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KnaveSkye

Grand Master
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Posts posted by KnaveSkye

  1. Greetings, I am sure there are dozens if not hundreds of threads about this topic already and more than likely someone has already said exactly what I am about to say. For the record, I couldn't be bothered to do more than a cursory search and apologize if this ends up being the case.

     

    So, first I want to start by identifying very clearly what is gained when you buy a non-clan tech weapon on the market. I will list the necessary resources for each method below:

     

    Blueprint:Credits, Materials, Time(build/farm), Weapon Slot, Potato

    or

    Market: Platinum

     

    As you can see, buying a weapon saves you time, materials and the need to separately purchase a slot and potato. You still have to meet the mastery requirement to use the weapon.

     

    Now lets look at clan tech and see what you gain when you buy these weapons directly from the market:

     

    Research(clan): Credits, Mats, Time

    +

    Blueprint: Credits, Mats, Time, Weapon Slot, Potato

    or

    Market: Platinum, Bypass need for clan, Bypass building research facilities, bypass weapon research

     

    Now, you can see that using the market is unbalanced for clan tech; it offers a much greater advantage and incentive to use. I believe in order to balance this you need to reduce those advantages to be the same as non-clan tech weapons.

     

    This can be achieved by only allowing players to buy the weapon on the market if they are in a clan and the clan has at least started the research which means they have met all the prerequisites. At this point, the only thing buying the weapon in the market will accomplish is save you time, save you materials and give you a weapon slot and potato, just like a non-clan tech purchase does.

     

    You can argue there is still greater value because the materials needed to research and build these weapons is typically much higher and harder to come by, but the research is a shared expense and the time gated materials like Mutagen Mass's, Fieldron Samples and Detonite Injectors are much easier to get now through Invasions/Alerts/Infestations than they used to be. 

     

    It is not a perfect solution and personally I am in the crowd of keeping clan tech off the market entirely, or if you must put it there then put ALL of it there because it is confusing to have it randomly split the way it is now with new additions. Thank you for your time to those who didn't just roll your eyes at the title and move on and please feel free to leave any feedback that you believe would refine this idea.

     

     

  2. No it is not the slowest (vectis, vulkar, lanka, Bows, ogris.... You get the idea)

     

    Looking at the numbers, a crit build on the Grinlok at most will get 1300ish damage on a headshot crit. However a proper elemental build will get at least 1300 damage per regular hit.

     

    Trust me, crit builds do not allow the Grinlok to reach its full potential.

    Wow, when listing rifles that you think are slower you managed to list 6 snipers and a rocket launcher. I mean...I dont even know where to start so I will just leave you with this:

    68a685255348097e81a4460393f7c18743fe72cb

  3. It has been a while since I paid close attention so maybe this isn't anything new, but I thought this issue had been resolved a while ago. While farming Oxium I noticed some of the mods and resource drops were falling to the bottom of the map on Xini and not resetting. Fortunately we were able to work around this using Nova's wormhole. 

     

  4. Sorry for such a long delay in reply. This was not my glaive, it belonged to the player BouchDag in the video. He was the one running Oberon and he was also the source of the bug on the other instance I saw it. I dont know specifically what mods he was running at the time. I am the only other player who saw the bug and it didnt seem to affect enemies.

  5. Not sure if this counts as a field goal or a 2 point conversion. Wanted to try low grav and get 3 but this ended up being harder than I expected. I hope you enjoy:

     

     

    IGN: KnaveSkye

     

    Edit: Was really disappointed in the quality of my upload so I tried re-encoding and uploading and it turned out better. If the intro counts as editing then the original video can still be seen here: 

  6. This is sadly quite true. Most of the events to date reward time spent grinding, not skilled play. As I've been saying in the past, Warframe sadly doesn't lend itself much to skilled play in its current incarnation.

     

    Grinding for mods isn't skill, nor is pressing 4. Figuring out an optimized farming route or mod setup could be called skill, but I think that's extrinsic from the actual gameplay experience. One could say aiming for weakspots is skill, or getting to know your melee weapon's range by heart, but that's setting the bar a bit low, don't you think? The definition of 'skilled play', however, is really up for debate, and I won't claim to be final arbitrator of its meaning in relation to Warframe.

     

    The Survival event, I feel, was a step in the right direction. It didn't exactly require players to be of MENSA quality, but it posed a challenge, and gave a reward for overcoming it, as opposed to a reward for signing away an arbitrary amount of hours of your time.

    I admit the Flux carrying Corpus made it a bit more challenging, but 100 runs is still an arbitrary number of hours running the exact same mission.

  7. Sliding is something every player learns to do in order to move fast, and adding a damage bonus to something that is deemed almost necessary is rather silly. People use slide attacks regardless of the damage or secondary effects inflicted, and for good reason. It's primarily a movement utility move that acts as a gap closer and in some cases as a way to extend your jumps.

     

    While a utility effect on slide attack could be worth exploring on a separate weapon, I believe the base mechanic doesn't require any change.

    I think you misunderstood the OP. He is not referring to what is currently known as a slide attack, where the character generally spins with the weapon. He is referring to when you start a charged attack and then start a slide, where the charge attack will finish while sliding. I don't know that it should be rewarded...in fact I think it should just be removed...the idea behind a charge attack is winding up to put more power into it...you would not likely be able to apply that power in a slide maneuver. 

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