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Archgun heavies need a mods redesign


(XBOX)KayAitch

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Archgun mods have always been weaker than their equivalents on regular guns (like base damage being 100%, vs 165% for the equivalent rifle mod), and they're awful to get - lots of them are behind events with tiny chances, and they never turn up with Baro.

So already weak, hard to get mods, but over time it's gotten worse:

- Exilus slots were introduced, archguns got nothing

- Galvanized mods were introduced, archguns got nothing

- Weapon Arcanes were added, but not for archguns

- None of the archguns have augments

Archguns are available to warframes as "heavy" weapons, but they just aren't - most of the time my primary does a lot more damage than my archgun, and my primary works with melee.

The only one I ever use day to day is the Fluctus, not for damage but for its infinite punch through can help with some missions. The rest gather dust as heavy weapons.

I think melee should just work with archguns (same as it does with Kahl and the Ayanga or Grakata).

Archguns should get Arcanes and Exilus slots.

For the mods I think there's a choice:

1. Boost and expand archgun mods, add Galvanized mods - match regular weapons (for instance Rubeo Lined Barrel would match Serration), and add new core places to get them (maybe you could get them in railjack, give us a reason to go play it), or...

2. Heavy mode uses regular weapon mods, whatever suits the weapons (so Velocitus sniper, Imperator rifle, Corvas shotgun, Dual Decurion secondary, Fluctus bow, etc). You'd have a totally different builds for space vs atmosphere, which might be confusing, but you wouldn't have to rebalance archwing/railjack.

 

 

 

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I honestly think it would be simpler to just allow them to use regular gun mods, and then allow similar  Archgun mods to stack. It would also give players a place to start from if they have a good gun mod collection and are just starting to get into archguns.

If we really need more archgun-specific mods, I'd rather see mods that give buffs related to the archgun mechanics, and space/ground-related buffs so you could actually focus on specialising for either scenario.

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il y a une heure, Kaichi16 a dit :

i'd like to remind everybody that: archmelee exists. 

and they kinda lost the chance to allow necramechs to use it.

they can use archguns but not archmelee? hm.

i guess even DE forgot archmelee exists.

man , watching Voidrig trying to hit something with his velociraptor arms is painful 

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11 hours ago, Kaichi16 said:

i'd like to remind everybody that: archmelee exists

That's a whole other thread to be honest. I'd just make all 2h melee available in archwing, and all archwing melee available as a new class of regular melee.

11 hours ago, Kaichi16 said:

and they kinda lost the chance to allow necramechs to use it.

they can use archguns but not archmelee? hm

See also Titania, who has amazing exalted guns because they use secondary mods, and utterly useless exalted melee even with regular melee mods.

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10 hours ago, Pakaku said:

I honestly think it would be simpler to just allow them to use regular gun mods, and then allow similar  Archgun mods to stack. It would also give players a place to start from if they have a good gun mod collection and are just starting to get into archguns

I'm not sure on stacking - it'll be hard to balance all the mods doubling up, especially as some (such as dual stat mods) do match regular mods.

It would be a lot simpler to just use existing mods, but then you have players that have invested and gotten the archgun subset.

11 hours ago, Pakaku said:

If we really need more archgun-specific mods, I'd rather see mods that give buffs related to the archgun mechanics, and space/ground-related buffs so you could actually focus on specialising for either scenario

Yes, they should all get specific augs, like:

Grakata: Anti-Air charge - projectiles explode as soon as an enemy or surface is in range. You could use this on the ground, but unless you're shooting up you're just going to stagger yourself. In space it would behave like the AA guns it's modelled off, making it very easy to hit targets with the AoE.

Velocitus: Stabilised Shot (Exilus) - eliminates the stagger recoil on the ground that breaks ADS every time you fire.

Fluctus: Wide Flare - fire a significantly larger projectile that homes slightly, but lose punch through. It would be useless on the ground but better for Railjack.

There's loads of interesting stuff you could do.

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