Warframe

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ZedClampet Mar 19, 2018 @ 7:31am
Is range important to Zephyr's Turbulence ability?
I can see it being important for expoding projectiles, but not sure if there's a benefit for just regular gunfire. I'd like to replace my ranged mod if possible.
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Showing 1-15 of 25 comments
Donitsi Mar 19, 2018 @ 7:31am 
It stops all gunfire, lasers, beams, rockets and grenades.
ZedClampet Mar 19, 2018 @ 8:08am 
Yeah, but for regular gunfire, does the range have an impact?
Donitsi Mar 19, 2018 @ 8:17am 
Originally posted by Zed Clampet:
Yeah, but for regular gunfire, does the range have an impact?

My reading comprehension... just amazing. Range has impact on the ability but I do not see reason for it unless you want to be living shield for cryopods and consoles.

Last edited by Donitsi; Mar 19, 2018 @ 8:19am
ZedClampet Mar 19, 2018 @ 8:17am 
Originally posted by Ruben T:
http://warframe.wikia.com/wiki/Turbulence

Uh..thanks, but that doesn't have the answer. I always go there first.w

Anyway, I just tested it, and it has no impact, so I assume that the range stat is given for explosive ordinance.
ZedClampet Mar 19, 2018 @ 8:18am 
Originally posted by Donitsi:
Originally posted by Zed Clampet:
Yeah, but for regular gunfire, does the range have an impact?

My reading comprehension... just amazing. Range has impact on its range but I do not see reason for it unless you want to be living shield for cryopods and consoles.


Hey, that's a good idea. I hadn't thought of that :)
Ivara Ara Mar 19, 2018 @ 8:23am 
Originally posted by Zed Clampet:
Originally posted by Ruben T:
http://warframe.wikia.com/wiki/Turbulence

Uh..thanks, but that doesn't have the answer. I always go there first.w

Anyway, I just tested it, and it has no impact, so I assume that the range stat is given for explosive ordinance.
The wiki answers exactly what you are asking, you sure you went in depth enough there searching for info?
ZedClampet Mar 19, 2018 @ 8:27am 
Originally posted by Ruben T:
Originally posted by Zed Clampet:

Uh..thanks, but that doesn't have the answer. I always go there first.w

Anyway, I just tested it, and it has no impact, so I assume that the range stat is given for explosive ordinance.
The wiki answers exactly what you are asking, you sure you went in depth enough there searching for info?

Yes, I'm sure. You're welcome to copy and paste the info here, but I read it before I answered the question, and I read it again after you posted the link. It talks about changing the direction of hitscan bullets and moving to avoid those, but it doesn't say how range comes into play there.
Donitsi Mar 19, 2018 @ 8:30am 
Originally posted by Zed Clampet:

Yes, I'm sure. You're welcome to copy and paste the info here, but I read it before I answered the question, and I read it again after you posted the link. It talks about changing the direction of hitscan bullets and moving to avoid those, but it doesn't say how range comes into play there.

It says "shield radius is affected by ability range" so I naturally presume it expands box around you that redirects enemy fire. Bigger box, the sooner shots are redirected. I rare use Zephyr but I must have been lucky because I didn't know hitscan bullets in this weird manner.
Anonn 20 16 Mar 19, 2018 @ 8:31am 
yes it's important. the more range you have the more range it has. fantastic for protecting defences and that pesky a*hole in sortie defence. i find that around 145 is plenty for general use. of course you can remove it and leave it at 100% so do that and see if you like it and if you don't put some range back in it
Last edited by Anonn 20 16; Mar 19, 2018 @ 8:31am
[] Mar 19, 2018 @ 8:36am 
Zephyr's turbulance works by creating a spherical barrier around the player that redirects all projectiles and greatly lowers the accuracy of hitscan weapons.

Adding range mods increases the area this barrier covers, but it's basically insignificant. Unless you go full ham with Over-Extended it's likely not going to affect the ability in any useful way.

However, negative range mods, such as Narrow Minded, can reduce the area of the barrier enough that some projectile shots will hit you due to the game not being able redirect them in the shorter span of time.

TLDR: Range doesn't really do much, but if you have too little (<50%) the ability doesn't work right.
Ivara Ara Mar 19, 2018 @ 8:38am 
Originally posted by Zed Clampet:
Originally posted by Ruben T:
The wiki answers exactly what you are asking, you sure you went in depth enough there searching for info?

Yes, I'm sure. You're welcome to copy and paste the info here, but I read it before I answered the question, and I read it again after you posted the link. It talks about changing the direction of hitscan bullets and moving to avoid those, but it doesn't say how range comes into play there.
It is important to keep a Ability Range value above the -50% mark (around 3 meters radius). Any lower and Zephyr will start taking damage even from projectile bullets with flight time, more notably fast-travelling ones, as the physics engine allows bullets to pierce the shield for some distance before being redirected.
Ability Range does not seem to have any effect on how hitscan bullets are being deflected, no matter the distance of the firing enemy. This behavior has changed multiple times before (see below). Projectiles with flight time instead look like they simply bounce off the sphere.

Maximized Ability Range increases range to 16.8 meters.
Has no negative effects on this ability.

The answer is there honestly, just far in there. Because a high range Zephyr will be able to for example bounce away bombar or napalm hits further away from herself, yielding more a safe zone. Though a lesser ranged one might just bounce the shot a few inches away from yourself, into the ground, wall anything close and still damage you.

Personally it really depends on what you want, back when i used Zephyr i would just max duration and range for shielding differething objectives. While when i went low range those bombards would be the end of me because the safety buffer for deflecting was horrible.
ZedClampet Mar 19, 2018 @ 8:42am 
Originally posted by ;2949168687324278789:
Zephyr's turbulance works by creating a spherical barrier around the player that redirects all projectiles and greatly lowers the accuracy of hitscan weapons.

Adding range mods increases the area this barrier covers, but it's basically insignificant. Unless you go full ham with Over-Extended it's likely not going to affect the ability in any useful way.

However, negative range mods, such as Narrow Minded, can reduce the area of the barrier enough that some projectile shots will hit you due to the game not being able redirect them in the shorter span of time.

TLDR: Range doesn't really do much, but if you have too little (<50%) the ability doesn't work right.

THAT's what I was looking for. Thanks.
ZedClampet Mar 19, 2018 @ 8:43am 
Originally posted by anon2017:
yes it's important. the more range you have the more range it has. fantastic for protecting defences and that pesky a*hole in sortie defence. i find that around 145 is plenty for general use. of course you can remove it and leave it at 100% so do that and see if you like it and if you don't put some range back in it

Thanks. Good idea on the sortie dude. Sounds better than my usual plan of reviving him over and over haha
Anonn 20 16 Mar 19, 2018 @ 8:55am 
Originally posted by Zed Clampet:
Originally posted by anon2017:
yes it's important. the more range you have the more range it has. fantastic for protecting defences and that pesky a*hole in sortie defence. i find that around 145 is plenty for general use. of course you can remove it and leave it at 100% so do that and see if you like it and if you don't put some range back in it

Thanks. Good idea on the sortie dude. Sounds better than my usual plan of reviving him over and over haha
yeah dude try it. for the sortie defence i have around 200% range on my build and i move as he moves and as long as you kill every melee enemy that comes too close you will have no problems whatsoever protecting him.
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Date Posted: Mar 19, 2018 @ 7:31am
Posts: 25