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Enemy Eximus Overhaul Suggestions (Small Affinity Update)


Renegade343
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Hello all,

 

This thread is meant to be within EDIT 9 from this suggestion thread, but it has become too long. Thus, I have moved everything from EDIT 9 to here in order to not break the limit of words written in a post. The content is below:

 

Now Eximi are meant to change the battlefield, making us swap tactics and play more strategically to overcome such obstacles. But currently, they seem like enhanced cannon fodder. This thread will detail how these Eximi will be changed to make them challenging. But first, some universal changes to Eximi:

- Make Eximi an individual enemy, not a sub-enemy for a base enemy. As of right now, Eximi are tethered to a base enemy (such as a Crewman or a Butcher), which sometimes does not feel right, as it seems as though the Grineer/Corpus are just giving these powers to people at random, without actually knowing if they will use them right. Thus, I propose that all Eximi will be a standalone enemy (i.e. no need to be tethered to a base enemy to spawn, meaning there will be Codex Entries for each individual type of Eximus, replacing the Codex Entries of each enemy that can be spawned as an Eximus). This will theoretically allow more Eximus to spawn, and allow greater customisation and easier changes to Eximi when needed.

- All individual Eximus will require 10 scans to complete its Codex entry (the scan count includes scanning the Leader of a particular Eximus) (Scan number of a particular Eximus + Scan number of a leader of said particular Eximus = 10 for a completed Codex entry). After two scans of a particular Eximus, it's Codex Entry will show it's physical resistances and weaknesses (body part multipliers/dividers). After five scans of said particular Eximus, it's Codex Entry will show it's Warframe powers resistance and weaknesses.

 

- All Eximi units will have a spawn level of 1. All Eximi Leader units will have a spawn level of 10, and their spawn chance will be relatively lower than its normal Eximi variant. 

 

- Affinity of Eximi units at level 1 is 2,000. Affinity of Eximi Leader units at level 10 is 5,000.

 

- An Eximi Leader unit (e.g.: Gas Eximus Leader) will not replace the normal Eximi spawn in missions, meaning a player can potentially fight against an Eximus and its Leader variant at the same time in a mission. 

 

- All Eximi will not spawn in Mercury, to prevent new players from being destroyed by these enemies. 

 

- If the Eximus has an aura affecting allies/enemies, then the normal Eximus will have an aura radius of 12.5m, while Leader Eximus will have an aura radius of 17.5m.

 

- If the Eximus has an aura and is killed, all allies/enemies that are within the aura radius will still receive the aura buff/debuff for 2-3 seconds, then it will deactivate.

 

- If the Eximus and its associated leader is within the aura range of each other, then allies/enemies within the aura range of both these Eximus will receive the buff/debuff provided by the Leader Eximus. If two Eximus are within aura range of each other, then allies/enemies within the aura range of both these Eximus will receive the buff/debuff provided by one of the Eximus.

 

- Corrupted Eximus will be a mixture of all these Eximus, barring Sanguine and Parasitic Eximus.

 

Eximi will have a common chance to drop a rare resource (quantity 1-2) (Grineer Eximi = Neural Sensors, Corpus Crewman Eximi = Gallium, Corpus MOA Eximi = Control Module, Infested Eximi = Neurodes). 

 

Eximi will have an uncommon chance to drop these items/blueprints, depending on the faction: 

 

- Grineer Eximi will drop blueprints for the Machete, Gorgon, and Cleaver (new weaponry). 

 

- Corpus Eximi will drop blueprints for the Snipetron and Multus (own concept weaponry). 

 

- Infested Eximi will drop blueprints for the Mire (remove the Mire from the Market), Ether Daggers and the Ether Dagger (new weaponry). 

 

Please note that for the Corpus Eximi, the names seen in the flavour text can be read up here (see EDIT 17). 

 

Now, onto the overhaul:

Blitz Eximus (Corpus only) (Spawn chance: Uncommon) (Higher chance of spawning on Europa and Uranus):

Blitz Eximus are underwhelming as of the current game build (U13.5.3). That is all.

 

Thus, I propose that Blitz Eximi will have an aura that will boost the movement speed of themselves by 40% and allies' movement by 30% (affected allies will attempt to catch up with the Blitz Eximus, to emulate a fast striking tactic) (all affected allies will not suffer from slow-down debuffs), have semi Stalker-like movements (dodge rolls and erratic movement while advancing towards players), actively seek the player out, dodge roll when shot, and wield Dual Cestras as the Blitz Eximi's main weapon, in which they will fire the whole clip when within medium range from the player (<17.5m) (spool up time is three-quarters the player's Dual Cestra's to give the player a bit of time to dodge the upcoming torrent of projectiles, but with lower damage (at level 30, they will deal 600-650 damage if the player does not dodge the torrent). Reload time for the Blitz Eximi's Dual Cestras is 2.8s, slightly lower than the player's Dual Cestra's).

 

The Eximus can also teleport to within 5m of the player (thanks to https://forums.warframe.com/index.php?/user/533093-cbarog/'>CBAROG for this suggestion) (not like Ash Teleport, where he contacts the enemy. The Blitz Eximus will teleport towards the player within the player's 5m radius) (with LoS to the player before activating this skill and with a telegraph [0.5s animation] [visual only] and the targeted player will have the same coloured aura surrounding the player's feet to indicate the player is being targeted) and unload its Dual Cestra on any player not paying attention to his Teleport.

 

The justification for the ability to teleport is because the Corpus already have warp portals installed on almost all of its ships to allow players and allies to board to another ship without physically breaching it, so the Corpus had continued to develop on this technology to create a prototype personal warping (i.e. teleporting) module for the Blitz Eximi to use and test. After using Teleport, there is a 15 second cool-down before the Blitz Eximus can use it again.

 

The health of the Blitz Eximus is 450 Flesh and 450 Proto Shield (slowly recharges at a rate of 3 points per second when not hit for 3-4 seconds). Leader Blitz Eximi will have 1500 Flesh and 1500 Proto Shield (recharges shield at 6 points per second when not hit for 3-4 seconds), stronger aura (Movement speed buff of allies = 40%, movement speed buff of themselves = 50%), and stronger weaponry (at level 30, Leaders will remove 750-825 shielding with their Dual Cestra if the player does not dodge the torrent). This Leader will almost always be accompanied by one Blitz Eximus.

 

The appearance of a Blitz Eximus will be exactly the same as the current Blitz Eximus (body of a normal Crewman, with coloring exactly the same as the current Blitz Eximus).

The justification behind this is that Blitz is derived from 'Blitzkrieg', an method of warfare developed by the Germans in WWII. The method consists of dishing out heavy firepower in a short amount of time, giving the enemy little to no time to react. This is the justification for changing the Blitz Eximus to move faster, to be more agile and to have a weaponry that dishes out huge damage relative to the short time taken to expend the full clip.

 

The flavour text for the Blitz Eximi Codex Entry is:

The infamous Corpus Rapid Strike Team (CRST), created by Frohd Bek for quickly wiping out Grineer research bases, consists of these quick, agile and ferocious soldiers. They can be spotted on Corpus-held bases to act as the first line of defence against intruders, or in wars, where enemies tremble at the sight of the CRST and its signature weapon: Dual Cestras.

 

The Blitz Eximus will be resistant to the following powers:

 

- All slowing-type powers (Blitz Eximus will not be slowed down). This includes, but not limited to, Rhino Stomp (Blitz Eximus will be lifted into the air and be knocked down, but no stasis on him), Molecular Prime, and Snow Globe. 

 

The Blitz Eximus will be vulnerable to the following powers:

 

- All knock-down type powers (Blitz Eximus will take 1.1x longer to stand back up, as the CRST members need to exert quite a lot of physical stamina to perform said actions listed above, thus if knocked-down [i.e. full stop, instead of being slowed down], they will need time to catch their breath [just like sprinting for 400m and suddenly being stopped by an opposing force], thus requiring more time to stand back up and regain their breath in order to continue performing said actions). This includes, but not limited to, Pull, Sonic Boom, and Reckoning.

 

The following physical resistances and weaknesses while fighting the Blitz Eximus:

- Shooting at the helmet will make the Blitz Eximus take 0.75x damage, and the helmet cannot be shot off.

 

- Shooting at the legs will make the Blitz Eximus take 1.25x damage, and potentially make him stumble.

The following damage type resistances and weaknesses while fighting the Blitz Eximus:

 

- Proto Shield: +15% Magnetic, +10% Cold (immune to Cold proc), +10% Impact, -15% to all other types (susceptible [+50% chance] to be incurred with a Blast status effect).

 

- Flesh: +10% Toxin, +10% Slash, -25% to all other types.

 

With this change, I hope to make Blitz Eximi more exciting and challenging to fight, as well as expand a bit with lore on the military structure of the Corpus.

 

Shock Eximus (Corpus only) (Spawn chance: Rare) (Higher chance of spawning on Venus and Ceres):

 

Shock Eximus punish the player by having an AoE Magnetic Debuff with no LoS, meaning if the Shock Eximus is stuck, players will almost certainty have a Magnetic Debuff while finding him. Thus, to make this enemy fun and rewarding to fight, I have the following proposal:

 

The Shock Eximus will hold an Amprex to attack players (at level 30, they will deal 23 Electricity damage per second), gives friendly units within aura range a projectile speed increase by 35% (supercharging their weaponry) (affected units can be identified via the purple aura surrounding the affected units' feet, and will attempt to be close to the Shock Eximus), and provides a deployable metallic cover for units to hide behind upon having at least two allies within aura range fall dead, or when the Shock Eximus sees at least two Warframes. The front of the cover will stop all bullets/projectiles, even with Punch Through equipped, as the front of the cover is electrified, disintegrating all bullets/projectiles if they hit the cover (the back of the cover is insulated, as the Corpus do not want their Crewman hiding behind the cover being shocked). If players are in contact with the front cover (electrified), they will suffer from light continuous damage (5 electrical damage per second) and suffer a Electric proc until they break contact with the electrified cover.

 

To use this, the Shock Eximus will first take out a small module and charge it up in its gauntlet (0.5s charge-up time that will be telegraphed [visual + audio] so the player can be warned and act against it if observed), then throw it onto the ground, spawning a deployable sandbag-esqe cover (think of spawning vehicles with Digi-struct in Borderlands 2) of length 6-7m. The cover will be destroyed if the player scoots around the back and destroys the module (will be sparking to indicate to players that this is the module to shoot at. It will have moderate hipoints. When the module is destroyed, the cover disintegrates and just leaves behind a broken module). The cover will be thigh to torso height to allow allies to hide behind it effectively.

