I'm probably making a mistake posting this late at night, but oh well~
Soon the RNG for Railjack Reactors will be rebalanced, from as high as a 70-Capacity spread down to a 10-Capacity spread. This raises a good question: if RNG stat ranges are going to be so narrow, why bother having RNG stats at all? After all, RNG parts required special limits and considerations, like the 30 Salvage cap that automatically throws the loot you find into the garbage – how convenient! It'd be much better and more interesting, in my opinion, if RNG stats were removed entirely for Railjack parts and fixed-stat parts were added instead. These fixed-stat parts could be properly balanced by hand and could receive buffs and tweaks as necessary, something which doesn't seem to be possible with RNG stats (with the upcoming Reactor changes, all of your reactors are getting rerolled).
Going a step further, the tiered MKI-III system is also pretty useless since MKIII parts are easily accessible and vastly superior to everything else. There's simply no reason to ever craft or use a MKI or MKII part nor any of the clan-researched Sigma parts, so why have them at all? In the rest of the game a Hek is a Hek is a Hek: no matter how many Heks you craft you'll always get the same Hek as the next guy. It's nice and simple and most importantly fair. And if there's a variant of a weapon it actually means something and usually does more than just change one or two stats – variants come with new skins and sometimes even new handling or mechanics. With Railjack parts there are 13 copies of every single part (4 duplicates for each Ordinance), reusing the same model and largely the same stats. There's almost nothing aside from Zetki's faster overheating that makes one part any different than another. It's boring and could be much more interesting.
Here are the things I think could be done to make Railjack parts better and more interesting:
- Fixed stats and a wider range of unique Components and Armaments.
- More interesting parts acquisition from a Salvage game mode and Wreckage POI.
- BYOG – Bring Your Own Guns.
Stats, Parts, and Manufacturers
Take the existing extra stat bonus that occur on MKIII parts and make new parts featuring them. Remove the MKI-III parts tiers since they don't do anything for the player, and make it so manufacturers have their own weapons since the bucket of duplicates is boring. Each manufacturer now has a common weapon theme, like Eve Online's different factions (Amarr use lasers, Caldari use missiles) or Warframe's own factions (Grineer use projectiles, Corpus use energy). For the initial set of Armaments there should be an equal amount across each manufacturer, which means adding 5 new weapons.
Try not to nitpick the numbers I choose, they're just rough guesstimates based on the top rolls currently available.
The default parts a Railjack comes with and are similar to the MK1 guns available for early players. They don't do much, but they're there.
|MK1 Apoc||The default Railjack machine-gun. Automatic, projectile-based. Particle and Plasma damage.|
|MK1 Iskander (new)||The default Railjack semi-automatic rocket launcher. Rockets have proximity detonation. Ballistic and Plasma damage.|
|MK1 Milati||Missile pod. Fires swarm of seeking missiles that deal little damage on their own but make up for it in volume. Blast damage.|
|MK1 Shield Array||The default Railjack Shield Array. +350 Shield Capacity, -0.5 Recharge Delay.|
|MK1 Engine||The default Railjack Engine. +20 Speed, +0.1 Boost.|
|MK1 Reactor||The default Railjack Reactor. +30 Avionics, +50 Flux.|
Based on the current Sigma MKII parts.
Sigma parts are manufactured by the modern Tenno Clans. While they can't live up to the quality and sophistication of parts from the Old War, they are cheap and easily constructed from modern materials. These can be researched at the research console in the Dry Dock and offer a cheap way to outfit an early Railjack.
Projectile-based Armaments, Components don't do anything special.
|Apoc||A direct upgrade from the MK1 Apoc.|
|Iskander (new)||A direct upgrade from the MK1 Iskander.|
|Milati||A direct upgrade from the MK1 Milati.|
|Sigma Shield Array||A direct upgrade from the MK1 Shield Array. +500 Shield Capacity, -1 Recharge Delay, +2% Shield/sec.|
|Sigma Engine||A direct upgrade from the MK1 Engine. +30 Speed, +0.2 Boost (457-1005km/s).|
|Sigma Reactor||A direct upgrade from the MK1 Reactor. +50 Avionics, +100 Flux.|
Based on the current Sigma MKIII parts.
House Lavan specialized in engines and shields and focused on delivering rock-solid technology at a lower resource cost. Their components were the backbone of the Orokin fleet but lacked the customization required by elite units.
