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Weapons 2.0 - Overhauling The Boring And Generic Gunplay Of Warframe


Luminati07
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Alrighty, prepare for a long read.

I recently posted a topic in GD regarding the lack of unique weaponry in the game. https://forums.warframe.com/index.php?/topic/143590-are-we-ever-going-to-get-unique-weaponry'>Link here

 

Some people wanted to know what I meant by 'unique', so I'm going to cover that in this thread.

 

However, this thread is also going to revisit the old weaponry.

 

Section 1

Revisiting every single weapon in the game.

 

Currently, almost every single weapon we have in the game is simply a reskin of another with some altered stat values.

Now, that doesn't make for very interesting gunplay. Especially when the AI is as dumb as rocks.

 

I have no doubt in my mind that DE will not go back and overhaul every single weapon to make them unique.

 

So, this section will be suggestions for adding special traits to existing weapons.

These traits will function similarly to alternate fire modes from Unreal Tournament/other arena shooters.

 

From looking at the wiki, I counted one hundred and twenty four weapons.

Yes. 124 weapons in the game.

 

How many of those can be considered "unique"

Synapse, Flux Rifle, Ignis, Ogris, Torid, Ballistica, Tigris.

 

Those are the current 'unique' weapons in the game.

And come on! Those are like..The basics of the basics.

 

It's a sad state of affairs when the most interesting guns are a rocket launcher and a flamethrower.

THAT'S what I mean when I say that the current weapon palette is severely lacking.

 

_______________________________________________

 

In this section, I'm going to be going over every single gun in the game, and giving it a unique function that would be associated with it.

 

What's the point of this?

1. If will reduce the boring monotony between guns.

2. It will give players a better choice. The Soma might be more powerful than the Braton, but the unique trait might be more appealing on the Braton.

That way, it's not just a case of every player flocking to the gun with higher damage values.

 

Now, I know that DE has mentioned the reason they didn't want to add grenades to the game. They said they would fill the role of Warframe powers.

I agree that grenades shouldn't be in the game. But, I don't agree that unique effects and abilities should be limited to Warframes only.

 

In Warframe, the primary gameplay comes from the weapons. Powers are just a supplement.

 

Remember, at its core, Warframe is a third-person shooter. 

If you remove the 'shooter' part and make the only interesting graphics/effects part of Warframe powers, it doesn't make for interesting gameplay.

 

In order for the game to be genuinely fun, you need to make the gunplay enjoyable. Currently, it really isn't.

 

Mods 2.0 and Damage 2.0 proved that DE isn't completely afraid of making sweeping changes.

This is a beta. Sweeping changes are what we need!

 

Overhaul the way guns work! Make them interesting!

 

Before I start.

How would this be implemented.

DO NOT MAKE THESE INTO MODS!

 

Do not make unique functions of weaponry be tied to mods.

Why?

1. Nobody wants to have their build limited even more.

2. Before you add any more mods, fix the current useless ones.

 

How would they work? Add another button mapped to the unique function. Middle mouse button, mouse button 4, V, whatever.

 

Now, having these kinds of functions are future proof!

Give the weapons their own unique secondary fire/function.

But, this also opens up plenty of opportunities for the future.

 

1. Mods that augment or change the unique function. 

Give every weapon its unique function. But over time, you could release mods that either augment or completely change the function.

 

2. Cosmetics.

5 Platinum to get a new graphical effect when you use the secondary function.

 

People love cosmetics and individuality.

 

If my gun has a secondary function that splits arrows in 2, I'd pay 5 plat if I could change the graphic from a normal arrow, to a spear of energy.

Obviously that's only scraping the bare bottom of the barrel, but it's just an idea of what I mean.

 

3. Weapon modifications.

Introduce weapon mods.

These could be found in missions, crafted, bought, whatever.

 

Instead of having mod cards augment the alternate fire, let us put a modification on our gun.

 

Example, let's say there's some rocket launcher with an alternate fire that splits the rocket into several bomblets that become proximity mines.

Now, let's say I equip a 'gravity modification' on my gun. When these proximity mines are activated, they will draw nearby enemies closer before detonating.

 

That's a little farfetched for the Warframe universe,  but it's just an idea of what I mean.

_________________________________________________________

 

In this section, I will be proposing a secondary function/special ability for each weapon.

Not every single one will be 100% different from the rest, so some may overlap slightly.

 

Obviously this is an extremely long thread, so some of these ideas might seem pretty average. If you have any ideas, please post them in the replies.

 

Also, let me know if I missed any weapons. I'm pretty sure I got them all, but I may have missed one.

 

Each weapon will have images or video to show what it would look like, and my source of inspiration.

 

Important paragraph before I begin

The idea is not to bring in spammable alternate fires.

These functions are not designed for the player to spam them.

 

They might take up lots of ammunition or have a cooldown.

_________________________

I'd like to hear your opinions on how they should work.

Should there be a cooldown, or no cooldown?

 

I'll put cooldowns in the descriptions just in-case. But, I don't think it'd be too bad to have no cooldown at all.

I mean, if I want to have fun with gunplay, let me shoot whenever I want!

 

But, for the sake of balance, I'll put in cooldowns for now

_________________________

 

The idea isn't to have something to replace powers, it's to have something to supplement them.

There's actually plenty of weapon function + Warframe power combinations that you could use.

It's all a matter of imagination.

 

One other thing.

I purposefully didn't make these ideas too farfetched.

 

I had actually written out about half of them to be extremely unique, but they just didn't work for the Warframe universe. So, I started again and toned them down a bit. 

 

Primary weapons

 

Automatic Rifles

Braton Family

The Braton is your basic assault rifle. So, it should have a basic, but functional alternate.

