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New Mod Ideas


Netheroc
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1. A mod that increases damage on headshots, not only for snipers, for all ranged weapons. In a way, it is the opposite of Heavy caliber, where you get rewarded for spraying with more damage. With the headshot mod, you get rewarded for being accurate.

2. Kill/Hitstreak mods. Simple. As long as you dont miss, you stack up more and more damage, once you miss, it resets. It is not a timed bonus, its permanent until you miss. Of course, high firerate automatic weapons are given a way lower value than snipers for instance. That multiplier only gives 1 count per shot, as long as you hit something, so multishot, punch-through, splash damage and procs dont count in.

Edited by Netheroc
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The second one, I would make that a crit chance bonus, so that it is really unique and not an automatic include in any build.

 

We need more unusual but situationally powerful mods like Berserker. The two suggested above are very good.

Edited by Kthal
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It is really hard to miss to be honest, hence these mods either being useless or damn near overpowered :/

 

Unless gun mechanics are changed/altered:https://forums.warframe.com/index.php?/topic/292292-how-to-spray-and-not-pray-spray-patterns-suggestion/

I am against these, sorry :/

But you still have to aim. If you have a 500 stack, and miss a shot because you were not cautious enough, it resets to 0. For me, this would add challenge to the game, with reward if you do well. Right now there really isnt much motivation to be overly accurate, unless i play wave 45 t4 def with my Vectis, because by then its mandatory to land head shots.

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But you still have to aim. If you have a 500 stack, and miss a shot because you were not cautious enough, it resets to 0. For me, this would add challenge to the game, with reward if you do well. Right now there really isnt much motivation to be overly accurate, unless i play wave 45 t4 def with my Vectis, because by then its mandatory to land head shots.

What I'm saying is that aiming in this game is way too easy for something like that to work well, unless

 

 

You never hip-fire your Latron Prime? Allies never steal your kill right as you pull the trigger? It could work, but it would need to have a downside like Corrupt mods.

Now if it had a downside like Corrupted mods, that would be something...I wouldn't mind it

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You never hip-fire your Latron Prime? Allies never steal your kill right as you pull the trigger? It could work, but it would need to have a downside like Corrupt mods.

 

Now if it had a downside like Corrupted mods, that would be something...I wouldn't mind it

How about damage reduction that you have to outbalance first?

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It is really hard to miss to be honest, hence these mods either being useless or damn near overpowered :/

 

 

 

 

I disagree on the it being hard to miss with my observation that a most people I am in squad with play the accuracy by volume game.

Spray enough shots down field and you will hit something.

I will agree with you that the mods will be either useless or overpowered.

Useless for anyone who doesn't care about accuracy as you will never maintain any decent stacks. Overpowered for anyone who takes care to aim or doesn't shoot till they are in the enemies face. Even for those that only engage at close range the fact firing your boltor just a little too long after your target dies can crate a miss losing your stacks. So its not just hitting that counts its all about not missing. I can see this being a great mod with Dera, Quanta etc.

 

For those who don't like it because it doesn't fit your playstyle its obviously not for you but doesn't mean it has no place in the game as others play differently. Theres other mods that a lot of people think are useless like Handspring/Fortitude that some people love.

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How about damage reduction that you have to outbalance first?

 

then it would be another copy of critical delay

 

I think he meant that with a zero stack it would reduce damage instead of increase it. The stack negates the penalty that starts to go positive once a certain size is reached. To prevent this mod from scaling to infinity they can also have a max stack size.

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They seem quite adamant in their decision to ignore the existing mods.

 

I disagree with this. DE has been revisiting problem frames weapons etc over time.

They can't fix everything at once, given time they will get around to problem mods just like some of the many many issues they have addressed already.

Its not like anyone from DE has said "you have problem with Mod X, tough, deal with it".

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OK, how about a warframe mod that increases jump height? some 3 rank mod that goes from 10% to 40% increase in jumps?

Maybe a melee mod that does channeling attacks without the weapon needing to be held and having channeling activated? So you can run around with your primary/secondary weapon and do a quick melee attack that'll give you a 5-30% (5 rank) chance of a channeling hit.

Here's another...a ceiling running mod! Run on the ceiling in hallways for extra ninja wall attacks! (silly, I know)

Only other idea is generic abilities that all frames could equip like some weak healing ability or utility type of mod for movement.

 

Just thought i'd throw a few out there....thinking up new mods is hard :|

No wonder we end up with mods like the 120% slash set

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Its not like anyone from DE has said "you have problem with Mod X, tough, deal with it".

Well... No, not that phrase exactly.

https://forums.warframe.com/index.php?/topic/311941-the-new-event-mods-are-bandaids/

The math confirms that the max rank 120% Slash damage massively benefits Slash weapons, leading to another contender in loadouts.

If they knew what it took in order to get a physical damage mod on par with an elemental one, why didn't they just buff the ones we had?

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Well... No, not that phrase exactly.

https://forums.warframe.com/index.php?/topic/311941-the-new-event-mods-are-bandaids/

If they knew what it took in order to get a physical damage mod on par with an elemental one, why didn't they just buff the ones we had?

 

I see your point. As much as I would like to give them the benefit of the doubt the reasoning behind that decision eludes me.

Hopefully there are changes for the existing physical damage mods coming soon®.

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