Brimir Posted October 31, 2014 Share Posted October 31, 2014 I'm in Red Veil specifically for the Dark Dagger and Mire mods. I can run 15 minutes of Ceres Dark Sector infestation solo without powers or any other weaponry or pets, with the Mire, with my Volt Saying that all the other weapons are "terribad" is your own personal feeling. Why not suggest what you would like to see, rather than leaving no useful criticism other than negative commentary? It would greatly help to develop the game if you left some feedback. They are comparatively terribad to stuff like Dakra Prime. With the grind required for these augments, they should not simply level the playing field but rather be better. Link to comment Share on other sites More sharing options...
Lunamaniac Posted October 31, 2014 Share Posted October 31, 2014 I'd like to take this opportunity to ask wheter or not these mods will affect the akimbo version of the noted weapons (will enthropy spike affect akbolto too? I'm also very interested to hear this, I chose new loka for the furis life steal mod, and whether it's compatible with the afuris or dex furis would be pretty useful info to me and I'm sure many others. That said, I'll be getting it no matter what it works on but I think whether it works on only that weapon or not should be made clear. If the mod cannot be applied to variants of the same weapon I think it should state that explicitly so players don't risk investment when it won't benefit their preferred playstyle. Link to comment Share on other sites More sharing options...
Brimir Posted October 31, 2014 Share Posted October 31, 2014 No Ak or Prime versions apply. Just the type specified. Link to comment Share on other sites More sharing options...
Rydian Posted October 31, 2014 Share Posted October 31, 2014 (edited) I'll serve as the case example. I love Hek. Hek is my most used weapon even now that I'm R16, even after multiple forma on more aggressive weapons like Latron Prime and Soma. I have wanted Hek to be buffed to "top tier" for awhile, and that is why I picked Steel Meridian. They gave me a path, albeit a very long path, to get my Hek back in first place, and I'll gladly take it. A weapon mod buff is a little different than a raw-number buff. It makes the people who really really reallyyyy love that weapon the only ones to get the buff. I'm ok being the special snowflake who uses Hek. I'm not arguing that the mods won't do anything, I'm pointing out that if the situation is... A - Get this weapon immediately, it's strong. XYZ - Get this weapon and grind it for weeks, and it'll be about as strong as A. ... then it won't solve the issue of XYZ not being used as much as A. And that's the intended point according to Rebecca's post, right? But chances are that the result will be the people who were inclined to use XYZ in the first place will enjoy it more, rather than converting people who didn't enjoy XYZ into using XYZ instead of A. If you're expecting to get the whole catalog within a week, you're going to be sorely disappointed. Extrapolation time? I mentioned multiple weeks to gain one mod. Have you seen how the system works in terms of what's actually required to get the mods starting from nothing? It eats all your EXP to go up a level, and the numbers are huge. You need to rank up four times, starting from 0 EXP each time and working towards a progressively-higher goal. 5,000+22,000+44,000+70,000 to get to the rank where it's possible to get the mods, then spend 25,000 for one of them. That's 166,000 standing, which, according to the calculations and tests done, needs 450 affinity per standing point to gain, right? So that needs... 74,700,000 mastery EXP to a Warframe is needed to get a single one of these mods. That's enough mastery EXP to Forma a Warframe 82 times... just to make XYZ as strong as A is already? Gaining even a single of these mods is a long, drawn-out process, which is part of the reason it's not going to fix things. It will make people who already like XYZ happy, but I don't think it will accomplish the intended purpose on any major scale due to the work involved for the relatively-low payoff. EDIT: I say "weeks", but after doing the calculations it look more like "months" for the average player. Edited October 31, 2014 by Rydian Link to comment Share on other sites More sharing options...
Garuger Posted October 31, 2014 Share Posted October 31, 2014 (edited) I'm not far enough along in my Syndicate to get my weapon mod, but I certainly am looking at the following scenario: Weapon A is not as good as Weapons B-Z. Weapon A receives unique mod that gives it unique AOE property resulting in a good affect. If the given AOE affect is 'good', Weapon A now becomes equally desirable to B-Z though this unique system. I would disagree that "No matter how good the temp bonus is, no one will use the XYZ" is the absolute end of this story for every player. Ideally the end result of these mods is that they are used and enjoyed, and if that doesn't happen then I suspect dev will hear about it :). There will still be bad because they are very difficult to obtain thus instead of making weeks to obtain a mod that will make a useless weapon semi usefull you can get 90% more weapons that are far easier to obtain and have already more damage potential . Not to mention Spoiled strike already grands that damage to ALL weapons with a slower speed . Regardless those mods and weapons will be and always be useless . Expect if you made some ultra OP mods for them there is zero usefullens to them so you are wrong . Basically you support something that you helped to create since it is logical for any creator to support its creation but that does mean what it has been created is good .Even i if i made something by myself would support it even if i knew it is bad like you do now . Edited October 31, 2014 by Garuger Link to comment Share on other sites More sharing options...