 

The health of the Shock Eximus is 300 Flesh and 650 Proto Shield (slowly recharges at a rate of 4 points per second when not hit for 2-3 seconds). Leader Shock Eximi will have 800 Flesh and 1500 Proto Shield (recharges shield at 12 points per second when not hit for 2-3 seconds), along with a stronger (Projectile speed increase = 60%) aura, stronger weaponry (at level 30, Leaders will deal 35 Electricity damage per second).

 

The Leaders will have the ability to over-clock the shields of itself and allies within aura range [when the Shock Eximus has 10% shields] [0.5s animation, with a throwing animation [akin to the animation of a Corpus Tech throwing a Shield Osprey]], replenishing all of it's and allies' maximum shields, adding 30% of maximum shields to the replenished shield, and turning them to Proto Shields for 10 seconds [affected allies will have crackling electricity [some audio cues] throughout their bodies to indicate that these units has swapped to Proto Shield] [All units who have Proto Shields initially will not revert to Shields after the 10 seconds].

 

The appearance of a Shock Eximus will be exactly the same as the current Shock Eximus (body of a normal Crewman, with coloring exactly the same as the current Shock Eximus), but with a few electrified, thin metal armour plates on his body that serve as conductors to use his abilities and as a minor body armour. Its arms and legs will also be covered with electrified metallic plates, with the leg armour used to ground electricity in case of a surge.

 

The justification behind this change is because the Shock Eximus does not live up to his name; he uses a Magnetic attack instead of an Electric attack, contradicting its name (that does not mean changing it back will make gameplay more fun). Thus, by providing it with an Amprex, an ability to supercharge allies' weaponry and an ability to deploy a electrified metallic cover, it will fulfil his name and make him have an unique role of versatile support.

 

The flavour text for the Shock Eximus Codex Entry is:

 

One of the Corpus's most deadly troops, created and owned by Sab Mal, these troops can provide defence and attack support whenever the situation calls for it, as well as having hardened electronics and electrified metallic armour to lessen damage done by projectiles, making them a challenging foe against its enemies.

 

The Shock Eximus will be resistant to the following powers:

 

- All abilities that would knock down/lift up the common enemy (the Shock Eximus will not be knocked down [but staggered for 0.5s, with an immunity to stagger for 5s after the stagger], but still receive damage). This is because he is grounded (a bit of a pun for laughs). This includes, but not limited to, Rhino Stomp (Shock Eximus will not be slowed down as well), Pull, Bastille, Reckoning, Vortex, Bounce and Bastille. If the ability deals knock down/lift up before the actual damage is dealt (e.g.: Crush, Reckoning), the Eximus will receive the damage immediately, with a 50% damage reduction.

 

- Radial Blind (half duration of being blinded [Leaders are blinded for quarter duration], as he has advanced electronics in his helmet that allows him to regain sight faster compared to the common Crewman).

 

- All Electric-damage powers (the Shock Eximus will receive 50% damage from the power and be immune to Electric procs, while the Leaders will receive 25% damage from the power and be immune to Electric procs) (as he is grounded [the literal meaning]). 

 

However, it is vulnerable to the following powers:

 

- All bolt-type powers (examples include, but not limited to, Freeze, Fireball, Shuriken and Null Star) (Takes double damage and stagger for 0.5s from these abilities) (this is because these bolt-type powers can wreck havoc to all of his systems, causing him to take damage from damaged electronics).

 

The following physical resistances and weaknesses while fighting the Shock Eximus:

 

- Shooting at the helmet will make the Shock Eximus take 1.5x damage, although the helmet cannot be shot off (delicate electronics are housed in this helmet, thus shooting at it will cause more damage to his systems, and in extension, his health). Shooting at the helmet will make him 25% more susceptible to Impact procs (meaning if players constantly shoot at the Shock Eximus's helmet, the Shock Eximus will have a +25% to suffer an Impact proc). 

 

- Shooting at the legs and arms will make the Shock Eximus take 0.5x damage as these body parts are grounded, meaning there is more protection in those areas.

 

- Shooting at the body will make the Shock Eximus take 0.75x damage as he is wearing electrified metallic body armour, meaning it can lessen the damage done to bullets and explosives to a small degree.

 

The following damage type resistances and weaknesses while fighting the Shock Eximus:

 

- Proto Shield: +10% Magnetic, +5% Impact, -25% to all other types, -75% Puncture, Heat and Corrosive, -90% to Electric damage (immune to Electric proc).

 

- Flesh: +15% Toxin, +20% Slash, +15% Viral, -30% to all other types, -90% to Electric damage (as he is grounded) (Immune to Electric proc).

 

With this change, the Shock Eximus will be delegated to a useful and potentially lethal support class that requires a bit more thinking to overcome, and through the Shock Eximus rework, introduce more members of the Board (Sab Mal is a member of the Board [the dark-skinned person seen in The Profit trailer]).

 

Gas Eximus (Grineer only) (Spawn chance: Uncommon) (Replaces Grineer Ice Eximus) (2014-06-08 12:28 GMT +08:00): 

The Grineer are characterised as a military force, emphasising on brute strength and raw power. The Ice Eximus, however, somewhat contradicts that when the Grineer use them, as spawning an Ice Shield is an action that does not feel like exhibiting brute strength, raw power and extensive usage of conventional weaponry, but rather something more technological/Orokin-esqe. Thus, my proposal will be to remove the Ice Eximus from the Grineer and replace it with a Gas Eximus:

 

The Gas Eximus will hold a Grakata-like gas sprayer that sprays continuous damage gas, with a small gas canister on its back and a tube connecting from the gas canister to the Grakata magazine (at level 30, they will deal 35 Gas Damage per second). The gas Grakata, when used, will create gas cloud trails that linger for 3-4 seconds, procs Gas status on any player walking into the cloud, and decrease visibility when within the cloud, potentially disorientating players if they walk into the cloud. The gas Grakata will have a range of 15m for a normal attack (gas spraying).

 

The Gas Eximus will give friendly units within range, as well as itself, immunity to all status effects and and to debuffs (debuffs include, but not limited to, slow-down, Chaos type-like afflictions, knock-down and Radial Blind. If such powers are used on them, they will be staggered for 1 second only, but will not be affected by the effects) (enemies will attempt to stay close to the Gas Eximus while hiding behind cover to receive said buff and survive).

 

If enemies of the Gas Eximus enter within its aura radius, then their damage will decrease, all action that uses stamina will increase stamina use by 100%, and attack speed/fire rate is slowed (It may be a little bit illogical, but it is within acceptable boundaries.) (will have an aura surrounding the affected enemies' feet) (enemies who are within the aura will attempt to escape, if possible). 

 

The Gas Eximus will slowly move towards the player while spraying gas all over the place, meaning that it can potentially force the player to move out and take some hits. 

 

At times, when the players is >15m apart from the Gas Eximus, the Gas Eximus will wind up (telegraphed [visual + audio] by raising his gun up and audibly pumping it [0.75 - 1s animation]) before shooting four lobs of Gas grenade-like lumps in quick succession (the shots will spread out a bit) towards the player. When the lumps hit a surface or a player (deals 30 Impact damage no matter the level if the lump directly hits a player), a gas cloud (radius = 7.5m) will spawn at that location (different color to indicate the difference between the gas cloud trail attack and this attack), linger for 8-9 seconds, and procs Gas and minor Toxic status on players walking within the gas cloud (at level 30, Toxic status causes 15 damage per second). The lumps will have a parabolic trajectory path, meaning the Gas Eximus will fire upwards in order to attempt and hit the player. There is a cool-down of 10 seconds before the Gas Eximus can use this attack again. If not stopped in time, the Gas Eximus can potentially lock down a whole area with gases, causing players to be trapped while the Grineer and the gas from the Gas Eximus advance forwards through the gas to attack the players. 

 

If the gas canister is shot and destroyed (gas canister will have individual hitpoints), then the Gas Eximus will discard the gas sprayer and pull out a Gas-laden Kraken in an attempt to shoot at the player (with decreased accuracy due to the huge recoil of the Kraken) (at level 30, the Gas-laden Kraken will deal 150 Gas damage per shot). 

 

The health of the Gas Eximus is 600 Cloned Flesh and 400 Alloy Armour. Leader Gas Eximi will have 1500 Cloned Flesh and 1000 Alloy Armour, stronger weaponry (at level 30, Leader Gas Eximus will deal 50 Gas damage per second with his gas sprayer, toxic status from the gas lumps cause 30 damage per second, and the Gas-laden Kraken will deal 250 Gas damage per shot), and the ability to throw Gas Grenades (radius = 3m) (duration of gas cloud = 5s) along with shooting the Kraken when the gas canister is destroyed. 

 

The appearance of the Gas Eximus will be a Grineer Lancer body, but slightly larger (due to the modifications). He has a gas mask-like face plate on his face (to intimidate enemies, provide him with constant gas input (from the tubes beneath his armour, not the gas canister) and act as armour as well), with a small gas canister on his back (the gas canister is used to power the gas sprayer). 

 

The justification behind this change is because the Grineer are often working on bio-modification (basically a branch of biology) and gene modification, meaning the Grineer are often researching in the field of biology, meaning that the Gas Eximus is a result from the Grineer labs. 

 

The flavour text for the Gas Eximus Codex Entry is below: 

 

One of the accidental discoveries made by Tyl Regor while on his research to repair the genes of the Grineer, the gas created will cause debilitating effects on enemies that do not have a similar gene makeup as the Grineer, while empowering the Grineer. Seeing the potential of this gas, Kela De Thaym ordered the mass production and weaponisation of this gas, and trained and modifed a regiment of soldiers to use this gas in order to lock down areas, cause harm to the enemies and slowly push enemies to the brink for other Grineer to kill them. 

 

The Gas Eximus will be resistant to the following powers: 

 

- All powers that will proc a status effect (The Gas Eximus will be immune to the status effect, but take normal damage). This includes, but not limited to: Shock, Fireball, Freeze (The Gas Eximus will not be frozen) and Shuriken. 

 

- All powers that will cause other debuffs (The Gas Eximus will not receive any debuffs). This includes, but not limited to: Rhino Stomp (The Gas Eximus will be lifted into the air, but will not suffer from stasis), Molecular Prime slow-down, Chaos, Warcry (Gas Eximus will not be slowed down), and Radial Blind. 

 

The Gas Eximus will be vulnerable to the following powers: 

 

- All Slash-type powers (All Gas Eximus will take 1.5x damage) (as the Gas Eximus requires constant gas input to maintain his battle effectiveness, slashing the inputs will damage him more than normal). This includes, but not limited to: Shuriken, Slash Dash, Radial Javelin, and Psychic Bolts. 

 

The following physical resistances and weaknesses while fighting the Gas Eximus:

 

- Shooting at the head will make the Gas Eximus take 0.75x damage (the face plate also acts as protection). 

