Afroman12 Posted May 9, 2013 Share Posted May 9, 2013 (edited) Does anyone find these mods useless... Handspring - Not knocked down enough to even justify this. Lower the point cost and add stun resistance to it? Retribution - Not enough melee people except for Infested. Should instead be replaced with a reflecting effect to bounce back bullets at a chance. Steel Fiber - I'll use the points from this into Fast Deflection. I don't know how to fix this... I'll never have to use it with as high as my shields are. Just gotta make sure to take cover if things get too heated. Thief's Wit - It doesn't show the most important things on the minimap. Show Mods, Resources, and Lockers (openable lootable things). Lower the cost too. Vitality - Why not take Redirection... you know Shields because they regenerate? Add regenerating to this as well... it'd make it more appealing. It'd also make Steel Fiber more appealing as well. Metal Auger / Seeking Force - Piercing enemies in hopes for another enemy to be behind it... yeah. Works great against Shield Lancers though! No idea what to do for it... Thunderclap - 15% max for 9 points? Wut? They are dead before that chance even comes about. Raise chances to 45%? Stopping Power - 7 points but the same as Thunderclap... Again... 45%. Staggering Force - Same as Thunderclap... 45%. Revenge - The Shades gun is garbage. Give the Shade a different skill or something or a better gun. Edit: I could also suggest removing Vitality and Steel Fiber and instead make a 3rd Shield Mod to toughen shields. That would of course mean changing how armor works and make it so armor would have to increase toughness in Shields. Edited May 9, 2013 by BakaGamer Link to comment Share on other sites More sharing options...
Archistopheles Posted May 9, 2013 Share Posted May 9, 2013 All those mods, but Max Ammo isn't listed? Hmm. Link to comment Share on other sites More sharing options...
Afroman12 Posted May 9, 2013 Author Share Posted May 9, 2013 All those mods, but Max Ammo isn't listed? Hmm. Max Ammo is helpful to me in some situations. I kept running out on my ammo on higher level defense missions and it helped out with those few more magazines. Link to comment Share on other sites More sharing options...
Steemship Posted May 9, 2013 Share Posted May 9, 2013 I use Max Ammo on a few guns and it saves my life some times for certain guns that hemorage ammo like the Gorgon and Twin Vipers Link to comment Share on other sites More sharing options...
Afroman12 Posted May 9, 2013 Author Share Posted May 9, 2013 (edited) I use Max Ammo on a few guns and it saves my life some times for certain guns that hemorage ammo like the Gorgon and Twin Vipers This pretty much. Grakata as well when I was leveling that damned thing. Dear lord that thing gobbled ammo up more than the people of Epic Meal Time eat Bacon. Edit: I also forgot to add if we're going down that path of uselessness that would add Critcal Hits into the mess as only certain guns much like Max Ammo can find those mods useful. Anything with a 10% Crit Rate or Higher would make good use of them. Edited May 9, 2013 by BakaGamer Link to comment Share on other sites More sharing options...
Braken Posted May 9, 2013 Share Posted May 9, 2013 Vitality is actually REALLY helpful. There's some things that tear right trough your shields, leaving you only your health (and armor) to keep you alive. Leech Ospreys can drain your shields FAST. Ancient Disruptors take your shields out in one hit. All enemies on higher levels can eat through your shields in a few seconds. It also helps against poison damage, since that ignores your shields and armor completely. Now, Steel Fiber, on the other hand, is pretty useless for any character with less than 100 base armor, and even then isn't that useful for them either. Link to comment Share on other sites More sharing options...
_Rue_ Posted May 9, 2013 Share Posted May 9, 2013 Vit is important My frost has 900+ shields but it disappears quite fast in high level missions (like killing level 55 grineer) the 600+ HP helps me tank while waiting for the shield refill from shade. Fast deflection is nice, but i have no space for it and it takes a while before it kicks in. I rarely go without vit... except for frames with HPs of 450 up like Saryn (with the normal helm) Some of those are situational like retribution (works wonderfully with a loki) The stun mods though are a joke. All the puncture mods are pointless except for Metal Auger. Maxed, it gets +.6 m of puncture. It does wonders for my snipetron; like a no charge Paris. Link to comment Share on other sites More sharing options...