Ships outfitted with Lavan parts may not be fast, but they don't need to be. Superior shielding allows for brutal close-quarters combat. Stop the enemy in their tracks, get inside, and tear them apart!
Heat and Cold-based short-mid range Armaments, Components focus on Shields and the Slingshot.
|Cryophon||Lavan-built ice wave generator made to freeze up enemy engines. Crude, short range, and temperamental, but very effective. Frost damage and high Status chance.|
|Incarnex (new)||Directed high-energy combat system developed by Lavan. Railjack equivalent to the Opticor. Incendiary damage and high crit chance.|
|Galvark||An incendiary energy stream that chains between enemies.|
|LN-601 Shield Array||A Lavan Shield Array that operates best when paired with a good Flux Reactor. +1000 Shield Capacity, -1 Recharge Delay, +2% Shield/sec, Converts 100% of consumed Flux to shields.|
|LN-632 Shield Array||A Lavan Shield Array built for heavy combat. +750 Shield Capacity, -1 Recharge Delay, +2% Shield/sec, +50 Shields per kill.|
|LN-329 Engines||A Lavan Engine for close-quarters combat. +30 Speed, +0.5 Boost, +25% Damage when Shields below 50%.|
|LN-310S Engines||A Lavan Engine built to assist in boarding ships. +35 Speed, +0.5 Boost, Tenno gain 500 Overshields when launched from the Slingshot.|
|LN-950S Reactor||A Lavan Reactor built to assist in boarding ships. +80 Avionics, +200 Flux, Tenno gain 50% Damage increase for 30s after being launched from the Slingshot.|
|LN-903 Reactor||A Lavan Reactor tuned to support a Shield Array. +75 Avionics, +200 Flux, Increase shields by 50 for each point of unused Avionics Capacity.|
Lavan parts naming is based on German Daimler-Benz aircraft engines from WWII. Technical-sounding names for mass-produced parts.
House Vidar were material specialists that made a name for themselves with the shrewd balancing of performance and cost. The ability of their hull and armor components to withstand extreme elements earned them the loyalty of specialized units.
Vidar warfighting strategy is to strike first, throw the enemy into disarray, and destroy them before they can react.
Mixed bag of weapons designed around tactical use and disruption. Components designed for battlefield control and maneuverability.
|Carcinnox||Accurate Vidar-built machine-gun made for picking off soft targets. Plasma and Chem damage.|
|Pulsar||Burst-fire laser turret designed to fry enemy electronics. Plasma and Ionic damage.|
|Tycho Seeker||Lock-on missile with massive damage.|
|Vanguard Shield Array||Vidar Shield Array purpose-built for stealth interceptors. +850 Shield Capacity, -1 Recharge Delay, +4% Shield/sec, Shields replenish 50x faster while cloaked.|
|Echelon Shield Array||Vidar Shield Array boosted with an electronic warfare suite. +750 Shield Capacity, -2 Recharge Delay, +4% Shield/sec, Shields apply an Electrical proc to all enemies within 50m every 10s.|
|Phalanx Shield Array||Vidar Shield Array designed to augment ship weaponry. +650 Shield Capacity, -3 Recharge Delay, +5% Shield/sec, 50% of Shield Damage is diverted to increase Turret Damage by up to 300 for the next shot fired.|
|Locust Engines||Vidar Engines for quickly navigating the battlefield. +60 Speed, +0.2 Boost, +20% Top Speed when Shields above 50%.|
|Predator Engines||Vidar Engines for tactical maneuvering. +60 Speed, +0.2 Boost, +50% boost speed while shields above 50%.|
|Bulwark Reactor||Vidar Reactor designed to assist infiltration teams. +100 Avionics, +100 Flux, Tenno gain 50% Speed Boost for 30s when deploying their Archwing.|
|Warden Reactor||Vidar Reactor custom-built for blockade running and VIP protection. +95 Avionics, +125 Flux, +100% damage immunity duration after a Major Breach is repaired.|
Vidar parts naming is based on military-sounding terminology and US vehicles, like the M22 Locust or Predator drone.
House Zetki components were considered the best of the best. However, their exorbitant resource and energy requirements meant that only the fleet's most important vessels could be outfitted with Zetki technology.
Zetki ships are class and elegance defined, focused more on luxury and excess than things like tactics. Automatic fire suppression and repair systems take the tedium out of combat and enhanced personal security systems keep you safe from any dirty invaders.
