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Miter Fix Suggestions And Discussion


Hixlysss
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So I'm hoping people will start posting all their suggestions on how to fix the miter in this thread, rather than having about 3 different threads about the same thing.

 

Anyway~ I have a few idea's to start this off.

 

First is to remove the charge mechanic completely, lower the damage and up the fire rate a tad so we can spray them around and have 20 disks of death bouncing in a hall.

 

Second would be to fix the charge mechanic that not only increases damage, but increases it's travel time and allows it to penetrate targets based upon how much charge it has. At 50% charge it would penetrate 1 target and for every 10% after that can go through an additional target.

 

Finally, instead of a "penetration" system, why not a homing one? The idea is this, it hits target and kills it, bounces off, and when it bounces off something again it will bounce toward the nearest target, the more charge you put on it the more bounces it can do and thus the more targets it can hit.

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Offf-topic here, but how do we even obtain Miter?

right now? plat.

the bp is available with the grineer settlements.

 

Anyway, on topic:

I would actually prefer it require some amount of charge to spin up the blade. Also, the blade should have physics, if you just tap and shoot, it quickly poops out a little disc that can be used to ward off close range enemies. More charge -> more range (affected by gravity). At full (or near full) charge, it behaves as it does now, just flying about without arcing. 

Removing the charge mechanic and allowing 20 disks of death from one gun in a single room would be hellish. I remember what the grineer eviscerators did to everyone's (or most people's) framerate during slingstone when you had 6 or 7 miters in a room firing off a disk every 3-4 seconds. I really don't want to see this thing become automatic.

The penetration sounds good, but kind only makes sense if you actually slice through (i.e. kill) the enemy. If the impact does not kill, it ought to bounce normally.

As for the bouncing in the direction of an enemy after hitting a wall/something idea, that might be kind cool. Not really sure how to feel about that.

Edited by Meenmu
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Yeah I totally agree with penetration on death of target. Right now the Miter is fun but impractical. 1 shot usually is 1 kill, and if your really really lucky you might get 2 kills. Throw in the charge mechanic and  sniper ammo reserve and you get a fun but impractical weapon.

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right now? plat.

the bp is available with the grineer settlements.

 

Anyway, on topic:

I would actually prefer it require some amount of charge to spin up the blade. Also, the blade should have physics, if you just tap and shoot, it quickly poops out a little disc that can be used to ward off close range enemies. More charge -> more range (affected by gravity). At full (or near full) charge, it behaves as it does now, just flying about without arcing. 

Removing the charge mechanic and allowing 20 disks of death from one gun in a single room would be hellish. I remember what the grineer eviscerators did to everyone's (or most people's) framerate during slingstone when you had 6 or 7 miters in a room firing off a disk every 3-4 seconds. I really don't want to see this thing become automatic.

The penetration sounds good, but kind only makes sense if you actually slice through (i.e. kill) the enemy. If the impact does not kill, it ought to bounce normally.

As for the bouncing in the direction of an enemy after hitting a wall/something idea, that might be kind cool. Not really sure how to feel about that.

In relation to the penetration thing, just thing like the bow, it's shots don't penetrate unless the target is killed. Same thing applies here. And yeah, I see your point about the FPS and lots of disks everywhere...too much for it to handle, it was just an idea.

 

I was suggesting the bouncing in a direction of an enemy after hitting a wall/something because it would make players WANT to use it, rather than just be like "I hope I hit something when I shoot this!" It would reduce the RNG with the weapon, rather than it going in a random direction when it's shot, it would hit, and then it's direction would adjust to the nearest enemy and then move towards the target. Less RNG is good when applicable, which it is here.

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Definitely the third option - it's either that or make it like UT99's Ripper like the first option suggests.

 

As it is, I'm having a lot of fun slicing stuff up with my sawblade launcher, but I feel I have to line up my shots awfully precisely for a gun with ricochet as its primary gimmick.

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I was suggesting the bouncing in a direction of an enemy after hitting a wall/something because it would make players WANT to use it, rather than just be like "I hope I hit something when I shoot this!" It would reduce the RNG with the weapon, rather than it going in a random direction when it's shot, it would hit, and then it's direction would adjust to the nearest enemy and then move towards the target. Less RNG is good when applicable, which it is here.

Ah, for sure random bouncing is stupid poop. I was more just unsure whether it would be better to have the bounces seek enemies, or have the bounces actually work as one might expect in more realistic physics-y situations (calculating actual angle of impact with a surface to determine which way and at what angle the disc richochets).

The former would make the weapon easy and fun to use, while the latter could add necessity of planning some shots with a bit more care (maybe while they charge) to maximize effectiveness. Also the latter could allow for some crazy trickshots; new warframe video challenge anyone?

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I think the primary one people want is just being able for the blade to shoot straight through people. Somewhere in the code it would be an if statement...
if(charge > 50%){ if(targettag = enemybody){penetrate target} elseif(targettag != enemybody){bounce off target} } elseif(charge < 50%){bounce off target}

For those of us that are coders that makes a lot of sense. But to simplify it some more...if the charge on the rifle is greater than 50% and it hits a enemy body they penetrate the target, if they hit something else it will bounce, and if the charge is less than 50% it bounces off target reguardless. To use in game examples, if it's charged at 50% or more, the blade will be treated as a bow bolt unless it hits a wall, if it hits a wall it will bounce, if it hits a target it will go through.

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rank 4 weapon, what do you want? better than paris prime? that's a rank 4 + and special weapon, and only have max 150 damage.

 

compare to other rank 4 market weapon, 125  bypass armor damge is not too low

 

cut though enemies? even Lanka didn't have this effect.

 

 

and don't compare with torid, it's totally bugged, torid change all elemental mod damage to bypass armor damage(acrid doesn't not), DE fix your coding mistake.  

Edited by cary2010haha1
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rank 4 weapon, what do you want? better than paris prime? that's a rank 4 + and special weapon, and only have max 150 damage.

 

compare to other rank 4 market weapon, 125  bypass armor damge is not too low

 

cut though enemies? even Lanka didn't have this effect.

 

 

and don't compare with torid, it's totally bugged, torid change all elemental mod damage to bypass armor damage(acrid doesn't not), DE fix your coding mistake.  

We expect a weapon that is unique. Specially considering it's only available for plat at the moment. The lanka CAN penetrate people with a proper mod, this weapon can not, it's bounce off mechanic overrides that.

 

The bounce mechanic on it is far too random and if it changed to aim at the nearest enemy in its Line of sight it would be less RNG and actually be useful. Both the penetration and the homing would make the Miter viable weapon in higher level missions.

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We expect a weapon that is unique. Specially considering it's only available for plat at the moment. The lanka CAN penetrate people with a proper mod, this weapon can not, it's bounce off mechanic overrides that.

 

The bounce mechanic on it is far too random and if it changed to aim at the nearest enemy in its Line of sight it would be less RNG and actually be useful. Both the penetration and the homing would make the Miter viable weapon in higher level missions.

lanka have no effect with puncture mods, can't puncture anything but dead body

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