[DE]Rebecca Posted February 20, 2018 Share Posted February 20, 2018 Beam Weapons & Warframe. Depending on how long you've played our game you've either only known them to function as they currently do (calculating per second), or remember a time when they calculated damage much differently. Perhaps 5 year-veterans speak of a different era of Beam Weapons. This Dev Workshop begins with some brief history, then we'll get right into the changes! Beam Weapon behavior was originally changed to help with performance but as we've made optimizations to the game over time, we can return them to their original status of hitscan weapons with pinpoint accurate, zero recoil death machines. Or at least we think we can. Perfect accuracy and high fire rate is balanced by limited range and damage ramping up from 10% to 100% over 0.8 seconds when firing and decays back to 10% over 1 second after stopping. To help with ammo economy, Beam Weapons consume 0.5 ammo per trace - unless they are multi beam like the Quanta, Convectrix, Phage or Flamethrowers. Once this launches (hopefully this week on PC), we're hoping for some practical feedback on the changes and your thoughts! It's a bit tricky to grasp the behaviour changes on paper, but in practice it's something you'll be able to detect quickly. Please bear that in mind when replying - practical feedback will be the needle mover for any tweaks to come. So now we wait for release! With such a huge change in behavior, comparing new stats with old is like apples to oranges so they are presented on their own below from our designer: Primaries Spoiler Mastery Rank 4-6 Flux Rifle Damage 22 Physical (56% Puncture and 44% Slash) Fire Rate 12 Status Chance 24% Critical Chance 10% Converted to Battery with 50 capacity, 1 sec recharge delay and 40 regen rate 30m range 0.5m Punch Through .5 Ammo requirementNote: Since introducing the Cycron and seeing your thoughts, we're improving battery-based ammunition in this beam revisit including adding it to the Flux Rifle. Flux Rifle's original reload time was 2 seconds. With battery, regen delay approximates to roughly less reload time (just over 1 second) with the added bonus that dodge rolls don't interrupt it. Ignis Mastery Rank 5 Damage 33 Heat Fire Rate 8 Status Chance 27% Critical Chance 11% Magazine 150/750 Capacity 20m Range 0.15m beam thickness expanding to 3m at end point Flame passes through all avatars damaging them but will now be stopped by level geometry and require punch through mods to penetrate walls. We had to make some compromises in the base beam functionality to properly have the flame pass through avatars and hit everything like a flamethrower, but punch-through Mods can be used for those who valued it's wall-clearing behaviour. Quanta Damage 20 Electricity Fire Rate 12 Status Chance 16% Critical Chance 16% Critical Damage 2.2x Magazine 60/540 Capacity 40m Range Alt Fire Explosion Radius 6m Alt Fire Explosion Damage 600 Mastery Rank 7-9 Glaxion Mastery Rank 8 Damage 26 Freeze Fire Rate 12 Status Chance 34% Critical Chance 8% Reload Time 2.2secs Magazine 80/720 Capacity 24m Range .5 Ammo requirement Ignis Wraith Mastery Rank 9 Damage 35 Heat Fire Rate 8 Status Chance 29% Critical Chance 17% Critical Damage 2.5x Magazine 200/800 Capacity 27m Range 0.15m beam thickness expanding to 3m at end point Flame passes through all avatars damaging them but will now be stopped by level geometry and require punch through mods to penetrate walls. We had to make some compromises in the base beam functionality to properly have the flame pass through avatars and hit everything like a flamethrower, but punch-through Mods can be used for those who valued it's wall-clearing behaviour. Convectrix Mastery Rank 7 Damage 24 Physical Fire Rate 12 Status Chance 24% Critical Chance 18% Critical Damage 2.2x 30m Range Magazine 120/600 Capacity Mastery Rank 10-12 Synapse Mastery Rank 11 Damage 18 Corrosive Fire Rate 12 Status Chance 13% Critical Chance 39% Critical Damage 2.7x 19m Range Magazine 70/560 Capacity .5 Ammo requirement Amprex Mastery Rank 10 Damage 24 Electricity Fire Rate 12 Status Chance 22% Critical Chance 32% Critical Damage 2.2x 14m Range Magazine 100/700 Capacity .5 Ammo requirement Quanta Vandal Damage 26 Electricity Fire Rate 12 Status Chance 30% Critical Chance 22% Critical Damage 2.4x Reload 1.8 secs 50m Range Magazine 80/560 Capacity Alt Fire Explosion Radius 6m Alt Fire Explosion Damage 600 Phage Mastery Rank 11 Damage 30 Viral Fire Rate 12 Status Chance 31% Critical Chance 19% Magazine 170/680 Capacity 25m Range Secondaries Spoiler Mastery Rank 0-3 Gammacor Damage 16 Magnetic Fire Rate 12 Status Chance 20% Critical Chance 8% Critical Damage 1.8x Reload 1.4 secs 24m Range Magazine 60/240 Capacity .5 Ammo requirement Mastery Rank 4-6 Atomos Mastery Rank 5 Fire Rate 8 Damage 29 Fire Status Chance 21% Critical Chance 15% Critical Damage 1.7x Magazine 70/300 Capacity 15m Range Nukor Fire Rate 10 Damage 22 Radiation Status Chance 29% Critical Chance 3% 21m Range .5 Ammo requirement Spectra Fire Rate 12 Damage 18 Physical (42% Puncture, 58% Slash) Status Chance 22% Critical Chance 14% Reload 1.8secs Magazine 60/360 Capacity 0.5m Punch Through 16m Range .5 Ammo requirement Mastery Rank 7-9 Cycron Mastery Rank 8 Fire Rate 12 Damage 23 (25% Puncture, 25% Slash, 50% Radiation) Status Chance 30% Critical Chance 12% Critical Damage 1.8x Battery Capacity 60, regen delay 1 secs, regen rate 40 20m Range 1m Punch Through .5 Ammo requirement Embolist Mastery Rank 9 Fire Rate 8 Damage 35 Poison Status Chance 41% Critical Chance 3% Reload 1.3secs 9m Range 1m Radius at beam end point .5 Ammo requirement Synoid Gammacor Mastery Rank 7 Damage 20 Magnetic Status Chance 28% Critical Chance 20% Reload 1.8 secs Magazine 80/400 Capacity 30m Range .5 Ammo requirement Link to comment Share on other sites More sharing options...
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