(PSN)Multi-Melta 141 Posted February 21, 2018 Share Posted February 21, 2018 I feel that the changes to the Atomos will actually harm it's use. The whole point of being able to use it was to chain enemies and torch them along the way. Upping its ammo consumption and nearly half its damage without a proper replacement for this change really irks me. The beam weapon mechanics themselves had damage tied to fire rate! So if the Atomos now has less damage and fires faster it means it is now less effective overall. Unless these mechanics are properly tested I'm going to give them a wide berth until then. What truly puzzles me is the Quanta changes though. From 200 -> 20 is a massive change and I think the wildest change Warframe has ever seen interms of damage reduction. Link to post Share on other sites
Helaton 66 Posted February 21, 2018 Share Posted February 21, 2018 Just one question for the battery powered weapons. Can they reload when they are holstered? If that's the case...that's actually pretty awesome in its own way. Flux Rifle + Cycron forever? Link to post Share on other sites
(PSN)Spider_Enigma 801 Posted February 21, 2018 Share Posted February 21, 2018 (edited) 12 minutes ago, Helaton said: Just one question for the battery powered weapons. Can they reload when they are holstered? If that's the case...that's actually pretty awesome in its own way. Flux Rifle + Cycron forever? the problem is the holster rate is so long ur better off not even doing that Edited February 21, 2018 by (PS4)Spider_Enigma Link to post Share on other sites
cookieknife 1,430 Posted February 21, 2018 Share Posted February 21, 2018 Can they become more powerful???? Link to post Share on other sites
(PSN)Spider_Enigma 801 Posted February 21, 2018 Share Posted February 21, 2018 2 minutes ago, cookieknife said: Can they become more powerful???? ? Link to post Share on other sites
Gaki_no_Tsukai 74 Posted February 21, 2018 Share Posted February 21, 2018 Nooo, the amprex, DE please don't remove the orange/red crits :( That is seriously the only reason I enjoy it, those chaining crits are amazing, and make the gun feel unique/special. I realize it is a buff overall, but please DE, do not remove what makes the gun special, PLEASE guys. I'm so sad, all that time, effort, and love that went into my amprex, solely for those sexy orange/red crits. This feels like a massive punch to the gut. Link to post Share on other sites
(PSN)Spider_Enigma 801 Posted February 21, 2018 Share Posted February 21, 2018 3 minutes ago, Gaki_no_Tsukai said: Nooo, the amprex, DE please don't remove the orange/red crits :( That is seriously the only reason I enjoy it, those chaining crits are amazing, and make the gun feel unique/special. I realize it is a buff overall, but please DE, do not remove what makes the gun special, PLEASE guys. I'm so sad, all that time, effort, and love that went into my amprex, solely for those sexy orange/red crits. This feels like a massive punch to the gut. im confused on how this is bad Link to post Share on other sites
Yperkeimenos 132 Posted February 21, 2018 Share Posted February 21, 2018 (edited) On 20/2/2018 at 9:28 PM, Vargras said: Still not a beam weapon, though. it can use the "Combustion Beam" mod which is exclusive to beam weapons. So yes it's categorized as a continous ray gun. Edited February 21, 2018 by Yperkeimenos Link to post Share on other sites
Omega 1,417 Posted February 21, 2018 Share Posted February 21, 2018 Beam weapons are pretty OP'd, tested my Synapse with a CD/CC riven. Cuts through anything like butter (for sale BTW) :) 1 Link to post Share on other sites
ddmaster12 20 Posted February 21, 2018 Share Posted February 21, 2018 28 minutes ago, (PS4)Spider_Enigma said: im confused on how this is bad same its base damage went up by like 4 times the original it got a little bit more crit damage at the expense of some crit chance sure it dont crit like before but damn that is still a big thing Link to post Share on other sites
(PSN)Spider_Enigma 801 Posted February 21, 2018 Share Posted February 21, 2018 Just now, ddmaster12 said: same its base damage went up by like 4 times the original it got a little bit more crit damage at the expense of some crit chance sure it dont crit like before but damn that is still a big thing i know right, its going to destroy Link to post Share on other sites
