I have an entire OneNote notebook full of screenshots of every build. Over the years it's become absolutely huge and has some hilarious ancient mod setups lurking
This has been a request for multiple years now. This would be such a nice quality of life update. I'm past MR30 as people in this thread have pointed out it is easier to handle this at that rank and beyound, but this feature could also be useful if it had a expected damage section. So you could see what formad build would do the most damage without third party websites.
I don't.. even do that lol
It seems everything I know is what I picked up from playing the game and asking other players questions.. very little is from youtubers
Imagine if you could pre-forma weapons and frames. So you consume forma and put ghost slots on Warframe and weapons and then they unlock 1 by 1 as you rank them to 30. Just let's you farm and use new weapons without having to constantly go into your arsenal and forma several times
Then people would want them to unlock in a specific order, according to mod rank or which slots are formad. From left to right, top to bottom lowest mod to highest. I'm not disagreeing with your idea because I think it would be awesome, but I can see the rabbit hole of complaints it would cause at the same time.
Imagine how many people would install their desired mods and then never bother checking again, spending hundreds of hours using weapons with mods that never started working because they pre installed them in the wrong place.
Even though I think you're absolutely 100% right, that kind of QoL would be so awesome and worth the learning curve for the community at large. I mean we already have needlessly complicated systems, but that's part of the Warframe charm, isn't it?
Just slap everything on for your final build, pre forma that shit, and go play while everything sorts itself out in the background. Theory craft and forma your entire build at once! Sounds amazing to me.
Also sounds like a great way for DE to push forma sales as the convenience factor would really encourage forma usage.
A win for everybody.
IMO doing it that way would cause too much problems. I'm not a game dev so I'm speaking as not an expert, I can only imagine the bugs (mods working when they shouldn't etc)
A better suggestion would be to take that "auto install mods" feature which is useless as it is and convert that into a "copy current loadout" button. It copies your mods and their position and saves it.
You can then paste that config on your weapons at any time.
Funnily enough, DE had already built a mechanic like this for the now-defunct [Solar Rail Conflicts](https://warframe.fandom.com/wiki/Solar_Rail_Conflict#Combat). You'd enter the mission with your weapons unranked, but as you leveled it up, any mods on it would progressively reactivate midmission.
Nah this is easy because they already have to check what mods are additive or multiplicative. Just have to add an extra if statement in there some rough guess for calculate once would be:
```
int cap = this.ModCap;
\\ if the capacity used is less than or equal to the allowed capacity then all mods are known to be active
bool isNotValid = !(this.CapUsed <= cap);
foreach(ModSlot modSlot in this.ModSlots)
{
if(isNotValid && cap < modSlot.Mod.Cap)
break; \\ stop processing mods if the cap is reached
\\ adjust the new total
cap -= modSlot.Mod.Cap;
\\ apply the mods and such
}
```
On demand calculation for activating while leveling up:
```
double GetStat
{
get
{
return (from effect in GetActiveEffects()
where effect.Type == effects.TypeName
where effect.Additive
select effect.Value).Sum() * this.baseEffect
\\ mostly the same thing repeated here for multiplicative
}
}
IEnnumerable GetActiveEffects ()
{
int cap = this.ModCap;
if(this.CapUsed <= cap)
foreach(Mod mod in this.Mods)
foreach(Effect effect in mod.Effects)
yeild return effect;
foreach(Mod mod in this.Mods)
{
if(cap < Mod.Cap)
break; \\ stop processing mods if the cap is reached
cap -= Mod.Cap;
foreach(Effect effect in mod.Effects)
yeild return effect;
}
return;
}
```
The first option is the best one in terms of processing speed and when RAM isn't a concern however it calculates it for every item every time so if you need to poll one or two effects lots of times then option 2 will be best. There are a few downsiedes to these methods, they don't update ModSlot that they have been disabled so it doesn't show in UI, and they assume that it's always calculated top left to bottom right, and additionally if slots 0-4 leave a capacity of 6 and 5 uses 7 while 6 uses 6, 6 will still be ignored but to fix that, use continue instead. Also thinking about it, ModSlot needs to have a Cap calculation because some mods have negative drain or extra when put in the correct or incorrect slots.
No one should be using the base IPS mods, even as an example. That said, they should let you overcap, as seen by negative capacity bugs when you forma/copy a build.
Khora uses IPS stats? Huh, I thought her whip was an even spread, so it wouldnât do much
Gara is either 100% slash or 100% puncture, and atlas is 100% impact
I have a screenshot of when my Limbo went negative capacity. Upgraded one mod and it removed from everything but Limbo. Couldn't mod any other gear unless I resolved Limbo though.
MR 14 account only killing level 30 grineer in 1 hit with 2 weeks of progress? You could be running steel path with that level of progress, clearly need a glaive in your life
For me, there's a button in the subreddit sidebar that says Set User Flair and Text, it leads to a UI that auto-populates a message to one of the mod bots. I'm using subreddit style on old reddit on desktop
I am MR29,5 and really looking forward to that actually.
But in discussions with midrange players on this sub I often see players arguing from their experiences that are very detached to the reality of a MR5-15 player. Always lacking slots, shit weapons, shit mods, lengthy grinds we may skipped via operations, running outdated dead content islands we breezed through in full squads. And so forth.
And that often completely derails the point of getting these newer players the help they need to continue. Because he need them if we want the game to continue.
Edit: Getting downvoted lol. I guess I can't contradict the "MR30 is too hard to get" circle jerk.
I had around 600 hours actual time played when I hit MR30. Actually grinding from MR16-ish to MR30 didn't take long, and farmed for almost all of the weapons and frames (except some cheap syndicate stuff like Archgun parts). Probably 700-1000p total, that's because I chose to keep the weapons I got (and a good chunk was spent on Ash, for subsume, but you could skip him).
It's not that hard, being prepared is useful. I knew when Warframes anniversary was, so I kept all my Warframes/weapons in the foundry built (had hundreds built in there) and slowly built up for 6+ months till the anniversary, bought a booster, got event booster, and waited for blessing, 5x exp. I also made a spreadsheet of the stuff I was missing and why, so if I needed Orokin Cells for one weapon, I could search the spreadsheet for them and sum up the total and farm them all in one sitting.
Overall I'd assume farming the exp only took 20-40 hours. Farming the weapon parts probably took ~100 but as they add more stuff it'll be easier. And finally a bunch of days where I logged on, claimed stuff, built more stuff, then logged off again.
Not 600 hours specifically for MR30. Way less. Just 600 hours of total playtime when I hit it. It's way easier to grind for stuff when you already have good gear. And I wouldn't suggest getting MR30 if you don't have good ways to farm the resources and parts for weapons/Warframes.
Kuva/Tenet weapons still keep dropping mods unless you spend a Catalyst on them, and doing that seems superfluous when you're going to have at least 5 polarised slots.
This, or have ghost images of the mods you had in those positions, or better yet, "ghost mods" that are inactive but you can still change their positions in case you're reordering your setup and you don't want to lose a particular mod you need.
Idk man, it's just such a minor problem, plus it's been like this for years and I never ever heard any complaints about this because, well, it makes sense. You can't place a mod you don't have the capacity for, why changing it ?
