Sarmon Posted October 26, 2014 Share Posted October 26, 2014 (edited) Am I the only one who thinks Archwing mods take up a bit too much capacity for what they give? Here are some maxed mod examples Damage Rubedo-Lined Barrel: +60% more damage for 11 capacity Serration: +105% more damage for 11 capacity Point Blank: +90% more damage for 9 capacity Fire Rate Automatic Trigger: 45% fire rate for 15 capacity Speed Trigger: 60% fire rate for 9 capacity Shotgun Spazz: 90% fire rate for 9 capacity Archwing's mod stats are too small for what they actually take up in capacity compared to normal weapons. I wouldn't buff the stats, but I'd rather reduce the capacity costs. This is mainly an issue when you are getting a fresh archwing weapon and it takes a very long time just to put one mod on it to make a significant change in it's performance. Edit #1: Simply put: Archwing mods feel like HALVES of a dual-stat nightmare mod. Edit #2: Energy Amplifier 6% power range for 11 capacity. I don't think I need to explain why this is bad. Edited October 27, 2014 by Sarmon Link to comment Share on other sites More sharing options...
Kruglov Posted October 26, 2014 Share Posted October 26, 2014 I noticed that too. It is odd. You NEED a potato just for the basic mods.. This PLUS the 2-potato-cost in Syndicates to reach certain ranks leads me to believe (or hope) that maybe DE are planning on making catalysts/reactors more common Or at least thats what I hope happens. Link to comment Share on other sites More sharing options...
ArmyUnit Posted October 26, 2014 Share Posted October 26, 2014 Not sure I agree. The scaling for damage/health seems different in Archwing missions than in standard ones, and the base damage in general is much higher for Archwing weapons. Of course, I haven't played around with my Archwing yet (relatively speaking), so I suppose I can't really give a properly informed opinion either way. Link to comment Share on other sites More sharing options...
Endorphinz Posted October 27, 2014 Share Posted October 27, 2014 I agree with OP, but I also agree that maybe it's not needed, since archwings seem to do alright straight out of the box (Depending on your default warframe's health/shield levels). And I'm also not sure that archwing missions scale super high yet at this point, so you don't really need to be able to do 10000 damage with one bullet like with your regular warframe weapons. Link to comment Share on other sites More sharing options...
Sarmon Posted October 27, 2014 Author Share Posted October 27, 2014 I agree with OP, but I also agree that maybe it's not needed, since archwings seem to do alright straight out of the box (Depending on your default warframe's health/shield levels). And I'm also not sure that archwing missions scale super high yet at this point, so you don't really need to be able to do 10000 damage with one bullet like with your regular warframe weapons. I'm perfectly fine with the amount of health Archwings have and how they scale off your equipped warframe. The issue is the damage. Even with a maxed Rubedo-lined barrel equipped, you'll have an insanely hard time killing anything on the Uranus interception node. Link to comment Share on other sites More sharing options...
BizarreFetalChimpanzee Posted October 27, 2014 Share Posted October 27, 2014 I dunno about buffing the mods, but I will most definitely agree that the power-gain to cost ratio is absurd, considering what already exists in the game. So either the percentages need to be raised to justify the costs, or the costs need to be brought down. Link to comment Share on other sites More sharing options...
CY13ERPUNK Posted October 27, 2014 Share Posted October 27, 2014 i think its pretty clear from looking at the archwing mods, DE originally had different ideas of how they were going to work in relations to the base frame as well as the archwing weapons have MUCH higher base stats, i guess DE just wanted space battle to have bigger numbers or something i dunno, personally from a design standpoint, this seems like a silly waste of effort to me, and it causes more unnecessary headaches Link to comment Share on other sites More sharing options...
Varzy Posted October 27, 2014 Share Posted October 27, 2014 I suspect DE is letting the values be low to start off with, so they can buff instead of nerf. Archwing enemies might need to be weakened to allow for this, but it could be a very good thing for the game. By having a vital mod like Rubedo-lined barrel be 60%, it makes it less vital to the optimization of the weapon's damage in general. Link to comment Share on other sites More sharing options...
Endorphinz Posted October 27, 2014 Share Posted October 27, 2014 Oh I see, my mistake, I have never been past the venus missions because I'm still getting my butt handed to me :c Link to comment Share on other sites More sharing options...
fatpig84 Posted October 27, 2014 Share Posted October 27, 2014 I can see why the scales are low because DE has intended that Archwing capability have a limit at where they can perform. Aka level 40 enemies are maximum endgame. Link to comment Share on other sites More sharing options...
Sarmon Posted October 27, 2014 Author Share Posted October 27, 2014 Just came across a mod for Archwing... Energy Amplifier At max rank: 6% Power Range for 11 capacity. 6 PERCENT!? FOR 11 CAPACITY!?!? WHAT... What on earth was DE thinking? Link to comment Share on other sites More sharing options...
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