SolidAcid Posted March 23, 2015 Share Posted March 23, 2015 (edited) It feels like using a these mod is a bit plain, since warframes only have one armor type but enemies have multiple. So why could we be able to "mix" for the right way to aproach a particular enemy? (edit: think about a Sinew and alloy -armored, Proto-shielded Saryn for example...or should there be a wider arrange of armor/shield mods?) What do you guys think? Edited March 23, 2015 by SolidAcid Link to comment Share on other sites More sharing options...
Institute-Marksman Posted March 23, 2015 Share Posted March 23, 2015 Indeed. Our enemies make extensive use of armor and shielding. I believe an improvement is required. Link to comment Share on other sites More sharing options...
Sifu Posted March 23, 2015 Share Posted March 23, 2015 I think that would be nice. So tank frames like Rhino, Frost, Valkyr could have Armor before health, instead of Shields. And this Armor mod would increase it. Its easy to change and that would make this frames much more viable. Link to comment Share on other sites More sharing options...
Valafor Posted March 23, 2015 Share Posted March 23, 2015 I think having just redirection will be fine since Proto-Shields are a direct upgrade from regular Shields. Armor on the other hand could afford some different variants. Link to comment Share on other sites More sharing options...
Sifu Posted March 23, 2015 Share Posted March 23, 2015 I think having just redirection will be fine since Proto-Shields are a direct upgrade from regular Shields. Armor on the other hand could afford some different variants. Also all frames have different powers granted by the intereaction with the Void. Its logical that they rely on different types of defense. Some casters perfer to use their Void energy as a barrier (Quick Thinking + Flow) Some use high shields (like Mag or Volt) Only tanks dont have anything special except armor rating and health. I think Armor above health is a good idea. Link to comment Share on other sites More sharing options...
Katoenplukker Posted March 23, 2015 Share Posted March 23, 2015 There is an overlay shield as an addition to your shield, but it feels more like an excuse, rather than a feature. I think not only there should be more types of armor(could be organic, man made, or w/e you can think of), but also the connection in between. An organic shield could cause extra shield recharge, while rubedo armor could add resillience. Love the idea! Link to comment Share on other sites More sharing options...
Mesyra Posted March 23, 2015 Share Posted March 23, 2015 I think that there should be a proto shield version of redirection and an alloy steel fiber, that is a good idea. Link to comment Share on other sites More sharing options...
Buzkyl Posted March 23, 2015 Share Posted March 23, 2015 Would be interesting if Armour gave warframe a nullifer esque damage cap to their health, that no matter how large of damage the warframe is going to take a certain amount to their HP. The cap would take into consideration the frames HP and be inversely proportional to it. Example 15 Armour can have HP damage cap be say -1000, but 400 Armour would reduce it to around 300. This ofcourse is perhit. So it can still easily be destroyed but it would last MUCH longer because it you won't ever be oneshot. Link to comment Share on other sites More sharing options...
SolidAcid Posted March 23, 2015 Author Share Posted March 23, 2015 Would be interesting if Armour gave warframe a nullifer esque damage cap to their health, that no matter how large of damage the warframe is going to take a certain amount to their HP. The cap would take into consideration the frames HP and be inversely proportional to it. Example 15 Armour can have HP damage cap be say -1000, but 400 Armour would reduce it to around 300. This ofcourse is perhit. So it can still easily be destroyed but it would last MUCH longer because it you won't ever be oneshot. i guess that's a quite radical change of mechanics, but i guess i'd like that too :P so how about a mechanic like how quick thinking works? Then more like when reaching (lets say) 10%HP you gain a 2 seconds invulnerbillity and/or invisibility, which can only occur once every X Secs or gives you a debuff or something? Link to comment Share on other sites More sharing options...
SolidAcid Posted March 23, 2015 Author Share Posted March 23, 2015 There is an overlay shield as an addition to your shield, but it feels more like an excuse, rather than a feature. I think not only there should be more types of armor(could be organic, man made, or w/e you can think of), but also the connection in between. An organic shield could cause extra shield recharge, while rubedo armor could add resillience. Love the idea! Synergy mods between Shields, Health and Armor? Link to comment Share on other sites More sharing options...
Shreiko Posted March 26, 2015 Share Posted March 26, 2015 Will add in more staple mods and make modding for different factions more tedious than already is. I think this would be a bad idea. I do think the current shiedl and armor system needs a look at , but this is not the answer. Link to comment Share on other sites More sharing options...
Z1B1 Posted March 26, 2015 Share Posted March 26, 2015 i sertainly would like a variation in armor just so i could exsample avoid getting one shotted by corrupted nullifiers but would take more damage from corrupted moas (due to fire) Link to comment Share on other sites More sharing options...
Grom-84 Posted March 26, 2015 Share Posted March 26, 2015 (edited) I think that overall concept of the armor and shields must be reworked to make some sence. For example i found it strange that shields are good against puncture damage but slashing and impact damage easily penetrate them... or heavy thick greneer armor is bad against arrows? seriously? - it doesent make any sence, because arrows must stuck in thick armor doing to the wearer only light scratces, but they must easily penetrate through shields, which are supposed to be good against energy based and srapnel/slash weapons. Also i have noticed very little difference in warframe's armor wether it is 65 armor 190 armor or 600 armor the survivability is the same and depends mostly on Shields/Health pull. Edited March 26, 2015 by Grom-84 Link to comment Share on other sites More sharing options...