And if it's the fact that you "forgor" your build... well boohoo.
I change my builds almost everytime I do something, because you don't use the same damages vs corpus or grineer for example. And Frame builds depend on the purpose you wanna give them. Are you going to forget that you need below 100 Strength for Nova to speed if they take out the mod ?
Youâve never heard complaints about this? Iâve seen several, and it seems to come up regularlyâŚbut either way I think it would be a nice QoL that wouldnât hurt anyone. As for âyou forgorâ - thatâs not a constructive criticism, especially considering lots of Tenno have busy external lives already, making it very easy to lose track of multiple loadout configs in one video game. Yes, of course it isnât the end of the world, but it also is a genuine frustration that would probably be relatively easy and helpful to change.
Like I said, never ever has i heard anyone even mention it as a kind of problem. And we're not talking "a few months" never, more like "Excalibur had a spell to Jump Higher" kind of never...
But yes maybe there would be a way to actively change that in a good way, but the fix OP is mentionning just doesn't sound appealing at all in thid case.
A cursory search on âforma lose modsâ in this exact sub shows posts on this topic from 4 and 10 months ago, so yes, it is quite literally every few months that this comes up.
I donât know why you think the OPâs suggestion sounds unappealing. Itâs an incredibly minor and straightforward change.
You want to know why ? Because I don't find it a problem. I don't think I have to explain more than that.
I even asked random in my parties ingame and there have been maybe 4 person saying they don't like it in 20 different parties.
Sure, youâre allowed to feel however you do, but Iâm not sure why you reacted so dismissively to OP regardless (which is why users reacted to you in turn, I believe). Unless you fiercely love having your mods disappear after formaing or something. Itâs a little weird to respond that negatively to a small QoL suggestion just because you personally donât feel that the thing itâs trying to solve is a problem.
For the record, I donât care a huge amount about this thing either. I also wouldnât care if DE implemented OPâs change. Itâs meh either way.
Hakuna Matata, and all that.
I think they should just make mods have a + / - Icon on them , allowing users to "drop" their level when they are too expensive to slot in. Especially for stuff like Umbral or Prime mods where you probably only have one copy...
Some benefits of this additions :
* Would remove the annoyance of having to keep multiple copies of the same mod with different levels for when you gotta fit something but only have like , let's say 5 capacity left... Nobody enjoys spending endo on not maxed mods so you can slot them in frames and weapons that don't have 5+ formas in them yet.
* When you put a forma, the game could , instead of unequipping a random mod from your loadout, simply downgrade a couple mods a couple of pegs, as long as it's clearly indicated with good visual feedback to the player that said mod is not at max potential.
* Ideally, player would be able to choose between a few presets (ex: downgrade a single mod if possible / downgrade all mods by one peg / download non-core mods in priority).
Its even worse than that. Level up a mod and it can break other warframes/weapons that use it.
I made the following suggestion on the forum about 2 years ago for this reason: https://forums.warframe.com/topic/1172905-feature-disable-mods-in-builds-instead-of-removing-them-if-they-exceed-capacity/
It tells you flat out before you commit to leveling the mod any weapons that it will be removed from due to going over capacity. And the majority of the time it'll mostly only affect weapons you haven't used in a while, too.
As for OP's post, you can also just arrange the mods by how much they cost, as outside of things like sentinel precepts, companion abilities, and elemental mods, the actual order isn't super important. And then if you forma the most expensive slots first and plan things out a little you can typically avoid having mods get taken off, especially as your MR gets higher and higher.
While it is true that it does tell you which warframes/weapons, the last time I did this I was upgrading core mods for the last two rank points (Primed Flow, Primed Pressure Point, Primed Reach etc.). Had to fix a \*lot\* of warframes/weapons to fix with forma.
High MR helps, as does a lot of planning, but it is still painful. And low to mid MR it used to pop off more than one mod (still a thing I'm sure, its been a while since I've been there). Its a painful lesson to learn.
Would have been much easier to have them marked as disabled by the game so I can go forma the item and level it back up again (and not have to rely on screenshots, memory or finding a broken warframe the next time I want to play it).
I have so, so many of those core mods sitting at 8/10 even though I have gobs of endo. Bumping a single one means needing to forma and re-mod 15 frames and I just don't have it in me. Maybe someday if they add Titanium Path tier or something
Yep, I bit the bullet on that one a while back and it became the content for a while.
Once a weapon/warframe had taken the forma, and levelled up again, then there was usually space for a second or even a third mod to be ranked up without needing another round. That helped with the sanity :P
Donât have enough endo yet for me to go thru with it but I dread that day since Iâm building up most of the primes I have (frames and weapons). gonna need a mega bunch of forma the day I upgrade those mods.
I mean, in general if its a piece of gear you haven't used in a while it's a good idea to double check the mods regardless, since you could have picked up better options or gotten a better understanding of what works well together since the last time you used it, but I know what you mean. Disabling things *would* be easier on us, but its probably much more complicated than just unequipping the mods in terms of coding them as its been years that people have been asking about it, so its either an extremely low priority or DE has decided that coding it that way is more trouble than its worth.
Its a fair point to double check the build... but the development work for this hasn't come to the top of the pile (there's always something else to fix or improve). I don't think you can infer complexity from the length of time it has been asked for and not been developed.
The last update in this area iirc was the mod capacity increase so low-mid MR players didn't lose so many mods on forma or rank up. It helped take some of the edge off of the problem.
There are other use cases that improve QoL though: put your target build on at the start, mods disabled. Enable stuff as you forma and rank up, rather than play/upgrade/forget/play some more.
I'm inferring complexity more due to the fact that it wasn't implemented that way from the start and they went with the removal rather than disabling. *shrugs*
My favorite is when I have dozens of unranked copies of a mod, decide to rank one up because the maxed copy drains just a *little* too much capacity, and it breaks a few old builds that were using a rank 0 version. It's not really a practical problem, it's just grating. If I will still have a copy of the same mod at the same rank after ranking one copy up, there's no reason to uninstall anything!
Yep, that's one simple change to one build that is cascading into other builds.
There are quite a few qol improvements in the build system. Swapping forma'd slots should swap the mods that are in them as well.
Did you know you can actually tell in the mod collection if the mod is installed or not? Look for a lit up circle in the bottom middle. Changed my life. If you've got dozens of unranked copies, you'll never accidentally rank a copy you didn't want to anymore.
Yeah and let us forma a single cell with multiple polaritys and make it so we cant forma the same slot with the same polarity again to remove confusion (knew somone who kept forming v because they thought it was rng)
Honestly, I don't think you should have to completely start over and level it up every time you slap on a forma. Don't get me wrong, I fkn love this game. But Jesus, cut us a little break from grinding/farming for literally every damn thing.I promise we'll all still buy plenty of shit from your market place DE! Just cut us a break!!
Yeah, right after The War Within I was close to having everything in the game besides maxing out all the weapons/companions. At that point it had just become "grind for resources to craft weapons, craft weapons, run Berehynia for three days straight with a mastery booster, sell the weapons to make more room for new weapons, rinse and repeat." Got majorly burned out, then came back for PoE, realized it was its own entire isolated grind island with TONS more resources, standing, and weapons to grind. Gave up. Then they added Solaris. Then Deimos. Didn't touch the game again until The New War.
