CubedOobleck Posted February 8, 2014 Share Posted February 8, 2014 (edited) Firestorm only works on Ogris, Penta and Ignis, I think it would be nice if it worked on Torid, Stug and Embolist too. There's really no good reason why it shouldn't work on the Torid (fix this!), but I know you are thinking Stug and Embolist are secondaries. Well, firestorm works on only 3 weapons (potentially 4 with Torid) and making a separate radius mod for only 2 secondaries seems really dumb to me. So Firestorm should be extended to secondaries, at least temporarily until the number of AoE weapons grows. Of course to use firestorm on both a primary and secondary weapon you would need 2 copies, just like you need 2 copies to use a mod on both your gun and the sentinel's gun. Edited February 14, 2014 by CubedOobleck Link to comment Share on other sites More sharing options...
LazyKnight Posted February 8, 2014 Share Posted February 8, 2014 I do not think that a rifle mod can work with a pistol because of how the game tags weapons, I have no way of knowing for sure though. This was explained back when they released the mutation mods. It would likely be easier for DE just to make an AOE range mod for secondary weapons. Link to comment Share on other sites More sharing options...
Archistopheles Posted February 8, 2014 Share Posted February 8, 2014 Ogris, Penta, and Ignis all have fire as part of their makeup, though. You'd need a different mod for corrosive/viral/gas weapons. Link to comment Share on other sites More sharing options...
CubedOobleck Posted February 10, 2014 Author Share Posted February 10, 2014 (edited) Ogris, Penta, and Ignis all have fire as part of their makeup, though. You'd need a different mod for corrosive/viral/gas weapons. Just because it's called firestorm doesn't mean non fire-y weapons shouldn't be able to use it, if that were the case then all the elemental mods should only work on weapons that innately deal the corresponding element. If we really wanted to be accurate the mod says it boosts the blast radius and I don't see any explosions coming out of the Ignis, on the other hand the stug goo definitely explodes and the torid is still a grenade launcher. Edited February 10, 2014 by CubedOobleck Link to comment Share on other sites More sharing options...
AbhijitSM Posted February 10, 2014 Share Posted February 10, 2014 Yes pls. I couldn't understand the reason why they didn't make it work on the Torid in the first place. Also pistols should have their own version of firestorm for stug & embolis. Link to comment Share on other sites More sharing options...
Eric1738 Posted February 10, 2014 Share Posted February 10, 2014 yes on torid(and fix/buff/rework torid plz) maybe nah on sidearms, could add a new mods for the purpose, but dont fix them up Link to comment Share on other sites More sharing options...
HailCreation Posted February 10, 2014 Share Posted February 10, 2014 (edited) I do not think that a rifle mod can work with a pistol because of how the game tags weapons, I have no way of knowing for sure though. This was explained back when they released the mutation mods. It would likely be easier for DE just to make an AOE range mod for secondary weapons. Firestorm is a "special" mod, not a "rifle" mod. Now if you're saying technically it's a mod designed to go on weapons that are classed as a rifle by the game's database, then yes that's probably correct and there's some technical limitation on it. Edited February 10, 2014 by HailCreation Link to comment Share on other sites More sharing options...
Krystalmyth Posted February 10, 2014 Share Posted February 10, 2014 Ogris, Penta, and Ignis all have fire as part of their makeup, though. You'd need a different mod for corrosive/viral/gas weapons. Fartstorm. Link to comment Share on other sites More sharing options...
Methanoid Posted February 10, 2014 Share Posted February 10, 2014 firestorm works on weapons that have "explosions", the ogris ofc uses explosion mechanics, as does penta and the ignis is just a flux rifle which has an invisible beam (you can still headshot causing more dmg btw) that has ots of invisible mini-explosions along the beam, only we just see the "flame" effect instead, thsi is why firestorm works on those weapons making the explosions larger, thus catching more enemys in the resulting larger explosion radius. the other weapons dont use direct explosive mechanics so its unlikely to work on those, the torid for example doesnt "explode" its just a sort of sticky bean bag launcher that leaks a weak-&#! gas cloud, no explosions at all. Link to comment Share on other sites More sharing options...
LazyKnight Posted February 10, 2014 Share Posted February 10, 2014 (edited) the other weapons dont use direct explosive mechanics so its unlikely to work on those, the torid for example doesnt "explode" its just a sort of sticky bean bag launcher that leaks a weak-&#! gas cloud, no explosions at all. Torrid has a range function associated to its gas cloud, and the projectile is similar to a barbed gas grenade. It wouldn't be a large stretch to assume that fire-storm could make the contact area larger (it would not be an egregious violate of real life weapons). Edited February 10, 2014 by LazyKnight Link to comment Share on other sites More sharing options...
Methanoid Posted February 10, 2014 Share Posted February 10, 2014 (edited) Torrid has a range function associated to its gas cloud, and the projectile is similar to a barbed gas grenade. It wouldn't be a large stretch to assume that fire-storm could make the contact area larger (it would not be an egregious violate of real life weapons). theres another thread specifically for torid/firestorm, its pretty much already been said that even if firestorm DID work on the torid it would change nothing, enemys will still walk right through that cloud which ticks for pathetic damage, it "would" have been good if it was the torid from dmg1.0 with a 100% chance for slowing enemys when you equipped cold damage, now tho youd be lucky and then some if the cloud actually did that. the torid needs its old mechanics, 100% status chance and armor ignore to be of any real use, then and only then would firestorm be a handy mod to equip, the effect firestorm would have now wouldnt even be noticable tbh. in dmg2.0 even in the hands of vauban and his vortex the torid is flat out rubbish compared to whatever your teammates will be packing. Edited February 10, 2014 by Methanoid Link to comment Share on other sites More sharing options...