 

- Shooting at the body will make the Gas Eximus take 1.25x damage (impacting the tubes beneath the armour). 

 

The following damage type resistances and weaknesses while fighting the Gas Eximus:

 

- Alloy Armour: +25% Radiation, +10% Puncture, -10% Slash (as the armour is modified to fit the tubes and to prevent piercing thrusts, thus the armour became structurally weaker to slashing strikes [see anti-stab vest vs. Kelvar vest]), -25% to all other damage types, -90% to Gas damage (the armour is modified to fight against corrosion by the gas). 

 

- Cloned Flesh: +25% Viral, +25% Slash, +10% Heat, -25% to all other damage types, -90% to Gas damage. 

 

With this change, I hope to make the Grineer missions more interesting and dangerous, requiring players to think on their feet to fight against this Eximus and have a sense of satisfaction when they finally defeat it.

 

Guardian Eximus (Corpus only) (Spawn chance: Uncommon-Rare) (2014-06-17 14:50 GMT +08:00) (Higher chance of spawning on Neptune and Sedna):

 

The current Guardian Eximus that is in the game is a bit lacklustre. Yes, it has a radial shield recharge aura, and boosted shields, but that is about it. Does not really feel like it is actively protecting its troops, given its name. Thus, my proposal to change this is below: 

 

The Guardian Eximus will still keep its radial shield recharge aura [10 shield per second, scaling to 30 shield per second at level 30], but also include a slow health regeneration [around 5 health per second, scaling to 25 health per second at level 30], meaning allies can replenish both their shield and health while within the aura radius. Also, allies within the aura radius will take 40% less damage and 50% less chance to suffer from a status effect, will not have Toxin damage bypass any shields, and will be resistant to all direct-damage Warframe abilities and its subsequent debuffs (takes 20% damage and 15% duration from all direct-damage Warframe abilities and its debuffs). All allies within the aura radius will be surrounded by a blue aura circle around their feet and have a neon blue glow around their bodies. This will also affect the Guardian Eximus.

 

The Guardian Eximus will wield a Tetra in battle, providing ample fire support in order to protect its troops [at level 30, a full clip fired will deal 400-450 damage if all bullets hit]. 

 

When the health of the Guardian Eximus reaches 50%, it will have 50% damage reduction while pulling out a small module (0.5s animation, with visual/audio telegraph of charging up), and throw it onto the ground. The module will then pop out a bubble shield (akin to Halo 3's Bubble Shield) (7m radius), with a 4-5 second invulnerability, while the Guardian Eximus will now lose the damage reduction. During the invulnerability time, the shield will prohibit all enemies from entering the shield, and if enemies are within 9m of the module when it is thrown down, then they will be repulsed back by 10m, with a 20 Impact damage.

 

The shield will make all allies within the shield have stronger shield regeneration and health regeneration (20 shields and 12 health per second, scaling to 30 shields and 18 health per second at level 30), as well as providing a cover for bullets/grenades (as the shield stops the bullets/grenades from entering but not leaving) and all direct-damage Warframe Abilities [all direct-damage Warframe abilities will be redirected to damage the shield, and its subsequent debuffs will be applied to the shield]. Allies will attempt to go inside the shield in order to receive the buff, and the shield will be a dome with a 10 meter radius. 

 

The shield will have pure hit-points [at level 30, the shield will have 7,500 hit-points], but with a -25% from all incoming damage types. When it is invulnerable, the shield is yellow. When it leaves the invulnerability stage, the shield becomes blue, and slowly turns red when the shield becomes more damaged. The shield will display its hit-points when aimed at. 

 

The Guardian Eximus will attempt to stick close to a group of allies, and allies will try to close the gap between themselves and the Guardian Eximus, potentially making a small, potent tanking/fighting force. 

 

The health of a Guardian Eximus is 1000 Proto Shield and 500 Flesh. Leader Guardian Eximi will have 2000 Proto Shield and 1000 Flesh, stronger weaponry (at level 30, will deal 550-600 damage), a stronger aura (45% less damage, 70% less chance of suffering a status effect, faster health and shield regeneration [8 health and 16 shield per second, scaling to 40 health and 48 shields per second at level 30]) and a stronger shield (at level 30, shield will have 10,000 hit-points) (32 shields and 16 health per second, scaling to 56 shields and 28 health per second at level 30). The Leader Guardian Eximus will also have the ability to throw Propulsion grenades that will push enemies away if the players are within the grenade's blast [5 meters]. These grenades will have a distinct sound and a green glow to notify players. 

 

The appearance of a Guardian Eximus will be a Corpus Tech Eximus body, but with a distinct, yellow-orange backpack that cannot be shot off, but can be damaged to decrease the effectiveness of the aura by 30%. The Guardian Eximus will also have swirls of energy encircling its body. 

 

The flavour text for the Guardian Eximus is below: 

 

Recent innovations and advancements in Warframe R&D, along with the attempted assassination of Wer Tarl, led to the creation of these guardian troops. Using a Corpus-engineered hybrid version of the powers Snow Globe and Blessing, along with the Corpus's own technology, these troops can provide the role of guarding, protecting and healing all of its allies, making them a huge asset to the Corpus. 

 

The Guardian Eximus will be resistant to the following powers: 

 

- All Direct-damage powers (Guardian Eximus will take 12.5% of the damage, and 7.5% of the duration of the debuff that the Direct-damage powers may have). This includes, but not limited to: Molecular Prime, Reckoning and Hallowed Ground. 

 

The Guardian Eximus will be vulnerable to the following powers: 

 

- All non Direct-damage aggressive powers (All Guardian Eximus will have 125% of the duration of the debuff applied to it). This includes, but not limited to: Chaos, Switch Teleport, Accelerant and Warcry. 

 

The following physical resistances and weaknesses while fighting the Guardian Eximus: 

 

- All areas except for its head will take 0.75x damage (strong shielding and clothing). 

 

- Shooting at the head will make the Guardian Eximus take 1.1x damage (delicate electronics to project the aura is processed here). 

 

The following damage type resistances and weaknesses while fighting the Guardian Eximus: 

 

- Proto Shield: +25% Magnetic, +5% Impact, -25% from all other damage types, -75% Puncture, Heat and Corrosive.. 

 

- Flesh: +15% Slash, +15% Toxin, +10% Viral, -25% from all other damage types. 

 

With this change, I hope to make the Guardian Eximus a true defensive force that requires players to think and change their tactics to overcome the Eximus.

 

Arctic Eximus (Corpus only) (Spawn chance: Uncommon) (2014-06-21 16:40 GMT +08:00) (Higher chance of spawning on Mars, Saturn and Pluto): 

 

The current Arctic Eximus is the best of the current Eximi we have (relatively), but it still feels rather lacklustre with its moving shield, and the fact that the shield can still be penetrated by explosive weaponry and such does make it less protective. Also, the cold aura does not really act more of a deterrent and support for allies to concentrate fire on the affected players. Thus, my proposal to improve it is this: 

 

The Arctic Eximus will wield the Corpus Freeze Ray gun seen from Devstream #29, and the gun has a range of 20m (at level 30, the gun will deal 25 Cold damage per second). It has a 20-25% chance of inflicting a Cold status effect on enemies, but the ray has a small, but noticeable spread. 

 

The Arctic Eximus will have an aura that gives all friendly units within range resistance to Cold damage (-85% on armour, shields and red health), resistance to Ice-type Warframe powers (15% of damage and 5% power/duration of debuffs from these powers taken) and immunity to Cold status effect, while slowing down enemies within the range to 70% their normal speed. All enemy bullets and projectiles will be slowed down by 35% upon entering the aura range (for hit-scan bullets: Damage decreased by 35% upon hitting any ally [i.e. allied with Arctic Eximus] within aura range, including the Arctic Eximus OR speed decreased to 175 m/s [if DE decides to change all hit-scan weaponry to non hit-scan weaponry]), allowing friendly units within range to escape potentially damaging bullets/projectiles. All allies and enemies that are within the radius will have the same circle swirl in the current Warframe around their feet.

 

When the Arctic Eximus's health drops to 75%, it will stop doing whatever it is doing and create a immobile ice shield (via further condensing the mist into solid ice (1.0s animation [audio and visual], where the Arctic Eximus will have a 50% damage reduction during this animation) (7m radius). The ice shield will be invulnerable for 2 seconds, before allowing players to destroy it. What is different with this shield is that enemies will not destroy the whole shield just by shooting at it, but they will destroy sections of the shield (since the appearance of the shield will be the same as the current Arctic Eximus shield, meaning players can shoot the pentagons/hexagons to destroy sections of the shield), allowing access within the shield (note that enemies can only enter the shield through the gaps made by destroying the sections. If said sections are not destroyed, then enemies cannot enter through said section) (At level 30, these sections will have 4,000 pure hit-points, and the health of these sections will heal at 10 hit-points per second) (Each section, when aimed at, will display its own hit-points, allowing players to strategise). The sections will regenerate, with full health, after 3 seconds after said sections have been destroyed, meaning distracted players may end up re-facing a full shield again. 

 

Upon entering the shield through the destroyed sections, enemies/players will be slowed to 33% of their normal speed until they move themselves out of the shield's area. Allies can still enter and exit the shield as normal (more of a gameplay mechanic to make enemies survive a bit longer). The shield has a duration of 25 seconds, but can be destroyed prematurely if all sections are destroyed, or the Arctic Eximus dies. 

 

All Warframe powers will hit the shield instead of the enemies within, unless the player is in direct LOS to the enemies (i.e. the player can see the enemies through a destroyed section), but enemies will attempt to provide suppressing fire through the breach (should be easy to code as all it needs is for a if-then check to see if the shield has holes. If it does, then activate suppressing fire mechanism to random enemies within the shield), meaning players have to be careful. The Arctic Eximus will not move out of the shield, but will be within 1m of the centre of the shield, providing suppressing fire from there through the destroyed sections. 

 

The health of an Arctic Eximus is 400 Proto Shield and 800 Flesh (insulation). Leader Arctic Eximi will have 700 Proto Shield and 1600 Flesh, stronger weaponry (at level 30, will deal 35 Cold damage per second), and stronger shield section health (at level 30, shield section health will be 5,000 pure hit-points).

 

The Leader Arctic Eximi have a special ability in which when an enemy has a Cold status effect, the Leader Arctic Eximi will first target it, charge up its gun (0.75s animation, with a charging-up sound and a glowing blue aura surrounding the gun) and shoot a bolt of concentrated ice (80 m/s) towards the targeted enemy, freezing it in place until 300 damage is done to the enemy (the enemy will receive no damage to its health, as the 300 damage until the enemy is free is separate from the enemy health) or 5 seconds are up. This should make players be more attentive to the battlefield so that if they have a Cold status effect applied to them, then they would be more wary when fighting this Eximus.