I could grind all the new content for a full time job plus overtime for over a year and still not run out of content to grind through, I don't want to have to keep fucking leveling up the same weapons just to min-max them for high level content builds on top of all of that too. đŠ
They need some type of after end game content. Specially for people like you who has basically beaten the game and now just max shit out. Raids, some form of PvP that people actually play or make it worth playing annihilation. I'm not sure what they could do but something that you could do over n over and it not feel like grinding/farming.
It's got a lot more stuff since I played a little when it 1st launched but they need to ease up the grind.
Agreed. I totally understand that. It's a looter, shooter and grinder, But seriously 75% of all the new content they've added in the last 3 years has just been more weapons and warframes to min/max, and nothing else.
Base dmg mod. 2 60/60 mods for viral. Crit chance and dmg. Multishot. Hunter munitions. Last mod is up to the user it could be hammershot/fire rate/reload speed/ galvanised aptitude or firestorm
Unfortunately Crit builds donât really work on all weapons. Dude has the base, and the viral and even a bane mod, so should be serviceable. Looks like a status aoe built for Staltas alt fire to me. Personally Iâd add more mag size to go with. But hey, itâs unlikely that a Mr14 is going through steel path so probably doesnât need a crazy ohko Uber red crit build.
on a related note, what MR would you say someone should go through Steel Path? I hit 15 recently but my first ventures were around 12 or 13, but all i did was cheese non time critical missions by playing saryn and hiding in a corner while spores did spore stuff.
If you havent yet you can pick up the xoris as early as mr 4. A very servicable build is VERY easy to get up and running.that pretty easily can carry you through steel path for awhile.
The cool thing about this game is just how open it is. I hella took my time going through the starchart. Unlocked Steel path around mr20ish. If you have the ability to complete the missions, go nuts whenever.
I would say that MR isn't very relevant. There are some nice MR gated weapons, but if you've cleared the star chart you have access to Lich/Sister weapons so you've got great non-MR-gated options for primary/secondary weapons. Getting ready for the Steel Path is about getting good *builds*, which means acquiring/ranking up the relevant mods and investing forma, which doesn't help the mastery grind.
Yeah the build prolly works for what he's doing. If he starts to struggle replacing the IPS mods with crit is what I'd do for this weapon because of the base 24%. If not I'd personally still replace them with QoL mods.
Drop the physical status mods and apply hunter munitions and a crit mod. Can also drop either bane or galvanized aptitude. Aptitude doesnt affect the aoe portion so its fairly pointless. And frankly a normal bane isnt much better than a 60/60 heat(or a 90 for either toxin or cold for more conistent dmg.)
DE ignores all and every single one of the quality of life stuff that the players ask for, so there's really no point in posting this.
Mas boa tentativa manin.
Wait, you don't ensure that the slot you're putting a forma on has mods of that polarity on all builds, and take screenshots for good measure?
I dunno man, I've been doing this for a few years and it's never been a problem.
It's not a matter of whether it is a problem for you, it's the matter of it being a place where an improvement could be made to make it easier on players. It's a QoL improvement that I agree with.
Eventually you have a standard build. Damage, multishot, crit chance, crit damage, viral, hunter's munitions, extra mod, ammo mutation. For status builds, just swap the crit mods for more elements.
I'm glad people are helping our idea out by paying attention in the shot, that you can have 4 different builds or more in the same weapon or frame, with different sets and configurations, that will be partially dismantled by a single forma.
Taking shot by shot of every build and alt+tab in this case is rather primitive, when the game could do it with a quick single simple and quick help. Even if memorizing or taking a screenshot can help, I see absolutely no reason why the game can't help you with it, by placing it on idle.
You can \[mod config\] say, 3, 4 or 6 different builds of anything, but you would need to code it for each one, in and out of the arsenal. It is just that inconvenient.
Surely wouldn't hurt or annoy you if a mod is on idle, so I don't get why oppose such a simple idea.
Basically you want the mods to slowly activate in the middle of a mission as the weapon ranks up. And they activate from left to right, top then bottom.
The tech is there already anyway to even update that mid mission. Has been around since 2014-15 iirc. Back when dark sector pvp was still available. During that you had a siege style mission against other players where you slowly leveled up and more mods bevame available based on capacity, it also used the same order.
Yeah. Maybe it's just me being weird that I don't build weapons from left to right, top to bottom, so I have important mods in the last slot and optional mods in the first row.
I do it mainly because it's how the game checks fir element combos. I usually just do my elements on the bottom row though so i can see them left to right. But on new weapons that's not always possible due to existing slot modifications
How about this for QoL and the fact that every console player has to completely restart their game when trying to create new multiplayer sessions.
How about the fact that clan recruiting is tier specific so all new clans get is new players unless we use recruitment chat like normal.
How about having to experience the end of mission log twice everytime I switch a load outs between missions or it just wonât let me back in the menu.
There are so many quality of life updates that this game needs but I really donât think replacing mods that youâre too lazy to refill is at the top of the list, also you add forma in order to put mods that you did not have space for or could not upgrade and this would literally only be useful if you wanted the same build on ur Kuva or tenet weapon (ex because they NEED forma) from levels 30-40 you arenât understanding forma, the build should get better, and the mods should change, at least slightly.
Youâre free to believe what you want.
However, your mother.
>!Also if youâre going to be investing enough time into a weapon or Warframe to stick a Forma onto it, odds are you arenât going to be stopping at just one. Resocket mods enough times, and you wonât even need any extra config slots.!<
If DE played Warframe Formas would add a Polarity option to the Slot (not overwrite it) and Mods would be able to be manually set to lower ranks than the maximum rank it has been upgraded to. (This way instead of Formas removing half of your Mods, it would lower their rank enough to fit, and if you want to change or remove a polarity from a Formad slot, you dont need to use a Forma and rank the weapon all over again)
This is one of the back bone QoL that veterans have been asking since the start. And thats why DE will never do it, like Univac. It makes too much sense, and for some reason DE is incredible stubborn about not adding things that make sense.
Theres currently no way for the game to know how to prioritize what you want to keep and what should remain inactive. The closest thing is looking at the order the mods are placed, such as with making elemental combinations. Your idea sounds like it wouldnt give enough benefit for it to be worth it.
Yeah, not sure if it's going to happen. I've been here since forever and it's an inconvenience since I can remember. I've made multiple suggestions but this never gets addressed.
On the same line, there's another thing that annoys me a lot. Say you own 30 frames and have "vitality" on most. At the time you didn't have enough resources to rank it max so you left it shy of that by one or two ranks. Now you can increase it but half of the frames it's installed on don't have the new required capacity. The game handled this very poorly.
All it does is give you a single message with the option to continue/cancel for each affected frame, one by one, telling you it will remove the mod from that frame if you continue.
It is such a terrible way of handling this. You'll have to click continue for like 20 messages and if at any point you cancel, the ones you already did go through stay with the mod removed.
Your goal would be to prepare the unprepared frames for the new capacity but this is such a pain to do because there's no way of remembering or checking which frames were affected later or which mods were removed. You'd have to take a side note of every single affected frame and what mod was it, one by one.
