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A Thought Thats Been In My Head Ever Since I Made This Weapon.


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It's kind of strange because they made a Community Hot Topics near the end of last year where it talked about Miter and Ogris/Torid ammo type, and how they might be better if reversed and such.

 

It seems they might have forgotten about that. XD

 

It's the Community Hot Topics.

Once something gets put on there, a general rule is that it must be forgotten. I'm still waiting for the Nekros buff.

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so why even lower the ammo count? who cares if Ogris has 150 or 540 ammo if u can shoot whenever you want? So it wouldn´t make the Ogris worse in any way...

 

This is the #1 argument I see for keeping the Ogris' ammo as it is.

 

Suppose you had a pistol that fires 3 times a second and deals 10000 base damage per hit. If somebody suggested lowering the damage to 1000 per hit, the argument of "Well, it's still going to one-shot everything anyways, so why nerf it?" isn't exactly helping the notion that it isn't overpowered.

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I would be happy if the Miter's projectiles didn't shrink when max charged.. that would be keen. (the effective size is smaller than the actual blade, so it might miss when it clearly looks like it 'hits')

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Well, in real life, the rockets probably. But in Warframe, the Penta fires square bricks that have a weak arc and can't travel very far, which indicates to me they're much heavier than they look - whereas the Ogris fires rockets that are not only silent, they appear to be of similar size to the Penta grenades, and would not surprise me if they are mostly hollow.

 

 

 

And that^

 

 

whats heavier? a sack full of grenades or a sack full of rockets?

 

 

STAHP PLEASE NO LOGIC IN WARFRAME PLEASE STAHP!

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Heres how Ogris should work. 10 ammo, does 1k damage base. Ya, i am not kidding. :D

 

Penta should have 20 ammo and do 700 damage. >:) 

No. Seriously. I think Penta and Ogris are too OP. They take to much fun out of the game. Need to nerf them down to just 5 ammo each and reload needs to lengthen to 5 sec. I need to IM Steve about this.

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back to topic in OP.

 

My guess is because Penta/Ogris etc uses the rifle mods, and stuff like ammo is probably hard-coded to the weapon-type at the moment.

 

Until such a time when stuff is changed to unlink weapon mods from other in-game factors like ammo type, or in the ultimate case allow each weapon to have its own set of permitted mods (just that most will share the same set/template) as well as other factor types (like ammo type).

 

E.g. there can be some special rifles that takes in SOME shotgun mods directly (at least those with no counterpart. e.g. blaze?) and some weapon that naturally can take in more than one type of ammo (esp those with dual fire modes. like having a "natural" ammo mutation but at fixed rank and only applies to specific ammo types)

 

Wait for Firearms 2.0 :)

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so why even lower the ammo count? who cares if Ogris has 150 or 540 ammo if u can shoot whenever you want? So it wouldn´t make the Ogris worse in any way...

Its like you play COD or Killzone or Crysis, Lost Planet etc. You have a heavy weapon section of firearms. You cant carry like 500 rockets for your rocket launcher, the max i seen is 20, and usually 3 at max. This could be solved by making them higher damage like 1000 base with lower ammo stock, and what rocket launcher has 5 rounds loaded at once, its 1 round a clip size.

Edited by Xs-138
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