 

Deadly Spread

Overload your weapon and fire 30 rounds (or as many in your magazine as possible) in a single shot.

 

Deals devastating damage, but uses up 30 rounds of ammo.

Charge it for longer to decrease the spread.

 

Heats up your gun by a substantial amount, so there is also a 20 second cooldown.

 

Inspiration: Bulletstorm, Peacemaker Carbine

 

Check 0:45 of that video.

 

Dera

Energy Mine

 

Like it sounds on the tin.

Expend a large amount of ammunition to create an energy trap on the surface you are aiming at.

 

When an enemy passes nearby, this mine will explode with deadly force. Sends enemies flying extremely fast and deals heavy damage.

 

Expends an entire magazine. Cooldown of 30 seconds.

 

Grakata

The bullets the Grakata uses are located in the ball on the handle. Let's use that.

 

Scatter Grenade

Unlatch the ball from underneath the gun and lob it 10m in front of you.

 

After a few seconds, this ball will explode and send any remaining bullets flying in all directions. Only 'fires' as many projectiles as there were bullets in the magazine.

 

Empties your entire magazine.

 

Inspiration - Perfect Dark, the Dragon

In Perfect Dark, the secondary fire on the Dragon allowed you to throw it away to use as a proximity mine.

No video, but you get the idea

 

Soma

Cyclone

Unleash fury on your enemies by emptying your entire magazine unbelievably fast.

 

Has very low accuracy with an unbelievably high rate of fire.

 

Empties your entire magazine and overheats your weapon substantially. 20 second cooldown.

 

Inspiration - Perfect Dark, Cyclone

Direct link - 

 

The alternate fire is when there is the yellow writing/square in the bottom right.

Notice how substantial the difference is in RoF.

 

Boltor

Webbing Trap

 

Fires a net that is propeled by 10 Bolts.

 

This net will take enemies with it until it hits a solid surface.

When it hits a solid surface, the net will stick, trapping enemies to the wall.

 

The net will last for 15 seconds.

 

This function has a 30 second cooldown and expends 10 rounds.

 

Burst fire and Semi-auto rifles

Latron

Cluster Rounds

 

Activate this function to load special bullets into your magazine (forces a reload)

These rounds will explode into 3 smaller rounds that will also detonate on contact with a surface.

 

To use this function again, you must go through 2 magazines worth of bullets before you can load another magazine of cluster rounds.

These special rounds last an entire magazine, though, they use 2 rounds per shot.

 

Burston

Stunning Grenadier

 

Lob three grenades in a short-ranged arc.

 

These grenades will either explode on contact, or bounce 3 times then detonate.

 

When they detonate, they deal light damage and stun nearby enemies.

Good for stealth attacks or distractions.

 

Enemies who hear the grenades explode will go and investigate.

 

30 second cooldown.

Hind

Grenadier

 

Same as the Burston, but uses small explosive grenades.

Fires 5 bouncy grenades.

 

Uses 10 ammo. Can only be used one every 2 full magazines. (so, if you have a 30 round magazine, you must fire 60 rounds before you can use this function again)

 

Miter

Props to ValhaHazred for this - https://forums.warframe.com/index.php?/topic/143361-how-to-make-the-miter-the-most-awesome-gun-in-the-game/

 

Circle of Death (lame, I know)

Activate this function to start spinning the blade at alarming speed.

Uses no ammo, but must be in melee range to deal damage to enemies.

 

Deals heavy damage. Upon deactivation, you must wait 3 seconds before you may fire the weapon. (to let the blade slow down)

 
Machine guns

Gorgon

Deadly Precision

 

Once activated, this lasts for 1 magazine. (must be used when your magazine is full)

 

Removes the wind-up, and reduces your fire rate by a significant amount.

 

Rounds will be considerably more accurate and will deal more damage.

 

Inspired by - Unreal Tournament, Minigun

The alternate fire mode on the UT minigun was basically the same.

Fire rate was slowed with an addition to accuracy.

 

Supra

Lightline

 

Launch a container of energy at a surface.

After a few seconds this will start to project a beam of energy.

 

Functions similarly to a Corpus Laser Door, but with 1 line.

 

Deals moderate damage upon contact, will also knock down enemies.

 

Cooldown of 45 seconds, also uses an entire magazine.

 
Continuous fire weapons


Flux Rifle

Overcharge

 

Begin to overcharge your Flux Rifle.

After it's fully charged (~4 seconds), release an extremely powerful energy 'spear'.

 

This pierces all enemies and will ricochet off walls a maximum of 10 times.

 

Uses an entire magazine/charge and has a 45 second cooldown.

 

Synapse

Shocking Foundation

 

Load up your Synapse with all its power and fire an orb of contained lightning at the floor.

When this orb makes contact with the ground, it will begin to spread outwards slowly. (with fancy lightning graphics)

 

Used as a sort of area denial weapon.

Enemies that pass over this growing circle of electricity will be stunned/shocked until it finishes.

 

Lasts up to 20 seconds, depending on how many rounds are in your magazine.

 

40 second cooldown.

 

Ignis

Devastation

 

Use an entire magazine to call forth a massive fire blast.

Obliterates everything in your path. Has a fairly substantial range.

 

Uses an entire magazine. Heats up your weapon like crazy. Disables your weapon for 10 seconds. Also has a 1 minute cooldown.

 

Inspiration - Final Fantasy XIV ARR, Trailer.

 

Check 2:15 of this video.

Look for the massive fire blast that the Black Mage calls forth.

Direct link - 

 
Bows


Paris

Tripwire

 

When this arrow hits a surface, a wire will launch out from the tail until it hits a solid surface.