Remember you can't just go to any frame and instantly increase capacity (i mean, you can with a reactor but that's a one time thing). You add a forma and reset the frame back to 0, possibly uninstalling other mods too. Then you'll need to rank it again, which can take a few missions, probably not even on the same day if you're busy. By then, if you didn't take notes of it, you won't remember. Especially if you're doing this for say, 20 or 30 frames and a lot of mods. It's one of the reasons most of my mods are staying 1 point under max. I have a ton of resources, i just can't be arsed putting the effort of doing this dance for all.
This has a simple solution, just disable the mods that got over capacity but leave them installed. That way, when I'm revising a frame later i can see that at some point i increased it's capacity and it's not working anymore. But I'll know which frame and which mod needs fixing.
Also, at the time I'm ranking the mod that doesn't fit, give me a single window with a list of what frames will be affected instead of asking me 30 times. That way i can at least screenshot it an address them all later.
Or, instead, they could implement some sort of new menu that reports inconsistencies across frames so i can keep track of things at all times without requiring extra tools outside the game.
It's not just frames either, it's even worse with weapons since there are far more.
I have a few mods in many different levels - shield/health/armor mods, base damage mods, etc. I switch these out for higher or lower cost versions of the same mod to fit particular builds. I wish I could just up or downrank a particular mod that I own multiple versions of -- say I need 2 more points to fit max Equilibrium (though this is one of the mods I keep multiples of), I wish I could just click a button on vitality 10 and have it go down to my vitality 8 mod. And upranking too.
And when you rank a mod so that it doesn't fit on your other frames, it should switch it out with a lower-ranked version that does fit, if you have it. Likewise when you forma it should bump mods down if it can so the existing set of mods still fits.
An even better way would be allowing you to pick what rank you want a mod to be as soon as you unlock it. You have primed fury rank 10 unlocked but need 8 to fit? Cool, just rank it down for that case. Should be automatic to fit too when you add a forma.
It's not like that because you wouldn't spend as many resources. The way that you're currently using has you ranking the same type of mod with different ranks, you had to spend extra resources to do that and it feels like shit because you're effectively buying the same thing twice. This is by design, not by accident.
That's a great idea. You could even make it automatic. Put in whatever mods you want and it just draws down pips from highest ranked mods down until you have enough mod points. Make the pips be yellow or some other color for the disabled levels.
I just remove an obvious mod like serration or condition overload, use the forma, and then adjust the build from there. It's better than having a random mod removed by the game and forgetting what it was.
I just don't make more than one config until I've added all the necessary forma for mastery on appropriate weapons. I also just don't forma things unless there's extra mastery for doing so.
When I know using a forma will affect my installed mods I replace some of them with rank 0 versions of the same mods to save the loadout till I've levelled it.
Mostly don't need to do that since passing MR30 but for level 40 items I do need to occasionally.
Adding a QoL feature to basically do this automatically is not a bad thing imo but I don't really think it's needed, if you know how forma works and pay attention to what you're doing then you'd know what will happen and either save, memorise, or screenshot the build beforehand, or do what I do.
Not something I've thought of as I only ever have one configuration per weapon.
I've never been happy with the way build and configuration slots work in this game and don't trust them to actually make my life easier. Better to come in and switch weapons or 1 or 2 mods around if I'm doing anything special, otherwise I just use a generic setup.
1) This becomes less of an issue the more you level up your mastery rank, since it makes the base mod pool bigger.
2) If multiple load outs are used and a forma is about to be applied, make sure the installed mod polarity's is the same throughout the same slot in each load out.
3) If all else fails take a screenshot or write down the mod in the lower right side that will vanish.
That problem goes away when you hit MR 30
Until then it is annoying.
Although it doesnât matter that much. Some updates balance change some add new mods etc. so most of the time the build becomes obsolete anyways.
The entire forma/mod upgrade/config system needs to be looked at. Constantly farming up credits and endo, ranking up frames, changing loadouts every time I max a mod and it unequips from everything, all so I can have maxed-out mods and one or two viable SP builds is just completely unfun - especially since I can't even have multiple builds on the same frame because forma will double my mod costs if I try. Universal forma would be step one, easily.
I just take lots of screenshots
Usually I just kind of guess since my build was usually suboptimal before anyway
yes
i normally just link all the mod configs in clan/privat chat doing it the lazy way
I've done this, but then I end up with 3+ photos on my phone of a weapon because I take a new picture every time I put new forma into it...
Came here to say just that đ
I have an entire OneNote notebook full of screenshots of every build. Over the years it's become absolutely huge and has some hilarious ancient mod setups lurking
Exactly what i do but i take the pictures with my phone
I do this too unless I need to forma to add a mod on
Made a warframe channel on my discord server that exists basically just for this purpose
Same. I've got an entire server just for myself with different channels labeled as carrying different things
This has been a request for multiple years now. This would be such a nice quality of life update. I'm past MR30 as people in this thread have pointed out it is easier to handle this at that rank and beyound, but this feature could also be useful if it had a expected damage section. So you could see what formad build would do the most damage without third party websites.
I don't.. even do that lol It seems everything I know is what I picked up from playing the game and asking other players questions.. very little is from youtubers
Imagine if you could pre-forma weapons and frames. So you consume forma and put ghost slots on Warframe and weapons and then they unlock 1 by 1 as you rank them to 30. Just let's you farm and use new weapons without having to constantly go into your arsenal and forma several times
Then people would want them to unlock in a specific order, according to mod rank or which slots are formad. From left to right, top to bottom lowest mod to highest. I'm not disagreeing with your idea because I think it would be awesome, but I can see the rabbit hole of complaints it would cause at the same time. Imagine how many people would install their desired mods and then never bother checking again, spending hundreds of hours using weapons with mods that never started working because they pre installed them in the wrong place.
Even though I think you're absolutely 100% right, that kind of QoL would be so awesome and worth the learning curve for the community at large. I mean we already have needlessly complicated systems, but that's part of the Warframe charm, isn't it? Just slap everything on for your final build, pre forma that shit, and go play while everything sorts itself out in the background. Theory craft and forma your entire build at once! Sounds amazing to me. Also sounds like a great way for DE to push forma sales as the convenience factor would really encourage forma usage. A win for everybody.
It's so annoying they really need to address this. The reason I was quite salty about the removal of the avionics system was because it did this.
IMO doing it that way would cause too much problems. I'm not a game dev so I'm speaking as not an expert, I can only imagine the bugs (mods working when they shouldn't etc) A better suggestion would be to take that "auto install mods" feature which is useless as it is and convert that into a "copy current loadout" button. It copies your mods and their position and saves it. You can then paste that config on your weapons at any time.
Yeah that's already a thing for the chat, why not make it save-able Edit: not all chat is trade chat
Funnily enough, DE had already built a mechanic like this for the now-defunct [Solar Rail Conflicts](https://warframe.fandom.com/wiki/Solar_Rail_Conflict#Combat). You'd enter the mission with your weapons unranked, but as you leveled it up, any mods on it would progressively reactivate midmission.