ddmaster12 20 Posted February 22, 2018 Share Posted February 22, 2018 2 minutes ago, (PS4)Spider_Enigma said: i know right, its going to destroy jep thats what i think too i guess it will lose some fans from the crit thing but overall its gonna be so much better for people without a riven like me :3 and generally i like alot of these changes especially that beam weapons are now proper status weapons like i always hoped they would be i mean most of them use elementals as their damage like ice for glaxion and electricity for amprex about time i can use it for that Link to post Share on other sites
(PSN)Spider_Enigma 801 Posted February 22, 2018 Share Posted February 22, 2018 Just now, ddmaster12 said: jep thats what i think too i guess it will lose some fans from the crit thing but overall its gonna be so much better for people without a riven like me :3 and generally i like alot of these changes especially that beam weapons are now proper status weapons like i always hoped they would be i mean most of them use elementals as their damage like ice for glaxion and electricity for amprex about time i can use it for that the problem is the ignis may be losing range for additional status, but heat doesn't ramp up the more procs you do so its going to be a tough call till i can try it, and im on ps4 so i have to wait over a month and we dont even have the rifle changes Link to post Share on other sites
DawnFalcon 251 Posted February 22, 2018 Share Posted February 22, 2018 (edited) 1 hour ago, (PS4)Multi-Melta said: I feel that the changes to the Atomos will actually harm it's use. The whole point of being able to use it was to chain enemies and torch them along the way. Upping its ammo consumption and nearly half its damage without a proper replacement for this change really irks me. The beam weapon mechanics themselves had damage tied to fire rate! So if the Atomos now has less damage and fires faster it means it is now less effective overall. Damage is, if you do the full calculation, almost unchanged (as in about .15DPS!). I agree the spoolup time and shorter available firing times hurt it a LOT though. 53 minutes ago, Gaki_no_Tsukai said: I'm so sad, all that time, effort, and love that went into my amprex, solely for those sexy orange/red crits. This feels like a massive punch to the gut. Eh. It still has utterly, utterly op builds. Which scale in non-linear ways with more enemies. (Think electric/gas procs, especially with a Saryn...) Edited February 22, 2018 by DawnFalcon Link to post Share on other sites
Kainosh 2,086 Posted February 22, 2018 Share Posted February 22, 2018 Soooooo.....What about Stug? I know its not a bad weapon, but it still wastes "goo" if you hit same blob too much (stack is capped). And UI doesn't show its true stats. it does have status chance that is not listed. And about Convectrix. Electric proc when beams converge (its description suggests this) would be great. Horizontal beam spread with multishot would be awesome too. A fan of beams with proper riven. Link to post Share on other sites
Dolomaticus 73 Posted February 22, 2018 Share Posted February 22, 2018 THANK YOU SO MUCH!!!! My Flux Rifle is awesome again!!! Now for real feedback: DE you nailed the battery recharge mechanic perfectly. During several missions I was using the Flux, I never noticed once the reload cycle, just taking your finger off the trigger for a second just BAM and your good to go again. I was really not certain about the recharge mechanic, but it works so smoothly I will rebuild the Cycron again just to see how the weapon is now. Also thank you for the range. Link to post Share on other sites
Shaloman 18 Posted February 22, 2018 Share Posted February 22, 2018 (edited) Quote Quanta Damage 220 -> 20 Electricity Fire Rate 1/s -> 12 Status Chance 10%/s -> 16% Critical Chance 10% -> 16% Critical Damage 2.0 -> 2.2x Magazine 60/540 Capacity 50M -> 40m Range Alt Fire Explosion Radius 6m Alt Fire Explosion Damage 400 -> 600 Oh golly gee whiz! Thanks DE! we've always wanted a 91%damage reduction. Nothing makes the game more fun that useless weapons. Everyone's going to love this! Edited February 22, 2018 by Shaloman Link to post Share on other sites
Dolomaticus 73 Posted February 22, 2018 Share Posted February 22, 2018 Just now, Shaloman said: Oh golly gee whiz! Thanks DE! we've always wanted a 91%damage reduction. Nothing makes the game more fun that useless weapons. Everyone'd going to love this! You dont realize how different the beam weapons work now, take the weapon out and actually use it. I know the Flux is back to what it used to be before Status per second and damage 1.0 devastated it. Link to post Share on other sites