Enemies that walk into this wire will be shocked/stunned.

 

Lasts 20 seconds. You can have up to 3 out at a time.

Once you have used 3, there is a cool down of 1 minute.

 

Inspiration - Bioshock, Trap Bolts

Direct link - 

 

Dread

Barrier Breach

 

Send an arrow flying with such force it breaks the sound barrier.

Enemies nearby who are hit by the shockwave are sent flying.

 

Enemies hit by this arrow will be send flying backwards at the same speed and dealt massive damage.

 

Cooldown of 45 seconds.

 

Inspiration - Aircraft

hornet_1410652c.jpg

Cernos

Steel Shower

 

Launch an arrow into the air with a lower arc of fire.

At the peak of its arc, it will explode, raining white-hot steel shrapnel down on enemies.

 

These shards of shrapnel will melt through armour and deal high damage over time. Upon contact, enemies will also be stunned.

 

Has a cooldown of 30 seconds.

 

Inspiration - Archers in MMORPG games

You know, the abilities where the archer fires into the air, and out of nowhere 50 billion arrows start showering down?

 
Sniper Rifles


Snipetron

Split Barrel

 

Fire 3 rounds in a single trigger press. These spread out evenly.

Good for crowds of enemies where a single bullet won't cut it.

 

Spread isn't 100% accurate. It's always quite tight, but there won't always be a round in the center of the crosshair, making precision unlikely.

 

Has a 3 second cooldown, uses 3 rounds of sniper ammunition (scarce enough as it is)

 

Inspiration - Unreal Championship 2, Sniper Rifle.

 

Check 4:20 of this video.

https://www.youtube.com/watch?v=_CIdygOudIY

https://www.youtube.com/watch?v=_CIdygOudIY

 

Vulkar

Crystal Clear

 

When activated, your scope will see enemies through walls.

While this is active, you are able to shoot through walls at enemies.

 

Effect lasts for 15 seconds.

Cooldown of 90 seconds.

 

Inspiration - Perfect Dark, Farsight XR-20

 

Vectis

Ricochet

 

Like it sounds.

Load up a special sniper round.

This round will ricochet off surfaces a maximum of 5 times

 

Each time it hits a surface, it has a miniature explosion that will deal light damage to nearby enemies.

 

Lanka

Gravity Concussion

Supercharges a round in the chamber.

 

This round travels extremely fast, and leaves a trail behind it.

 

Any enemies who are near the round when it passes are pulled towards it and staggered.

After a short time, this energy trail will explode, dealing moderate damage and knocking enemies over.

 

Here's a (terrible) diagram to show what I mean. O = Tenno/your position, -- = Bullet trail, ^ = enemy.

Exhibit A. The location of enemies before you fire the bullet.

 

 

         ^                     ^         ^ ^             ^     ^

 

           

 

 

  ^       ^                    ^                      ^              ^

 

Exhibit B. The enemies now move in closer due to being attracted by the round.

 

         ^                     ^         ^ ^             ^     ^         

O ------------------------------------------------------------------

  ^       ^                    ^                      ^              ^

 

Then, as this trail dissipates, it will explode, dealing damage to the nearby enemies.

 

This specialty round uses 5 bullets. Cooldown of 45 seconds.

 
Shotguns

 

Boar

Bouncing Betty

 

Lob a grenade 10m in front of you. When an enemy gets nearby it will launch itself in the air.

When it reaches head height, it will detonate with extreme force.

 

Any enemies unlucky enough to be in close proximity will be dealt massive damage.

 

Uses an entire magazine, cooldown of 30 seconds.

 

Hek

Annihilator

 

Let loose 4 barrels worth of firepower in a single shot.

 

Uses 4 rounds of ammo, large spread, even larger damage.

 

Cooldown of 20 seconds.

 

Strun

Ankle Biter

 

Shoot at the ground to send miniature projectiles rolling along the floor at high speed

If they hit enemies they will detonate to knock them over and reduce their run speed.

 

Cooldown of 5 seconds, uses 2 rounds per shot.

 

Sobek

Impact Mine

 

Remove your magazine and throw it at the ground in front of you.

 

This acts as a mine. It will only detonate when you fire at it, meaning you can set traps for enemies.

This mine deals higher damage depending on how many rounds were in the drum.

 

Uses an entire magazine, cooldown of 20 seconds. Can have a maximum of 3 out at once.

 

Tigris

Shrapnel Blast

 

Launch a grenade that detonates on impact sending projectiles flying out in all directions. These projectiles will ricochet a maximum of 3 times each.

Deals heavy damage if it lands a direct hit on an enemy.

Uses 2 rounds, 30 second cooldown.

 

Inspiration - Unreal Tournament, Flak Cannon

 
Launchers


Ogris

Dumbfire Salvo

 

Let loose a salvo of rockets.

These fly in random directions and deal normal damage.

 

Fires as many rockets as are left in your magazine.

 

Inspiration - Final Fantasy XIV ARR, Trailer.

For the purpose of this thread, it was also inspired by the Grineer Hellion

 

Grineer_Hellion_Barrage.jpg

 

Torid

Toxic Rebound

 

Launch an orb of Toxic sludge.

After a few seconds, this sludge will break off into 4 smaller pieces, each will bounce around the area. If they come in contact with an enemy, they will deal damage and apply a DoT. (Stacks if hit multiple times)

 

Each piece will bounce 10 times then explode.

 

Uses 4 rounds of ammo. 1 minute cooldown.

 

Inspiration - Unreal Championship 2, Bio Rifle.

