Jump to content
Dante Unbound: Share Bug Reports and Feedback Here! ×

Archguns mods, space


(XBOX)Mastermitchel89
 Share

Recommended Posts

Archguns. Heavy ordinance operated with heavy caution

Necramechs can wield archguns with ease like a child wields a stick

Yet Archguns have a large variety of mods it can't fit (especially the lich Archguns)

Either A Archguns can hold 12 Mods but may require more forma to fit the current mods

B Archguns can hold 10 Mods but we rework the current Mods so they are more multipurpose and usable and add possibly Upgraded Mods (example Rubedo vs Prime Rubedo, something new like tough muzzle- fire rate up 60% same as automatic trigger 60% and critical damage up 80% same as hollow bullets 80% instead of relying on two individual mods for the same stats)

Or C where DE don't care discussion over

 

Reason: Archguns are powerful enough to play in Steel path, However they are a waste of time compared to literally other decent built weapons that can cakewalk Steelpath to the point of just adding Prime Archguns instead (This also isn't a steel path specific complaint, more in general gameplay complaint)

This basically means 1. A warframe buffs the Archgun to solve the inevitable ammo drain or lack of effective damage

2. Necramechs can't buff their main weapon but atleast regenerate ammo

 

It may make Archguns overpowered but isn't that the point of a Heavy Ammo hungry death giver gun

  • Like 1
Link to comment
Share on other sites

What is is that is the underlying issue here? Are Archungs inconsistent in your opinion? Or too weak? Or you do not like to gather ammo?

Ammo regeening modes (Necramech, Archwing) have different (lower) stats than Atomosphere mode. You get better gun at the cost of it not lasting 24/7.

Edited by Zakkhar
Link to comment
Share on other sites

44 минуты назад, Zakkhar сказал:

Ammo regeening modes (Necramech, Archwing) have different (lower) stats than Atomosphere mode. You get better gun at the cost of it not lasting 24/7.

Not the case since update 27.4. Source.

Цитата

 

Archwing Changes / Fixes:

  • Longstanding issues with the usability of Archwing Melee has been fixed.
    • Made numerous changes here based on Public Test results, including further Melee weapon rebalancing. 
    • Increased base Melee magnetism range from 100 to 140m
    • Decreased chance of Enemy Fighters performing a maneuver to break away from Melee attacks from 100% to 10%.
    • Increased camera offset from Enemy Fighters from 25 to 30m to help show action.
  • Archwing Melee Range Mods now affect aim assist lock-on range.
  • Archwing Gun stats normalized - space combat now uses ground “Heavy Weapon” stats.
  • UI Lead indicator has been added to relevant Archwing Guns.

 

Edited by FulfillMyWill
  • Like 1
Link to comment
Share on other sites

i want to either have better mods or new mods that replace two mods in one and more space for the current mods ie range, reload, status chance, archgun ace and similar (the unique/forgotten mods)

20 hours ago, (XBOX)Mastermitchel89 said:

something new like tough muzzle- fire rate up 60% same as automatic trigger 60% and critical damage up 80% same as hollow bullets 80% instead of relying on two individual mods for the same stats)

Example, automatic trigger and example mod would give 120% fire rate and 80% crit damage if both installed adding fire rate and damage in one mod space and fire rate in second mod space. Few archguns benefit from more fire rate but Necramechs and Archwings always do

Its kind of like a sacrifice for a buff mods for warframes since fire rate wastes ammo but its a dual buff for ^

The modspace is because companions are the same size yet have two more, normal weapons get one more via exilus adapter. An Archgun should be costly and powerful, yet that excuse is exclusively for profit taker

A better question why should i get an archgun if its mediocre to a mediocre weapon, why should it limit me by mobility and a timer when it isn't enough, why does it need warframe specific mods when it does not have space for them

I wish an improvement not a buff or nerf, some creativity and freedom of choice not a limited build i put on everything with a one utility mod difference

Link to comment
Share on other sites

19 hours ago, Zakkhar said:

What is is that is the underlying issue here? Are Archungs inconsistent in your opinion? Or too weak? Or you do not like to gather ammo?

Ammo regeening modes (Necramech, Archwing) have different (lower) stats than Atomosphere mode. You get better gun at the cost of it not lasting 24/7.

It's not better at all. Certain weapons have a tremendous recoil, such as Velocitus and Corvas.

Link to comment
Share on other sites

Weapons are good when you mod them with good mods.

Problem is archguns have lackluster mods, didn't get the galvanized treatment, nor the arcanes.

Archmelees are outright dead.

