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Plains of Eidolon Distances & Weapons!


[DE]Rebecca

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sounds good - but ofcourse Optic Sway on Sniper Rifles will make them unusable for anything even mildly approaching those Ranges even if they have a Base Damage of 5000 and a base 95% Crit Chance.

don't forget the super low hanging fruit of +Crit Chance on Headshots and +Crit Chance for using Optic (which means increasing the Crit Chance Optic Lanka has at the same time).
whilst deleting the '+Damage' Optic Bonuses because they're all [u/]literally[/u] useless.

 

i also really hope Flight Speed will affect Falloff on everything then! making more non DPS Mods worth considering is always a good goal.

2 minutes ago, Ceryk said:

My question is how will this effect Ivara's Navigator? Because you can keep that going for well over 300m...

super cool niche Ability.jpg?
that's what that sounds like. 

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47 minutes ago, [DE]Rebecca said:

Hail, Tenno!

Right now, our dev team is working hard to deliver the Plains of Eidolon. But as we create and play within this open space, the change of scenery has had us looking at some of the systems that Warframe has been built upon over the last five years.

 

One of Warframe’s biggest appeals is the diverse selection of weaponry. Even within the subclasses of rifles and pistols, there is huge variety to be found, such as the distinction between projectile weapons (firing physical projectiles which move through space, like the Boltor) and hitscan weapons (firing draws an imaginary line between the gun and the point aimed at, doing damage instantly to whatever it hits, like the Soma). For obvious reasons, hitscans are very effective at long distances - this has never been an issue with Warframe’s tileset-based gameplay, but as we shot enemies from a kilometer away in the plains with our pistols, we knew something had to be done.

 

With the release of Plains of Eidolon, most weapons will have a form of damage falloff added, to reduce their effectiveness at extremely long distances. But don’t panic! This damage falloff will only be noticeable at extreme ranges (greater than 300m). Across all of our current tilesets, we were unable to find an unobstructed line of sight longer than 300m, so that is the point at which damage falloff will start. Even some of our largest tiles do not cover that distance corner-to-corner:

Pasted image at 2017_09_18 11_49 AM (1).png

Based on our assessment of all existing procedural tiles we’re extra confident that our current tileset-based gameplay will be largely unaffected. It is also worth noting that snipers will be able to fire 600m without experiencing falloff, to give them more of a purpose in this wide open terrain where long range weapons should thrive.

 

As always, we are listening to your reactions and feedback - hope you’re as excited for Plains of Eidolon as we are! If you find unobstructed distances in our current tiles that concern you, post them here!

Well this thread was unexpected! I like that we're going to have damage fall off. Any chance of having bullet drop with non-plasma weapons or any other mechanics that you might find in a more tactical shooter?

Also, with sniper rifles, are you all possibly considering diversifying their benefits and drawbacks so that there's some uniqueness to sniper rifles, at least between the sniper rifles of different factions?

And with effective ranges (the range at which a weapon is effective), will there be further differences between rifles and smgs and machine guns and pistols?

Finally, could this new change to weapons bring about a change in the sniper scopes? While they're fancy, they're not incredibly useful. Could we see some improvements so that it's easier to see the center of the scope (like, at least a bigger dot)? For some snipers this isn't a problem, but for others, it's a bit more difficult to see, especially when moving the mouse.

26 minutes ago, Trizion said:

I would love to see snipers being able to shoot for more than 600m without fall off if you could change it to around 700 - 800m I think it would be a lot better off that way since snipers need a lot more loving than what they are getting now. Removing the scope sway would also be nice and also buffing snipers, in general, to be more useful.

Well, it'd be nice if we had some high-powered sniper rifles with a max effective range of 1000m+.

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46 minutes ago, ZiG.y said:

I think sniper rifles should have an effective range higher than 600m. closer to 800m-1000m.

Thing is, unless you're using a server block as your gaming computer, or your gaming computer can double as such, I doubt you'll be rendering 800-1,000 meter stretches on maxed settings without some serially nasty lag. 600 meters before falloff even begins is excellent, really. Means you'd be able to headshot at that range and actually be able to do something with it.

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Does this mean that Sniper Rifles will get a better crit chance, maybe 20% higher base damage, higher hip fire acuracy and NO BLOODY SWAY WHILE SCOPPED?!?

I mean sniper rifles have WAY too many drawbacks besides being one shot one kill in a Hoard Shooter...

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