 

Check 5:33 of this video

https://www.youtube.com/watch?v=_CIdygOudIY

 

 

Secondary Weapons

 
Semi-Auto pistols

Lato
Wormhole Rounds
 
When activated a small Wormhole will open up where you are aiming.
 
For 2 magazines, any shot you fire will originate from this wormhole.
 
Meaning, I can place it somewhere, run 50m away from it, and when I fire, the rounds will originate from that wormhole that is 50m away from me.
 
The effectiveness of this ability is up to the users imagination.
 
Lasts for 2 magazines. 90 second cooldown
 
Lex
Bull Stoppers
 
Load explosive rounds into your weapon.
 
These deal heavy damage and set off highly damaging fire explosions.
Knocks over enemies with each round.
 
After using this function, you must use 2 full magazines to be able to activate it again.
 
Magnus
Heartstopper
 
Use space magic to compress all your remaining rounds into a single bullet.
 
This round deals extremely high damage and explodes on contact. Upon exploding, 5 miniature bomblets will fire out in an arc, these also explode on contact.
 
Uses your entire magazine, overheats the gun.
30 second cooldown, renders your gun useless for 10 seconds
 
Vasto
Smart Rounds
 
Unique rounds are loaded into the Vasto.
These rounds will have a homing effect on enemies.
 
Nothing crazy like split-second 90 degree turns. But, they will angle towards enemies.
 
Lasts for 1 full magazine. 20 second cooldown
 
Acrid
Acidic Blast
 
Unleash your entire magazine in an extremely short amount of time.
These will deal less damage.
 
After 3 seconds, each projectile will 'detonate', spraying acid from the tail.
This acid will coat enemies, disintegrating their armour and applying heavy DoT.
 
Inspiration - Final Fantasy X, Valefor Energy Ray
 
Funnily enough, FF was an inspiration for this.
Just imagine that, but with Acrid projectiles and acid rather than explosions.
 
Bolto
Jet Propulsion
Bolts leave the weapon at a very slow pace, then speed up exponentially.
 
The longer they fly, the faster they fly.
The further they travel, the higher the damage.
 
If one of these rounds travels 50m before hitting an enemy, it will deal massive damage compared to it traveling 10m.
 
Lasts 1 magazine. Must use 2 magazines before you may activate it again.
 
Seer
Crystal Clear
 
Just like the Vulkar.
Zooming in will outline enemies, even if they are behind walls.
 
For the duration, you can shoot at enemies through any surface.
 
Effect lasts 15 seconds. 90 second cooldown
 

 
Automatic Pistols


Furis
Sweeper
 
Empties your magazine in a horizontal path that can clear an entire room.
Each individual round deals higher damage than normal.
 
Uses your entire magazine, no cooldown.
 
Here's a flawless work of art to show what I mean.
14ngqoj.png
 
Viper
Entangle
 
Once activated, you have 2 specialty rounds loaded into the gun.
 
Fire them on to any surface.
Once both have been fired, an energy line will shoot from one to the other and bring them towards each other. Similar to Rip Line.
 
Can be used for several applications.
Launching them both at enemies to bring them crashing together.
Launching them between a doorway for area denial
Launching one at a teammate, one at the roof to launch them onto a platform
 
Etc, etc.
It's up to the user's imagination.
 
Twin Gremlins
Cyclone
 
Just like the Soma function. Activate this to unleash your entire magazine unbelievably fast.
 
Lowers accuracy, but sends a storm of bullets your enemies way.
 
Uses your entire magazine. 30 second cooldown.
 
Inspiration - Perfect Dark, Cyclone
 
Cestra
Hailstorm
 
When activated, this function will last for 1 magazine.
 
When you shoot at surfaces, your projectiles will 'stick' to them.
When enemies pass by, the lasers will be shot out with extreme speed, punching through any flesh and armour and dealing high damage.
 
Useful for setting traps or being more thoughtful and using it to shoot around corners.
 

 
Burst pistols


Kraken
Seeker
 
Load up a special round.
When you fire, if it hits an enemy, it will jump to another enemy.
If it hits that enemy, it jumps to the next. (similar to ricochet, but targeted)
 
Continues to jump until it either runs out of enemies or it misses its target.
Excellent for large groups of enemies.
 
Uses an entire magazine. 30 second cooldown
 
Sicarus
Sub Zero
 
Reload a special magazine into your gun.
 
Each round lowers the enemy body temperature by a substantial amount.
If hit enough times, this will freeze enemies solid.
Each round has a small AoE.
 
Must go through 1 magazine before this one becomes available again.
 

 
Thrown weapons


Hikou
Explosive Attraction
 
Throw a special Hikou that creates noise for several seconds when it's stuck in a solid surface.
 
Nearby enemies will walk towards the noise. When it detects enemies, it will detonate.
Deals high damage and knocks over enemies.
 
Kunai​/Despair
Stunning Attraction
 
Same as the Hikou, except instead of a loud explosion, a silent stun blast will emit from the Kunai.
Perfect for stealth players.
 
Lure enemies away from their set patrols, stun them, then finish them off.

 
Shotgun Pistols

Brakk
Explosive Shower
 
Instead of pellets, fire a special round that lobs 10 mini grenades in a wide, random spread.
These will bounce several times, then explode. Does not explode on contact with an enemy.
 
Very useful for extremely crowded rooms.
 
Cooldown of 30 seconds.
 
Here's yet another work of art
2mbjon.png
 
Bronco
Proximity Grenadier
 
Instead of pellets, fire a special round that lobs 5 mini grenades in a wide, random spread.
These will explode sit on the ground for a maximum of 5 seconds, or detonate when enemies walk nearby.
 