Beam and energy Armaments, with Components to support the Crew and automate tasks.
|Photor||Elegant focused beam weapons that slice through enemy ships with ease. Deals Plasma and Incendiary damage with a high crit chance.|
|Constella (new)||Fire-and-forget energy weapons, because you're too important to aim. Charge and paint to lock targets, release to fire. Deals Particle and Ionic damage with good status chance. Overheats quickly.|
|Luminary (new)||Fires a super-condensed ball of energy that explodes on manual detonation. Anything stuck in the lingering blast takes heavy Incendiary damage over time. If Shatter Burst and Tycho Seeker has a baby.|
|Griffin Shield Array||A Zetki Shield Array with systems to support your security detail. +600 Shield Capacity, -3.5 Recharge Delay, +5% Shield/Sec, +30% Tenno shields and Armor on Railjack.|
|Aquila Shield Array||A resilient Zetki Shield to keep the paint from being chipped. Array +500 Shield Capacity, -4 Recharge Delay, +4% Shield/Sec, +50% shield regeneration speed while boost meter is recharging.|
|Starling Engines||Zetki Engines with systems to support your security detail. +40 Speed, +0.4 Boost, +20% Tenno weapon damage onboard Railjack.|
|Skylark Engines||Zetki Engines with systems to assist in repelling boarders. +45 Speed, +0.4 Boost, -30% Intruders armor.|
|Juno Reactor||Zetki Reactor with self-sealing bulkheads. +80 Avionics, +300 Flux, 30% Chance to auto-repair a minor breach after 10 seconds.|
|Lyra Reactor||Zetki Reactor with automatic fire-suppression systems. +85 Avionics, +275 Flux, 60% chance to extinguish fire after 5 seconds.|
Zetki parts are named after ancient animals, stars, and constellations.
Since parts are no longer RNG, wreckage is no longer needed in large quantities and can be treated like any regular parts blueprint. Since they don't need to be constantly farmed anymore due to the fixed stats, they can be moved to a more interesting location than just repeating Gian Point for the rest of eternity. One node on each planet is converted to a Salvage mission that drops blueprints for all of the above House parts.
In the Salvage gametype, an Old War Wreckage POI is marked on the map. Your squad must reach the wreckage, board it, and locate a viable part. Enemy ships are also investigating the wreckage and will fight you for it. Once identified, the Away Team defends the part from enemy attacks for 300s while the Crew Team holds off enemy boarding craft and fighters. The Crew Team can destroy enemy boarding craft which reduces the number of enemies that spawn in the defense portion. Once the part is ready for recovery a point is marked on the wreckage POI for the Crew Team to destroy, opening a hole for the Away Team to extract with the part. At this point enemy craft stop spawning and the team must clear any remaining forces before extracting.
Each planet's Wreckage POI relates to the type of part. Earth and Saturn Wreckage is made up of common ships, while Veil Proxima Wreckage is based on Derelict ships with Corrupted/Infested enemies.
Salvage rewards large rare resource caches like Asterite as well as Wreckage BPs and Relics.
BYOG – Bring Your Own Guns
Nothing is more annoying than jumping onto the guns and finding that they're guns you don't like. Since Armaments float outside of the ship anyways, you should be able to use whatever Armaments you have equipped on your own ship when you board someone elses. Think of it like every Railjack has some weapons bays, and when you board the ship you stow your guns in your slot. When you jump onto a turret, your guns are the ones that fold out.
It would also be cool if you could toggle between the two guns you have equipped, so if you end up on a turret but want your main gun you can cycle around to it.
These are just some small QoL.
Since parts don't have RNG, there are no special storage considerations. Wreckage can be treated like a Blueprint, and the 30-part Wreckage can be removed and thrown into the sun.
Instead of having 39 clones of the same 3 Components with a few random stats, there are now 22 different, specific Components that can be safely balanced on their own (with only 3 duplicates).
Instead of having 77 clones of the same 8 Armaments, there are now 12 individual Armaments (and only 3 duplicates). An Apoc is an Apoc is an Apoc no matter what ship it's on or where you found it.
Since parts aren't random, we can safely have Prime Railjack parts, faction Railjack parts, and other variants. We can also have parts with their own unique appearances.
Finding parts is way more interesting than just grinding Gian Point over and over ad nauseam.
Source: Original link
© Post "Better Railjack Components, Weapons, and Acquisition" for game Warframe.
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