 

The appearance of an Arctic Eximus will be a Corpus Tech Frost Eximus body, along with a backpack on the Arctic Eximus, spraying freezing mist (can be turned off if necessary, but the mist will only obstruct the player's vision to a very small degree as it will be almost transparent) all over the aura radius, showing the aura radius. If the backpack is destroyed (at level 30, the backpack will have 2,500 pure hit-points), then the Arctic Eximus will conjure a shield with sections that has 0.5x the health compared to the shield's sections conjured by an Arctic Eximus with an intact backpack.

 

The flavour text for the Arctic Eximus is below: 

 

After countless research in the Warframe R&D department on attempting to replicate Warframe powers, this is the result: A cold, icy fighter capable of slowing down enemies and conjuring solid ice shields in order to turn the tide of the battle to this fighter's advantage. Seeing the potential of this research, Ulto Tros instantly ordered the researcher to mass-produce these troops to boost Ulto Tros's own army.

 

The Arctic Eximus will be resistant to the following powers: 

 

- All Ice-type powers (Arctic Eximus will take 5% of the damage, and will not suffer from any debuffs from those powers). This includes all of Frost's abilities (Arctic Eximus will be staggered from Avalanche [1s], but will not be frozen). 

 

- All bolt-type powers (Arctic Eximus will only take 50% of the damage, and will only receive 25% power/duration of any debuffs that are carried with the power). This includes, but not limited to: Soul Punch, Smite, Shock and Fireball. 

 

The Arctic Eximus will be vulnerable to the following powers: 

 

- All Fire-type powers (Arctic Eximus will take 200% of the damage, and will take 150% power/duration of any debuff associated with the powers). This includes all of Ember's abilities. 

 

- All Direct-damage radial powers (Arctic Eximus will take 150% of the damage). This includes, but not limited to: Rhino Stomp, Reckoning, Radial Javelin and World on Fire. 

 

The following physical resistances and weaknesses while fighting the Arctic Eximus: 

 

- Shooting at all parts of the body will make the Arctic Eximus take 0.75x damage (insulation/armour all over the Arctic Eximus in order to make it effective in battle). 

 

- Utilising melee will make the Arctic Eximus take 1.5x damage (to balance out its debuff effects on projectiles/bullets, and as a small risk vs. reward factor [also the fact that melee damages the Arctic Eximus's system more due to all the electronics needed to regulate the aura/insulation]). 

 

The following damage type resistances and weaknesses while fighting the Arctic Eximus: 

 

- Proto Shield: +25% Fire, +5% Magnetic, +5% Impact, -25% from all damage types, -75% Puncture and Corrosive, -90% from Cold (immune to Cold status effect).

 

- Flesh: +20% Fire, +10% Slash, +5% Viral, -25% from all damage types, -90% from Cold (immune to Cold status effect).

 

With this change, I hope to make the Arctic Eximus a foe to be feared on the battlefield, and make players stop and think rather than steam-rolling it (as it would more likely result in serious injury, if not death).

 

Arson Eximus (Grineer only) (Spawn chance: Uncommon-Rare) (2014-06-21 19:58 GMT+08:00): 

 

Grineer Arson Eximus feels rather weird, as it somehow producing a rapidly expanding fire ring out of, truthfully, nowhere (not to mention that it is rather boring). Thus, my suggestion to spice it up is below: 

 

The Arson Eximus will wield the improved Ignis (at level 30, the Ignis will deal 35 Fire damage per second), with a range of 25m and a 15-20% chance of inflicting Fire status effect, with a somewhat wide spread to make the Ignis effective at crowd-control (and to make the Eximus feel like a pyromaniac). The Ignis will be connected to oil canisters on the Eximus's back. The Eximus will be accompanied by two Scorches or a Napalm, creating potential synergy. 

 

The Arson Eximus will have an aura that gives all friendly units within the aura slight resistance to Fire damage (-25% on armour, shields and red health) and immunity to Fire status effect, as well as giving allies +0.1 Fire damage (so that these allies can inflict a Fire status effect on enemies), while making enemies within the aura vulnerable to Fire damage (+75% on armour, shields and red health) and Fire status effect (+75% of receiving a Fire proc). All allies and enemies that are within the radius will have the same circle swirl in the current Warframe around their feet. The Arson Eximus will walk towards the player, with allies attempting to stay within the aura. 

 

The Arson Eximus will sometimes deliberately spill oil onto the ground (oil slicks can be seen through bubbling and gaseous fumes emitted from the oil slicks) (telegraphed through smoke emitting from the Eximus [1s animation, with a distinct hissing sound], then oil is spilt in front of the Eximus, with the edge of the oil slick just in front of the Exmius) (radius = 7.5m) or shoot a glob of oil with it's Ignis at a targeted enemy (telegraphed via the Arson Eximus pulling a lever on it's backpack [1s animation], creating a column of smoke erupting from its back, along with a hissing sound [different from the previous one] before shooting the glob of oil), covering the floor around the targeted enemy with oil (radius = 5m) before shooting it's Ignis at the oil slicks, igniting it and thus creating a hazardous floor hazard (burns for 8 seconds) (at level 30, will deal 75 Fire damage per second). The oil slicks will be reflective and shiny to notify players of such a potential floor hazard. The oil slicks will last for 10 seconds. This mechanism is meant to pay homage to the Spiral Knights Darkfang Scorcher, one of my favourite enemies to fight against. 

 

The health of an Arson Eximus is 300 Cloned Flesh and 450 Alloy Armour. Leader Arson Eximi will have 500 Cloned Flesh and 700 Alloy Armour, stronger weaponry (at level 30, will deal 60 Fire damage per second), stronger aura (-50% Fire damage dealt to allied armour, shields and red health, while +100% Fire damage dealt to enemy armour, shields and red health, and +100% chance for a Fire status effect to be inflicted on enemies) and longer-lasting oil slicks (15 seconds).

 

The Leader Arson Eximus has an ability to produce an rolling wave of fire in front of it in a 135˚ arc. The Leader will first charge up its oil canisters located on its back, making it glow red (1.5s animation, with a distinct and unique charge-up sound), then oil droplets will be sprayed out in a 135˚ arc up to 12.5m, while the Leader fires its Ignis, igniting the oil and creating a fire wave (at level 30, will deal 500 Fire Damage on contact) and has a 100% chance to be inflicted Fire status effect on contact with an enemy (at level 30, will deal 100 Fire Damage on contact), along with a knock-back effect (since this fire wave has a lot of force). This wave can be evaded by hiding behind cover. 

 

The appearance of an Arson Eximus will be a Grineer Napalm Arson Eximus body, with two oil canisters on its back spraying oil droplets all over the aura radius (will not be very obstructive) and a smoke respirator on its face. If the canisters are destroyed (at level 30, canisters will have 1,500 pure hit-points), then it will cause an AoE (radius = 2.5m) Blast damage explosion that will also damage the Arson Eximus. Destroying the canister will also disable the Arson Eximus's aura, his abilities and his Ignis. The Arson Eximus will then discard the Ignis and pull out its Fire damage-based Twin Vipers (at level 30, will deal 15 Fire damage per bullet) and throw Fire grenades when hiding behind cover (since his abilities are gone). 

 

The flavour text for the Arson Eximus is below:

 

A genetic experiment gone wrong caused the cloning process to produce a batch of Grineer clones with a pyromaniac mindset, making them have an almost uncontrollable desire to burn everything. Inspired by the success with the Grustrag 3, Vay Hek ordered Doctor Tengus to re-condition and modify these clones to focus their desires into burning enemies. This has proved to be a huge success, and these troops are now mass-produced and placed in various regiments to provide offensive support.

 

The Arson Eximus will be resistant to the following powers: 

 

- All Fire-type powers (Arson Eximus will take 5% of the damage, and will not be affected by any debuffs from those powers). This includes all of Ember's abilities (Arson Eximus will be stunned by Ember's Accelerant, but will not receive the debuff). 

 

- Chaos and Mind Control (its mind is too 'pure' to be altered) (will be stunned, but will not be affected). 

 

- All slow-down abilities (strong willpower = resisting the change that makes the Arson Eximus need to wait for a longer time before burning enemies) (will take 5% of power/duration of slow-down debuff). This includes, but not limited to: Snow Globe, Rhino Stomp (it will only be slowed down by 5%) and Molecular Prime. 

 

The Arson Eximus will be vulnerable to the following powers: 

 

- All Ice-type powers (Arson Eximus will take 200% of the damage, and will take 150% power/duration of any debuff from those powers). This includes all of Frost's abilities (for Snow Globe, power+ debuff is calculated first, before using the value to calculate power- debuff from above). 

 

- All knock-down powers (Arson Eximus will take 1.25x as long to stand back up due to the oil canisters making it lose balance). This includes, but not limited to: Rhino Stomp, Reckoning, and Vortex. 

 

The following physical resistances and weaknesses when fighting the Arson Eximus: 

 

- Shooting at the body will make the Arson Eximus take 0.75x damage (since this is armoured to prevent burns from stray oil). 

 

- Shooting at the head will make the Arson Eximus take 1.25x damage (damaging the smoke respirator = breathing in some smoke and thus damaging it a bit more). 

 

The following damage type resistances and weaknesses while fighting the Arson Eximus: 

 

- Alloy Armour: +50% Cold, +25% Radiation, +15% Puncture, -25% from all damage types, -75% Slash, Electric and Magnetic, -90% from Fire damage (immune to Fire status effect). 

 

- Cloned Flesh: +35% Viral, +30% Slash, -15% from all damage types (side effect of modification to increase flesh resistance to fire and general weaknesses together), -90% from Fire damage (immune to Fire status effect). 

 

With this change, I hope to make the Arson Eximus be an offensive support Eximus that can provide a challenge to gameplay.

 

Parasitic Eximus (Infested Only) (Spawn Chance: Uncommon) (2014-06-25 12:12 GMT +08:00): 

 

The current Parasitic Eximus feels a bit underwhelming and boring. That is all. The energy drain is fine (personally), but does not seem to fit the description well. Thus, my proposal is this: 

 

The Parasitic Eximus will still have its normal attack from the Charger or Leaper. However, at times, it will rear up, glow red (1.25s animation with a distinct sound), and shoot out a tendril from its back towards the targeted enemy (the tendril will glow yellow-orange and have a speed of 100 m/s). If the enemy is hit by the tendril, it will be dealt 100 Impact damage, locked into place, staggered for 1s (during which the draining mechanism starts), and will slowly be drained in the following order (thanks to the discussion below):

 

1. Energy (at level 30, will drain 20 energy per second).

2. Shields (at level 30, will drain 40 shields per second). 

3. Health (at level 30, will drain 50 health per second). 

 

While draining, the Parasitic Eximus will be healed (at level 30, will be healed for 25 points per second). The tendril will have a 1s invulnerability period (seen by the tendril glowing red). If the Parasitic Eximus's health is full when this is used, then it will just add additional health to itself. The tendril will have its own health meter (at level 30, will have 3,500 Infested Flesh), and can be shot off to be released. Players locked into place by the tendril can use either melee or their secondary to remove the tendril, while other players can shoot at it to help the locked player/ally.