 

 

Having very limited ammo should be reserved to weapons that have huge impact and are really strong, similarly to the Bramma's ammo limitations : they make sense because it's a bow that can wreck house in a large AoE. Heavy Weapons do not have that kind of power. The Kuva Grattler and Kuva Ayanga >WOULD< have similar power levels to a Kuva Bramma, but they don't, because mods for archguns do not come close to comparing to primary mods, be it in quality or quantity. I consider these two to be the strongest options, along with the Mausolon, the rest just proves too ammo inefficient if you're doing steel path. Corvas Prime and Larkspur Prime can have their moments in situations where enemies are numerous and packed, but they can never outshine primary and secondary weapons with similar mechanics (Plasmor-type guns and Nukor-like weapons will always outdo those).

The Morgha simply does not have the level of damage required to deal with steel path targets outside of its alt fire that requires kills to charge. It's been a disappointment since release, and is only ever usable on Necramechs due to the abysmal ammo capacity.

As for other more classical archguns like the imperator and phaedra, it's only up to which one has the better stats. And it's still gonna struggle. You could use the most standard of Grakatas and obtain similar results.

 

Fire Rate and Charge Rate are also two different stats and separate mods for it, unlike for primary and secondary weapons, where fire rate deals with both (except Aeolak having fixed charge rate). Why?

 

Archweapons need some serious help if we're ever gonna want to treat them as something else than "uh yeah it's there, but it doesn't serve any purpose outside of one bounty on fortuna and some space/railjack content". We don't really need infinite ammo, or have it easy to come by : Lavos and Protea already help with that but it doesn't make any difference, and if you add the warframe buffs to do the balancing, it just won't work out, as you could buff any other gun for outstanding results (be it nourish, roar or eclipse, to name just a few).

Sadly I highly doubt we can expect any balance change regarding archweapons soon.

  • Like 1
Link to comment
Share on other sites

On 2023-08-27 at 5:52 AM, Fred_Avant_2019 said:

Weapons are good when you mod them with good mods.

Problem is archguns have lackluster mods, didn't get the galvanized treatment, nor the arcanes.

Archmelees are outright dead.

 

 

Having very limited ammo should be reserved to weapons that have huge impact and are really strong, similarly to the Bramma's ammo limitations : they make sense because it's a bow that can wreck house in a large AoE. Heavy Weapons do not have that kind of power. The Kuva Grattler and Kuva Ayanga >WOULD< have similar power levels to a Kuva Bramma, but they don't, because mods for archguns do not come close to comparing to primary mods, be it in quality or quantity. I consider these two to be the strongest options, along with the Mausolon, the rest just proves too ammo inefficient if you're doing steel path. Corvas Prime and Larkspur Prime can have their moments in situations where enemies are numerous and packed, but they can never outshine primary and secondary weapons with similar mechanics (Plasmor-type guns and Nukor-like weapons will always outdo those).

The Morgha simply does not have the level of damage required to deal with steel path targets outside of its alt fire that requires kills to charge. It's been a disappointment since release, and is only ever usable on Necramechs due to the abysmal ammo capacity.

As for other more classical archguns like the imperator and phaedra, it's only up to which one has the better stats. And it's still gonna struggle. You could use the most standard of Grakatas and obtain similar results.

 

Fire Rate and Charge Rate are also two different stats and separate mods for it, unlike for primary and secondary weapons, where fire rate deals with both (except Aeolak having fixed charge rate). Why?

 

Archweapons need some serious help if we're ever gonna want to treat them as something else than "uh yeah it's there, but it doesn't serve any purpose outside of one bounty on fortuna and some space/railjack content". We don't really need infinite ammo, or have it easy to come by : Lavos and Protea already help with that but it doesn't make any difference, and if you add the warframe buffs to do the balancing, it just won't work out, as you could buff any other gun for outstanding results (be it nourish, roar or eclipse, to name just a few).

Sadly I highly doubt we can expect any balance change regarding archweapons soon.

im not begging for arch weapons to replace your main loadout 

But to allow necramechs and archwings that Depend on them to get the most out of them

Whilst giving warframes a reliable backup or a what incarnons were supposed to be (but then they became op compared to op) without the overop part

However a galvanised status equals damage might be fine

Edited by (XBOX)Mastermitchel89
  • Like 1
Link to comment
Share on other sites

On 2023-08-21 at 3:30 PM, (XBOX)Mastermitchel89 said:

something new like tough muzzle- fire rate up 60% same as automatic trigger 60% and critical damage up 80% same as hollow bullets 80% instead of relying on two individual mods for the same stats)

Beam focus- increase Range by 20% and Status chance by 60%, exactly the same as the original 2 mods. [in atmosphere or overall should also fix beam range or more easily express it]

Fractured shots- Multishot 60% and reload speed by 100%, exactly the same as the original 2 mods

Light alloy- Charge rate 50% and Magazine size 60%, exactly the same as the original 2 mods

Edited by (XBOX)Mastermitchel89
Link to comment
Share on other sites

Le 28/08/2023 à 08:09, (XBOX)Mastermitchel89 a dit :

im not begging for arch weapons to replace your main loadout 

But to allow necramechs and archwings that Depend on them to get the most out of them

Whilst giving warframes a reliable backup or a what incarnons were supposed to be (but then they became op compared to op) without the overop part

However a galvanised status equals damage might be fine

Well, yes but see here's the thing.

