Scherhardt Posted October 25, 2014 Share Posted October 25, 2014 (edited) Title is everything. I'm not sure myself but it's kind of logical for them to have it. Thoughts? Strong point. These things really should have their own slots in my opinion. Ability mods more so, but weapons seem fair too. Yes, it's about the choices of what to equip and what not to equip... but most of these things won't even get a look in compared to damage mods. Things like noise reduction, zoom and several of the weird and wonderful warframe mods that just make you think "Why does that even exist?" are in the same boat - there's just no room for them on any sane build. I hate discarding interesting customisation options like these, but they are quite simply inferior to other choices. It would really be nice to have a way to use mods like these, without sacrificing something clearly superior to do so. Edited October 25, 2014 by Scherhardt Link to comment Share on other sites More sharing options...
Serafinia Posted October 25, 2014 Share Posted October 25, 2014 This would be a nice addition and why not? Link to comment Share on other sites More sharing options...
AnuEkko Posted October 25, 2014 Share Posted October 25, 2014 I think they should. But there's also Warframe ability augments and there's already an aura slot. They can't really add another legacy slot.. Link to comment Share on other sites More sharing options...
Theodorick Posted October 25, 2014 Share Posted October 25, 2014 No, we dont need more slots. Beside melee have augments too. We do not need another extra slot for melee weapons either. Link to comment Share on other sites More sharing options...
Whitelace Posted October 25, 2014 Share Posted October 25, 2014 I can't even get any of the new weapon augs because warframe doesn't think I love it enough. So I can't really say much but it would be nice to add. Link to comment Share on other sites More sharing options...
Sir_NoScope Posted October 25, 2014 Share Posted October 25, 2014 I vote Yes.Take the Ammo Mutation mods and a few others and move them over. Currently in a mission, may edit this. Link to comment Share on other sites More sharing options...
Frostmire Posted October 25, 2014 Share Posted October 25, 2014 As they are pretty much direct upgrades instead of side-grades , i don't think there should be exclusive slots for them Link to comment Share on other sites More sharing options...
StinkyPygmy Posted October 25, 2014 Share Posted October 25, 2014 (edited) Yes. this is what I was afraid of when the slot removal thing was announced. Not because I use one ability builds (never have) but because arguably minor tweaks to abilities shouldn't displacing slots for utility mods that are already undervalued. I was hoping DE would make augments a kind of turn on or off thing that came with either an increased cost, be that energy or mod capacity perhaps. I don't want more slots added. I'm happy with the two I've gained. But I do think augments should tie directly into abilities and not the modding set up. They shouldn't have no downside, but it should match the augments usefulness. Edit: For the record I'm only talking about abilities. Not weapon augments, as they are basically weapon specific mods and are fine as they are. Edited October 25, 2014 by StinkyPygmy Link to comment Share on other sites More sharing options...
Scherhardt Posted October 25, 2014 Author Share Posted October 25, 2014 I don't want more slots added. I'm happy with the two I've gained. But I do think augments should tie directly into abilities and not the modding set up. They shouldn't have no downside, but it should match the augments usefulness. Edit: For the record I'm only talking about abilities. Not weapon augments, as they are basically weapon specific mods and are fine as they are. We have exactly the same thoughts on those. Though I still think abilities should be in someway moddable or have their *tree. If we do have a tree on abilities. These ability augments should be the thing that unlocks it. Used like formas but on trees not on mod slots. Link to comment Share on other sites More sharing options...
StinkyPygmy Posted October 25, 2014 Share Posted October 25, 2014 (edited) We have exactly the same thoughts on those. Though I still think abilities should be in someway moddable or have their *tree. If we do have a tree on abilities. These ability augments should be the thing that unlocks it. Used like formas but on trees not on mod slots. I actually thought abilities might have their own little mod screen to the side of the arsenal when you rolled over their icons. One slot for an augment and either one augment per ability or only one augment at a time being allowed (can't decide which would be best for balancing). Augments are only supposed to add or change mechanics, so they are nice little bonuses, but they should definitely not be a WF mod. The more powerful the augment, the more powerful the energy cost or something similar to how "soul survivor" works for the more unique augments. Your power related mods (efficiency, duration etc) on your WF would still work the same. Basically we wouldn't have to sacrifice mod slots on our WF to play around with augments but there would still be an associated cost so we wouldn't be getting these upgrades for free. At the moment It is just another reason to not use the extra room we have for utility mods. Its weird you should mention the upgrade tree. There used to be a similar type of system way before mods were introduced. Doubt we will ever go back to a tree system though. Mods will probably always tie into things and I'm ok with that. But I definitely feel augments should work similar to the above concept. Thats just my two cents anyway. Edited October 25, 2014 by StinkyPygmy Link to comment Share on other sites More sharing options...
