MoyuTheTrinity Posted October 26, 2014 Share Posted October 26, 2014 (edited) Really what is the point of most of these. Most of them add nothing to the weapon at all 4% more critchance for the rifle and shotgun wich are both outclassed by the fully automatic cutscene swords that only have 3 good mods that actualy scale well with the enemys electric still being 60%? but ice is now 120?!? but then the main damage mod is only 40!?!!?! what why? i thoguht these where space ship destroying machins of death why are they weaker then my braton vandal and lex?!?! can i jsut bring my lex? or my brandle!? combustion guns still work in space you don't need a fancy gun to shoot in space we should be allowed to bring our own guns and these should be buffed to be stronger then thos especialy the mods also why are we so tiny in space you guys shrunk our models down to fit in the camera easier i suppose but everything is so much bigger then us I figure that is what is causing all the scarf and dangly part glitches in space still using normal size physic bones? Edit: can we have an option to add aim assist to the gun and remove the auto play the game for me from the sword I would really liek that Edited October 26, 2014 by MoyuTheMedic Link to comment Share on other sites More sharing options...
Senketsu_ Posted October 26, 2014 Share Posted October 26, 2014 A minigun firing hundreds of rounds a second all you need is a 20% crit/proc Link to comment Share on other sites More sharing options...
ArchBlood Posted October 26, 2014 Share Posted October 26, 2014 During a live stream it was stated that they are going to start them off weak then change then accordingly. Better then starting them off strong and nerfing them so people cry. Link to comment Share on other sites More sharing options...
Deccode Posted October 26, 2014 Share Posted October 26, 2014 Whatever they do, let it not be rank 10 mods. PLEASE Link to comment Share on other sites More sharing options...
Brynslustafir Posted October 26, 2014 Share Posted October 26, 2014 Commas save lives. Link to comment Share on other sites More sharing options...
Sannidor Posted October 26, 2014 Share Posted October 26, 2014 These will be revised and more will come. Also, possibly corrupted archwing mods, why not? Link to comment Share on other sites More sharing options...
MoyuTheTrinity Posted October 26, 2014 Author Share Posted October 26, 2014 (edited) But what about the usless extend mod i was blown away at the 80% but then shortly realized it did nothing since sword play in space is automatic and impossible to play only watch A minigun firing hundreds of rounds a second all you need is a 20% crit/proc it has 10% it onyl gets 4% from the mod that is 14% wich is not the useful 20% I use crit build on my brandle and am fine with the lucky high damage but 14% is to low from the 20% sweet spot 15% base with a 50% critchance mod would have been a more reasonable number edit 1 hundreds or rounds is not what i would call it It is more of a soma basicly has all soma ish stats but with weaker mods edit 2 actualy it is mroe liek the brandle decent normal damage i would expect from a low mid tier gun with good accuracy but space enemys are to strong for this thing to be usable especialy without aim assist sicne it is so pin point acucret Edited October 26, 2014 by MoyuTheMedic Link to comment Share on other sites More sharing options...
Divinehero Posted October 26, 2014 Share Posted October 26, 2014 (edited) ignore this posted in wrong topic Edited October 26, 2014 by Divinehero Link to comment Share on other sites More sharing options...
Senketsu_ Posted October 28, 2014 Share Posted October 28, 2014 But what about the usless extend mod i was blown away at the 80% but then shortly realized it did nothing since sword play in space is automatic and impossible to play only watch it has 10% it onyl gets 4% from the mod that is 14% wich is not the useful 20% I use crit build on my brandle and am fine with the lucky high damage but 14% is to low from the 20% sweet spot 15% base with a 50% critchance mod would have been a more reasonable number edit 1 hundreds or rounds is not what i would call it It is more of a soma basicly has all soma ish stats but with weaker mods edit 2 actualy it is mroe liek the brandle decent normal damage i would expect from a low mid tier gun with good accuracy but space enemys are to strong for this thing to be usable especialy without aim assist sicne it is so pin point acucret I still crit every 3 to 4 round that hit, Thats still very good. could it be changed yes, but its still usable. Link to comment Share on other sites More sharing options...
fatpig84 Posted October 28, 2014 Share Posted October 28, 2014 I can agree that mods seem a little too expensive for what they do. But bear in mind, Archwing combat is actually quite balanced, since you don't have mods that turn your 54 damage boltor that shoot bolts that deal 2k+ damage each. But I disagree with aim assist. We do not need aim assist for arch wing. Get a 1000 DPI mouse and you are good. :l Heck I can even shoot spess enemies that appear as a red faint light on the screen without even zooming, while do we need aim assist ? Link to comment Share on other sites More sharing options...
Vargras Posted October 28, 2014 Share Posted October 28, 2014 Throw on a handful of gun mods and the guns quickly make the melee weapons look like garbage. Seriously, the melee was great and all when I first started, but it can't keep up at all with my Imperator now that I've got elemental and damage mods. Link to comment Share on other sites More sharing options...
CaptainJohnson Posted October 28, 2014 Share Posted October 28, 2014 Throw on a handful of gun mods and the guns quickly make the melee weapons look like garbage. Seriously, the melee was great and all when I first started, but it can't keep up at all with my Imperator now that I've got elemental and damage mods. Do you have all the main elemental and base damage mods for the arch-melee and arch-guns? If I'm looking at the numbers (scaling from damage mods), it looks like the arch-melee is generally on-par with the arch-guns until you account for its 60% electricity damage mod (seriously, what?), the arch-gun's multishot and its +45% fire rate (which doesn't decrease ammo efficiency). It looks like the arch-guns win in the long-term, but without the proper mods I find the melee to be much more effective, especially for mod farming. Link to comment Share on other sites More sharing options...
Vargras Posted October 28, 2014 Share Posted October 28, 2014 Do you have all the main elemental and base damage mods for the arch-melee and arch-guns? If I'm looking at the numbers (scaling from damage mods), it looks like the arch-melee is generally on-par with the arch-guns until you account for its 60% electricity damage mod (seriously, what?), the arch-gun's multishot and its +45% fire rate (which doesn't decrease ammo efficiency). It looks like the arch-guns win in the long-term, but without the proper mods I find the melee to be much more effective, especially for mod farming. Arch-gun elemental mods scale up to +120% -- same as melee (except for electrical, for some reason). However, arch-gun gets much bigger boosts via firerate and multishot than melee could hope to have, which widens the gap even further. Link to comment Share on other sites More sharing options...
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now