 

If Iron Skin is active, then the player will be staggered for 1s and take damage, but will not be drained. If any invincibility powers are activated (Hysteria, Absorb etc.), then the tendril will not affect the player having the invincibility powers. 

 

The health of a Parasitic Eximus is 1,000 Infested. Leader Parasitic Eximi will have 1,750 Infested, stronger drain power (at level 30, 65 shields/health will be drained per second) and stronger healing when draining (at level 30, will be healed for 40 points per second). 

 

The Leader Parasitic Eximi will have a special ability that will stop, glow green (1.5s animation with a different sound than the previous ability), and shoot out a slightly homing leech (similar to the Leech Osprey's leech, but Infested-looking and larger) upwards, which will then track the targeted enemy (but not like the Bombard's homing rocket, but more like a Plasma Pistol's charged shot in Halo) (velocity = 40 m/s) (will glow bright green to notify players). When it connects with an enemy, it will instantly drain the enemies shields (if applicable)/health (at level 30, will drain 500 points), then explode, dealing 100 Impact damage on the leeched enemy and healing all allies within a 5m radius by a 1:1 drain-healing ratio. In group play, this will also make the leeched enemy gain a higher threat level for 5 seconds, meaning the Infested will be more likely to target this enemy. 

 

The appearance of a Parasitic Eximus will be the same as a Leaper or Charger Parasitic Eximus, with some tendril-like protrusions to highlight and explain its attacks. 

 

The flavour text for the Parasitic Eximus is below: 

 

A genetic mutation in the Infestation, caused by the waste produced in the Ceres shipyard Dark Sectors, led to the creation of this monstrosity. Not only is it able to heal itself and allies through draining the health of non-Infested, it has become resistant to some powers. Because of this, many non-Infested and some Tenno fell victim to this enemy. 

 

The Parasitic Eximus is resistant to the following powers: 

 

- All Slash-type powers (stronger, more resilient flesh) (Parasitic Eximus will take 50% of the damage and no Slash procs). This includes, but not limited to: Shuriken, Slash Dash, and Psychic Bolts. 

 

- Chaos and Mind Control (Parasitic Eximus will be staggered for 1s, but not affected). 

 

- Well of Life and Energy Vampire (Parasitic Eximus will be staggered for 1s, but not affected). 

 

- All fire-type powers (tougher flesh) (Parasitic Eximus will take 50% of the damage and no Fire procs). This includes all of Ember's abilities (Accelerant will only stun the Parasitic Eximus for 1s). 

 

The Parasitic Eximus is vulnerable to the following powers: 

 

- All Electric-type powers (wrecking havoc with the fluids used to contain the Eximus's parasites/tendrils) (Parasitic Eximus will take 150% of the damage and 150% duration of Electric procs). This includes all of Volt's abilities and Tesla. 

 

- All Impact-type powers (Internal bruising) (Parasitic Eximus will take 200% of the damage and 100% chance of being inflicted with an Impact status effect from the power). This includes, but not limited to: Rhino Charge, Dive Bomb, Tidal Surge and Sonic Boom. 

 

- All Magnetic-type powers (wrecking havoc to the biological nervous systems for the Eximus's body) (Parasitic Eximus will take 200% of the damage). This includes, but not limited to: All of Mag's abilities, Absorb, Bounce and Vortex. 

 

The following physical resistances and weaknesses when fighting the Parasitic Eximus: 

 

- Shooting at the tendrils or the head will make the Parasitic Eximus take 1.5x damage. 

 

- Shooting everywhere else will make the Parasitic Eximus take 0.75x damage. 

 

The following damage type resistances and weaknesses when fighting the Parasitic Eximus: 

 

- Infested: +25% Gas, -15% Fire (Immune to Fire proc), -15% Slash (Immune to Slash proc), -25% for all damage types, -75% Radiation and Viral. 

 

With this change, I hope to make fighting the Parasitic Eximus more fun and engaging.

 

Venomous Eximus (Infested Only) (Spawn chance: Uncommon-Rare) (2014-06-27 10:16 GMT +08:00): 

 

The current Venomous Eximus just has a Toxic aura that causes enemies to take Toxic damage and Toxic status, which is unfair to the enemies and to us, and also just generally difficult to avoid at times. Thus, my proposal is below (will require the changes from this thread): 

 

The Venomous Eximus will still keep its aura, which will make all Infested allies within aura range convert part of their damage into Toxic damage (25% conversion), while making all enemies within aura range more susceptible to Toxic damage (+25% to Toxic damage). It will also keep its Ancient attacks and its Toxic Ancient close-range toxic cloud.

 

The Venomous Eximus will sometimes shoot out two Torid-like grenades that roll on the ground (will stop when 10m [horizontal] from its initial position), spraying Toxic clouds (see gas grenades rolling when activated) (cloud radius = 2.5m) (grenades have a bit of a spread from each other) (duration = 4s) (at level 30, will deal 25 Toxic damage per second and 5 Toxic DOT if the cloud procs). This will be shown through the Eximus screaming, grabbing its body with its tentacles, and shoot out two grenades from its body (1.0s animation with distinct sound), while emitting constant Toxic-green clouds from its body during this animation. The gas will have a 15% chance of dealing Toxic status effect. 

 

The health of a Venomous Eximus is 950 Fossilised. Leader Venomous Eximi will have 1,750 Fossilised, stronger aura (40% damage conversion for Infested allies and +40% to Toxic damage against enemies), and stronger attacks (at level 30, grenade clouds will deal 50 Toxic damage per second and 10 Toxic DOT if the cloud procs). 

 

The Leader Venomous Eximi has an ability to shoot pieces of Toxic tissue in a 360˚ area (will not produce Toxic clouds). The Leader Venomous Eximus will first play the animation akin to a Volatile Runner playing its animation when it is about to explode, emit a bright green glow on parts of its body, and reverse the animation in 2x speed, spraying out 20-25 pieces of tissue in a 360˚ area (velocity = 200 m/s, affected by gravity) (total animation time: 1.25s). These will be destroyed when they hit a solid surface not an enemy, but when any one of the pieces of tissue hits an enemy, it will deal damage and 50% chance of dealing Toxic status effect (at level 30, will deal 40 Toxic damage and 8 Toxic DOT per second). To make the Lobber Crawler not obsolete because of this, its attack can be changed to shoot three toxic cloud tissues per attack, with a slight spread from each other and a slightly larger gas radius. 

 

The appearance of a Venomous Eximus will be the same as the current Ancient Venomous Eximus, with sporadic puffs of visible Toxic clouds emitting from its body. 

 

The flavour text for the Venomous Eximus is below: 

 

One of the Cicero Toxin storages from Earth had been overrun by the Infestation during one of the Infestation Invasions. During this, a batch of Cicero Toxin canisters leaked onto some of the Ancient Infested, causing them to mutate. This mutation allowed these Ancients to produce various toxins and Toxic attacks, making them feared by the enemies when these Ancients became widespread within the Infestation. 

 

The Venomous Eximus is resistant to the following powers: 

 

- Chaos and Mind Control (Venomous Eximus will be staggered for 1s, but will not be affected) (due to toxins within the Eximus resisting the Eximus's system from being controlled by outside sources). 

 

- All Toxic/Viral-type abilities (Venomous Eximus will take 50% of the damage, and will not suffer from any procs from it). This includes most of Saryn's abilities. 

 

- All Impact-type abilities (Venomous Eximus will take 50% of the damage, and will not suffer from any procs from it). This includes, but not limited to: Smite, Rhino Charge, and Radial Javelin. 

 

The Venomous Eximus is vulnerable to the following powers: 

 

- All Slash-type powers (Venomous Eximus will take 150% of the damage and 150% duration of the Slash proc). This includes, but not limited to: Slash Dash and Shuriken. 

 

- All Blast-type damage (Venomous Eximus will take 200% of the damage and 100% to be inflicted with a Blast proc if hit). This includes, but not limited to: Rhino Stomp, Molecular Prime and Sound Quake. 

 

The following physical resistances and weaknesses when fighting the Venomous Eximus: 

 

- Shooting at the tendrils will make the Venomous Eximus take 1.5x damage. 

 

- Shooting at the body will make the Venomous Eximus take 1.0x damage. 

 

The following damage type resistances and weaknesses when fighting the Venomous Eximus: 

 

- Fossilised: +75% Blast, +25% Slash, -25% to all other damage types, -75% Viral, -75% Radiation, -90% Toxic. 

 

With this change, I hope to make the Venomous Eximus more fun to fight against and improve its role as an area denial support unit.

 

Energy Absorb Eximus (Corpus only) (Spawn chance: Uncommon-Rare) (Only spawns in Jupiter. No other planet will spawn this Eximus unless otherwise specified) (Replaces Corpus Energy Leech Eximus) (2014-06-27 18:49 GMT +08:00): 

 

We currently have the Energy Leech Eximus: A normal enemy with an ability to slowly drain the energy of Warframes. That is fine and all, but why not improve it instead of it being an annoyance?

 

The Eximus will wield a standard Flux Rifle in battle (at level 30, will deal 60 damage per second). 

 

The Energy Absorb Eximus will still have its energy drain aura, but it is down to 1 energy per second, with affected enemies being highlighted via a grey-black circle surrounding their feet. When draining the enemy's energy, the Eximus will recharge its shields (at level 30, 1 energy drained will restore 30 of the Eximus's shields). This can be disabled for 5 seconds by doing a flying kick to its face (i.e. kicking at its front, not at its back). When the player is within the aura, the Energy Absorb Eximus's location will show up on the minimap (like Enemy Sense, but only applied to the Energy Absorb Eximus), allowing players to have a chance to counteract.

 

When the Eximus is at 50% health, it will stagger for 0.75s, have a 50% damage reduction, and activate its energy absorb shield (0.5s animation with distinct shield-charge sound), then lose its damage reduction. All Warframe abilities (non-damaging abilities will heal it by 100 points and still contribute to levelling up the Eximus) that hit it when the shield is up will instead heal it (health, then shields) and slowly level it up (ala Goliath in Borderlands 2), up to a maximum of four level-ups, with no damage or debuffs (just a small stagger for 0.5s) inflicted on the Eximus. Each level-up will heal the Eximus by half its new maximum health and shield. Shooting at it will still heal and level the Eximus up, but 15% of the damage will pass through and deal damage to it. Melee, however, will make 85% of the damage pass through the shield and deal damage to the Eximus. The shield has a duration of 15 seconds. 

