AdunSaveMe Posted November 4, 2015 Share Posted November 4, 2015 This mod increases the charge rate for archwing weapons. The question is, why does it exist? What we wanted was for fire rate mods to boost charge time properly, the way other fire rate mods do. Not just because it's good for modding, but because that's how it works for the entire game. Fire rate boosts bow draw speed. It boosts minigun spinup time and the charge rate of the ogris, for example. Why is there a separate mod for archwing just out of nowhere? If there's one thing this modding system doesn't need, it's a break in consistency. Is it just to pad the ranks of archwing mods or fill up drop tables? What's the reason? I legitimately don't understand why we couldn't just fix fire rate so it does exactly the same thing. Link to comment Share on other sites More sharing options...
FeedingWolves Posted November 4, 2015 Share Posted November 4, 2015 I agree with this. This isn't what people complained about, we asked for a FIX for fire-rate not effecting charge up time, where it does everywhere else, not a band-aid to negate the problem that causes more problems that we also already complain enough about. Link to comment Share on other sites More sharing options...
Omega-Shadowblade Posted November 4, 2015 Share Posted November 4, 2015 Because fire rate and charge time use 2 different mechanics? They probably didn't want to entangle their code too much and cause more bugs. Or maybe during testing they found that they couldn't properly give it speed trigger type mechanics without problems. Link to comment Share on other sites More sharing options...
Chroia Posted November 4, 2015 Share Posted November 4, 2015 In which case, disentangle it globally. Problem solved, consistency retained. Link to comment Share on other sites More sharing options...
Monsterwithin Posted November 4, 2015 Share Posted November 4, 2015 Agreed! Link to comment Share on other sites More sharing options...
Mr_bunny Posted November 4, 2015 Share Posted November 4, 2015 I agree. +1 Link to comment Share on other sites More sharing options...
(PSN)Ninja_Reaper_916 Posted November 4, 2015 Share Posted November 4, 2015 Ya death to bandaid mods all of em Link to comment Share on other sites More sharing options...
ZansiBlackthorn Posted November 4, 2015 Share Posted November 4, 2015 Huh, more the fool me, I thought it meant it recharged your ammo stock faster. Link to comment Share on other sites More sharing options...
ThePredicament Posted November 4, 2015 Share Posted November 4, 2015 Probably working on fixing the actual thing so there will be two speed trigger type mods for charge weapons. If not, then it's just laziness. Link to comment Share on other sites More sharing options...
FeedingWolves Posted November 4, 2015 Share Posted November 4, 2015 Because fire rate and charge time use 2 different mechanics? They probably didn't want to entangle their code too much and cause more bugs. Or maybe during testing they found that they couldn't properly give it speed trigger type mechanics without problems. This argument makes no sense because these "2 different mechanics" are effected the same way outside of Archwing, so that's not a good excuse, really. Also, you don't band-aid problems. You fix them, 'else they come back and bite you in the &#!. Link to comment Share on other sites More sharing options...
Archistopheles Posted November 4, 2015 Share Posted November 4, 2015 Archwing is serving as a testing ground for certain ideas (multishot comes to mind). This could just be a test. Link to comment Share on other sites More sharing options...
(PSN)deathfrombelow5 Posted November 4, 2015 Share Posted November 4, 2015 DE seems to have approached archwing as if they were making the game all over again. For example, all "mandatory mods" are heavily nerfed in archwing, the efficiency mod (for example) takes a crapload of cores to get anywhere near streamline. I think this mod is just another example of this. Link to comment Share on other sites More sharing options...
Rivy Posted November 4, 2015 Share Posted November 4, 2015 (edited) Because fire rate and charge time use 2 different mechanics? They probably didn't want to entangle their code too much and cause more bugs. Or maybe during testing they found that they couldn't properly give it speed trigger type mechanics without problems. It's worked fine in the regular game since forever, I don't think this is a technical limitation at all. I think this is similar to them releasing a separate mod that gives "+30% in-burst fire rate" that makes bullets fire faster during a burst, and standard fire rate mods only affecting time between bursts. Edited November 4, 2015 by Rivy Link to comment Share on other sites More sharing options...
