Rain hell on the enemy with this handheld cluster-rocket launcher
The Kulstar is a Grineer-built torpedo/cluster bomb launcher that was introduced in Update 17.0. Once its torpedo comes in contact with an enemy or a surface, or if the player manually detonates it with Alternate Fire, it detonates and fragments into 3 smaller bomblets, which spread from the point of impact, also exploding on impact. This makes the Kulstar ideal for dealing with tightly grouped enemies.
Cluster bombs are launched in a loose arc away from the primary explosion in a similar fashion to spawning pods from Boilers.
This may make it difficult to hit a single enemy with the primary explosion and cluster bombs and makes it so that arcing bomblets constitute an extra self-damage hazard.
Multishot mods will only affect the rocket; the number of bomblets generated per rocket will always be 3.
Additional projectiles generated by Multishot will assume a geometric formation, as per the Angstrum; 2 rockets will fire in a horizontal line, 3 rockets will fire in a triangle. 4 rockets, which is only possible with a Riven Mod in tow, will fire in a diamond. 5 rockets, also only possible with a Riven Mod in tow, will fire in a pentagon.
The Kulstar possesses an unusual difference in recoil between hipfire and aiming. When hipfiring, the Kulstar has very high recoil per shot, violently shaking aim, while stopping to aim will drastically reduce the recoil.
Magnetize will focus both the main projectile and its bomblets to a single target, delivering heavy damage to it.
Hall Of Mirrors can be used with the Kulstar to devastating effect, saturating an area with explosions and wiping out entire squads. This combination can be further improved if Hall of Malevolence is used.
We are getting rid of Self Damage and replacing it with something else: instead of Self Damage, it’s now ‘Stagger’. This change completely removes the chance of killing yourself, and instead now creates scenarios where you will interrupt yourself - or ‘Stagger’ - to varying degrees if you aren’t careful.
The degrees of Self-Interrupt start with a small stumble all the way to full knockdown depending on how close you are to the center of explosion. Any Mods referring to Self Damage will be converted to acknowledge Stagger.
With this Self-Interrupt system, we have added dozens of new recovery animations that harness a ninja-like recovery experience. By pressing ‘Jump’ at the correct time, you can execute a ninja-skill-based knockdown recovery to ALL in-game knockdowns. This ninja recovery window is indicated by a glowing FX on your Warframe.
In the original Dev Workshop, we said: As a result of this overall systemic change, Weapons with Stagger will be getting approximately a 20% buff in Damage, with any weapons with AOE receiving a 50% Radial Damage Falloff from central impact.
This is no longer accurate after continued testing. What we are doing now is:
No damage buffs have been added, but any weapons with AOE are receiving ~20% increase in Radius. Additionally, AOE weapons are receiving a 90% Radial Damage Falloff from central impact. This means on the very outer section of the explosion Radius 10% of the Damage will be dealt. Tactics will be deadly - aim true, Tenno.
Why: Several players brought up the history of the Tonkor and we want to make sure we ship this change in a place that’s conservative in its starting point from a balance perspective. The complete removal of Self Damage does change the pace of destruction with some of the game’s most powerful weapons, so we want to make sure we can iterate upwardly instead of releasing a bonanza of explosions with no other choices.