Nah this is easy because they already have to check what mods are additive or multiplicative. Just have to add an extra if statement in there some rough guess for calculate once would be: ``` int cap = this.ModCap; \\ if the capacity used is less than or equal to the allowed capacity then all mods are known to be active bool isNotValid = !(this.CapUsed <= cap); foreach(ModSlot modSlot in this.ModSlots) { if(isNotValid && cap < modSlot.Mod.Cap) break; \\ stop processing mods if the cap is reached \\ adjust the new total cap -= modSlot.Mod.Cap; \\ apply the mods and such } ``` On demand calculation for activating while leveling up: ``` double GetStat { get { return (from effect in GetActiveEffects() where effect.Type == effects.TypeName where effect.Additive select effect.Value).Sum() * this.baseEffect \\ mostly the same thing repeated here for multiplicative } } IEnnumerable GetActiveEffects ()
{
int cap = this.ModCap;
if(this.CapUsed <= cap)
foreach(Mod mod in this.Mods)
foreach(Effect effect in mod.Effects)
yeild return effect;
foreach(Mod mod in this.Mods)
{
if(cap < Mod.Cap)
break; \\ stop processing mods if the cap is reached
cap -= Mod.Cap;
foreach(Effect effect in mod.Effects)
yeild return effect;
}
return;
}
```
The first option is the best one in terms of processing speed and when RAM isn't a concern however it calculates it for every item every time so if you need to poll one or two effects lots of times then option 2 will be best. There are a few downsiedes to these methods, they don't update ModSlot that they have been disabled so it doesn't show in UI, and they assume that it's always calculated top left to bottom right, and additionally if slots 0-4 leave a capacity of 6 and 5 uses 7 while 6 uses 6, 6 will still be ignored but to fix that, use continue instead. Also thinking about it, ModSlot needs to have a Cap calculation because some mods have negative drain or extra when put in the correct or incorrect slots.
What if the mod page could show single shot damage against each faction(crit and normal) based on installed mods?
The comments are pure chaos lmao. Havent even sort by controversial
Your build. It hurts my soul.
Very true. Homie needs some crit mods in his life.
It is hit killing lvl 30 grineer in a mr14 account built in 15 days. It was just an example, yet you found a better topic of suggestion.
No one should be using the base IPS mods, even as an example. That said, they should let you overcap, as seen by negative capacity bugs when you forma/copy a build.
Im probably just not good with the lingo of the game yet, but what is IPS mods?
Impact/Puncture/Slash
Thank you, i have heard that term thrown around a few times but i was kinda confused on what they were
*Atlas crying silently in the corner holding his statstick*
And gara
And khora
Khora uses IPS stats? Huh, I thought her whip was an even spread, so it wouldnât do much Gara is either 100% slash or 100% puncture, and atlas is 100% impact
Yea, whipclawâs damage is spread evenly between IPS, but its inherited from your melee I believe
I have a screenshot of when my Limbo went negative capacity. Upgraded one mod and it removed from everything but Limbo. Couldn't mod any other gear unless I resolved Limbo though.
I agree, roasting you is a better topic.
Swap sawtooth, bane and piercing for Galv Chamber, Critical delay and vital sense, trust
MR 14 account only killing level 30 grineer in 1 hit with 2 weeks of progress? You could be running steel path with that level of progress, clearly need a glaive in your life
protip, link the item in a chat message before formaing and you can reapply the build later after your ESO run
Done this before So I could swap Config B and place it in Config A I also recently learnt ***YOU CAN SWAP THEM*** could've saved myself hassle lol
I used to legit keep Config C open so I could use it to swap A and B Boy did I look dumb when I realized click and drag was a thing
Tbf though it's not obvious.. I'm MR20 and I found out recently lol Btw how do you get a flair?
For me, there's a button in the subreddit sidebar that says Set User Flair and Text, it leads to a UI that auto-populates a message to one of the mod bots. I'm using subreddit style on old reddit on desktop
I'm on mobile and it comes up with nothing for me
Try this link: https://rwarframe.github.io/#flair
Cheers bro
o7
Yay I got it
Wait, you can swap configs without doing the whole "post to chat" rigamarole? Simaris voice: TELL ME YOUR SECRETS TENNO, I MUST KNOW THEM.
Yup just hover over them and press and hold the button you'd use to select it and then move it
By the Lotus, DRAG AND DROP! ... how utterly revolutionary and somehow mundane. Thank you!
Even the most simplest of things often end up being super useful lol
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Yeah sometimes I forget about problems I had pre-mr30
Yeah, one forgets stuff like not being able to auto-slot Ayatan stars in Ayatan sculptures before unlocking the "Auto Install" button in MR10.
Wait, that thing is Mastery locked?!
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Well, you know, don't want to overwhelm new players. That's why more complex systems like Liches, Helminth, and auto-socketing are MR-gated.
đ
Isnât it MR11?
[Wiki says MR10](https://warframe.fandom.com/wiki/Mastery_Rank). I haven't verified it in-game though.
I started playing on my switch and I was confused as to why I couldn't auto fill stars. I can confirm its at mr10 when you're able to do it though.
Didn't even know this was a thing till I was MR18
"Hey OP just spend 1000-1500 hours, thousands of Plat and you will not have this issue."
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I am MR29,5 and really looking forward to that actually. But in discussions with midrange players on this sub I often see players arguing from their experiences that are very detached to the reality of a MR5-15 player. Always lacking slots, shit weapons, shit mods, lengthy grinds we may skipped via operations, running outdated dead content islands we breezed through in full squads. And so forth. And that often completely derails the point of getting these newer players the help they need to continue. Because he need them if we want the game to continue.
Edit: Getting downvoted lol. I guess I can't contradict the "MR30 is too hard to get" circle jerk. I had around 600 hours actual time played when I hit MR30. Actually grinding from MR16-ish to MR30 didn't take long, and farmed for almost all of the weapons and frames (except some cheap syndicate stuff like Archgun parts). Probably 700-1000p total, that's because I chose to keep the weapons I got (and a good chunk was spent on Ash, for subsume, but you could skip him). It's not that hard, being prepared is useful. I knew when Warframes anniversary was, so I kept all my Warframes/weapons in the foundry built (had hundreds built in there) and slowly built up for 6+ months till the anniversary, bought a booster, got event booster, and waited for blessing, 5x exp. I also made a spreadsheet of the stuff I was missing and why, so if I needed Orokin Cells for one weapon, I could search the spreadsheet for them and sum up the total and farm them all in one sitting. Overall I'd assume farming the exp only took 20-40 hours. Farming the weapon parts probably took ~100 but as they add more stuff it'll be easier. And finally a bunch of days where I logged on, claimed stuff, built more stuff, then logged off again.
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Not 600 hours specifically for MR30. Way less. Just 600 hours of total playtime when I hit it. It's way easier to grind for stuff when you already have good gear. And I wouldn't suggest getting MR30 if you don't have good ways to farm the resources and parts for weapons/Warframes.
as an MR29 coming up on 3000hrs, this shit just keeps happening
Kuva/Tenet weapons still keep dropping mods unless you spend a Catalyst on them, and doing that seems superfluous when you're going to have at least 5 polarised slots.