Garuger Posted October 31, 2014 Share Posted October 31, 2014 EDIT: I say "weeks", but after doing the calculations it look more like "months" for the average player. Basically been in rank 2 in a syndicate you can reach more than 90k per month Link to comment Share on other sites More sharing options...
BerelHawdos Posted October 31, 2014 Share Posted October 31, 2014 My dear Lotus, the problem is that most of the weapon choices are just terribad. No matter how good this AoE and "temporary bonuses" are nobody is going to use the freakin' Jaw Sword... jaw sword is one of the better ones actually. Link to comment Share on other sites More sharing options...
Garuger Posted October 31, 2014 Share Posted October 31, 2014 jaw sword is one of the better ones actually. Still what you would prefer a Jaw sword mod that would be very hard and time consuming or a drakon nikana wich is much easier to be obtained and be crafted Link to comment Share on other sites More sharing options...
Brimir Posted October 31, 2014 Share Posted October 31, 2014 jaw sword is one of the better ones actually. If that is true, that's very sad indeed. Link to comment Share on other sites More sharing options...
Lactamid Posted October 31, 2014 Share Posted October 31, 2014 I'm not far enough along in my Syndicate to get my weapon mod, but I certainly am looking at the following scenario: Weapon A is not as good as Weapons B-Z. Weapon A receives unique mod that gives it unique AOE property resulting in a good affect. If the given AOE affect is 'good', Weapon A now becomes equally desirable to B-Z though this unique system. I would disagree that "No matter how good the temp bonus is, no one will use the XYZ" is the absolute end of this story for every player. Ideally the end result of these mods is that they are used and enjoyed, and if that doesn't happen then I suspect dev will hear about it :). I thought I was - put this mod on: gain more exp from kills with it. Can you make it so too? Link to comment Share on other sites More sharing options...
Garuger Posted October 31, 2014 Share Posted October 31, 2014 If that is true, that's very sad indeed. It is par with heat sword in damage BUT the ultra op jaw sword has is causing bleeding. No knockbacks nothing just a no damage bleeding that useless it is and Heat sword can take crimson dervish Link to comment Share on other sites More sharing options...
Brimir Posted October 31, 2014 Share Posted October 31, 2014 The only one even worth considering is the one for the Hek. Link to comment Share on other sites More sharing options...
Garuger Posted October 31, 2014 Share Posted October 31, 2014 The only one even worth considering is the one for the Hek. And dual cleavers . Dual cleavers is often over passed and under apreciated but in the end it has more damage than zoren with spoiled strike and without the 20% reduction speed it may be able to go par with dual ichor . Thus i aim only for that mod Link to comment Share on other sites More sharing options...
Brimir Posted October 31, 2014 Share Posted October 31, 2014 It will eventually lose out due to the innate damage type of Dual Ichors though. Link to comment Share on other sites More sharing options...
HAYABU5A Posted November 1, 2014 Share Posted November 1, 2014 Justice for the Steel Meridian Syndicate, is an attribute that is added through one of the three new mods for that Syndicate, for the Sobek, Hek and Cleavers respectively. Many seem to be asking what the hell this means; '+1 Justice'. After experimenting with both Scattered Justice and Justice Blades here is my finding. When using a Syndicate endorsed and upgraded weapon (Hek with Scattered Justice in this case), in the bottom right hand corner, your UI is slightly skewed, and beside your ammo counter is a 'Steel Meridian' logo. I noticed that every time I got a kill with the fully ranked mod equipped on my Hek, the logo would slowly fill up, making me think that it was an indicator of some kind. After about 10 or so kills, sorry I didn't count, the bar filled, and then an animation played on the screen with the Steel Meridian emblem flashing in the centre of the screen. At this point a large AOE explosion, about 20m or so fired from my character. Bear in mind that I am using a Hek configured for 7500 radiation damage and 1700 puncture etc...This explosion was capable during my observations of killing most any single enemy on mid to high Grineer maps. I can't tell if it is 360 or purely frontal in terms of blast type, but all I know is that the enemies that were once near or around me were no more after this triggered. Once the bar empties, it refills again. For a short while after the blast has triggered, a sort of fiery red aura surrounds my warrior, not sure what the purpose of this is, and it didn't seem to have an effect on the enemies passively when I stood next to them and observed their health bar. Perhaps it is some kind of a damage buff, I do not know and haven't got around to confirming or disproving this. This is what I found out, hope it answers some questions. Link to comment Share on other sites More sharing options...
Garuger Posted November 1, 2014 Share Posted November 1, 2014 It will eventually lose out due to the innate damage type of Dual Ichors though. I never said to surpass it but a rank 2 that is so simple to be build and the amount of damage it produces is just so good . Besides everything becomes innefective at some point . However th biggest issue with cleavears is their speed but when berseker starts taking effect they become machine guns . Melts 50 heavy gunner at void like butter Link to comment Share on other sites More sharing options...
