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Dev Workshop: Beam Weapons Revisited!

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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 requirement

Note: 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

 

 

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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.

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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).

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To see people comment before they read anything makes me cringe. What do you get by being first lmao

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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.

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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.

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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 requirement

Note: 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

Edited by Rekalty
They said you could not. I did.
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nvm just read the actual text above the stats.

Edited by Derunik

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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

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If Status/sec is gone, with these changes the beam weapons became really competitive and good with the rest of the stuff. 

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Citation

Synapse

Mastery Rank 11

Damage 18 Corrosive

What? Corrosive? Ok but why?

Edited by Neptius

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Are the damage numbers shown in this thread the starting(10% damage) values you mentioned, or are they the ending(100% damage) values?

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Would help if you add the previous values, next to the new ones. 

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