Very useful for extremely crowded rooms.
 
Cooldown of 30 seconds.

 
Other secondaries

Ballistica
Poison Bolts
 
Convert your crossbow into the perfect stealth weapon.
 
Fire these special bolts at enemies to give them a delayed death.
They will continue their patrols as usual, after ~5 seconds, they will collapse.
 
Either finish them off, or leave them be.
 
Inspiration - Pretty much every stealth game out there
 
Embolist
Acid Grenadier
 
Instead of spraying acid in front of you, the gun forms one magazine worth of acid into a ball.
 
When fired, this ball will be lobbed in an arc. When it hits a solid surface, it will stick for several seconds then explode for massive damage that disintegrates armour and shields.
 
Uses an entire magazine. 30 second cooldown.
 
Inspiration - Unreal Tournament, Bio Rifle
 
Spectra
Blast Back
 
Instead of sending out a constant beam, use the gun to release an extremely close range shockwave.
 
Sends enemies in melee range flying.
 
10 second cooldown.
 
Inspiration - Unreal Tournament 2004, Shield Gun

 
Melee Weapons
 
Daggers

Currently, melee is incredibly dull. So, I'm going to be giving unique traits to the melee weapons that don't have any cooldowns.
 
Ceramic Dagger
Precision Strike
 
A specialty stealth strike that deals 3x the damage of a normal sneak attack
 
Dark Dagger
Life Steal
 
Perform a slow strike that steals the very essence of your enemies.
 
Heals your HP to an equivalent % of damage dealt.
 
Has a long animation, so spamming is not recommended.
 
Heat Dagger
Cauterize
 
Activate this ability to cauterize any wounds you are suffering.
 
Instantly ends any DoT that has been applied to you.
Restores a small amount of HP too.
 
Fang 
Knee Slicer
 
Perform a quick slash at your opponents legs. Applies a cripple and a DoT (heavy slow)
 
Only hits one enemy.
 

 
Longswords

Ugh, how many damn longswords do we need!
 
Cronus
Death From Above
 
During a wallrun, activate this function to stab your weapon into the wall.
Once it's in the wall, your Warframe will stand on the sword, the higher the better.
 
When you're ready, activate the ability again to remove the sword and come crashing down with a heavy strike.
 
Your classic plunging attack, just with more baddassery.
 
Dakra Prime
Death From Above
 
During a wallrun, activate this function to stab your weapon into the wall.
Once it's in the wall, your Warframe will stand on the sword, the higher the better.
 
When you're ready, activate the ability again to remove the sword and come crashing down with a heavy strike.
 
Your classic plunging attack, just with more baddassery.
Dark Sword
Life Steal
 
Perform a slow strike that steals the very essence of your enemies.
 
Heals your HP to an equivalent % of damage dealt.
 
Has a long animation, so spamming is not recommended.
 
Ether Sword 

Ether Wave

 

Perform a quick horizontal swing with your sword. This sends forth a wave of energy that will slice through enemies.

Smaller wave than the Ether Scythe, but a quicker animation.

 
Heat Sword
Cauterize
 
Activate this ability to cauterize any wounds you are suffering.
 
Instantly ends any DoT that has been applied to you.
Restores a small amount of HP too.
 
Jaw Sword
Cleave
 
Perform an upwards slash that deals heavy damage and cripples your enemies.
 
Hits multiple targets.
Applies a DoT and cripples opponents.
For the duration of the DoT, enemies have reduced accuracy.
 
Machete
Cleave
 
Perform an upwards slash that deals heavy damage and cripples your enemies.
 
Hits multiple targets.
Applies a DoT and cripples opponents.
For the duration of the DoT, enemies have reduced accuracy.
 
Mire
Infect
 
Slam the Mire into the ground. Expend some of your own HP to send out toxic trails along the ground.
 
If these trails hit an enemy, they will infect them and continue to seek out enemies.
Infected enemies are dealt a moderate DoT and are able to infect nearby enemies by being in close proximity.
 
Pangolin Sword
Flourish
 
Perform a blade 'dance'.
 
Strikes several times for heavy damage on a single target. The final strike sends the enemy flying backwards.
 
Inspiration - Dissidia 012, Lightning's Flourish of Steel
vEY2VN.gif
 
Plasma Sword
Disarm
 
Utilize the super heated plasma edges of the sword to slash at your enemies' weapon.
Cut the weapon in half.
 
Deals no damage, but destroys the enemy weapon, disarming them.
 
Only targets a single enemy.
 
Skana
Cleave
 
Perform an upwards slash that deals heavy damage and cripples your enemies.
 
Hits multiple targets.
Applies a DoT and cripples opponents.
For the duration of the DoT, enemies have reduced accuracy.
 
Prova
Electricity Shockwave
 
Slam  your Prova into the ground, sending out a shockwave of electricity which stuns opponents.
 
Fairly large AoE, long animation.

 
Spears/Staves

Bo

Leg Sweep

 

Exactly what it sounds like.

180 degree leg swipe that will knock over enemies and ground them for several seconds.

 

Medium length animation.

 

Orthos

Lance of the Covenant! (not actually. Hopefully someone gets that reference)

 

Cover your spear in energy and launch it forwards with shattering force.

Continues to fly until it hits a solid surface, taking all enemies with it.

Deals more damage the longer it flies.

 

(obviously) While it's flying, you can't use any melee attacks.

 

To prevent this filling the role of the Glaive/other thrown weapons, this has a cooldown of 1 minute.

 

Inspiration - Dissidia Final Fantasy, Kain's Gungnir

Direct link - 

 

 
Heavy weapons

Fragor

Spineshatter

 

Leap into the air and spin 360 degrees.

