To preface, I'm not super new to this game, I started back when Volt was a starter frame (and he's still my favorite to play), but I don't think I've seen any sort of tier-lists for weapons and frames or even any beginner's guides to modding. The mod system is a sea of confusion for most people, which is a problem as it is the singular reason I consider this game so good and the primary reason I find myself returning so frequently. It's incredibly in-depth and touches every facet of your playstyle, from how you move across the battlefield to how often you shoot that *censored* Corpus *even more censored* *ED is a serious medical condition, not an insult* Alad V right in his *now that's just offensive* face.
*deep breaths*
But this isn't about me. See, having played for a while (though I would in no way consider myself an expert; I'm terrible at this game), I have some clue what I'm doing when it comes to mods. I pretty much know my preferred playstyle and what mods I require to be most effective. I know how to use the tools at my disposal to greatest effect when building a loadout or considering a new 'frame. But the newbies don't, they need all the help they can get. DE has made huge strides to improve the new player experience, but it's still pretty terrible, and that limits our community's growth in an awful way. Some of the onus falls to DE (I think the shop could be arranged in a much better way, in particular, with more of an emphasis on the Cred shop), but they know our feelings on this, and there's a lot we can do to help. We need to meet them halfway and do our part to improve the lot of the newb.
One way we can do this is to collate freely available information into an easily digestible format, say an FAQ or a Player's Guide for Newbs and keep it up-to-date, at least to the last major iteration (13 at the time of this post). One of the first things we need to do if this is to be a goal is answer some very basic questions:
1. What are the essential roles in a well-developed Tenno Cell? What 'frame is the absolute pinnacle in each of those roles? What 'frame is the best for solo play?
This is "meta-building," which is helpful for newbs because it gives them an idea what they should be doing all the time in a match. Are you a Rhino? Get into the middle of a group of enemies and start wreaking some havoc with Iron Skin up. Are you playing Excal? Weave in and out of the fight. Are you trying out Nova? Stay back and pump damage out like a busted fire hydrant. Et cetera. Every 'frame has a place (yes, even Trinity).
2/3/4. What are the most powerful (primary/secondary/melee) weapons currently in the following categories:
a. Anti-Grineer?
b. Anti-Corpus?
c. Anti-Infested?
2d/3d. Sniper-style (one shot, one kill, long range)?
2f/3f. Danger-close (for you black, Scottish cyclopes)?
These help narrow the field for the newb. There are more than a hundred different weapons in Warframe. When I started out, there were considerably less, but I still based my farming decisions more on "what looked cool" than "what was good." Not that there's anything wrong with that, but there's nothing more disheartening than discovering that the fancy new Bo staff you finally managed to put together is basically as effective as a plastic lightsaber. Not to mention that space is limited, you can only have so many weapons available at a time. It's worth it to consider your farming carefully.
5. What are the 5 most essential mods that every player ought to have a max rank copy of in each of the major categories (Warframe/Sentinel/Primary/Secondary/Melee)?
This is the meat of the guide. We who are experienced know that 25 mods is a drop in the bucket. Remember those 100+ weapons? Each of them has 8 mod slots, 9 in the case of melee weapons. There are currently 19 'frames available, not counting the prime variants, each of them has 11 mod slots. There are hundreds of mods and millions (billions? I don't feel like doing algorithm work tonight) of potential combinations. But to the newb? 25 max rank mods is a long-term goal. That's a week of contiguous play at minimum. In the course of their play, they'll get rare drops, lots of cash for fusion and unlock a lot of the map. We're going to ignore Aura and Stance mods for this question, simply because those largely depend on your playstyle.
The mod system is, I think, where we lose most of our new playerbase. It's confusing, it's huge, and it's hard to delve into without getting wiki'd. There's nothing wrong with directing new players to the wiki, but the wiki is an ocean of information, it has to be because of the size of the game it's representing. That's a lot of research to ask a person new to the game to do. So why don't we who've already done that research share it out? My thought is that we provide a link to the mod's wiki page so that the newb knows where to go to get the mod. This provides direction and, more importantly, a goal after the guided tutorial.
I welcome your thoughts and suggestions and most especially your answers to the questions posed above. As I said, I'm terrible at this game, I'm not even sure how I would begin codifying all of this information, but I'm more than willing to collate and curate it if no one else wants the job. I think this game is great, and it can only get better the more people we have playing it, so if I can have even a small part in expanding our playerbase, I'd be overjoyed.
Question
RagnorakTres
Apologies for the wall of text...