Namacyst Posted May 9, 2013 Share Posted May 9, 2013 Does anyone find these mods useless... Handspring - Not knocked down enough to even justify this. Lower the point cost and add stun resistance to it? Don't have it yet and won't use it but some people like stuff like this. Better to have variety than fewer mods. Retribution - Not enough melee people except for Infested. Should instead be replaced with a reflecting effect to bounce back bullets at a chance. Ya this mod would be good if it were fire or frost damage because infested are very resistant to lighning. Steel Fiber - I'll use the points from this into Fast Deflection. I don't know how to fix this... I'll never have to use it with as high as my shields are. Just gotta make sure to take cover if things get too heated. High armor classes benefit a big deal from this like Rhino or Frost and even Saryn but ya.. shields > armor Thief's Wit - It doesn't show the most important things on the minimap. Show Mods, Resources, and Lockers (openable lootable things). Lower the cost too. crap mod Vitality - Why not take Redirection... you know Shields because they regenerate? Add regenerating to this as well... it'd make it more appealing. It'd also make Steel Fiber more appealing as well. Without Vitality mod a Toxic ancient will end you fast. Metal Auger / Seeking Force - Piercing enemies in hopes for another enemy to be behind it... yeah. Works great against Shield Lancers though! No idea what to do for it... crap mod Thunderclap - 15% max for 9 points? Wut? They are dead before that chance even comes about. Raise chances to 45%? crap mod Stopping Power - 7 points but the same as Thunderclap... Again... 45%. crap mod Staggering Force - Same as Thunderclap... 45%. melee is a different story.. can be usefull on multitarget weapons Revenge - The Shades gun is garbage. Give the Shade a different skill or something or a better gun. You forgot Guardian ^^ Fully modded, overcharged sentinel weapons can kill lvl 15 Corpus in 2 attacks.. that's pretty much it. Edit: I could also suggest removing Vitality and Steel Fiber and instead make a 3rd Shield Mod to toughen shields. That would of course mean changing how armor works and make it so armor would have to increase toughness in Shields. My thoughts... Link to comment Share on other sites More sharing options...
Sir_Andersen Posted May 9, 2013 Share Posted May 9, 2013 I made the mistake of leveling Gorgon and Twin Vipers at the same time. I quickly learned that Max Ammo can be your friend! Never want to go through the last 2/3rds of a Moa Rescue with just a rank 7 Gram ever again Link to comment Share on other sites More sharing options...
Cleesus Posted May 9, 2013 Share Posted May 9, 2013 I agree with OP, some of those mods need to be looked at again. A long with some of the melee dmg mods. Link to comment Share on other sites More sharing options...
nullCassielle Posted May 9, 2013 Share Posted May 9, 2013 Does anyone find these mods useless... Handspring - Not knocked down enough to even justify this. Lower the point cost and add stun resistance to it? Retribution - Not enough melee people except for Infested. Should instead be replaced with a reflecting effect to bounce back bullets at a chance. Steel Fiber - I'll use the points from this into Fast Deflection. I don't know how to fix this... I'll never have to use it with as high as my shields are. Just gotta make sure to take cover if things get too heated. Metal Auger / Seeking Force - Piercing enemies in hopes for another enemy to be behind it... yeah. Works great against Shield Lancers though! No idea what to do for it... Thunderclap - 15% max for 9 points? Wut? They are dead before that chance even comes about. Raise chances to 45%? Stopping Power - 7 points but the same as Thunderclap... Again... 45%. Staggering Force - Same as Thunderclap... 45%. Yes. Does anyone find these mods useless... Thief's Wit - It doesn't show the most important things on the minimap. Show Mods, Resources, and Lockers (openable lootable things). Lower the cost too. Vitality - Why not take Redirection... you know Shields because they regenerate? Add regenerating to this as well... it'd make it more appealing. It'd also make Steel Fiber more appealing as well. No. What others said for Vitality, and Thief's Wit has helped me find mods in defense missions in some... awkward? positions. Like on an invisible wall in the air above the upper mountainside doorway in the new Corpus Outpost defense mission. Had a hell of a time grabbing it, too. Link to comment Share on other sites More sharing options...
FrostyToast Posted May 9, 2013 Share Posted May 9, 2013 I use vitality because I do many missions solo. Without a teammate to revive you, getting that extra health really helps out. Also, since I play a Frost, the % health increase helps me much more than others.Steel fiber is great because it makes my Frost more tanky. Since Frost has high armor, the mod helps me out much more than others. I never really use my energy all that often, nor do I need to. In conclusion, both vitality and steel fiber are useful to me. Link to comment Share on other sites More sharing options...
KvotheTheArcane1 Posted May 9, 2013 Share Posted May 9, 2013 Steel Fiber - I'll use the points from this into Fast Deflection. I don't know how to fix this... I'll never have to use it with as high as my shields are. Just gotta make sure to take cover if things get too heated. Vitality - Why not take Redirection... you know Shields because they regenerate? Add regenerating to this as well... it'd make it more appealing. It'd also make Steel Fiber more appealing as well. The only 2 I disagree with (haven't used or seen staggering force) because toxic ancients will end you pretty fast if they get close to you. And for steel fiber, I find you if you get surrounded by enemies (or are just rushing through a mission you dislike/got a 2nd objective you dislike) and start taking HP damage the extra survivability really helps. (and if you get stunlocked by some infested etc, your shields might fall fairly fast) Link to comment Share on other sites More sharing options...