Using the momentum build up, slam your weapon on the floor with shattering force as you complete your spin.

 

Sends a shockwave (and some fancy floor cracking graphics) in a straight line in front of you.

 

Inspiration - The Last Remnant, Thunderclap

I actually couldn't find a video/gif of it.

I'll continue to look, though.

 

If you've played the game, you will know what I mean.

 

Galatine

Shatter

 

Raise your sword with both hands and slam it into the ground.

Sends a shockwave (with some fancy floor cracking graphics) outwards.

 

Deals heavy damage and knocks down enemies

 

No cooldown. But, the animation is long.

 

Gram 

Energy Wave

 

Raise your sword with both hands and slam it into the ground.

Sends out an energy wave (using your energy colour) in a straight line.

 

Passes right through enemies (dealing damage) and explodes at the end of its trail, knocking down enemies.

 

Media time

ohnzTx.gif

 

Taken from Dissidia 012.

Scindo

Whirlwind

 

Jump in the air and spin around.

You spin so quickly you create a literal whirlwind of steel around you.

 

Deals heavy damage to all enemies in the AoE

 

Inspiration - Final Fantasy XIV ARR, trailer

Here's a quick gif I made on Gifsoup. It's pretty terrible. Watch the YouTube video to get a better idea

whirlwind-o.gif

 

Direct link - 

 

Check 2:10 of that video.

 
Scythe weapons

Hate 

Soul Reave

Use the power of Hate to perform a slow horizontal swing in front of you.

 

Take the very essence out of your enemies. 

 

Enemies you strike will collapse for several seconds. 

Each enemy you strike will heal a certain % of max Shields.

 

Ether Reaper

Ether Wave

 

Perform a slow horizontal swing with your scythe. This sends forth a wave of energy that will slice through enemies.

 

Kama

Bow Down

 

Hook the underside of the blade around the back of the target enemies' head.

Slam them head first into the ground, dealing heavy damage.

 

Enemy will be grounded for 5 seconds due to unconsciousness.

 
Close Combat

Kogake

Tornado Kick

 

Generate a massive amount of momentum with a 360 degree spin.

As you land, send a kick at your target with shattering force.

 

Deals extremely high damage to a single target.

 

Inspiration - Tae Kwon Do, Tornado Kick

 

Furax

Launch

 

Grab your target by the neck and use the Furax to augment your strength.

 

Hold the enemy for a human shield or deactivate the power to throw them forwards with a massive amount of force.

 

Obex

Suction Pads

 

Instead of sending out shockwaves from the Obex, reverse the energy dispersion.

 

Similar to Death from Above.

 

Suction yourself to a wall during a wallrun.

Deactivate the function to perform a heavily damaging plunging attack.

 

Use this during stealth plays to hide from enemies.

 

Ankyros

Throat Crush

 

The Ankyros has a special attack (much like the sneak attack from behind) that can be activated from infront of an enemy.

 

Perform a quick strike that crushes your target's throat.

Enemies will lose their voice (can't call for help) and will hold their throats with one hand.

 

Reduces accuracy, puts the target into a panic.

They will try to call for help and try to run to the nearest console. (Very slow run due to them not being able to breathe/staggering as they run)

 
Other

Lecta

Leg Snap

 

Snap up the leg of the target enemy and yank them towards you.

As long as you have this function active, they will be trapped (cannot use a gun in this state)

 

Upon deactivation, you will gather momentum with a 360 degree swing and launch your foe forwards.

 

 

Section 2

How future weapons should be

 

Alright. Now that's out of the way.

 

You may notice that those ideas aren't really hitting the ball out of the park. Why? Because there's only so much you can do with weapons that are already in the game.

 

So, how can DE lift their game? By stopping the nonsense that is 'Tenno Reinforcements'.

Not completely stopping it, but stopping it in its current iteration.

 

What is its current iteration? Releasing a reskinned gun with some minor stat changes.

It needs to stop.

Like I said earlier, we have over 100 weapons in the game. Of which, about 5 are unique. And of those, the most interesting are a rocket launcher and a flamethrower.

 

What should DE do?

First off, put some thought into the weapons they put out.

I'd much rather they spend 3 weeks creating one or 2 weapons, than the (probably) 3 days they spend on current ones.

 

Make future weapons genuinely unique. Don't mess around with everything we've already got, it's far too late to completely overhaul every single gun in the game.

It's not too late, however, to step things up for the future.

 

It's fine if they have these unique guns on a cycle.

1 week have a normal gun with an alternate fire, a few weeks later, release a truly unique gun that's different to anything that's currently in the game.

 

I'd rather they focus on unique weapons for a while.

We have enough boring, generic guns in the game already. The last thing we need is more of them.

 

Like I said earlier, at its core, Warframe is a third-person shooter.

Just because we have Warframe powers, does not mean that weapons need to be boring.

 

If anything, that should give DE the motivation to make the weapons interesting.

It has plenty of gameplay opportunities to make the game interesting. Weapon's secondary fires could create combos with Warframe powers and vice-versa.

 

Just because we have powers, does not mean that weapons have to be left in the dark.

 

Earlier, DE_Steve posted this

 

 

  • Weapons and weapon skins - some new firing modes for added diversity!

 

It isn't exactly clear.

It's hard to tell if he means actual fire modes like in Unreal Tournament, or if he means fire modes in the modern sense (switching between semi auto and auto)

 

It would not surprise me at all if it was just switching between auto/semi auto.

Example, a new weapon skin that changes the Sicarus from burst to fully auto etc.

 

I'm not getting my hopes up from this.

 

What do I mean by unique?