 

The health of an Energy Absorb Eximus is 500 Proto Shield and 500 Flesh. Leader Energy Absorb Eximi will have 800 Proto Shield and 800 Flesh, stronger weaponry (at level 30, the Flux Rifle will deal 85 damage per second) and stronger aura (2 energy drained per second) (at level 30, 1 energy drained will 45 of the Eximus's shields) (additional aura effect: all allies within aura range will be resistant to all Warframe powers [75% of the damage from the powers and 75% of the duration/powers of associated debuffs]). 

 

The Leader Energy Absorb Eximi will have an ability where it will stop, charge up its gauntlet (0.75s animation with a distinct charging-up sound), and raise it to the sky, releasing a moderately-expanding bubble (velocity = 75 m/s) that stops when the radius of the bubble is 7.5m. Any enemy that is not behind full cover (i.e. whole body behind cover) and is hit by the bubble will be drained for 50% of his/her maximum energy (if applicable) and staggered for 0.75s, while the Energy Absorb Eximus will have an attack speed and damage and movement speed buff (attack speed and damage buff = 20%, movement speed = 30%) if the bubble hits any enemy that has a non-zero energy bar. 

 

The appearance of an Energy Absorb Eximus will be have a Prod Crewman Energy Leech Eximus, but with a backpack. If the backpack is destroyed (at level 30, backpack will have 3,500 pure hit-points), then the aura is disabled and the Eximus's abilities will be halved.

 

The flavour text for the Energy Absorb Eximus is:

 

This is one of Alad V's results from his meddling with Biotics: A trooper with the ability to drain the energy of surrounding enemies in order to heal and buff itself. Many Tenno have used their abilities against it and was stunned to see the offensive energy produced from the abilities only made it stronger, or simply did not affect it as much.

 

The Energy Absorb Eximus is resistant to all Warframe powers (will take 35% of the damage and 35% of the duration/power of any debuffs).

 

However, the Energy Absorb Eximus will take 1.5x damage when shot at all parts of the body.

 

The following damage type and resistances while fighting the Energy Absorb Eximus:

 

- Proto Shield: +50% Magnetic, +15% Impact, -25% from all other damage types, -75% Puncture, Heat and Corrosive.

 

- Flesh: +25% Slash, Toxic and Viral, -25% to all other damage types.

 

With this change, I hope to make the Energy Absorb Eximus be a better Eximus than the Energy Leech Eximus.

 

Scrambler Eximus (Grineer only) (Spawn chance: Rare) (Replaces Grineer Leech Eximus) (2014-06-27 19:56 GMT +08:00): 

 

This is a new Eximus to replace the Grineer Leech Eximus, while making it more fun and challenging: 

 

The Scrambler Eximus will wield a standard Grinlok (at level 30, will deal 175 damage per shot), and will attempt to close the distance between itself and the player, while hiding behind cover. 

 

The Scrambler Eximus will have an aura that will scramble the HUD, map and visual/audio transmissions of players (chat and voice chat will not be affected) (will be like a Magnetic debuff, but will not debuff shields and drain energy), while preventing them from activating any powers (already activated powers will still run its course). When players enter the Eximus's aura, there will be a three second warning (seen in the HUD as a small, red danger sign at the top middle) before activating the aura's effects. The Scrambler Eximus will emit a radio static sound, starting from the edge of the aura and getting more and more louder as the player gets closer and closer to the Eximus. If players escape the aura range, the effects will linger for one second before disappearing. This enemy is similar to Star Wars's Clone shadow trooper in terms of jamming communications and powers of players, as well as the weapon used (sort of). 

 

The health of a Scrambler Eximus is 450 Cloned Flesh and 600 Alloy Armour. Leader Scrambler Eximi will have 650 Cloned Flesh and 800 Alloy Armour and stronger weaponry (at level 30, the Grinlok will deal 250 damage per shot). 

 

The Leader Scrambler Eximi will have an ability where it can throw Disruption grenades. The Disruption grenades will have a bright purple glow when primed, beep for four times (can be heard over static), then explode, making any enemy within 2m of the grenade suffer from Magnetic damage (at level 30, will deal 50 Magnetic damage), with a 100% of suffering a Magnetic debuff. The debuff will drain 100% of the enemy's maximum energy (if applicable) (thanks to the discussion in this thread) and the enemy's shields will be reduced by 50%, along with a scrambled HUD and the inability to activate any Warframe powers during the debuff. The debuff lasts for 4 seconds.  

 

The appearance of a Scrambler Eximi will be a Grineer Elite Lancer Leech Eximus body, with a WWII era radio backpack. If the Eximus is knocked down by a flying kick, then the aura radius will be reduced to 7.5m for 5 seconds. If the backpack is destroyed (at level 30, backpack will have 2,000 pure hit points), then the aura radius will be permanently reduced to 5m. 

 

The flavour text of the Scrambler Eximus is below:

 

Grineer troops who show exceptional marks in training are hand-picked by Sargas Ruk to aid in annexing Tenno dig sites. With a jamming backpack, a balanced anti-shield and anti-flesh rifle, and specialised training to resist some Warframe powers, these troops have been instrumental in overtaking major Tenno dig sites. The success of these troops now made them common in every Grineer base.

 

The Scrambler Eximus will be resistant to the following powers:

 

- Chaos and Mind Control (Scrambler Eximus will be staggered for 1s, but will not be affected).

 

- All abilities that will cause knockdown (Scrambler Eximus will be staggered for 0.5s, but will not be knocked down) (If there is damage/debuff along with knockdown, Scrambler Eximus will only take 50% of the damage instantly and 50% power/duration of the debuff).

 

- All abilities that will cause slowdown (Scrambler Eximus will only be slowed down by 75% of the power's slowdown value). This includes, but not limited to: Rhino Stomp, Molecular Prime, and Snow Globe.

 

The Scrambler Eximus will be vulnerable to the following powers:

 

- All Impact-type powers (Scrambler Eximus will take 150% damage and 100% to be inflicted with an Impact proc). This includes, but not limited to: Sonic Boom and Smite.

 

- All Radiation-type powers (Scrambler Eximus will take 200% damage). This includes, but not limited to: Antimatter Drop, Hallowed Ground and Smite.

 

The following physical resistances and weaknesses when fighting the Scrambler Eximus: 

 

- Shooting at the head will make the Scrambler Eximus take 2x damage. 

 

- Shooting at the body will make the Scrambler Eximus take 0.75x damage (additional armour to protect the backpack systems).

 

The following damage type resistances and weaknesses when fighting the Scrambler Eximus: 

 

- Alloy Armour: +75% Radiation, +15% Puncture, -25% from all other damage types, -50% Slash, -75% Electric and Magnetic. 

 

- Cloned Flesh: +50% Viral, +15% Heat and Slash, -25% from all other damage types. 

 

With this Eximus replacement, I hope to make it disable the use of powers for players, yet have other ways to attack it or disable the aura itself.

 

Sanguine Eximus (Infested only) (Spawn chance: Rare) (2014-07-22 19:26 GMT +08:00): 

 

The current Sanguine Eximus is really nothing much, except for a buffed enemy that can gain back its life when successfully damaging an enemy. Thus, to make it feel a bit more dangerous, my proposal for such is below: 

 

The Sanguine Eximus will have a slightly slower running speed than a Leaper, and without the ability to leap at targeted enemies, but will have the ability to dodge attacks through rolling and such, as well as having the Leaper melee attacks. However, for every one to two seconds that the Eximus is alive, it will generate a bright blood-red cloud (radius = 1.25m), with the middle of the cloud being from the Eximus itself. The cloud is static, and will deal Corrosive damage over time for all enemies standing in the cloud (at level 30, will deal 100 Corrosive damage per second), with a 15% chance of inflicting a Corrosive status effect. All allies that pass through the cloud will have Corrosive damage added to their attacks for five seconds (+60 Corrosive damage to their attacks at level 30), and will be indicated by a small blood-red cloud surrounding them, as well as having a blood-red aura circle around their feet.

 

The health of a Sanguine Eximus will be 800 Infested. Leader Sanguine Eximi will have 1,400 Infested, a stronger cloud (at level 30, will deal 175 Corrosive damage per second and give +90 Corrosive damage to all allies' attacks when they pass through the cloud) (will be indicated by the same blood-red cloud, but a bit darker with tendrils/leaves floating in and out of the cloud).

 

The Leader Sanguine Eximi will have a special ability where, when killed by being hit in the general area of the head/upper torso, it will leave a pool of corrosive fluid on the floor (radius = 1.75m) via exploding (runaway biological reaction when killed). The corrosive fluid will have highly visible blood-red steam-like tendrils coming out of the pool (as well as having the glob be visually bubbling), and when approaching near the pool, a hissing sound can be heard (as though dissolving what is beneath the glob). The glob will deal 250 Corrosive damage over time for all enemies that stand on the pool, and has a 30% of dealing a Corrosive Status effect on any enemy standing on the pool. 

 

The appearance of a Sanguine Eximi will be a normal Leaper body, but with pulsing blood-red streaks criss-crossing around its body, as well as being slightly larger.

 

The flavour text for the Sanguine Eximus is below: 

 

Alad V's recent experimentations into Biotics has lead him to many breakthroughs, but also with some accidental ones. This Eximus was one of them, as Alad V did not expect mixing uninfected Corpus tissue with Infested organisms, then heating it would produce a highly corrosive fluid in the colour of blood from the Corpus tissue. As he left the lab, some Leapers broke out of the glass domes, and absorbed the corrosive fluid, making the Leapers having the ability to produce corrosive vapour from its body, at the cost of being able to leap. 

 

The Sanguine Eximus is resistant to the following powers: 

 

- All Corrosive-type powers (Sanguine Eximus will take 50% of the damage, and will not suffer from any status effects from it). This includes Miasma. 

 

- All Slash-type powers (Sanguine Eximus will take 50% of the damage, and will not suffer from any status effects from it) (tough skin). This includes Slash Dash, Null Star and Psychic Bolts.

 

- All Electric-type powers (Sanguine Eximus will take 50% of the damage, and will not suffer from any Status effects from it) (tough skin preventing electricity from damaging the nervous system of the Eximus). This includes almost all of Volt's abilities and Tesla. 

 

The Sanguine Eximus is vulnerable to the following powers: 

 

- All Puncture-type powers (Sanguine Eximus will take 200% of the damage, as well as having a 100% of receiving a Puncture status effect). This includes Radial Javelin. 

 

- All Fire-type powers (Sanguine Eximus will take 200% of the damage, as well as having a 100% of receiving a Fire status effect) (although tough, the skin is now more susceptible to catching fire due to mutations). This includes almost all of Ember's abilities. 