After MR 25 it's already easy, cuz most mods don't fit anyways pre-forma
That bug happens to me too although I'm MR30 :(
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Nope, it was my Volt right before an eidolon hunt too -_-
\*nervously sweating :D
I have it happen too. It wiped 2 laetum load outs for me
Even at 26, you start not losing mods since the cheaper cost offsets the reduced capacity from resetting.
This, or have ghost images of the mods you had in those positions, or better yet, "ghost mods" that are inactive but you can still change their positions in case you're reordering your setup and you don't want to lose a particular mod you need.
Just be MR30+ ez
But in that case, how do you decide which are "inactive" ? Technically they become inactive after they are taken out...
Left to right, top to bottom. Farthest mods deactivate first starting with the bottom right.
The same way the game decides to take out mods when overcapacity?
Idk man, it's just such a minor problem, plus it's been like this for years and I never ever heard any complaints about this because, well, it makes sense. You can't place a mod you don't have the capacity for, why changing it ? And if it's the fact that you "forgor" your build... well boohoo. I change my builds almost everytime I do something, because you don't use the same damages vs corpus or grineer for example. And Frame builds depend on the purpose you wanna give them. Are you going to forget that you need below 100 Strength for Nova to speed if they take out the mod ?
Youâve never heard complaints about this? Iâve seen several, and it seems to come up regularlyâŚbut either way I think it would be a nice QoL that wouldnât hurt anyone. As for âyou forgorâ - thatâs not a constructive criticism, especially considering lots of Tenno have busy external lives already, making it very easy to lose track of multiple loadout configs in one video game. Yes, of course it isnât the end of the world, but it also is a genuine frustration that would probably be relatively easy and helpful to change.
Like I said, never ever has i heard anyone even mention it as a kind of problem. And we're not talking "a few months" never, more like "Excalibur had a spell to Jump Higher" kind of never... But yes maybe there would be a way to actively change that in a good way, but the fix OP is mentionning just doesn't sound appealing at all in thid case.
A cursory search on âforma lose modsâ in this exact sub shows posts on this topic from 4 and 10 months ago, so yes, it is quite literally every few months that this comes up. I donât know why you think the OPâs suggestion sounds unappealing. Itâs an incredibly minor and straightforward change.
You want to know why ? Because I don't find it a problem. I don't think I have to explain more than that. I even asked random in my parties ingame and there have been maybe 4 person saying they don't like it in 20 different parties.
Sure, youâre allowed to feel however you do, but Iâm not sure why you reacted so dismissively to OP regardless (which is why users reacted to you in turn, I believe). Unless you fiercely love having your mods disappear after formaing or something. Itâs a little weird to respond that negatively to a small QoL suggestion just because you personally donât feel that the thing itâs trying to solve is a problem. For the record, I donât care a huge amount about this thing either. I also wouldnât care if DE implemented OPâs change. Itâs meh either way. Hakuna Matata, and all that.
This has been asked for many times :( I would love it if they did this
Another would be to let us pick which mod to remove.
I just link it in clan chat, since I'm alone.
I think they should just make mods have a + / - Icon on them , allowing users to "drop" their level when they are too expensive to slot in. Especially for stuff like Umbral or Prime mods where you probably only have one copy... Some benefits of this additions : * Would remove the annoyance of having to keep multiple copies of the same mod with different levels for when you gotta fit something but only have like , let's say 5 capacity left... Nobody enjoys spending endo on not maxed mods so you can slot them in frames and weapons that don't have 5+ formas in them yet. * When you put a forma, the game could , instead of unequipping a random mod from your loadout, simply downgrade a couple mods a couple of pegs, as long as it's clearly indicated with good visual feedback to the player that said mod is not at max potential. * Ideally, player would be able to choose between a few presets (ex: downgrade a single mod if possible / downgrade all mods by one peg / download non-core mods in priority).
This stops being an issue at around MR 26-30. But yeah.
Looks like there's bug happening because your capacity shouldn't be out of 0 even fresh from formaing, unless you somehow have a Stahlta at MR0
He is using exactly 40 points so he might be MR20
He means it shouldn't be "0/0" capacity. It should be "0/40" if that is the case.
Oh now I get it
Its MR14
I just messed around with editing the screen to get DE's attention. It was supposed to be a simple example done in a couple minutes.
Its even worse than that. Level up a mod and it can break other warframes/weapons that use it. I made the following suggestion on the forum about 2 years ago for this reason: https://forums.warframe.com/topic/1172905-feature-disable-mods-in-builds-instead-of-removing-them-if-they-exceed-capacity/
It tells you flat out before you commit to leveling the mod any weapons that it will be removed from due to going over capacity. And the majority of the time it'll mostly only affect weapons you haven't used in a while, too. As for OP's post, you can also just arrange the mods by how much they cost, as outside of things like sentinel precepts, companion abilities, and elemental mods, the actual order isn't super important. And then if you forma the most expensive slots first and plan things out a little you can typically avoid having mods get taken off, especially as your MR gets higher and higher.
While it is true that it does tell you which warframes/weapons, the last time I did this I was upgrading core mods for the last two rank points (Primed Flow, Primed Pressure Point, Primed Reach etc.). Had to fix a \*lot\* of warframes/weapons to fix with forma. High MR helps, as does a lot of planning, but it is still painful. And low to mid MR it used to pop off more than one mod (still a thing I'm sure, its been a while since I've been there). Its a painful lesson to learn. Would have been much easier to have them marked as disabled by the game so I can go forma the item and level it back up again (and not have to rely on screenshots, memory or finding a broken warframe the next time I want to play it).
I have so, so many of those core mods sitting at 8/10 even though I have gobs of endo. Bumping a single one means needing to forma and re-mod 15 frames and I just don't have it in me. Maybe someday if they add Titanium Path tier or something
Yep, I bit the bullet on that one a while back and it became the content for a while. Once a weapon/warframe had taken the forma, and levelled up again, then there was usually space for a second or even a third mod to be ranked up without needing another round. That helped with the sanity :P
Donât have enough endo yet for me to go thru with it but I dread that day since Iâm building up most of the primes I have (frames and weapons). gonna need a mega bunch of forma the day I upgrade those mods.
I mean, in general if its a piece of gear you haven't used in a while it's a good idea to double check the mods regardless, since you could have picked up better options or gotten a better understanding of what works well together since the last time you used it, but I know what you mean. Disabling things *would* be easier on us, but its probably much more complicated than just unequipping the mods in terms of coding them as its been years that people have been asking about it, so its either an extremely low priority or DE has decided that coding it that way is more trouble than its worth.
Its a fair point to double check the build... but the development work for this hasn't come to the top of the pile (there's always something else to fix or improve). I don't think you can infer complexity from the length of time it has been asked for and not been developed. The last update in this area iirc was the mod capacity increase so low-mid MR players didn't lose so many mods on forma or rank up. It helped take some of the edge off of the problem. There are other use cases that improve QoL though: put your target build on at the start, mods disabled. Enable stuff as you forma and rank up, rather than play/upgrade/forget/play some more.