I'm not talking anything ridiculously farfetched like say...Borderlands 2. (Sticky, homing, tesla, vampiric MIRV grenades)

But, something that is genuinely fun to use, and has its own unique mechanics.

 

Let's look at the Shock Rifle from Unreal Tournament

Primary fire - Precision beam that deals high damage. Tiny hitbox, rewards accuracy.

Secondary fire - Slow moving energy ball that deals moderate damage, but has an AoE

Tertiary fire - Shoot the energy ball with the primary fire to perform a shock combo.

 

This creates a large AoE explosion that deals massive damage.

 

Something relatively simple like that would do wonders for Warframe.

 

Ending notes

Obviously, this is a drastic change to Warframe's current gameplay.

 

DE has proven that they aren't totally unwilling to go through drastic changes.

This is a beta, it's the time to make changes like these.

 

Content is the driving force behind F2P games. But, gameplay is what is going to keep people playing.

 

I'll continue to add to this thread as I get ideas.

 

_________________________

 

For those that actually read this, huge props to you. It's a hell of a long read.

 

Please leave your thoughts and ideas below.

Edited by Nugget_
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I only managed to read  1/4 of it so far i absolutely agree with you. Ideas are interesting and the bow part, i honestly expected DE to be inspired from Evangelion etc to make bows interesting but meh Im hoping DE see these ideas and get inspired from them. I will continue to read the rest once i got back from work. You have my support. +1

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I am so for this, everything you've pointed out in great detail has made me realize how much weapons need changing.

As you stated out I would prefer weapons to be modded them selves instead of how the shoot, in a way most of what you described reminds me of the weapons from the first Borderlands.

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Some good and bad ideas.

Additional functions will require fire mod button/hotkey.

I dont like Ideas which support more spray and prey play. 30 bullets in one shot e.g. It makes also no sense. Something like underbarell nade launchers would be fine but mostly for grineer. Tenno weapons should stay "clean and precise", simply because of powers and ninja play.

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Some good and bad ideas.

Additional functions will require fire mod button/hotkey.

I dont like Ideas which support more spray and prey play. 30 bullets in one shot e.g. It makes also no sense. Something like underbarell nade launchers would be fine but mostly for grineer. Tenno weapons should stay "clean and precise", simply because of powers and ninja play.

The only reason that I put ones in there that use 30 bullets, or whole magazines etc, is to combat the argument that these would be 'replacing' powers.

 

Personally, I'd rather we can just use these alternate fires whenever we please, but that won't happen.

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You do make some valid points on the current droll of recent tenno reinforcements, something that is better off culled sooner rather than later. However, the number of unique weapons will change with dilution. Let's look way in the past, the gorgon came out, the first weapon that required a little more than pointing and clicking (spool time). Now, that isnt to say it was unique but rather a unique mechanic. Then came the paris, introduced as the first silent, charge mechanic, physics drop, enemy pinning capability. Without anyones doubt in their mind, the paris was truly a unique weapon. Until the dread came along, then the cerno...

The point of my tale is that the biggest killer of unique weapons is dilution. Unfortunately, f2p games thrive off of a constant updates. The true savior of unique weaponry is to use these very "secondary modes" you proposed and knead and mold them into a new weapon, one that will keep ideas flowing and provide new mechanics into the game. With this, the devs can focus on strengthening gameplay, UI, and balancing frames and weapons, old and new alike to provide the longest experience warframe can provide.

Edited by AscendantWyvern
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Read most of this, and all I'm gonna say is this.

I love this idea. I myself have never played Unreal Tournament, but I've heard amazing things about it. Alternate fire modes are fun. HOWEVER. This would be a huge change to the game, and likely something DE can't afford to do right now. If it were to happen, and hopefully it does, it's a long way off.

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well, i read most of this. i didn't read all of the weapon specific suggestions, but i read about half of them. since they're only examples, they aren't the important part of the post. 

(don't get me wrong though, most of those are great).

 

but, this is certainly not a bad idea at all, absolutely not. more combo's is never bad, powers, powers and weapons, weapons and weapons combo'ing is the best way to add diversity and improve user preference without nullifying the entire point of most of the content in the game by making weapons that are better than all of the others (and better than frames) in every situation. because that's just yawn.

(damnit Brakk)

 

and in similar games, as the ever comparable Mass Effect 3 MP - which is certainly relatively comparable to Warframe, no matter what anyone may want to argue - Combo's were basically how balance was controlled - because players working together to dish out tons of damage? not really a problem.

but a single player doing so, with little effort? now it's a problem. 

this doesn't at all mean that one player shouldn't be able to perform well. but, collaboration(and combat strategy) must ultimately outperform that, without contest. 

 

so if we use Antimatter Drop as an example test dummy - the sort of wiping it can achieve with one player, should be the kind've stuff that groups can achieve working together, but well, more powerful.

 

this also means that players will be able to successfully go later and later into that endless content, but that's an enter at your own risk anyways, otherwise Warframe will forever leave something to be desired. everyone will feel slightly empty as if we try to balance lv1 and lv200 with the same numbers, either the low end will be too easy, or medium and high end will be impossible. there is no inbetween there. because we're trying to make two pies with only enough filling for one. you can make two anyways, but both will be missing something then.

 

 

You do make some valid points on the current droll of recent tenno reinforcements, something that is better off culled sooner rather than later. However, the number of unique weapons will change with dilution. Let's look way in the past, the gorgon came out, the first weapon that required a little more than pointing and clicking (spool time). Now, that isnt to say it was unique but rather a unique mechanic. Then came the paris, introduced as the first silent, charge mechanic, physics drop, enemy pinning capability. Without anyones doubt in their mind, the paris was truly a unique weapon. Until the dread came along, then the cerno...

absolutely true! those weapons felt very refreshing when they were added. repeating them into perhaps too similar designs, highly sacrifices that effect. unfortunately. 

and while the Gorgon and other weapons like it may not be persay, absolutely unique in comarison to a Braton, there is certainly enough distinction to give them a home of their own. 