 

The following physical resistances and weaknesses when fighting the Sanguine Eximus: 

 

Infested: +50% Fire, +25% Gas (due to the fluids counteracting with some of the effects of the gas), +15% Slash, +15% Puncture, -25% to all other damage types, -75% Radiation, -75% Viral, -90% Corrosive (will be immune to Corrosive status effects). 

 

With this change, I hope to make the Sanguine Eximus fit the role of area denial and support, making it more fun to fight against compared to the current one.

 

With these Eximus overhauls, I hope to breathe a bit of fresh life into combat within Warframe, and to provide a small challenge for players. Please give constructive criticism so that these suggestions can be further improved. 

 

Renegade343

 

To see my other threads, please go to my profile.

Edited by Renegade343
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Okay. I've read over your thread, and I like most of your ideas quite a bit. I like that you've shifted the emphasis of the role the Eximi play from "proccing annoying hindrances on the player" to (for the most part) supporting their allied troops with their amplified abilities. The Blitz Eximus rework is one of my favorites. 

 

I'm not too sure about the Shock Eximus super-charging allied damage output; I don't think we need enemies that further exacerbate how quickly enemies transition from dealing trivial amounts of damage to near-instant kills. That said, we've already got the propaganda drones, so as long as the Shock Eximus buff is similar in nature it shouldn't be too bad. Keep in mind, though, that the Corpus already deal quite a bit of damage in comparison to the Grineer, so you may want to shift the power-output buff into something a bit more indirect (e.g. an accuracy buff as opposed to direct damage increases.) The Corpus are using pin-point accurate zero-recoil rifles yet they shoot like Storm Troopers. 

 

I'm disappointed this thread hasn't gained a bit more attention. It's very well-reasoned, and it actively covers for faction weaknesses against specific Warframe powers. Complimentary bump. 
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- You are assuming Eximi get their powers from previous customization. I like to think that it's the individual enemy that comes up with a differential strategy completely independently from the corporation/military governing them. Like a Shock Eximus is just some crafty bastard that found a way to harness the innate power of screwing Tenno up. And it's cool that it can be tethered to any enemy because it feels like sometimes one enemy individual can be smart enough, independently from it being always the same appointed guy.

 

- Agree on Scan numbers, but we all know DE does not give 2 cents about what we think of Scanning numbers. You STILL need to Scan 30 Lobber Crawler for Loki's sake. So yeah, Electric Crawler Eximus needing 30 scans to max? I'm just glad they didn't go with 50 or 100, because DE would do just that if they felt like it.

 

- Enemy levels are bullS#&amp;&#036; in this game, in fact i'd argue that levels itself in this game are kind of dumb, but at least i can understand affinity. A "High level Corpus" getting more armor because the number beside his name is high is just completely pants-on-head dumb. Therefore, no comment on Eximus levels.

 

- Then you just harp on this damn "Eximus Leader" idea that i don't really like so i won't comment on.

 

- Eximi should be allowed to spawn on Mercury at least once a mission so the new player gets used to him. Especially because everything on Mercury dies in half a hit to lvl0 stuff so it won't be much of a bother anyways.

 

- More "Eximus Leader" harping, not interested.

 

- I like the idea of a lingering Aura, it wouldn't make that much of a sense but i'd make the Aura more "meaty" like a little more of a lingering presence. Good stuff.

 

- The reasoning may be all over the place, but making Eximi drop other frames based on the faction is a fairly interesting idea to give a good lore-related reason as to why you'd get some farming done. You could wrap your head around "Those people use technology that, when combined, turns into this Warframe." It's a good glimpse of some lore-related drops, Kudos.

 

- Never remove anything from the Market, ever. Enough S#&amp;&#036; being dropped from Alerts and Research as it is. But the Infested COULD drop something interesting, like Saryn parts (That are with Kela for some inexplicably reason.)

 

And i don't really want to go into the Eximus re-make because those never go anywhere anyways... Especially not discussing about them,

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- You are assuming Eximi get their powers from previous customization. I like to think that it's the individual enemy that comes up with a differential strategy completely independently from the corporation/military governing them. Like a Shock Eximus is just some crafty bastard that found a way to harness the innate power of screwing Tenno up. And it's cool that it can be tethered to any enemy because it feels like sometimes one enemy individual can be smart enough, independently from it being always the same appointed guy.

We do not even know how the Eximi came to be, so it is fair game as to creating some lore/justification for them. After all, the bosses do lack a bit of lore/threat, with some only having a cameo appearance (I am referring to the other members of the Board from The Profit trailer), so giving these bosses a bit of a story tied to the Eximus would help to make them feel a bit more of a threat, and by players killing the Eximi, it will make the players feel that they are stalling/destroying part of the bosses' operations (hopefully). 

 

 

- Enemy levels are bullS#&$ in this game, in fact i'd argue that levels itself in this game are kind of dumb, but at least i can understand affinity. A "High level Corpus" getting more armor because the number beside his name is high is just completely pants-on-head dumb. Therefore, no comment on Eximus levels.

Thing is, in this thread, I am not making Warframe 2.0, so I would work with the current system that DE has in enemies (level scaling). Of course, if DE were to remove that, this thread is still relevant, as almost all of the mechanics/health/resistances/weaknesses can be transferred to the new enemy system without much hassle. 

 

 

- Then you just harp on this damn "Eximus Leader" idea that i don't really like so i won't comment on.

Mind if you tell me why? My thoughts when I created the Eximus Leaders are that it could provide a small step up in difficulty when players become more experienced (this may probably mean I will have to rewrite a bit of stuff for that, just to make the Leader Eximus be something more of a threat). 

 

 

- The reasoning may be all over the place, but making Eximi drop other frames based on the faction is a fairly interesting idea to give a good lore-related reason as to why you'd get some farming done. You could wrap your head around "Those people use technology that, when combined, turns into this Warframe." It's a good glimpse of some lore-related drops, Kudos.

What reasoning are you referring to? The reason why Eximi drop Warframe components, or the values that I had given to the Eximi in terms of health/resistances/weaknesses?

 

- Never remove anything from the Market, ever. Enough S#&$ being dropped from Alerts and Research as it is. But the Infested COULD drop something interesting, like Saryn parts (That are with Kela for some inexplicably reason.)

I always feel that the Mire seems to be out of place from the Market (all the other blueprints sold on the Market are either Grineer/Corpus/Tenno created), which is why I took it out of the Market and place it onto the Infested Eximi. 

Edited by Renegade343
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I'm not too sure about the Shock Eximus super-charging allied damage output; I don't think we need enemies that further exacerbate how quickly enemies transition from dealing trivial amounts of damage to near-instant kills. That said, we've already got the propaganda drones, so as long as the Shock Eximus buff is similar in nature it shouldn't be too bad. Keep in mind, though, that the Corpus already deal quite a bit of damage in comparison to the Grineer, so you may want to shift the power-output buff into something a bit more indirect (e.g. an accuracy buff as opposed to direct damage increases.) The Corpus are using pin-point accurate zero-recoil rifles yet they shoot like Storm Troopers. 

Crewmen have bad accuracy? I swear that in missions that I play in, the Corpus enemies are always on target. 

 

Then again, the perceived inaccuracy is probably the slow projectile speed + movement of players. I think the Shock Eximus increasing the speed of the projectiles by a percentage (say 50%) would help with accuracy. 

 

And I really do not like people using Stormtroopers to refer to inaccuracy. True, after the 'unofficial' Rebellion on Kamino, Palpatine chose to recruit stormtroopers instead of continuing to create Jango Fett clones and train them to be stormtroopers, and that resulted in a decrease in quality of the stormtroopers (one of which is accuracy), but Jango Fett clone stormtroopers are still very accurate in shooting at targets. 

Edited by Renegade343
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Thing is, in this thread, I am not making Warframe 2.0, so I would work with the current system that DE has in enemies (level scaling). Of course, if DE were to remove that, this thread is still relevant, as almost all of the mechanics/health/resistances/weaknesses can be transferred to the new enemy system without much hassle.

I was just justifying my reasoning behind not even comenting about the levels you set up for Eximi. Enemy levels in Warframe is completely boring and uninteresting and really, really dull. Kind of revolting really that they're sitting right beside the somewhat well-crafted Warframes.

 

Mind if you tell me why? My thoughts when I created the Eximus Leaders are that it could provide a small step up in difficulty when players become more experienced (this may probably mean I will have to rewrite a bit of stuff for that, just to make the Leader Eximus be something more of a threat). 

Because i feel you put way more though into it then DE themselves did, therefore i don't think they'll make anything out of it. It doesn't look bad, i just don't see the merit of discussing it.

 

What reasoning are you referring to? The reason why Eximi drop Warframe components, or the values that I had given to the Eximi in terms of health/resistances/weaknesses?

The reason as to why the Eximi would drop Warframe parts, that one. You said things like most Corpus Eximi use Volt abilities although there are Corpus Eximi that are Blast and Fire Eximi. But like i said, the idea itself has merit, focusing a specific faction that drops a specific Warframe sounds to me like a logical and valid way of farming Warframe parts, complete with Lore-related reasons. I don't usually dwell on values or anything because DE will just make up their own completely arbitrary values for everything anyway, like 30 Lobber Crawler Scans to complete a Lobber Crawler entry for no other reason other then "that's what i said it is."

 

I always feel that the Mire seems to be out of place from the Market (all the other blueprints sold on the Market are either Grineer/Corpus/Tenno created), which is why I took it out of the Market and place it onto the Infested Eximi. 

And i do agree that the Mire would feel right at home in the Bio Lab. But they have absolutely no justification about what the "Market" actually is instead of an actual market for you and me to purchase things on, like a thing COMPLETELY outside of universe in a way that ejects you from Immersion so fast that you almost forget that you're playing Warframe only for the sake of shoving some Platinum Deals in your face. So for that deal, since they're perfectly willing to throw immersion out the window for the sake of a cheap product placement in your face then i could care less if the Mire feels well or not in the Market. Just don't remove it from there to not make things hard later, because if DE is a fan of something, is to make our life harder to shove another Platinum deal on our nose. (Seriously, DE, have a little subtlety, will ya? ALLOW me to forget to pay you once in a while, especially when i ALREADY DID!)

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The reason as to why the Eximi would drop Warframe parts, that one. You said things like most Corpus Eximi use Volt abilities although there are Corpus Eximi that are Blast and Fire Eximi. But like i said, the idea itself has merit, focusing a specific faction that drops a specific Warframe sounds to me like a logical and valid way of farming Warframe parts, complete with Lore-related reasons. I don't usually dwell on values or anything because DE will just make up their own completely arbitrary values for everything anyway, like 30 Lobber Crawler Scans to complete a Lobber Crawler entry for no other reason other then "that's what i said it is."