Gelkor Posted November 4, 2015 Share Posted November 4, 2015 This mod increases the charge rate for archwing weapons. The question is, why does it exist? What we wanted was for fire rate mods to boost charge time properly, the way other fire rate mods do. Not just because it's good for modding, but because that's how it works for the entire game. Fire rate boosts bow draw speed. It boosts minigun spinup time and the charge rate of the ogris, for example. Why is there a separate mod for archwing just out of nowhere? If there's one thing this modding system doesn't need, it's a break in consistency. Is it just to pad the ranks of archwing mods or fill up drop tables? What's the reason? I legitimately don't understand why we couldn't just fix fire rate so it does exactly the same thing. Yeah, this is a very silly "fix." It doesn't even provide variety, it just means you have to have Shell Rush for Velocitus and Corvas, and Automatic Trigger for everything else. All it does is dilute drop tables more, and make Arch-Gun modding not only needlessly complex, it also simply is without precedence. Link to comment Share on other sites More sharing options...
Gelkor Posted November 4, 2015 Share Posted November 4, 2015 DE seems to have approached archwing as if they were making the game all over again. For example, all "mandatory mods" are heavily nerfed in archwing, the efficiency mod (for example) takes a crapload of cores to get anywhere near streamline. I think this mod is just another example of this. Kinda... They mods are weaker, (kinda, except AW basically has Primed Streamline, and it wasn't difficult for me to rank up), but the mods are weaker because AW base stats and leveling stats are WAY higher than Warframe leveling stats. For example, Zephyr only gains 300 HP and Shields as she levels, while Elytron gains 900. The mods are lighter because they don't need to be as strong due to everything in AW being stronger baseline. Also, AW elemental mods are 30% stronger. Link to comment Share on other sites More sharing options...
Inarticulate Posted November 4, 2015 Share Posted November 4, 2015 Shell Rush costs less mod capacity than Automatic Trigger and costs a lower fusion cost to fully rank and has a larger effect. I'm not complaining. For example, all "mandatory mods" are heavily nerfed in archwing, the efficiency mod (for example) takes a crapload of cores to get anywhere near streamline. Streamline and System Reroute are both Rare mods that have a 30% ability cost reduction at Rank 5. They take the exact same amount of fusion energy to have the same effect. The only difference is System Reroute costs 2 more mod capacity compared to the same rank of Streamline and System Reroute has the option of going to Rank 10 instead of being forced to stop at Rank 5. Link to comment Share on other sites More sharing options...
Chroia Posted November 4, 2015 Share Posted November 4, 2015 (edited) Streamline and System Reroute are both Rare mods that have a 30% ability cost reduction at Rank 5. They take the exact same amount of fusion energy to have the same effect. The only difference is System Reroute costs 2 more mod capacity compared to the same rank of Streamline and System Reroute has the option of going to Rank 10 instead of being forced to stop at Rank 5. System Reroute used to be a rare 10 rank mod with 2.5% eff per rank, capping out at 27.5% eff at max. At some point recently, idk when, it was increased 5% per rank (on par with Streamline), making it a cheaper-to-max Primed Streamline-for-Archwing. Edited November 4, 2015 by Chroia Link to comment Share on other sites More sharing options...
Inarticulate Posted November 4, 2015 Share Posted November 4, 2015 System Reroute used to be a rare 10 rank mod with 2.5% eff per rank, capping out at 27.5% eff at max. At some point recently, idk when, it was increased 5% per rank (on par with Streamline), making it a cheaper-to-max Primed Streamline-for-Archwing. 17.5.x, when Atlas and Jordas Precept was released. The statement was still inaccurate, regardless. Link to comment Share on other sites More sharing options...
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