 

lots of unique additions is great, but not every idea is completely unique. that's okay, as long as they can still be distinctly different from the others.

 

but mmm, weapons that operate on almost(or actually on) identical mechanics and basis, with only small stat changes, really limits the refreshing 'new' feeling of new content. it ultimately hurts the sales return on adding that new content that F2P games absolutely to rely on to survive.

Edited by taiiat
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Actually i dont like any of these ideas, imo you try too hard to make something which isnt even needed. . If someone liked soma he will still use soma and probably wont even touch alt fire, but you will still limit his choice to choose weapons with good primary and altfire, dead space tried to do this and eventually system which i liked most was implemented in dead space 3, where you could choose what did your weapon shoot.

You also simplify weapons, if it fires bullets it isnt same as every bullet firing weapon. I like braton i play with it alot and i can say for sure that it isnt anywhere near similiar to soma, grakata, gorgon and its only a bit similiar to dera.

If you really want to add some modifications to weapons i would propose to add aura slot to weapons and fit mods like thunderbolt in there which will modify firing mode by some margin.

 

Some ideas:

energy bolts(bow,ballistica)- reduces dmg by 40/35/30/25/20% but makes arrows hitscan and adds infinite puncture.

sticky bombs(ogris)- instead of rockets you shoot bombs which stick to the target, explode after 2 seconds and deal 0/4/8/12/16/20% more dmg

ricochet rounds(latron)- bullets gain infite puncture and can ricochet from walls but dmg is reduced by 10/8/6/4/2/0%

belt fed(gorgon,supra)- you no longer need to reload and reload speed bonus is added to fire rate but spool up time is increased by 60/50/40/30%

hellfire bombs(shotguns)- if you kill someone with shotgun he will release bombs around him equal to numbers of pellets you hit him with and each bomb will deal 5/10/15/20% pellet dmg in small aoe

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You also simplify weapons, if it fires bullets it isnt same as every bullet firing weapon. I like braton i play with it alot and i can say for sure that it isnt anywhere near similiar to soma, grakata, gorgon and its only a bit similiar to dera.

I disagree, if you give the grakata, soma, and braton the same stats, they're the exact same minus the skin. Do they play differently due to thier numbers? Grakata kinda because of the recoil, but otherwise no.

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i think DE should take a look at some weapons from tribes ascend. those where fun, and some of them unique. as an example, what about an explosive crossbow, with a really long reload time, less range than the ogris, and bullet drop?

 

or a weapon that fires land mines, and you detonate them with the reload button.

 

and concerning bows, what about an ability that affects your next 2 shots. the first one has to hit an enemy. the next arrow you fire will be united by an electrical field to the other arrow. this will launch dangerous enemies far away and ragdoll them if it doesn´t hot anything, or it hits a wall. if it hits another enemy, then both enemies will crash with each other and they will be ragdolled, receiving some impact damage.

 

also, one detail. im sure DE would love to make each weapon unique, but there is something to consider too:

1. it takes a lot of resources and time to make each weapon unique

 

2. they have a lot of weapons. how do they make 124 weapons, and future ones, unique?

 

3. they have to balance all of that.

 

 

 

edit: maybe some of these skills could be mods? as an example, all of those bow things could be changed between each other.

Edited by lautalocos
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3. they have to balance all of that.

 

 

 

edit: maybe some of these skills could be mods? as an example, all of those bow things could be changed between each other.

Actually, a big part of creating unique weapon functions is so that you can't balance them. Make them all fun and enjoyable so that saying one is better than another is less important and more up to player preference. Not all of Nugget's ideas are quite there yet to each other, but they are pretty good start. 

Done right DE should only have to tweak what they feel is too strong or makes the game too easy without worrying about how it compares to other weapons. 

Making them mods would probably only work for some. We already really have enough junk mods as it is, and making these functions mods won't address the issue of all the weapons being just skins. 

 

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Actually, a big part of creating unique weapon functions is so that you can't balance them. Make them all fun and enjoyable so that saying one is better than another is less important and more up to player preference. Not all of Nugget's ideas are quite there yet to each other, but they are pretty good start. 

Done right DE should only have to tweak what they feel is too strong or makes the game too easy without worrying about how it compares to other weapons. 

Making them mods would probably only work for some. We already really have enough junk mods as it is, and making these functions mods won't address the issue of all the weapons being just skins. 

 

well, while some of them can´t be balalnced, a lot of them can and should. this is just an example, but imagine weapon A and B.

 

weapon A launches a bomb. it does 500 damage and has a range of 10 meters.

 

weapon B launches a bomb. it does 1000 in a 8 meter radius.

 

of course, this examples arent especially unique, but you get my point, weapon B is clearly better.

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well, while some of them can´t be balalnced, a lot of them can and should. this is just an example, but imagine weapon A and B.

 

weapon A launches a bomb. it does 500 damage and has a range of 10 meters.

 

weapon B launches a bomb. it does 1000 in a 8 meter radius.

 

of course, this examples arent especially unique, but you get my point, weapon B is clearly better.

Yeah, that's true. Although you could potentially balance that by making weapon A in primary mode stronger than B. 

OR

Make weapon A force all foes to do the monkey for 5 seconds and I think we all know what gun everyone is picking. 

 

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