Wether they're heavy weapons or used by a necramech or in archwing doesn't change the fact that you have no good mods for them. Or no options.

When using them with a Warframe, if they're not able to justify their cooldown, then it's a problem. Necramechs and Archwings have no other options than to use those, granted Voidrig at least gets to use some overtuned weapon in the Arquebex while Bonewidow stands there, flailing about with some heavy animation locking issues.

Also 60% multishot for Dual Rounds is a lame move.

Link to comment
Share on other sites

10 hours ago, Fred_Avant_2019 said:

Wether they're heavy weapons or used by a necramech or in archwing doesn't change the fact that you have no good mods for them. Or no options.

There are plenty of mod options, just not enough space for them aswell as single case mods like the only multishot or fire rate mods

The problem is overlap mods like Archun ace, Aiming for buff have a gimmick that ain't gonna happen

This is why i insist that there should be Single stat and Dual stat mods with the exact same stats as their original mods but so one can add all three of said mods to get a fuller benefit from them aswell as the space to fit them

15 hours ago, (XBOX)Mastermitchel89 said:
On 2023-08-21 at 3:30 PM, (XBOX)Mastermitchel89 said:

something new like tough muzzle- fire rate up 60% same as automatic trigger 60% and critical damage up 80% same as hollow bullets 80% instead of relying on two individual mods for the same stats)

Beam focus- increase Range by 20% and Status chance by 60%, exactly the same as the original 2 mods. [in atmosphere or overall should also fix beam range or more easily express it]

Fractured shots- Multishot 60% and reload speed by 100%, exactly the same as the original 2 mods

Light alloy- Charge rate 50% and Magazine size 60%, exactly the same as the original 2 mods

I would also insist for DE to add these with The Necraloid Syndicate, aswell as in The Clan Dry dock research panel. (Unlike the current mods stuck on Rare drops and a single Archwing mission)

Link to comment
Share on other sites

On 2023-09-02 at 9:02 PM, (XBOX)Mastermitchel89 said:

Light alloy- Charge rate 50% and Magazine size 60%, exactly the same as the original 2 mods

Helium Capacitors -For Archwing, Flight speed 15% - 20% and Blink recharges faster 20%, maybe

                              -for Warframe, Aim Glide limitation raised back to normal Aimglide length and Max Ammo by 50% - 150%

                              -for Necramech, Slide speed 12% - 18% and Movement speed up by 8% - 14%

Also maybe the two extra mods spaces need Capacitors to offgas your Archgun to not blow up ( Lore excuse )

Maybe the Capacitors could add 10% Reload speed, Charge rate, or 3% - 5% Damage per Capacitor max being two.

Not like Archon shards but like Weapon adaptors, in which they MUST be accessible on Deimos BEFORE Second dream or atleast on or before pluto [ Vox solaris and Necraloid like] none of that Arbitrations or Steel essence nonsense

Edited by (XBOX)Mastermitchel89
Link to comment
Share on other sites

Il y a 15 heures, (XBOX)Mastermitchel89 a dit :

Helium Capacitors -For Archwing, Flight speed 15% - 20% and Blink recharges faster 20%, maybe

                              -for Warframe, Aim Glide limitation raised back to normal Aimglide length and Max Ammo by 50% - 150%

                              -for Necramech, Slide speed 12% - 18% and Movement speed up by 8% - 14%

Also maybe the two extra mods spaces need Capacitors to offgas your Archgun to not blow up ( Lore excuse )

Maybe the Capacitors could add 10% Reload speed, Charge rate, or 3% - 5% Damage per Capacitor max being two.

Not like Archon shards but like Weapon adaptors, in which they MUST be accessible on Deimos BEFORE Second dream or atleast on or before pluto [ Vox solaris and Necraloid like] none of that Arbitrations or Steel essence nonsense

Well, guns get exilus slots, if anything, archguns could have some too. Having to lose a modslot just for ammo economy is something you can't afford on primaries... archguns would be in the same case, should we have sufficient modding options.

Link to comment
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
 Share

×
×
  • Create New...