be needed. Nobody even uses their archgun for PT.

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6 minutes ago, (XBOX)Rez090 said:

 Nobody even uses their archgun for PT.

First off that is not true. If you are saying no one you know uses it, fine. What do you use then?

And obviously rebalance is needed because both archwing and profit taker are already extremely easy when fully modded.

Edited by Frendh
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4 minutes ago, Frendh said:

First off that is not true. If you are saying no one you know uses it, fine. What do you use then?

And obviously rebalance is needed because both archwing and profit taker are already extremely easy when fully modded.

nobody actually uses the archgun from their gear wheel, they will literally use their equipped weapons or whip out voidrig with arquebex; archguns need buffing so badly

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1 minute ago, (XBOX)Rez090 said:

nobody actually uses the archgun from their gear wheel, they will literally use their equipped weapons or whip out voidrig with arquebex; archguns need buffing so badly

How do you destroy the health on the Profit Taker?

I use the archgun. So it is obviously still not true.

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5 minutes ago, (XBOX)Rez090 said:

these mods are in serious need of buffing, their primary weapon and secondary weapon counterparts have higher values than these

 

It is more than enough for anything that needs an archgun. For everything else use one of your other three weapons.

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The Main weakness of archguns currently is the lack of multishot and that it locks You out of your primers.

The kuva and deimos archguns can do fine on their own.

The first one can be somewhat tuned with arbitrations rivens and the second with Panzer vulvaphyla and recently Nourish.

The ammo problem can only be solved with dispensary otherwise you'll find yourself on cooldown, some high ammo pool ones can last enough to keep replenish ammo from heavy units.

For example i like using My larkspur (i have multishot/toxin) riven with My dispensary Rhino, not only i get the ammo but a free faction multiplier in the form of roar.

 

 

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