Kamentari Posted February 20, 2018 Share Posted February 20, 2018 I too would like to have Flux Rifle have mostly Slash damage, I remember when it was such a good weapon before Damage 2.0. At least I'd prefer it that way, we haven't had any new word on IPS damage rework to judge if puncture will be benefitial. Link to comment Share on other sites More sharing options...
Vargras Posted February 20, 2018 Share Posted February 20, 2018 1 minute ago, Karmaworks said: It does. Just look at the Ammo consumption rate. It's the same as a beam weapon. Not to mention its range is limited as well. Just now, TARINunit9 said: If the Ignis is coded as a beam weaopn, the Panthera's alt-fire is definitely using beam weapon code too Still not a beam weapon, though. Link to comment Share on other sites More sharing options...
Nani Posted February 20, 2018 Share Posted February 20, 2018 Thanks! Link to comment Share on other sites More sharing options...
TARINunit9 Posted February 20, 2018 Share Posted February 20, 2018 Just now, Vargras said: Still not a beam weapon, though. Are you talking lore or damage code? Because if the latter, you're quite evidently wrong Link to comment Share on other sites More sharing options...
Gene_Freak Posted February 20, 2018 Share Posted February 20, 2018 Can we get a look at Combustion Beam as well? It's a cool mod conceptually, but if it had variable damage based on target health (like Acid Shells and Vulcan Blitz) it would actually be useful Link to comment Share on other sites More sharing options...
AprilMoon Posted February 20, 2018 Share Posted February 20, 2018 the battery ammo system is super clunky. I'd just rather reload. Link to comment Share on other sites More sharing options...
Vargras Posted February 20, 2018 Share Posted February 20, 2018 1 minute ago, TARINunit9 said: Are you talking lore or damage code? Because if the latter, you're quite evidently wrong Sure, let's go with "lore". It shoots sawblades. That's its primary mode of fire. The alt-fire could dispense icecream for all I care, doesn't mean I'd consider it an icecream dispenser. So sorry, but Panthera's not really a beam weapon. Link to comment Share on other sites More sharing options...
Zahnny Posted February 20, 2018 Share Posted February 20, 2018 1 minute ago, AprilMoon said: the battery ammo system is super clunky. I'd just rather reload. I wouldn't mind having a "channeling" system to reload battery type weapons faster/instantly. I mean, they are batteries that recharge and we're using energy. Kinda writes itself. Link to comment Share on other sites More sharing options...
Lakyus Posted February 20, 2018 Share Posted February 20, 2018 1 minute ago, Vargras said: Still not a beam weapon, though. 1 minute ago, TARINunit9 said: Are you talking lore or damage code? Because if the latter, you're quite evidently wrong Ok. I'm gonna explain it mechanically. Beams are hitscan weapons and a "hitscan" is a raycast/tracer that is fired from a point and it travels instantly to the direction (in that case, at the crosshair). The tracer was mentioned in Rebb's post. Basically it will check if the tracer collides with anything. If weapon has punchthrough, it will overlap instead of stopping until the punchtrough is done for. Basically, any hitscan weapons (including Soma, Lex, etc) behaves the same as beam weapons, EXCEPT for the ammo consumtion. Normal hitscan weapons uses 1 ammo per bullet fired, while beam weapons can vary (it seems to be 0.5 for most if not all from the post). Google/Youtube "Raycast/Tracer Explanation" and you should get examples. Link to comment Share on other sites More sharing options...
Vali Posted February 20, 2018 Share Posted February 20, 2018 So how is status calculated now? Is it status per trace, status per ammo or still status per second? Link to comment Share on other sites More sharing options...
Vargras Posted February 20, 2018 Share Posted February 20, 2018 Just now, Karmaworks said: Ok. I'm gonna explain it mechanically. Beams are hitscan weapons and a "hitscan" is a raycast/tracer that is fired from a point and it travels instantly to the direction (in that case, at the crosshair). The tracer was mentioned in Rebb's post. Basically it will check if the tracer collides with anything. If weapon has punchthrough, it will overlap instead of stopping until the punchtrough is done for. Basically, any hitscan weapons (including Soma, Lex, etc) behaves the same as beam weapons, EXCEPT for the ammo consumtion. Normal hitscan weapons uses 1 ammo per bullet fired, while beam weapons can vary (it seems to be 0.5 for most if not all from the post). Google/Youtube "Raycast/Tracer Explanation" and you should get examples. I'm fully aware of how they work. I'm just saying that Panthera's not a beam, is all. Link to comment Share on other sites More sharing options...
taiiat Posted February 20, 2018 Share Posted February 20, 2018 there's other Continuous Weapons that aren't noted here. what about those? will they be unchanged except for firing mechanics? also Amprex is still an upgrade over Synapse, Synapse needs mechanical additions to be worth using over it. Link to comment Share on other sites More sharing options...
