[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...
_N_I_N_T_E_N_D_O_ Posted February 20, 2018 Share Posted February 20, 2018 o_O Link to comment Share on other sites More sharing options...
trunks013 Posted February 20, 2018 Share Posted February 20, 2018 interesting ^.^ Link to comment Share on other sites More sharing options...
xXDeadsinxX Posted February 20, 2018 Share Posted February 20, 2018 Oh nice, time to read!! Thank you DE :) Link to comment Share on other sites More sharing options...
[DE]Grzegorz Posted February 20, 2018 Share Posted February 20, 2018 I thought I'd die before I see beam weapons reworked. Link to comment Share on other sites More sharing options...
Tellakey Posted February 20, 2018 Share Posted February 20, 2018 Blargh! Link to comment Share on other sites More sharing options...
Zahnrad Posted February 20, 2018 Share Posted February 20, 2018 So, the Phage will still be awful due to functioning under the worst of both worlds e.g. Shotgun Status and Beam Status? p.s. I really like the Phage since it was the first weapon I began using frequently. If you ever make an infested line of weapons similar to wraith and vandal please consider giving an upgraded variant to the Phage. Link to comment Share on other sites More sharing options...
(XBOX)ultimategamerjr Posted February 20, 2018 Share Posted February 20, 2018 So this means that status/sec is completely gone? If it is, then that is the only buff that I needed to hear. (except for the cycron buff, which it has needed since it came out). Link to comment Share on other sites More sharing options...
lerfi Posted February 20, 2018 Share Posted February 20, 2018 To see people comment before they read anything makes me cringe. What do you get by being first lmao Link to comment Share on other sites More sharing options...
(XBOX)ultimategamerjr Posted February 20, 2018 Share Posted February 20, 2018 Just now, Zahnny said: So, the Phage will still be awful due to functioning under the worst of both worlds e.g. Shotgun Status and Beam Status? p.s. I really like the Phage since it was the first weapon I began using frequently. If you ever make an infested line of weapons similar to wraith and vandal please consider giving an upgraded variant to the Phage. I think they are completely doing away with status/sec, at least that is what it sounds like. I really hope so. Link to comment Share on other sites More sharing options...
Tygastripe Posted February 20, 2018 Share Posted February 20, 2018 Nice! Link to comment Share on other sites More sharing options...
EndermanBeast Posted February 20, 2018 Share Posted February 20, 2018 . Link to comment Share on other sites More sharing options...
Zahnrad Posted February 20, 2018 Share Posted February 20, 2018 1 minute ago, (Xbox One)ultimategamerjr said: I think they are completely doing away with status/sec, at least that is what it sounds like. I really hope so. Ah, that's nice to hear. I had trouble figuring out what the OP post was trying to say. Link to comment Share on other sites More sharing options...
Rekalty Posted February 20, 2018 Share Posted February 20, 2018 Allow me to compare apples to oranges: Primaries Spoiler Mastery Rank 4-6 Flux Rifle Damage 22.8 Physical (80% Slash, 10% Puncture, 10% Impact) -> 22 Physical (56% Puncture and 44% Slash) Fire Rate 10 -> 12 Status Chance 25% per second -> 24% Critical Chance 5% -> 10% Converted to Battery with 50 capacity, 1 sec recharge delay and 40 regen rate Range 25m -> 30m 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 4- > 5 Damage 27 Heat -> 33 Heat Fire Rate 10 -> 8 Status Chance 25% per second -.> 27% Critical Chance 5% -> 11% Magazine 150/750 Capacity Range 40 -> 20m 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 220 Electricity -> 20 Electricity Fire Rate 1 -> 12 Status Chance 10% per second - >16% Critical Chance 10% -> 16% Critical Damage 2.0x -> 2.2x Magazine 60/540 Capacity Range 50m -> 40m Alt Fire Explosion Radius 6m Alt Fire Explosion Damage 400 -> 600 Mastery Rank 7-9 Glaxion Mastery Rank 6- > 8 Damage 16.6 Cold -> 26 Freeze(??) Fire Rate 20 -> 12 Status Chance 35% per second -> 34% Critical Chance 5% -> 8% Reload Time 1.5secs -> 2.2secs Magazine 300/1500 -> 80/720 Capacity Range 24m .5 Ammo requirement Ignis Wraith Mastery Rank 6 -> 9 Damage 25 Heat -> 35 Heat Fire Rate 10 -> 8 Status Chance 30% per second -> 29% Critical Chance 12% -> 17% Critical Damage 2.0x -> 2.5x Magazine 200/800 Capacity Range 40m -> 27m 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 3 -> 7 Damage 100 Physical (80% Slash, 10% Puncture, 10% Impact) -> 24 Physical (ISP spread??) Fire Rate 3 -> 12 Status Chance 25% per second -> 24% Critical Chance 10% -> 18% Critical Damage 2.0x -> 2.2x Range 25m -> 30m Magazine 90/450 -> 120/600 Capacity Mastery Rank 10-12 Synapse Mastery Rank 6 -> 11 Damage 12.5 Electricity -> 18 Corrosive Fire Rate 10 -> 12 Status Chance 10% per second -> 13% Critical Chance 50% -> 39% Critical Damage 2.0x -> 2.7x Range 18m -> 19m Magazine 100/540 -> 70/560 Capacity .5 Ammo requirement Amprex Mastery Rank 5 -> 10 Damage 7.5 Electricity -> 24 Electricity Fire Rate 20 -> 12 Status Chance 20% per second -> 22% Critical Chance 50% -> 32% Critical Damage 2.0x -> 2.2x Range 18m -> 14m Magazine 100/540 -> 100/700 Capacity .5 Ammo requirement Quanta Vandal Mastery 4 -> ?? Damage 220 Electricity -> 26 Electricity Fire Rate 1 -> 12 Status Chance 25% per second -> 30% Critical Chance 10% -> 22% Critical Damage 2.0x -> 2.4x Reload 2.0secs -> 1.8 secs Range 50m Magazine 90/540 -> 80/560 Capacity Alt Fire Explosion Radius 6m Alt Fire Explosion Damage 250 -> 600 Phage Mastery Rank 6 -> 11 Damage 330 Viral -> 30 Viral Fire Rate 1 -> 12 Status Chance 15% per second -> 31% Critical Chance 10% -> 19% Magazine 40/120 -> 170/680 Capacity Range 25m Secondaries Spoiler Mastery Rank 0-3 Gammacor Damage 50 Magnetic -> 16 Magnetic Fire Rate 5 -> 12 Status Chance 5% per second -> 20% Critical Chance 5% -> 8% Critical Damage 1.5x -> 1.8x Reload 2.0secs -> 1.4 secs Range 25m -> 24m Magazine 50/210 -> 60/240 Capacity .5 Ammo requirement Mastery Rank 4-6 Atomos Mastery Rank 4 -> 5 Fire Rate 5 -> 8 Damage 50 Fire -> 29 Fire Status Chance 10% per second -> 21% Critical Chance 5% -> 15% Critical Damage 1.5x -> 1.7x Magazine 50/210 -> 70/300 Capacity Range 15m Nukor Fire Rate 5 -> 10 Damage 32 Radiation -> 22 Radiation Status Chance 20% per second -> 29% Critical Chance 1% -> 3% Range 20m -> 21m .5 Ammo requirement Spectra Fire Rate 5 -> 12 Damage 30 Physical (70% Puncture, 20% Slash, 10% Impact) -> 18 Physical (42% Puncture, 58% Slash) Status Chance 20% per second -> 22% Critical Chance 5% -> 14% Reload 2.0secs -> 1.8secs Magazine 80/360 -> 60/360 Capacity 0.5m Punch Through Range 15m -> 16m .5 Ammo requirement Mastery Rank 7-9 Cycron Mastery Rank 9 -> 8 Fire Rate 5 -> 12 Damage 60 Heat -> 23 (25% Puncture, 25% Slash, 50% Radiation) Status Chance 30% per second -> 30% Critical Chance 5% -> 12% Critical Damage 1.5x -> 1.8x Battery Capacity 60, regen delay 1 secs, regen rate 40 Range 20m Punch Through 2m -> 1m .5 Ammo requirement Embolist Mastery Rank 8 -> 9 Fire Rate 10 -> 8 Damage 18.5 Toxin -> 35 Poison(??) Status Chance 10% per second -> 41% Critical Chance 2.5% -> 3% Reload 1.5secs -> 1.3secs Range 6m -> 9m 1m Radius at beam end point .5 Ammo requirement Synoid Gammacor Mastery Rank 6 -> 7 Damage 28 Magnetic -> 20 Magnetic Status Chance 20% per second -> 28% Critical Chance 10% -> 20% Reload 2.0secs -> 1.8 secs Magazine 150/540 -> 80/400 Capacity Range 25m -> 30m .5 Ammo requirement Link to comment Share on other sites More sharing options...
Derunik Posted February 20, 2018 Share Posted February 20, 2018 nvm just read the actual text above the stats. Link to comment Share on other sites More sharing options...
Kosigisa Posted February 20, 2018 Share Posted February 20, 2018 I kinda want to see the flux rifle to stay as a slash weapon even if puncture is going to be better in the future like the OG flux rifle Link to comment Share on other sites More sharing options...
Kagisnad Posted February 20, 2018 Share Posted February 20, 2018 amprex still chains and synapse doesn't, then? Link to comment Share on other sites More sharing options...
IronWolfKnight Posted February 20, 2018 Share Posted February 20, 2018 After this, are melee weapons going to get a balance pass? Link to comment Share on other sites More sharing options...
Sumarbrandr Posted February 20, 2018 Share Posted February 20, 2018 If Status/sec is gone, with these changes the beam weapons became really competitive and good with the rest of the stuff. Link to comment Share on other sites More sharing options...
Sharkgoblin Posted February 20, 2018 Share Posted February 20, 2018 so now flux rifle got that horrible auto reloading ammo gimmick too, ew Link to comment Share on other sites More sharing options...
Neptius Posted February 20, 2018 Share Posted February 20, 2018 Citation Synapse Mastery Rank 11 Damage 18 Corrosive What? Corrosive? Ok but why? Link to comment Share on other sites More sharing options...
TVictorian Posted February 20, 2018 Share Posted February 20, 2018 Are the damage numbers shown in this thread the starting(10% damage) values you mentioned, or are they the ending(100% damage) values? Link to comment Share on other sites More sharing options...
Seir Posted February 20, 2018 Share Posted February 20, 2018 Would help if you add the previous values, next to the new ones. Link to comment Share on other sites More sharing options...
MechaTails Posted February 20, 2018 Share Posted February 20, 2018 Synapse could switch to a "battery" system. Let's say it generates its own bio-electricity. Link to comment Share on other sites More sharing options...
Scaleguard Posted February 20, 2018 Share Posted February 20, 2018 Opticor getting no changes? Link to comment Share on other sites More sharing options...
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