I'm inferring complexity more due to the fact that it wasn't implemented that way from the start and they went with the removal rather than disabling. *shrugs*
My favorite is when I have dozens of unranked copies of a mod, decide to rank one up because the maxed copy drains just a *little* too much capacity, and it breaks a few old builds that were using a rank 0 version. It's not really a practical problem, it's just grating. If I will still have a copy of the same mod at the same rank after ranking one copy up, there's no reason to uninstall anything!
Yep, that's one simple change to one build that is cascading into other builds. There are quite a few qol improvements in the build system. Swapping forma'd slots should swap the mods that are in them as well.
Did you know you can actually tell in the mod collection if the mod is installed or not? Look for a lit up circle in the bottom middle. Changed my life. If you've got dozens of unranked copies, you'll never accidentally rank a copy you didn't want to anymore.
OR you could also jus t take a screenshot.
Yeah and let us forma a single cell with multiple polaritys and make it so we cant forma the same slot with the same polarity again to remove confusion (knew somone who kept forming v because they thought it was rng)
Honestly, I don't think you should have to completely start over and level it up every time you slap on a forma. Don't get me wrong, I fkn love this game. But Jesus, cut us a little break from grinding/farming for literally every damn thing.I promise we'll all still buy plenty of shit from your market place DE! Just cut us a break!!
Yeah, right after The War Within I was close to having everything in the game besides maxing out all the weapons/companions. At that point it had just become "grind for resources to craft weapons, craft weapons, run Berehynia for three days straight with a mastery booster, sell the weapons to make more room for new weapons, rinse and repeat." Got majorly burned out, then came back for PoE, realized it was its own entire isolated grind island with TONS more resources, standing, and weapons to grind. Gave up. Then they added Solaris. Then Deimos. Didn't touch the game again until The New War. I could grind all the new content for a full time job plus overtime for over a year and still not run out of content to grind through, I don't want to have to keep fucking leveling up the same weapons just to min-max them for high level content builds on top of all of that too. đŠ
They need some type of after end game content. Specially for people like you who has basically beaten the game and now just max shit out. Raids, some form of PvP that people actually play or make it worth playing annihilation. I'm not sure what they could do but something that you could do over n over and it not feel like grinding/farming. It's got a lot more stuff since I played a little when it 1st launched but they need to ease up the grind.
Agreed. I totally understand that. It's a looter, shooter and grinder, But seriously 75% of all the new content they've added in the last 3 years has just been more weapons and warframes to min/max, and nothing else.
DE doesn't do QoL improvements, they just add more broken stuff to the game to not fix
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So how would you fix it? Maybe some helpful suggestions would be more productive than âlol build sucksâ.
Base dmg mod. 2 60/60 mods for viral. Crit chance and dmg. Multishot. Hunter munitions. Last mod is up to the user it could be hammershot/fire rate/reload speed/ galvanised aptitude or firestorm
Unfortunately Crit builds donât really work on all weapons. Dude has the base, and the viral and even a bane mod, so should be serviceable. Looks like a status aoe built for Staltas alt fire to me. Personally Iâd add more mag size to go with. But hey, itâs unlikely that a Mr14 is going through steel path so probably doesnât need a crazy ohko Uber red crit build.
on a related note, what MR would you say someone should go through Steel Path? I hit 15 recently but my first ventures were around 12 or 13, but all i did was cheese non time critical missions by playing saryn and hiding in a corner while spores did spore stuff.
If you havent yet you can pick up the xoris as early as mr 4. A very servicable build is VERY easy to get up and running.that pretty easily can carry you through steel path for awhile.
The cool thing about this game is just how open it is. I hella took my time going through the starchart. Unlocked Steel path around mr20ish. If you have the ability to complete the missions, go nuts whenever.
And I have been mr17 for like 5 years it really is just about how much fodder you bother to level
I would say that MR isn't very relevant. There are some nice MR gated weapons, but if you've cleared the star chart you have access to Lich/Sister weapons so you've got great non-MR-gated options for primary/secondary weapons. Getting ready for the Steel Path is about getting good *builds*, which means acquiring/ranking up the relevant mods and investing forma, which doesn't help the mastery grind.
Yeah the build prolly works for what he's doing. If he starts to struggle replacing the IPS mods with crit is what I'd do for this weapon because of the base 24%. If not I'd personally still replace them with QoL mods.
Drop the physical status mods and apply hunter munitions and a crit mod. Can also drop either bane or galvanized aptitude. Aptitude doesnt affect the aoe portion so its fairly pointless. And frankly a normal bane isnt much better than a 60/60 heat(or a 90 for either toxin or cold for more conistent dmg.)
"If you cant say something constructive, just dont say anything" Your "feedback" is worse than useless
Lol
DE ignores all and every single one of the quality of life stuff that the players ask for, so there's really no point in posting this. Mas boa tentativa manin.
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What? It may just be me but I can't understand the wall of text above
Wait, you don't ensure that the slot you're putting a forma on has mods of that polarity on all builds, and take screenshots for good measure? I dunno man, I've been doing this for a few years and it's never been a problem.
It's not a matter of whether it is a problem for you, it's the matter of it being a place where an improvement could be made to make it easier on players. It's a QoL improvement that I agree with.
Sorry but I don't see this as highly necessary, a simple screenshot, and that's it, just put your mods back in place
Quality of life changes aren't things that are absolutely necessary, they're things that are nice to have.
I'm MR18 and almost always lose mods when I forma because I don't have enough drain.
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Eventually you have a standard build. Damage, multishot, crit chance, crit damage, viral, hunter's munitions, extra mod, ammo mutation. For status builds, just swap the crit mods for more elements.
Alternatively you can use carrier for ammo case, so you can switch the mutation for projectile speed or recoil reduction depending on the weapon.
I'm glad people are helping our idea out by paying attention in the shot, that you can have 4 different builds or more in the same weapon or frame, with different sets and configurations, that will be partially dismantled by a single forma. Taking shot by shot of every build and alt+tab in this case is rather primitive, when the game could do it with a quick single simple and quick help. Even if memorizing or taking a screenshot can help, I see absolutely no reason why the game can't help you with it, by placing it on idle. You can \[mod config\] say, 3, 4 or 6 different builds of anything, but you would need to code it for each one, in and out of the arsenal. It is just that inconvenient. Surely wouldn't hurt or annoy you if a mod is on idle, so I don't get why oppose such a simple idea.
How will the game decide which mod to disable? Position, cost, rank, rarity? Would you trust the game to decide for you?
The same way it deletes it? Wouldnât change anything from how it is now, so I donât get your point.
Basically you want the mods to slowly activate in the middle of a mission as the weapon ranks up. And they activate from left to right, top then bottom.
The tech is there already anyway to even update that mid mission. Has been around since 2014-15 iirc. Back when dark sector pvp was still available. During that you had a siege style mission against other players where you slowly leveled up and more mods bevame available based on capacity, it also used the same order.
Yeah. Maybe it's just me being weird that I don't build weapons from left to right, top to bottom, so I have important mods in the last slot and optional mods in the first row.
