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DeHACKtivate

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Posts posted by DeHACKtivate

  1. I think the majority of the community is just overreacting about as they do with everything else.

     

    I do agree that the accuracy change was kind of dumb, but it doens't make Diriga anywhere close to unusable and I could care less about the damage nerf because they increased the status chance for it to be more stun based, whcih seeing how it's electric based sniper rifle I think it fits perfectly.

     

    With the bullet travel time the nerf to the accuracy was a bit unecissary when instead the fire rate should have taken the hit.

     

    And OP, I'm not sure how you're not getting Diriga to attack close range because that's where my Diriga genenrally excells in quality of accuracy.

    The Diriga does currently attack close range; however, I'm suggesting that its effective range of attack be changed so that it remains effective as a sniper rifle and still be balanced.

  2. DIRIGA

     

    Diriga can not attack enemies in close proximity with it (i.e. 5,10,20m, the range is for the developers to decide) 
     - Enemies within the proximity are instead subjected to Diriga's specific mods (i.e. Arc Coil/Electopulse) (Frequency of these is for the developers to decide) 
     

    -  Enemies past Dirgia's proximity can be attack as normal with it's sentinel weapon, but cannot be attacked by Diriga's specific mods.

     

    VULKLOK

     

    Vulklok accuracy to 100% 

    Keep the same damage 

    Fire Rate can be slightly improved 0.650 rounds/sec (But this may be asking for too much, up to the developers) 

    --------------------------------------------------------------------------------------------------------------------------------------------------------

     

    Thank you for reading. (´・ω・`)

     

     

     

  3. "Required" Mods Rework? 

    I'm all for change, but that will take much longer than what people in Warframe would like it to be, so I would suggest that this rework be released all at once (and not like conclave updates) (and that also means no, "take this out of the game to be fixed down the line" either) , but continue to keep the player base updated with progress on said rework until its ready for launch. (Entirely up to the staff though, we know how you guys like to keep secrets.) Meanwhile, the staff can keep this on the backburner with further quality adjustments and focus on other projects; fitting this in whenever there is some extra downtime or extra hands. 

     

    Exilus Mod Slot? 

    Love the extra utility, but the problem is the cost. So, I was thinking of three solutions to this. 
    - Lower cost in the market, but same cost w/ Simaris -OR-  ↓
    - Lower cost w/ Simaris, but same cost in the market -OR-  ↓
    - Have the exilus mod half the cost of any mod put into it, since people have in issue with forma'ing their frames to utilize this slot.

    Any other mods that would be added to the exilus exclusive club are welcome, but that is at the staff's own discretion. 

     

  4. Oh this has happened to me twice now ;=; The dreaded wave of time consumption.

     

    - No host migrations ( On both missions )

     

    - Full Squad ( On both missions )

     

    - Mission type was T-1 Defense ( On both missions )

     

    - On both missions we had Power Strength Novas (I had Hydroid on one missions and Frost the other), other than that I don't remember what everyone else had.

     

    *Oh and strangely enough this happened on both instances at around Wave 15 - 20, the waves just went to a crawl as if the enemies were singing Ol' Mc Donald in the void or something.

    Haven't seen this anywhere else, but in the void. Also that last question.... Oh Glen... you know we don't have time for that sort of thing.. 

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