Jump to content

Archwing Weapon Mods: What Is The Point?


MoyuTheTrinity
 Share

Recommended Posts

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 by MoyuTheMedic
Link to comment
Share on other sites

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 by MoyuTheMedic
Link to comment
Share on other sites

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

 

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

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

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

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

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 account

Sign in

Already have an account? Sign in here.

Sign In Now
 Share

×
×
  • Create New...