Zurakci Posted July 26, 2014 Share Posted July 26, 2014 So I have a list of weapons that need to be fixed for reasons. NERF SECTION: #1: OgrisIt should really say itself when this weapon have more ammo by default than some rifles with ammo mod. This weapon is one of the most heavy hitting weapons, slow, but HEAVY, and that you can fire it as much as a rifle is stupid. Give it the same amount of ammo as a sniper or less and the weapon would be alittle bit more balanced. #2: Penta Again with an explosive weapon, but now, this is a semi auto grenade launcher that can deal massive physical damage (on impact with the grenade) and explosive damage. This weapon too comes with so much ammo that other weapons is not needed at all. Tune down the high amount of ammo and maybe the physical damage would make it more balanced #3: Angstrum`? I am not sure here. Its like a penta and ogris had a baby. Its a semi auto with charge function, that deal high amounts of damage both single fired or fully charge. I would more love it if it either did less damage or had less ammo. Never gone empty on any of these weapons. #4: Jat Kittag This is more "Cause it does" kind of situations were this weapon deals alot of damage for some reason on its leap attack that playing against anyone with it in either conclave or dualing arena is just not fun. It knocks you down 5-10 meter away without the range mod and its range with the super spin stance Crushing Ruin can easly take down any opponent from any distance without moving the warframe. So.. Idk. Either nerf the heavy range+ damage for the range or just the damage. FIXES: #1: (ENEMY) Napalm Grineer's Napalm launcherHoly $hit is this weapon broken. Goes through walls, rapid fire, burn, no side effects for the Grineer to use it at any range.The rate of fire needs a nerf, the "Go Behind walls and snowglode cause explosives" needs to go away, and I think the should be grineer damage as well, making them NOT use the launcher when the enemy is in their face. #2: (ENEMY) Bombard Grineer's Launcher Shouldnt this be the Ogris or something? I mean. It is the same model, why does it follow its target and all? Why is it so slow you could walk from it with a slow Rhino. Make the missiles into Rockets, and make them go fast (so they can actually hit you) and do the thing that I said about the Napalm. Not through walls and snowglobe, and not when the enemy is close. #3. (Enemy) Acient's range attack. AKA the Scorpion hookYeah. The hook is bothering me simply cause its not the arm of the infested, but a hook from the Grineer Scorpion. All we need now is a "GET OVER HERE!" everytime the Ancient uses it. #4. (Enemy) THE AMOUNT OF BALLS! The Seekers have infinite balls that they toss on me and its getting to the point of being ridiculous. The Kraken Burst Pistol deals heavy damage, but I am more annoyed when 10 flashing balls are sitting on me going all "NOTICE US, TENNO SENPAI!" I dont see a Roller Belt either, so where he pulls them out from is something I really dont wish to know. #5. WHIPS AND RANGE MODS! I do not see that the REACH melee mod does anything longer when it comes to whips melee distance and the leap attacks. Could do with a change there. That is all I have. All other weapons seems fairly ok. Link to comment Share on other sites More sharing options...
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