LazyKnight Posted February 10, 2014 Share Posted February 10, 2014 (edited) -Snipe- I sold my Torid as soon as I got it level 30, it was unbearably bad. This is off-topic: Torid should have sticky toxic glue splat and not a gas cloud. It needs to function like a trap gun, and it would likely require a rework to make it useable. Edited February 10, 2014 by LazyKnight Link to comment Share on other sites More sharing options...
Methanoid Posted February 10, 2014 Share Posted February 10, 2014 I sold my Torid as soon as I got it level 30, it was unbearably bad. This is off-topic: Torid should have sticky toxic glue splat and not a gas cloud. It needs to function like a trap gun, and it would likely require a rework to make it useable. reading the patch notes i noticed various things aquiring a 100% chance to proc effects, was it ice wave on frost or something? either way if the torid had an innate 100% chance to slow enemys in the cloud, even with its poxy damage it would at least serve a unique purpose and be of use, it badly needs something to make it useful, esp with its weak damage thats easily escapable. Link to comment Share on other sites More sharing options...
LazyKnight Posted February 10, 2014 Share Posted February 10, 2014 (edited) reading the patch notes i noticed various things aquiring a 100% chance to proc effects, was it ice wave on frost or something? Embolist now has forced proc poison. They can make weapons always do something, and I can't imagine that the creative people at DE can't figure out how to make torid slow things, like NOVA's powers do. Update 12: Zephyr Rises Weapon Changes: - Bow weapons receive 1/3 damage buff + gave charged arrows innate puncture depth. - Dread arrows have increased flight speed. - Embolist now has increased damage and forced poison proc. - Tigris now has improved damage, critical chance, and proc rate. - Hek damage increased and more minimum damage added to falloff. - Hammer and Staff weapons now ragdoll enemies on charged attacks. - Vulkar now has increased damage and proc rate. - Latron and Latron Prime now have increased damage. - Sentinel Deth Machine Rifle weapon now has 5% crit chance. - Flux Rifle now has improved damage and proc rate. - Critical Chance and reload speed of bows slightly tweaked. Edited February 10, 2014 by LazyKnight Link to comment Share on other sites More sharing options...
Ishki88 Posted February 10, 2014 Share Posted February 10, 2014 I made a thread about Firestorm + Flux and I got no replies...and the one reply said something about no Flux is balanced.... gotta be %#@$ kidding me all these new over the top weapons that are coming out ...but Flux doesn't deserve its own RANGE mod its already subpar in damage atleast let me put have fun pointing my laser Link to comment Share on other sites More sharing options...
LazyKnight Posted February 10, 2014 Share Posted February 10, 2014 -Snipe- Personally, I would prefer if the beam weapons got their own special mod that caused disintegration or other havoc upon death. Also, do you mean beam width or range? Link to comment Share on other sites More sharing options...
Nemorac Posted February 10, 2014 Share Posted February 10, 2014 Just a little note for the Torid (which I have and have used a fair number of times) You guys DO know you can hit the ENEMIES with the Torid's bean bag/grenade thing and it'll stick to THEM and keep ticking the damage right? It's actually not that bad a weapon when used that way, as opposed to how people used it in Dmg 1.0. Link to comment Share on other sites More sharing options...
Ishki88 Posted February 10, 2014 Share Posted February 10, 2014 Personally, I would prefer if the beam weapons got their own special mod that caused disintegration or other havoc upon death. Also, do you mean beam width or range? Range....its a freaking laser....it only works close to mid range..ITS A LASER.........A LASER!!!!!!!!!!!!!!!!! Balance my NOTHING...the only reason why it has short range because the forum would be spammed with "Nerf Flux please..my teammates are killing all the enemies before I can reach them" Link to comment Share on other sites More sharing options...
Tveoh Posted February 10, 2014 Share Posted February 10, 2014 Firestorm is a Unique mod, that increases blast radius. There is no reason to say it shouldn't work with secondary weapons that have a blast radias. So I'll approve of this idea Link to comment Share on other sites More sharing options...
LazyKnight Posted February 10, 2014 Share Posted February 10, 2014 -Snipe- Firestorm would only give flux about 6 more meters of beam range, anyone that call that OP has some issues. Link to comment Share on other sites More sharing options...
Terrornaut Posted February 10, 2014 Share Posted February 10, 2014 People people, we don't need to get into the technical details of how it works. The basic idea is enough to suggest to DEWe want a firestorm that works on secondaries. There will probably be more AOE secondary weapons, and it would be amazing, especially considering how we can resort to secondaries as main weapons instead of primaries. Link to comment Share on other sites More sharing options...
CubedOobleck Posted February 15, 2014 Author Share Posted February 15, 2014 Firestorm would only give flux about 6 more meters of beam range, anyone that call that OP has some issues. To be fair, firestorm's tool tip says it increases the blast radius, not the range, although I agree it wouldn't cause problems if it worked on weapons like flux rifle, phage, synapse and spectra. But firestorm was balanced for surface (the +24% radius is actually +54% surface) and would be underwhelming as a range mod, so I'd rather those weapons got their own mod balanced for range with a % that is worth using. Link to comment Share on other sites More sharing options...
LazyKnight Posted February 15, 2014 Share Posted February 15, 2014 -Snipe- I was only responding to, Ishki88. I would rather the beam weapons get their own unique mod that's worth using. Link to comment Share on other sites More sharing options...
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