SolidAcid Posted March 29, 2015 Author Share Posted March 29, 2015 So any more thoughts about synergy between: Stamina, Energy, Health, Armor and Shields? Link to comment Share on other sites More sharing options...
BulletsforTeeth Posted March 29, 2015 Share Posted March 29, 2015 Hopefully all of this will get a rework for Focus and Parkour 2.0. I'd sincerely love a way to boost my armor on Valkyr further, for example switching to ferrite armor but at the same time getting boost to the overall figure, while also having to stay away from certain damage types. I find it odd that "survivability" mods are considered staples. Only frames that have them in my arsenal are flat tank frames like Valkyr or Rhino. And Rhino only has Redirection/Vigor, While Valkyr has Vigor, Vitality and Steel Fiber. I really love planning out my mods before a battle, adds a bit of strategy to the game. Adding more types of each that have pros and cons would be glorious. However, then one would have to consider how mods would work with this. Link to comment Share on other sites More sharing options...
[DE]Momaw Posted March 30, 2015 Share Posted March 30, 2015 >> What do you guys think? << Posted 19 February 2014 - 05:56 PM Right, so, you have your warframe and it's got armor on it. Armor reduces the damage you take to your health. The thickness of armor varies by frame. The thing is, armor is basically irrelevant for every frame except Valkyr because she's the only one that has enough armor that it affects her play style. Armor is also boring because you can't change it or do anything with it. It's just there. So.... Armor mod slot! Put it next to the Aura slot. * Every frame has an armor multiplier instead of a flat value, so a light frame like Nova might have 100% armor while a heavy frame like Frost might have 300%. * The actual thickness of your armor is determined by the rank of your armor mod; more ranks, better protection. Because of the individual frame multiplier, tough warframes either get much more protection, or the same amount of protection for less cost; light warframes can get some decent protection but it will cost. * Instead of costing mod points, armor costs you mobility. This is your speed, stamina regeneration, and casting speed. * Armor comes in multiple kinds that have different effects, so we can get those incredibly poor protection mods out of the general pool. So you might have "laser reflective" armor that rolls in the damage reduction from laser weapons, "insulated" armor that protects you from fire, etc. Also opens the door for armor that offers unique properties, like "chameleon armor" that makes invisibility effects last longer. Link to comment Share on other sites More sharing options...
xCaptainObviousx Posted March 30, 2015 Share Posted March 30, 2015 I'd like to see some "shield density" upgrade that adds damage resistance to shields, maybe at the cost of recharge time? Link to comment Share on other sites More sharing options...
BulletsforTeeth Posted March 30, 2015 Share Posted March 30, 2015 >> snip << Interesting, to say the least. Adding on to this, what about a mod that increases sprint speed at the cost of armor? Corrupted type mods that affect survivability are an interesting idea tbh. Link to comment Share on other sites More sharing options...
SolidAcid Posted March 30, 2015 Author Share Posted March 30, 2015 and what about a Armor mods that gives "+ base Armor (addition)" rather than x Base armor (multiplier)? Link to comment Share on other sites More sharing options...
[DE]Momaw Posted March 31, 2015 Share Posted March 31, 2015 and what about a Armor mods that gives "+ base Armor (addition)" rather than x Base armor (multiplier)? Yeah, I've begged for that a couple of times now. I envision it being a corrupted mod that gives a nice chunk of base armor that other mods and abilities can build off... but it reduces your speed. Link to comment Share on other sites More sharing options...
SolidAcid Posted March 31, 2015 Author Share Posted March 31, 2015 Yeah, I've begged for that a couple of times now. I envision it being a corrupted mod that gives a nice chunk of base armor that other mods and abilities can build off... but it reduces your speed. so you just would like to have Base armor? What about different armor types? Link to comment Share on other sites More sharing options...
Malitias Posted March 31, 2015 Share Posted March 31, 2015 I agree there should be more options to it while not making it too explicit. What I mean is it shouldn't be too neccessary to change your defense for each faction every time you do a mission. Link to comment Share on other sites More sharing options...
SolidAcid Posted March 31, 2015 Author Share Posted March 31, 2015 I agree there should be more options to it while not making it too explicit. What I mean is it shouldn't be too neccessary to change your defense for each faction every time you do a mission. well why not add a "Chassis" "Systems" and "helmet" loadout per warframe? -Helmets are there for Radar/senses -Chassis is there to anhance armor/health/shield/stamina ratings -Systems are for powers and i think it's better to gear up differently against different factions, since i don't like the idea of a one shot killing, unkillable tank for everything :/ Link to comment Share on other sites More sharing options...
[DE]Momaw Posted March 31, 2015 Share Posted March 31, 2015 so you just would like to have Base armor? What about different armor types? Having a corrupted mod to add base armor would be "good". Having an entire armor system like my earlier post outlined, with variable thickness at the cost of agility and multiple kinds of armor, would be "awesome". Link to comment Share on other sites More sharing options...
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