Xylia Posted November 1, 2014 Share Posted November 1, 2014 So uh........ My question about this whole thing is..... We have no control over the effect? I can picture this scenario: I'll mow down a bunch of mobs, and let's say the counter is 100 hits/kills/whatever and I get 98 or so after doing a huge group of hard enemies. Then I'll go into a hallway, and see one lone guy and BOOM! HUGE AoE GO NOW!!! Uh..... yeah thanks, I needed that for 1 mob in a hallway. That'd be nice, yanno, when I fought that huge pack of mobs just earlier? ANd Add insult to injury, I bet I'll go into the NEXT room and I'll face another huge pack of mobs and then I won't have my super-duper skill because I just wasted it in the hallway. We need a button to choose WHEN it fires. Link to comment Share on other sites More sharing options...
Shoelip Posted November 1, 2014 Share Posted November 1, 2014 The Glaive needs a remote control mod! Link to comment Share on other sites More sharing options...
Kruglov Posted November 1, 2014 Share Posted November 1, 2014 May as well say, +1 to Herp De Derp, +1 to Cheeseburgering, +1 to Seinfeld DVD case sleeve, because that information is as useful as +1 to Purity. All 3 of these would be good for the Miter. Link to comment Share on other sites More sharing options...
RoboDoge Posted November 1, 2014 Share Posted November 1, 2014 (edited) I'm not far enough along in my Syndicate to get my weapon mod, but I certainly am looking at the following scenario: Weapon A is not as good as Weapons B-Z. Weapon A receives unique mod that gives it unique AOE property resulting in a good affect. If the given AOE affect is 'good', Weapon A now becomes equally desirable to B-Z though this unique system. I would disagree that "No matter how good the temp bonus is, no one will use the XYZ" is the absolute end of this story for every player. Ideally the end result of these mods is that they are used and enjoyed, and if that doesn't happen then I suspect dev will hear about it :). There is a big issue with this, as terribad weapons need to have decent AOE proc rate to be useful. Orthos Prime, Dakra Prime, Ichors and every other top melee is constant flow of dps, and i suspect that weapon specific mods will have proc rate of once or two times per mission. And the biggest flaw is you have to kill enemies with them to even use AOE. Its major design flaw as everyone else will kill everything around you with their ults or 300+ conclave weapons. I am betting an Ammo Drum that usage of these mods will be low or nonexistent. Edited November 1, 2014 by RoboDoge Link to comment Share on other sites More sharing options...
Saint_of_Grey Posted November 1, 2014 Share Posted November 1, 2014 There is a big issue with this, as terribad weapons need to have decent AOE proc rate to be useful. Orthos Prime, Dakra Prime, Ichors and every other top melee is constant flow of dps, and i suspect that weapon specific mods will have proc rate of once or two times per mission. And the biggest flaw is you have to kill enemies with them to even use AOE. Its major design flaw as everyone else will kill everything around you with their ults or 300+ conclave weapons. I am betting an Ammo Drum that usage of these mods will be low or nonexistent. I dunno, my first thought when I saw the jaw sword mod is "would that make it compete with my dakra?" Turns out the answer is "nearly", which is good enough for me, since my dakra isn't glowing with truth all the time. Also, exploding bolto looks fun. Link to comment Share on other sites More sharing options...
Slamtastic Posted November 1, 2014 Share Posted November 1, 2014 The way it's structured now, the ones that benefit the most will be the ones with +100% damage increases, over magazine/range/status increases. They will be used far more because the value of the mods are in the AOE procs, not the base stat increase. Link to comment Share on other sites More sharing options...
Eric1738 Posted November 1, 2014 Share Posted November 1, 2014 (edited) 16121/99000 in red veil now. i think i can get my hand on one of the mod soon, and test what "blight" does today. do you guys have any suggestion on which mod i should pick? Edited November 1, 2014 by Eric1738 Link to comment Share on other sites More sharing options...
EetNotErn Posted November 1, 2014 Share Posted November 1, 2014 Yeah I do love that the weapon augments are equalizers to help lower tier become higher tier but I agree that the amount of work to get them is way too much. I'd say cut the work needed by half for the weapon mods. The warframe mods can stay the way they are since theoretically all frames are supposed to be on the same tier. Link to comment Share on other sites More sharing options...
Seraphyx Posted November 1, 2014 Share Posted November 1, 2014 16121/99000 in red veil now. i think i can get my hand on one of the mod soon, and test what "blight" does today. do you guys have any suggestion on which mod i should pick? Going to assume it's probably some poison aoe or debuff. Pick whatever mod you think is the most useful to you and report back with results and possibly screenshots/videos ;] Link to comment Share on other sites More sharing options...
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