To preface, I'm not super new to this game, I started back when Volt was a starter frame (and he's still my favorite to play), but I don't think I've seen any sort of tier-lists for weapons and frames or even any beginner's guides to modding. The mod system is a sea of confusion for most people, which is a problem as it is the singular reason I consider this game so good and the primary reason I find myself returning so frequently. It's incredibly in-depth and touches every facet of your playstyle, from how you move across the battlefield to how often you shoot that *censored* Corpus *even more censored* *ED is a serious medical condition, not an insult* Alad V right in his *now that's just offensive* face.
*deep breaths*
But this isn't about me. See, having played for a while (though I would in no way consider myself an expert; I'm terrible at this game), I have some clue what I'm doing when it comes to mods. I pretty much know my preferred playstyle and what mods I require to be most effective. I know how to use the tools at my disposal to greatest effect when building a loadout or considering a new 'frame. But the newbies don't, they need all the help they can get. DE has made huge strides to improve the new player experience, but it's still pretty terrible, and that limits our community's growth in an awful way. Some of the onus falls to DE (I think the shop could be arranged in a much better way, in particular, with more of an emphasis on the Cred shop), but they know our feelings on this, and there's a lot we can do to help. We need to meet them halfway and do our part to improve the lot of the newb.
One way we can do this is to collate freely available information into an easily digestible format, say an FAQ or a Player's Guide for Newbs and keep it up-to-date, at least to the last major iteration (13 at the time of this post). One of the first things we need to do if this is to be a goal is answer some very basic questions:
1. What are the essential roles in a well-developed Tenno Cell? What 'frame is the absolute pinnacle in each of those roles? What 'frame is the best for solo play?
This is "meta-building," which is helpful for newbs because it gives them an idea what they should be doing all the time in a match. Are you a Rhino? Get into the middle of a group of enemies and start wreaking some havoc with Iron Skin up. Are you playing Excal? Weave in and out of the fight. Are you trying out Nova? Stay back and pump damage out like a busted fire hydrant. Et cetera. Every 'frame has a place (yes, even Trinity).
2/3/4. What are the most powerful (primary/secondary/melee) weapons currently in the following categories:
a. Anti-Grineer?
b. Anti-Corpus?
c. Anti-Infested?
2d/3d. Sniper-style (one shot, one kill, long range)?
2e/3e. Assault-style (reliable damage, mid range)?
2f/3f. Danger-close (for you black, Scottish cyclopes)?
These help narrow the field for the newb. There are more than a hundred different weapons in Warframe. When I started out, there were considerably less, but I still based my farming decisions more on "what looked cool" than "what was good." Not that there's anything wrong with that, but there's nothing more disheartening than discovering that the fancy new Bo staff you finally managed to put together is basically as effective as a plastic lightsaber. Not to mention that space is limited, you can only have so many weapons available at a time. It's worth it to consider your farming carefully.
5. What are the 5 most essential mods that every player ought to have a max rank copy of in each of the major categories (Warframe/Sentinel/Primary/Secondary/Melee)?
This is the meat of the guide. We who are experienced know that 25 mods is a drop in the bucket. Remember those 100+ weapons? Each of them has 8 mod slots, 9 in the case of melee weapons. There are currently 19 'frames available, not counting the prime variants, each of them has 11 mod slots. There are hundreds of mods and millions (billions? I don't feel like doing algorithm work tonight) of potential combinations. But to the newb? 25 max rank mods is a long-term goal. That's a week of contiguous play at minimum. In the course of their play, they'll get rare drops, lots of cash for fusion and unlock a lot of the map. We're going to ignore Aura and Stance mods for this question, simply because those largely depend on your playstyle.
The mod system is, I think, where we lose most of our new playerbase. It's confusing, it's huge, and it's hard to delve into without getting wiki'd. There's nothing wrong with directing new players to the wiki, but the wiki is an ocean of information, it has to be because of the size of the game it's representing. That's a lot of research to ask a person new to the game to do. So why don't we who've already done that research share it out? My thought is that we provide a link to the mod's wiki page so that the newb knows where to go to get the mod. This provides direction and, more importantly, a goal after the guided tutorial.
I welcome your thoughts and suggestions and most especially your answers to the questions posed above. As I said, I'm terrible at this game, I'm not even sure how I would begin codifying all of this information, but I'm more than willing to collate and curate it if no one else wants the job. I think this game is great, and it can only get better the more people we have playing it, so if I can have even a small part in expanding our playerbase, I'd be overjoyed.
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