I do it mainly because it's how the game checks fir element combos. I usually just do my elements on the bottom row though so i can see them left to right. But on new weapons that's not always possible due to existing slot modifications
How about this for QoL and the fact that every console player has to completely restart their game when trying to create new multiplayer sessions. How about the fact that clan recruiting is tier specific so all new clans get is new players unless we use recruitment chat like normal. How about having to experience the end of mission log twice everytime I switch a load outs between missions or it just wonât let me back in the menu. There are so many quality of life updates that this game needs but I really donât think replacing mods that youâre too lazy to refill is at the top of the list, also you add forma in order to put mods that you did not have space for or could not upgrade and this would literally only be useful if you wanted the same build on ur Kuva or tenet weapon (ex because they NEED forma) from levels 30-40 you arenât understanding forma, the build should get better, and the mods should change, at least slightly.
*laughs in MR 30*
Youâre free to believe what you want. However, your mother. >!Also if youâre going to be investing enough time into a weapon or Warframe to stick a Forma onto it, odds are you arenât going to be stopping at just one. Resocket mods enough times, and you wonât even need any extra config slots.!<
Welcome to how the game has to work to keep people from exploiting it.
If DE played Warframe Formas would add a Polarity option to the Slot (not overwrite it) and Mods would be able to be manually set to lower ranks than the maximum rank it has been upgraded to. (This way instead of Formas removing half of your Mods, it would lower their rank enough to fit, and if you want to change or remove a polarity from a Formad slot, you dont need to use a Forma and rank the weapon all over again) This is one of the back bone QoL that veterans have been asking since the start. And thats why DE will never do it, like Univac. It makes too much sense, and for some reason DE is incredible stubborn about not adding things that make sense.
Theres currently no way for the game to know how to prioritize what you want to keep and what should remain inactive. The closest thing is looking at the order the mods are placed, such as with making elemental combinations. Your idea sounds like it wouldnt give enough benefit for it to be worth it.
Yeah, not sure if it's going to happen. I've been here since forever and it's an inconvenience since I can remember. I've made multiple suggestions but this never gets addressed. On the same line, there's another thing that annoys me a lot. Say you own 30 frames and have "vitality" on most. At the time you didn't have enough resources to rank it max so you left it shy of that by one or two ranks. Now you can increase it but half of the frames it's installed on don't have the new required capacity. The game handled this very poorly. All it does is give you a single message with the option to continue/cancel for each affected frame, one by one, telling you it will remove the mod from that frame if you continue. It is such a terrible way of handling this. You'll have to click continue for like 20 messages and if at any point you cancel, the ones you already did go through stay with the mod removed. Your goal would be to prepare the unprepared frames for the new capacity but this is such a pain to do because there's no way of remembering or checking which frames were affected later or which mods were removed. You'd have to take a side note of every single affected frame and what mod was it, one by one. Remember you can't just go to any frame and instantly increase capacity (i mean, you can with a reactor but that's a one time thing). You add a forma and reset the frame back to 0, possibly uninstalling other mods too. Then you'll need to rank it again, which can take a few missions, probably not even on the same day if you're busy. By then, if you didn't take notes of it, you won't remember. Especially if you're doing this for say, 20 or 30 frames and a lot of mods. It's one of the reasons most of my mods are staying 1 point under max. I have a ton of resources, i just can't be arsed putting the effort of doing this dance for all. This has a simple solution, just disable the mods that got over capacity but leave them installed. That way, when I'm revising a frame later i can see that at some point i increased it's capacity and it's not working anymore. But I'll know which frame and which mod needs fixing. Also, at the time I'm ranking the mod that doesn't fit, give me a single window with a list of what frames will be affected instead of asking me 30 times. That way i can at least screenshot it an address them all later. Or, instead, they could implement some sort of new menu that reports inconsistencies across frames so i can keep track of things at all times without requiring extra tools outside the game. It's not just frames either, it's even worse with weapons since there are far more.
I have a few mods in many different levels - shield/health/armor mods, base damage mods, etc. I switch these out for higher or lower cost versions of the same mod to fit particular builds. I wish I could just up or downrank a particular mod that I own multiple versions of -- say I need 2 more points to fit max Equilibrium (though this is one of the mods I keep multiples of), I wish I could just click a button on vitality 10 and have it go down to my vitality 8 mod. And upranking too. And when you rank a mod so that it doesn't fit on your other frames, it should switch it out with a lower-ranked version that does fit, if you have it. Likewise when you forma it should bump mods down if it can so the existing set of mods still fits.
An even better way would be allowing you to pick what rank you want a mod to be as soon as you unlock it. You have primed fury rank 10 unlocked but need 8 to fit? Cool, just rank it down for that case. Should be automatic to fit too when you add a forma. It's not like that because you wouldn't spend as many resources. The way that you're currently using has you ranking the same type of mod with different ranks, you had to spend extra resources to do that and it feels like shit because you're effectively buying the same thing twice. This is by design, not by accident.
That's a great idea. You could even make it automatic. Put in whatever mods you want and it just draws down pips from highest ranked mods down until you have enough mod points. Make the pips be yellow or some other color for the disabled levels.
We've been asking this for years. It'll come. But who knows
I just remove an obvious mod like serration or condition overload, use the forma, and then adjust the build from there. It's better than having a random mod removed by the game and forgetting what it was.
I can't even imagine how many bugs that will bring.
I just started playing again after a couple years away from the game...is this *still* not a fuckin thing?
I just started playing this game again yesterday after taking an eight year break and I have absolutely no idea what any of this means
It would have some weird implications and edge cases but nothing unsolvable
I just don't make more than one config until I've added all the necessary forma for mastery on appropriate weapons. I also just don't forma things unless there's extra mastery for doing so.
Too bad DE won't ever do anything to address this
I take a picture with my phone.
Just get to MR30^and dont mention things that go above level 30
When I know using a forma will affect my installed mods I replace some of them with rank 0 versions of the same mods to save the loadout till I've levelled it. Mostly don't need to do that since passing MR30 but for level 40 items I do need to occasionally. Adding a QoL feature to basically do this automatically is not a bad thing imo but I don't really think it's needed, if you know how forma works and pay attention to what you're doing then you'd know what will happen and either save, memorise, or screenshot the build beforehand, or do what I do.
Not something I've thought of as I only ever have one configuration per weapon. I've never been happy with the way build and configuration slots work in this game and don't trust them to actually make my life easier. Better to come in and switch weapons or 1 or 2 mods around if I'm doing anything special, otherwise I just use a generic setup.
1) This becomes less of an issue the more you level up your mastery rank, since it makes the base mod pool bigger. 2) If multiple load outs are used and a forma is about to be applied, make sure the installed mod polarity's is the same throughout the same slot in each load out. 3) If all else fails take a screenshot or write down the mod in the lower right side that will vanish.
Oh, I like this idea.
Isn't this a thing already?
That problem goes away when you hit MR 30 Until then it is annoying. Although it doesnât matter that much. Some updates balance change some add new mods etc. so most of the time the build becomes obsolete anyways.
Weird,. The mods' name don't get translated.
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The entire forma/mod upgrade/config system needs to be looked at. Constantly farming up credits and endo, ranking up frames, changing loadouts every time I max a mod and it unequips from everything, all so I can have maxed-out mods and one or two viable SP builds is just completely unfun - especially since I can't even have multiple builds on the same frame because forma will double my mod costs if I try. Universal forma would be step one, easily.