Vali Posted November 17, 2016 Share Posted November 17, 2016 The reason why people use the Tonkor so much is due to it's 50 self damage cap (since you can rocket jump with it, would make little sense if it killed you) What about implementing this to other explosives like the Kulstar, Angstrum, Penta and Ogris? Maybe cap them at 100-200 self damage so it will still be punishing if you didn't aim properly, but not outright suicide. Link to comment Share on other sites More sharing options...
low1991 Posted November 17, 2016 Share Posted November 17, 2016 It took 1+ year for Vaccum within (Vaccum for all sentinel) patch after the huge increase of carrier usage. So i assume, DE will take another 1+year for this self-damage cap 'patch' Link to comment Share on other sites More sharing options...
Suncake Posted November 17, 2016 Share Posted November 17, 2016 (edited) But self damage is logical and adds some difficulty and fun to the game. You can't blow your grenades right in front of you, but you can bulletjump straight up and release your payload below. IMO it's a healthy element of gameplay which should cover Tonkor too. No one uses Tonkor for jumps when we got bullet jump. Howewer, in coop we deal WAY more damage than we can endure, so I somewhat agree with OP. We should receive some percentage of our damage. Enough to punish the clumsiness, but not enough to oneshot yourself. Edited November 17, 2016 by Suncake Link to comment Share on other sites More sharing options...
Misgenesis Posted November 17, 2016 Share Posted November 17, 2016 A cap would be a good idea Tonkor included. Link to comment Share on other sites More sharing options...
Nox_Terminus Posted November 17, 2016 Share Posted November 17, 2016 Ogris in enemy hands, can be fired point blank with no ill-effect. Ogris in player hands, can be fired point blank with a 98% DR Ice Chroma and still vaporize that player regardless. Zarr in enemy hands, can be fired point blank with no ill-effect. Zarr in player hands, can be fired point blank with a 90% DR SoS/Equilibrium/Despoil Nekros and still utterly destroy the player regardless. Repeat for Kulstar Repeat for Angstrum Repeat for Penta Simulor doesn't deal self damage, and is one of the most used/ spammed launchers in the game. Tonkor deals piddling self damage, and is one of the most used/ spammed launchers in the game. TLDR - Either give all of them self-damage, or remove it and stop this non-sense. Link to comment Share on other sites More sharing options...
Chewarette Posted November 17, 2016 Share Posted November 17, 2016 I'd rather take a % dmg with some guaranteed negative effect (explosive status, knockdown, impact/punchthrough status?) than a straight OS, indeed. Link to comment Share on other sites More sharing options...
(PSN)DesecratedFlame Posted November 17, 2016 Share Posted November 17, 2016 (edited) 6 hours ago, Agentawesome said: The reason why people use the Tonkor so much is due to it's 50 self damage cap (since you can rocket jump with it, would make little sense if it killed you) What about implementing this to other explosives like the Kulstar, Angstrum, Penta and Ogris? Maybe cap them at 100-200 self damage so it will still be punishing if you didn't aim properly, but not outright suicide. Speak for yourself. I switched to the Tonkor because they over-killed the ammo economy on my other launchers. Edited November 17, 2016 by (PS4)DesecratedFlame Link to comment Share on other sites More sharing options...
SquidTheSid Posted November 17, 2016 Share Posted November 17, 2016 7 hours ago, Agentawesome said: The reason why people use the Tonkor so much is due to it's 50 self damage cap (since you can rocket jump with it, would make little sense if it killed you) What about implementing this to other explosives like the Kulstar, Angstrum, Penta and Ogris? Maybe cap them at 100-200 self damage so it will still be punishing if you didn't aim properly, but not outright suicide. Yup. A capped self damage would make me want to use them much more than I currently do. Lethal self-damag really has no place in such a fast paced and unpredictable game like Warframe. Link to comment Share on other sites More sharing options...
Callback Posted November 17, 2016 Share Posted November 17, 2016 (edited) Just use the weapon's unmodded base damage for self-damage. Still a penalty but at least one that's survivable. And not as a damage cap. As the self-damage itself. It should still scale down with distance. Edited November 17, 2016 by Callback Link to comment Share on other sites More sharing options...
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