CarniKang Posted October 25, 2014 Share Posted October 25, 2014 Wouldn't that make them mandatory then? Link to comment Share on other sites More sharing options...
Scherhardt Posted October 25, 2014 Author Share Posted October 25, 2014 Its weird you should mention the upgrade tree. There used to be a similar type of system way before mods were introduced. Doubt we will ever go back to a tree system though. Mods will probably always tie into things and I'm ok with that. But I definitely feel augments should work similar to the above concept. Thats just my two cents anyway. How was that weird, it was the thing that got me hooked in the game(and mod stacking ofc) while in CBT. I really have no idea why they scrap something good. Agreed. Link to comment Share on other sites More sharing options...
Scherhardt Posted October 25, 2014 Author Share Posted October 25, 2014 (edited) Wouldn't that make them mandatory then? Actually they do, that's why I said I'm not so sure. It would require a few tweaks here and there. Maybe remove the capacity increase in auras and stances? Edited October 25, 2014 by Scherhardt Link to comment Share on other sites More sharing options...
StinkyPygmy Posted October 25, 2014 Share Posted October 25, 2014 How was that weird, it was the thing that got me hooked in the game(and mod stacking ofc) while in CBT. I really have no idea why they scrap something good. Agreed. Ahh I just assumed you hadn't been around for that when you mentioned the tree system. I guess they just wanted to try something a bit more unique then skill trees. Its pretty standard fare. Link to comment Share on other sites More sharing options...
Xeo_Nespydonum Posted October 25, 2014 Share Posted October 25, 2014 I think the augments already give enough extra punch as is xD (Hellooo Hek, I've missed you.) Link to comment Share on other sites More sharing options...
Arkezuli Posted October 25, 2014 Share Posted October 25, 2014 Yes please. That extra energy to begin leveling a weapon when at rank 0 is priceless. Link to comment Share on other sites More sharing options...
Emeryst Posted October 25, 2014 Share Posted October 25, 2014 I'm wondering whether augments should take the form of modules at all? Why not make it like a eye patch or extra dangly bitsoff the weapon or warframe. But of course DE has also taken the stand that cosmetic items should not have stats. but these are not gotten by plat. Link to comment Share on other sites More sharing options...
RoboDoge Posted October 25, 2014 Share Posted October 25, 2014 They should have augmentation slots, i wonder why DE didnt make it that way in the first place. Link to comment Share on other sites More sharing options...
Loser_Prime Posted October 25, 2014 Share Posted October 25, 2014 Yeah, I was hoping for it myself. Would be a nice change. Link to comment Share on other sites More sharing options...
Shady_Steve Posted October 25, 2014 Share Posted October 25, 2014 No. But ability augments should! Link to comment Share on other sites More sharing options...
ra9una Posted October 25, 2014 Share Posted October 25, 2014 I'd say no, if there is ever more than a single augment for any given weapon, right now you have the option of giving up damage for those utilities. That's customization that we would loose if the augment went into a special slot. Link to comment Share on other sites More sharing options...
ChameleonDude Posted October 25, 2014 Share Posted October 25, 2014 These things really should have their own slots in my opinion. Ability mods more so, but weapons seem fair too. Yes, it's about the choices of what to equip and what not to equip... but most of these things won't even get a look in compared to damage mods. Things like noise reduction, zoom and several of the weird and wonderful warframe mods that just make you think "Why does that even exist?" are in the same boat - there's just no room for them on any sane build. I hate discarding interesting customisation options like these, but they are quite simply inferior to other choices. It would really be nice to have a way to use mods like these, without sacrificing something clearly superior to do so. Link to comment Share on other sites More sharing options...
Scherhardt Posted October 25, 2014 Author Share Posted October 25, 2014 These things really should have their own slots in my opinion. Ability mods more so, but weapons seem fair too. Yes, it's about the choices of what to equip and what not to equip... but most of these things won't even get a look in compared to damage mods. Things like noise reduction, zoom and several of the weird and wonderful warframe mods that just make you think "Why does that even exist?" are in the same boat - there's just no room for them on any sane build. I hate discarding interesting customisation options like these, but they are quite simply inferior to other choices. It would really be nice to have a way to use mods like these, without sacrificing something clearly superior to do so. Such a strong point. Adding in OP. Link to comment Share on other sites More sharing options...
ChameleonDude Posted October 25, 2014 Share Posted October 25, 2014 :3 Link to comment Share on other sites More sharing options...
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