Ivan_Rid Posted February 20, 2018 Share Posted February 20, 2018 So, RIP my Gas Quanta Vandal? From procs of 200 base its now 26 base (old Ignis base). That sucks, I dont care for crit buffs, its an Boltor/Supra all over again - rather then buffs weapon gets completely redisigned. Why not just make another one. Link to comment Share on other sites More sharing options...
MrHanBrolo Posted February 20, 2018 Share Posted February 20, 2018 Maybe the Cycron won't be garbo now :D Eh...We'll see. Link to comment Share on other sites More sharing options...
Stoner Posted February 20, 2018 Share Posted February 20, 2018 Why nerf Amprex... As an Amprex user since the day it came out, it always had trouble hitting enemies because of the tiny range it has. Why nerf the thing it struggles in? Dont get me wrong, the damage buff is nice, but why nerf it so that it performs worse for whats its supposed to do? ie clearing enemies / being a CC gun. The crit and range nerfs are uncalled for. Link to comment Share on other sites More sharing options...
Tain_OSkoom Posted February 20, 2018 Share Posted February 20, 2018 13 minutes ago, SporkMaster5000 said: I am super dubious about the synapse and amprex's massive drop in crit chance. Their whole gimmick was being all crits all the time. I'm willing to give the rework a try but I do not have high hopes. Also why is the synapse becoming corrosive? I'm not against it, but that's an odd overhaul. In the case of the synapse, there's also that massive buff to the crit multiplier. All else being the same, (.5 * 2) < (.39 * 2.7) Link to comment Share on other sites More sharing options...
GrayArchon Posted February 20, 2018 Share Posted February 20, 2018 10 minutes ago, Vargras said: Still not a beam weapon, though. You can equip Combustion Beam on Panthera. That's about all the proof I need that it's a beam weapon. Link to comment Share on other sites More sharing options...
Lakyus Posted February 20, 2018 Share Posted February 20, 2018 1 minute ago, GrayArchon said: You can equip Combustion Beam on Panthera. That's about all the proof I need that it's a beam weapon. lol Well played. Link to comment Share on other sites More sharing options...
H8RAID Posted February 20, 2018 Share Posted February 20, 2018 How do we calculate damage for these weapons now? Are beam weapons now the same as the rest of the weapons in game less the one-ish second ramp up time? Link to comment Share on other sites More sharing options...
SilentMobius Posted February 20, 2018 Share Posted February 20, 2018 This looks interesting, I look forward to testing the results. Link to comment Share on other sites More sharing options...
Billlbert47 Posted February 20, 2018 Share Posted February 20, 2018 So the stat changes we will have to see in game but I'm interested in the damage type and distribution changes. Flux Rifle is now more puncture based, spectra is more slash based, synapse is now a corrosive weapon, and the cycron is... radiation and physical? these kind of changes probably need a little context, cycron especially. Will it still have the guaranteed fire proc? Link to comment Share on other sites More sharing options...
Lakyus Posted February 20, 2018 Share Posted February 20, 2018 1 minute ago, H8RAID said: How do we calculate damage for these weapons now? Are beam weapons now the same as the rest of the weapons in game less the one-ish second ramp up time? My guess is that they are the same as full auto hitscan weapons like Soma. The ammo consumption may be .5 per tick as well, if I got it right. Link to comment Share on other sites More sharing options...
Cicasajt Posted February 20, 2018 Share Posted February 20, 2018 nice amprex really needed a nerf as the only potent beam weapon.(no, i didnt). excuse me but where is the rework in this? status is still bad, ammo economy is better and now they cant be built neither status or crit since status is bad and crit got nerfed.... couldnt be more disappointed. and that delay to wait almost a whole second to get 100% dmg... what is that? Link to comment Share on other sites More sharing options...
Voidforged Posted February 20, 2018 Share Posted February 20, 2018 What were the previous stats of each weapon? I have no idea if these are buffs or nerfs. Link to comment Share on other sites More sharing options...
shut Posted February 20, 2018 Share Posted February 20, 2018 1 hour ago, [DE]Rebecca said: Primaries Ignis Wraith 27m Range 0.15m beam thickness expanding to 3m at end point So the Ignis and IgnisW are actually going to have cone-shaped hitboxes instead of the wonky "spherical-AoE-at-the-end-of-a-beam" mechanic they have now? Sounds good to me! But having a 3m radius at the end of a nearly 30m beam (compared to the current 5m radius, at the end of any beam length) seems awfully narrow for a flamethrower. Are we going to be able to expand this with Firestorm? Link to comment Share on other sites More sharing options...
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