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[Semi-Voting] Suggestion About How To Equalizing Ai And Non-Ai.


Lunarez
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- Vote 2nd post if you don't like this suggestion.

- Doesn't include any kind of Shotgun due to 150% AP mods they have make them stay in a good spot already.
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Lately, there are a lot of topics about the unequal of armor-ignored (aka. AI) weapons and the non-AI weapons, due to the amount of armor and damage reduction the enemies scale. Since all non-AI weapon will not be able to keep up dps and ammo consumption in the long run when compared, making the weapon and loadout choices become strict, thus reduce freedom of players in a long run.

I've discussed this with some of my friends who are a bit kind of 'Elite' in game. We agreed that nerfing AI weapons won't be a good choice at all. Why? Because AI weapon mostly have their downsides. Half of them are projectile and are not suitable for long range. Some of them also have a lot lower in term of base stat already.

Changing numbers of enemies' stats and guns' stat won't work either, because there will never be the balance with contents in Warframe being added so often (which is however, a bright side of this game by far). Not to count that it's incredibly hard to make a sweet spot within the scaling nature of enemies.

We at last have come up with an idea. The different in AI and non-AI weapons is about aiming the weaknesses of the targets. Exploiting this mechanics to favor non-AI weapons will make them catching up with the AI weapons without making AI seems worthless.

So our ideas are.

1. Making non-AI weapon to do bonus damage on weak spots. Like how AI weapon gain double dmg on headshot, however, non-AI weapon should get a bit more of bonus damage on this. Have no idea of the number yet but around 2.5 upto 4 times before armor calculation should be enough to make them become a viable choice in endgame. And since this bonus damage only apply on weak spots It is still base on player skills. Thus making and AI weapon still have and edge over since they require less aiming, but will do less damage if you didn't aim that much.

2. Reduce / eliminate damage reduction of (and only) weak spots. How is the weakspot comes up to its name when it mitigate 80% of damage it took? Doesn't sound right. Don't have to completely eliminate them, just lower the number down (by quite....a lot in fact) should be good. This promote players to develop their marksmanship to gain the best benefits of their weapons without breaking the game. And since AI weapons take no effect from any kinds of weak spots. They still remain the same way they work.

So what do you think about these idea? If you really like it, vote this post so DE can see this . Otherwise, voting the 2nd post so we all know that this thing is a bad idea overall

To DE Staff - I don't know how to make poll and can't find one in the forum. That's why it comes out this way, so if you can turn this one into a poll thread instead you got my appreciation!

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I don't see that armour ignore is all that necessary to be honest... Most of the armour ignore guns are slightly weaker than normal weapons and this is a big downfall. Elemental damage is calculated as a percentage of base damage, which armour ignore weapons have less of, meaning they deal less damage overall and the elemental damage will be negligible at an earlier point.
Sure, armour ignore weapons will continue to deal their base damage on higher level enemies... but at that point, your damage will be so low from not having much elemental damage, you won't be killing much anyway.

No point working around the problem when it can just be fixed. That problem is the enemies armour. If normal weapons got no damage loss on weak points, and AI weapons did, then nobody would use the AI weapons as they wouldn't deal as much damage on higher levels due to elemental damage loss. If that happened it would just be the same problem all over, but AI damage would be the weak damage and threads would be titled "QQ buff AI weapons" instead.

 

Edit: Grammar.

Edited by DanPaul7
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I don't see that armour ignore is all that necessary to be honest... Most of the armour ignore guns are slightly weaker than normal weapons and this is a big downfall. Elemental damage is calculated as a percentage of base damage, which armour ignore weapons have less of, meaning they deal less damage overall and the elemental damage will be negligible at an earlier point.

Sure, armour ignore weapons will continue to deal their base damage on higher level enemies... but at that point, your damage will be so low from not having much elemental damage, you won't be killing much anyway.

Edit: Grammar.

That's why it's not the best idea to buff Base Dmg of non-AI weapons, or nerfing the latter because the number will be more weird and gives more distance between them. This idea was to make non-AI becomes skill based, while AI weapon still function the same without any stat change.

Also, what makes AI weapon is on the edge right now are

1. ignoring mobs damage reduction (which capable to reduce other type of dmg down up to 90% eventhough you hit weakspot)

2. AI get bonus x2 damage on headshot which non-AI weapon won't get that.

Edited by Lunarez
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