Wanderwhys 17 Posted February 22, 2018 Share Posted February 22, 2018 R.I.P. Amprex the crit monster I will miss you. the ignis nerf is fine and i look forward to testing the cycron and flux rife rework. the "ammo economy" buff was much needed and appreciated but i cringe at the loss in diversity of weapons with extremely skewed stats. Link to post Share on other sites
BRDarkIce 7 Posted February 22, 2018 Share Posted February 22, 2018 Ty. I loved it Link to post Share on other sites
venon23 88 Posted February 22, 2018 Share Posted February 22, 2018 sorry DE too confusing too understant need too test it so fire rate have nothing to do with dmg or status but they still have fire rate ???? old beam weapons had no status since there was no status at that time and why synapse have no 50% crit chance base ???? is this new system so oP that u guys have too nerf synapse again ?? Link to post Share on other sites
(PSN)FrellMeDead 10 Posted February 22, 2018 Share Posted February 22, 2018 (edited) 2 hours ago, (PS4)Spider_Enigma said: im confused on how this is bad Not to sound mean but you apparently you don't understand how critical chance works or haven't had CC setups before. Given that the Amprex had/has a 50% critical chance thus reducing our world reduce the amount of damage possible with CC. The amount of base damage has been increased so that helps some. Regardless it limits how you are able to mod the weapon. Basically reducing how it is used/played. That's not right given that they are reducing range of the season as well. The bigger issue is the reduction in range which basically requires the use of sinister reach mod now. Requiring mods for no reason is wrong. Especially since it screws up anyone who would use the Amprex and opens them up to a lot of damage given how close you need to be to shoot the enemy. Edited February 22, 2018 by (PS4)FrellMeDead Link to post Share on other sites
venon23 88 Posted February 22, 2018 Share Posted February 22, 2018 59 minutes ago, Shaloman said: Oh golly gee whiz! Thanks DE! we've always wanted a 91%damage reduction. Nothing makes the game more fun that useless weapons. Everyone's going to love this! i think it will be dmg base* fire rate quanta will be 20*12 240 thats why all the weapons look too be nerfed Link to post Share on other sites
venon23 88 Posted February 22, 2018 Share Posted February 22, 2018 2 minutes ago, (PS4)FrellMeDead said: Not to sound mean but you apparently you don't understand how critical chance works or haven't had CC setups before. Given that the Amprex had/has a 50% critical chance thus reducing our world reduce the amount of damage possible with CC. The amount of base damage has been increased so that helps some. Regardless it limits how you are able to mod the weapon. Basically reducing how it is used/played. That's not right given that they are reducing range of the season as well. The bigger issue is the reduction in range which basically requires the use of sinister reach mod now. Requiring mods for no reason is wrong. Especially since it screws up anyone who would use the Amprex and opens them up to a lot of damage given how close you need to be to shoot the enemy. yea the range off the weapons seems too be a bigg nerf i think 20 min 50 max flamestrowes 20 quantas 50 but weapoms with less then 20 are kinda stupid since there ppl in game playing with soliacs and lectas with 27 meters tks too rivesn why im losing my time shooting too the head at 15 18 m when i can just spin atake maiming stirke free red crit and all ppl die Link to post Share on other sites
Xzorn 8,977 Posted February 22, 2018 Share Posted February 22, 2018 After Testing quite a few Beam weapons I'm fairly pleased with the results. Not the for sake of feeling Powerful but for the sake of Single-Target damage sources. This is the level of performance we should expect from single target weapons. Enough with the AoE Launcher / Shotgun supremacy. Who cares if it shreds faster than your Soma Prime. Fact is, Soma Prime sucks and has for a while now. I cannot express how happy it makes me to see good aim finally rewarded after so long. Long live Beam weapons and welcome back Single target DPS. 1 Link to post Share on other sites
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