nullCassielle Posted May 9, 2013 Share Posted May 9, 2013 This pretty much. Grakata as well when I was leveling that damned thing. Dear lord that thing gobbled ammo up more than the people of Epic Meal Time eat Bacon. Edit: I also forgot to add if we're going down that path of uselessness that would add Critcal Hits into the mess as only certain guns much like Max Ammo can find those mods useful. Anything with a 10% Crit Rate or Higher would make good use of them. I feel like Max Ammo is FAR more generally applicable than Crit anything. You need a highly specific weapon to effectively use anything Crit related. Meanwhile, given a long enough mission with a low enough number of ammo drops, any weapon potentially has a use for Max Ammo. For me, Max Mag Capacity is far worse than Max Ammo. It's EXCEPTIONALLY situational, I find. Generally speaking, you don't need that kind of sustained fire, or the magazine is already so short you'd be far better off focusing on reload speed. Link to comment Share on other sites More sharing options...
Worira Posted May 9, 2013 Share Posted May 9, 2013 Just gonna mention how handspring shouldn't be a mod here, as usual. Link to comment Share on other sites More sharing options...
Kanary Posted May 9, 2013 Share Posted May 9, 2013 (edited) Of all the useless mods the Metal Auger / Seeking Force are the worst offenders. Not only are they ridiculously high costing to level but once leveled to the max they are completely worthless. Waste of a slot, money, time, and hopes. You can shoot through a shield or just shoot the exposed head / foot of the shielded enemy. METAL AUGER / SEEKING FORCE S SO WORTHLESS $%* OFF. arrrggggh I hate those mods so much. Maybe that is the point make them cost so much that people never even try them well people did try them and they fail hard. Edited May 9, 2013 by Kanary Link to comment Share on other sites More sharing options...
Grimpiggy Posted May 9, 2013 Share Posted May 9, 2013 Everyone has their own opinions of whats useful and whats not. Myself I find Vitality,Steel fiber, and puncture mods very useful. I will agree most enemies in the game die too fast for the stun mods to be really useful, however it's kind of useful on tougher enemies. Link to comment Share on other sites More sharing options...
nullCassielle Posted May 9, 2013 Share Posted May 9, 2013 Everyone has their own opinions of whats useful and whats not. Myself I find Vitality,Steel fiber, and puncture mods very useful. I will agree most enemies in the game die too fast for the stun mods to be really useful, however it's kind of useful on tougher enemies. I only find the puncture mods worth a damn on shotguns/Bronco when up against infested. No other weapon/enemy combination makes any real use of them. Now when you can hit that combination, and you use it just right, the satisfaction is ridiculous. Link to comment Share on other sites More sharing options...
Kato-san Posted May 9, 2013 Share Posted May 9, 2013 Make steel fiber increase armor by a flat amount not by % maybe? (All though there may be balance issues with that as there may be a reason why some warframe have 10 armor and some have 150 armor) Vit needs to have a 0.5% regen based on max HP. So that higher HP you have more you regen making it worth over shield? Especially if you use the flat armor with it. Link to comment Share on other sites More sharing options...
Loswaith Posted May 9, 2013 Share Posted May 9, 2013 10 armour is ~9.1% damage reduction, 50 is 33.33%, 100 is 50% and 150 is 60% (Formula of: armour / 100 + armour) so a flat could work but it's definatly going to give the 10 armour more than the 150's. Though as it stands the % increase is less benefit than vitality point for point. Lower armours usualy have more shields or energy (though thats kind of a moot point on disruptors). Link to comment Share on other sites More sharing options...
CloudPies Posted May 9, 2013 Share Posted May 9, 2013 Vitality is helpful against infested... I wouldn't mind an increase though *caresses saryn* soooon my precious, you will be more tanky than rhino.... Link to comment Share on other sites More sharing options...
Flunky Posted May 9, 2013 Share Posted May 9, 2013 vitality and armor are terrible wastes of space, don't use them Link to comment Share on other sites More sharing options...
KvotheTheArcane1 Posted May 9, 2013 Share Posted May 9, 2013 vitality and armor are terrible wastes of space, don't use them Again, go fight a toxic ancient who happens to get too close (via charger horde, cqc, etc) and you'll wish you had more hp. And armor is good for when your shields drop (which they will eventually.) Link to comment Share on other sites More sharing options...
CloudPies Posted May 9, 2013 Share Posted May 9, 2013 He just hasn't played high wave Xini yet... Link to comment Share on other sites More sharing options...
KvotheTheArcane1 Posted May 9, 2013 Share Posted May 9, 2013 Or fought like 20 chargers with a healer and toxic ancient supporting them. Or runners chain stunning you. Link to comment Share on other sites More sharing options...
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