I agree on Infested Eximi dropping Saryn components (then again, we do need to give some attention to Kela de Thaym. Maybe a new Grineer weapon, since she is one of the prestige soldiers in the Grineer army?), and Corpus Eximi dropping Volt components. As for Grineer Eximi, weaponry made by the Grineer. 

 

But just saying: The Corpus Eximi rework will not have Blast/Fire Eximi. These two types of Eximi will be given to the Grineer (since they fit the Grineer's theme of brute strength and raw power). 

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Crewmen have bad accuracy? I swear that in missions that I play in, the Corpus enemies are always on target. 

 

Then again, the perceived inaccuracy is probably the slow projectile speed + movement of players. I think the Shock Eximus increasing the speed of the projectiles by a percentage (say 50%) would help with accuracy. 

 

And I really do not like people using Stormtroopers to refer to inaccuracy. True, after the 'unofficial' Rebellion on Kamino, Palpatine chose to recruit stormtroopers instead of continuing to create Jango Fett clones and train them to be stormtroopers, and that resulted in a decrease in quality of the stormtroopers (one of which is accuracy), but Jango Fett clone stormtroopers are still very accurate in shooting at targets. 

 

They seem to have bad accuracy to me. Or at least, their projectiles spread out quite a bit, even when I'm not moving, or moving in a line directly away from/towards them. Considering how accurate the Dera actually is, I'd expect them to be a little more on-point like the MOAs. Projectile speed increases would not be a bad idea at all. 

 

Last I checked, most people called recruited Imperial troops "Stormtroopers," and Jango Fett clones "Clone Troopers/ Some-other military rank designation." Sorry; I'm not all that invested into Star Wars lore. 

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Last I checked, most people called recruited Imperial troops "Stormtroopers," and Jango Fett clones "Clone Troopers/ Some-other military rank designation." Sorry; I'm not all that invested into Star Wars lore. 

Forgive me if I bore you a little bit: 

 

After Order 66 and Anakin becoming Darth Vader (the suit process), the Jango Fett clones still wore their Phase II clone armour while subjugating other planets. They were now known as 'clone stormtroopers', serving as the elite fighting force for Palpatine. A few years after Palpatine's Declaration of the New Order (seen in Episode III, I think), the clone stormtroopers were ordered to swap their Phase II clone armour for the stormtrooper armour, symbolising the loss of individualisation (as all stormtrooper armour look the same [since the armour was tailored to only Jango Fett clones, and the Imperial Army at the time was composed fully of Jango Fett clones], and Palpatine forbidding the soldiers from customising their armour) and total obedience to the Empire. It was at that time people started calling them as 'stormtroopers'. 

 

This means that 'stormtroopers' refer both to recruited Imperial troops and Jango Fett clones, but if you want to be a bit more specific, Jango Fett clones serving in the Imperial army can still be called 'clone stormtroopers'. 

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Actually the whole "Stormtroopers can't hit anything" is because of shift in tone of Ben Kenobi looking at the wreckage of a Sand Crawler and saying the line "Only Stormtroopers can be this precise." and then later in the movie, when they're freeing Princess Leia, as they enter the hatch to the waste disposal system, both Leia and Luke make themselves into a bullseye for a shot in the butt and the Stormtroopers keep hitting the Walls because the plot didn't think it was the time for Luke or Leia to get hit by a Blaster Bolt. So yeah, you can discuss the universe reasoning, after all the E-44 Blaster Carbine IS supposed to be the perfect precision and Storm Troopers have at least extensive military training, but the shtick is not named after those reasons.

This whole thing of "Stormtroopers are Innacurate" is named after the hilarity of "Only Stormtroopers can be this precise." while incapable of hitting a dude in full whites on a completely black background in any sort of meaningful way because the plot said so, nothing else. So when you hear "You guys are accurate as a Stormtrooper" it's not because Stormtroopers are inaccurate, it's because they have the peculiar convenient accuracy to not hit anything the plot wouldn't want them to hit, for cinematic purposes. So yeah, the Corpus are as accurate as a Stormtrooper.

Edited by ReiganCross
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Renegade, I like the overall direction of the reworks, and have some general suggestions as well.

 

Kudos:

 

1) I know you didn't do this intentionally...but this thread is a comprehensive rework on one topic, which makes it a lot easier to read and support. The more specific a thread is, the easier it is to follow and agree with.

 

2) I like the lore + structure you've put forth with the Exemi backstories, as well as using leader variant Exemi to act more like minibosses. The themes also fit the factions and elements better than the current ones.

 

3) The mechanics are more engaging and would better reward skill and attention, instead of just "getting away" from anything glowy or hitting 4.

 

4) Power resistance!

 

Suggestions:

 

1) This is suggestion for both you and DE. If we don't know something is happening, it might as well not be happening. It doesn't affect our experience as players in the slightest. Tiny bonuses, or nuanced mechanics won't be noticed. This ties into 2.

 

2) your bonuses and penalties need to be seriously bumped up. 10% movement speed buff? That's not even noticeable. The minor + and - that you're giving these guys as resistances? We'll have no idea, we won't even notice them. We also can't memorize that level of detail. Numbers and mechanics need to be big and obvious to interact with the way we play.

 

100% movement speed buff. That is noticeable. 90% damage reduction. etc.

 

3) Simple is always better, every time. if you can use an existing asset from the game instead of creating a new one, that makes your idea less complex and time consuming for the devs. So instead of a special digi-struct barrier and a gauntlet etc, you're better off asking for deployable Volt shields, but with flames on them etc. Instead of asking for new models, you're better off saying things like "Grineer bombard models with an un armored head like that of Vor".

 

Overall, great ideas...keep it up!

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Renegade, I like the overall direction of the reworks, and have some general suggestions as well.

 

Kudos:

 

1) I know you didn't do this intentionally...but this thread is a comprehensive rework on one topic, which makes it a lot easier to read and support. The more specific a thread is, the easier it is to follow and agree with.

Well, if it was not for the fact that I managed to hit a CONTENT_TOO_LONG threshold, I would have continued to expand on that thread. 

 

Now I know why businesses diversify. 

 

 

2) your bonuses and penalties need to be seriously bumped up. 10% movement speed buff? That's not even noticeable. The minor + and - that you're giving these guys as resistances? We'll have no idea, we won't even notice them. We also can't memorize that level of detail. Numbers and mechanics need to be big and obvious to interact with the way we play.

 

100% movement speed buff. That is noticeable. 90% damage reduction. etc.

Maybe. I will have to play around with enemies over the weekend to see what their current speed/mechanic is. 

 

Although I have a gut feeling 100% movement speed buff is too huge (I do not think anyone wants to have enemies literally flying all over the place without reason). 

 

As for those minor + and - resistances? It is just that I have this uncanny ability to remember quite a bit of things by heart, and thinking that allowing people to memorise these would give them an edge in gaming. But I will change it. 

 

Speaking of resistances, I think it is high time DE needs to change the colour of Alloy Armour and Proto Shields to another colour, but within the colour range of Ferrite Armour and Shields.

 

3) Simple is always better, every time. if you can use an existing asset from the game instead of creating a new one, that makes your idea less complex and time consuming for the devs. So instead of a special digi-struct barrier and a gauntlet etc, you're better off asking for deployable Volt shields, but with flames on them etc. Instead of asking for new models, you're better off saying things like "Grineer bombard models with an un armored head like that of Vor".

In my opinion, I always feel that the current Eximus are very tacked-on (oh look! A normal Crewman! To make him harder, why not give him a Seismic Shockwave with a slight buff to health and shields!) and uninteresting (Grineers with Leech abilities, anyone?). Because of this, that is why I rewrote the Eximus, giving them new things along with the old. 

 

Some old things include aura range, some animation, some assets (such as the Guardian Eximus shield and Gas Eximus Ignis) and some mechanics (grenade throwing, allies attempting to be close to an Eximus's aura range to receive a buff [if it has one]). 

 

New stuff include: Shock Eximus's deployable barrier and the Gas Eximus's gas lumps. 

 

I tend not to want to fully recycle abilities/assets to be placed on the Eximi for the reason that it sometimes feel tacked-on and ugly. 

 

My ultimate goal of this rework is to make Eximus a true enemy of its own, rather than a sub-enemy of an existing enemy. I do realise that may result in a resource and manpower consuming change, but it will pay off in spades. 

Edited by Renegade343
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Isn't Arctic Eximus a bit too strong? Both ranged and melee attacks are not very effective? He has to have some weakness.

Range is still effective, but lessened (although the projectile speed debuff may be a bit too strong, when I think about it). 

 

EDIT: Edited to make the Arctic Eximus decrease the speed of projectiles to 35% and hit-scan bullets to 175 m/s, along with a 1.5x multiplier damage when the Arctic Eximus is attacked by a melee weapon (since using a typical projectile speed in Warframe [65 m/s] means that it will become 42.25 m/s when it enters the Arctic Eximus aura range). 

Edited by Renegade343
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Range is still effective, but lessened (although the projectile speed debuff may be a bit too strong, when I think about it). 

 

EDIT: Edited to make the Arctic Eximus decrease the speed of projectiles to 35% and hit-scan bullets to 175 m/s, along with a 1.5x multiplier damage when the Arctic Eximus is attacked by a melee weapon (since using a typical projectile speed in Warframe [65 m/s] means that it will become 42.25 m/s when it enters the Arctic Eximus aura range). 

 

I don't think DE has a mechanic to turn a hitscan weapon into projectile speed... That's the kind of thing that as a producer i'd just tell you flat out to send back to the designing table unless if featured in half our game. (And yeah, i'm saying that maybe you should cut that corner if you want it to be any viable inside the game.)

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I don't think DE has a mechanic to turn a hitscan weapon into projectile speed... That's the kind of thing that as a producer i'd just tell you flat out to send back to the designing table unless if featured in half our game. (And yeah, i'm saying that maybe you should cut that corner if you want it to be any viable inside the game.)

Maybe... 

 

I wonder if DE would want to turn all hit-scan weaponry to non hit-scan weaponry (i.e. 400 m/s) (that means even bullets have a slight travel time), slightly levelling the playing field of Grineer vs. Corpus or Grineer vs. Tenno?

Edited by Renegade343
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I don't think DE has a mechanic to turn a hitscan weapon into projectile speed... That's the kind of thing that as a producer i'd just tell you flat out to send back to the designing table unless if featured in half our game. (And yeah, i'm saying that maybe you should cut that corner if you want it to be any viable inside the game.)

Edited that to make hit-scan bullets deal 35% less damage upon hitting an ally within aura range (i.e. allied with Arctic Eximus), including the Arctic Exmius itself. 

Edited by Renegade343
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