BobDillinger
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Posts posted by BobDillinger
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And then what happens to people who bought anything with plat? EVERYONE would have to be refunded.
A rather unfortunate side-effect of fixing an entirely broken system, people would have to be refunded.
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At the current point, the only things I'm willing to purchase are catalysts and reactors, the occasional colour pack and a few other similarly priced bits and bobs, with this, you can guarantee I would actually be spending my plat regularly.
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I think the barrels should be a bit closer together and the texture more metal and less plastic-y, otherwise, I like the weird &#! design.
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You cannot get stunned from just 1, even if you are up against the wall. Rollers get stuck on the wall waaay to often.
Yes you can, it's happened to me, admittedly it was only one time, but it can happen and that is a problem.
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While true, for solo play they seem to be good indicators of what level you should be to attempt it. For group play they are way too easy if equal to your level.
This is true, when I started playing, I pretty much had to play enemies at my level, now I'm more comfortable at enemies who are almost double my level.
In regards to topic, I feel that the biggest part of the issue is how much less effective the Heavies are compared to regular troops, Napalm dudes fire big slow blasts of weak sauce, Bombard Bros fire medium-sized, shootable, slowly tracking missiles of weak sauce, Gorgoneers fire big cones of inaccurate weak sauce
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You never play with less than 2 teammates and the best gear do you.
I almost exclusively play solo, with exceptions made for Boss farming and "?" alerts(when I have a weak frame), I usually play several levels above my character to keep the challenge as well. Generally I use whatever equipment looked cool.
Currently I have a powerful combo of Saryn, Hek, Twin Vipers and Glaive, sort of a short range specialization.
Previously I was running a much less effective combo of Ash, Gorgon, Sicarus and Gram.
Please don't make assumptions about how I play the game
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I actually feel like the other enemies should be buffed up a bit, the game's easy enough as is.
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I would love to have a reload per shell system in addition to a magazine for variety among shotgun type weapons.
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I was going to make a post about how frustration and difficulty are not in anyway intertwined but MJ12 just nailed it.
Here's an extension of games that are hard but not frustrating:
Demon's/Dark Souls
Bayonetta
Almost any classic/ Classic-inspired FPS, on higher difficulties, these almost always provide a solid challenge and frustration exists because of ones failures as a player.
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It's crashing as soon as I try to play.
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I've never used a multishot mod and I get by on pluto, not so necessary I think.
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Hoping the Gorgon get's looked at again, otherwise I'm quite happy with all this news.
DEspite the issues of the past while I still love you folks at DE, keep up the good work.
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This is spot-on, with the exception of a few frustrations, I mostly just plow through the game.
I have a special hatred for enemies spawning behind me.
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Rollers are hardly an enemy you "can't do anything against".
They are predictable in attack pattern, very low on health, easily distinguished from groups, and only have a single way of delivering damage to you.
It's very easy to put yourself into a position to kill them as they make a straight line towards you to attack you. That and a decent amount of aim is all you really need.
Currently, levels are not balanced towards solo play. That could be the beginning of your problems. Enemy numbers and compositions will vary depending on difficulty and that difficulty level does not accommodate solo play at this time in the beta.
In other words, when you select to solo a mission, you are deliberately asking for a more difficult challenge.
Your first mistake is letting them hit you. If you were too busy dealing with other enemies and a Roller snuck up on you (which becomes increasingly more difficult to do as the number of Rollers increases), then that Roller did its job while you failed to have proper awareness of your surroundings. Situational awareness is a big part of the combat in Warframe, as is the ability to quickly assess your situation and delivery a proper counter. If your awareness is poor, you are punished for it.
Alternatively, assuming you knew they were coming, should have immediately began putting distance between yourself and the Rollers to gain a better firing angle, or readied an ability to deal with them.
Rollers do not "take turns". They don't have the AI that facilitates them attacking you in predetermined patterns in relation to one-another; they act as individuals, not a team or group.
The stun imparted by Rollers is the shortest in the game, little more than a stagger, which expires in a single second. While it is possible to be staggered multiple times, you are almost always given an opportunity to escape due to their erratic attack patterns. In which case, you should have spent it dodge-rolling and relocating, rather than the worst possible strategy; standing still and aiming, hoping to kill one at its own optimal range before it knocks you around again.
This is all still during the punishment for being caught off guard in the first place, and for playing solo.
Several ways.
Better situational awareness, for one, is a pretty obvious must. See Rollers before they get to you. Hear them before they reach you from a blind side. Defeat Rollers before they are able to bring you into their ball-field.
Better use of your mobility and abilities. You can outrun Rollers on most Frames for as long as your sprint holds, at which point you should have come to a better area to properly engage them. Every warframe has an ability that allows for an easier time dealing with Rollers.
Patience. During lulls between Roller attacks, dodge-roll away and relocate. Do not stand in the middle of a group of Rollers and suddenly expect to somehow deal with them when you let yourself be brought into this position in the first place. Wait for ideal times to attack Rollers when they are heading straight for you, rather than shooting at them while they are turning.
Knowing your limits for a final word. If you are playing solo at higher levels, where unit variety includes most if not all of the special units in plentiful numbers, you are asking for a more difficult experience (at least until DE properly tweaks solo play for actual solo play). Do not be surprised that you're being tossed around when you explicitly signed up for it.
A) I am aware levels aren't balanced towards Solo play, I actually prefer it, I find online to be a rush to the exit with no challenge between point a and b.
B) I don't try to let them hit me, but when I'm doing battle against enemies with a varied composition one slips past and hits me, that stagger is fine, and go ahead and punish me for it by letting me take damage from other sources, the issue comes up when multiple rollers start closing in after that first one hits which leads to the next issue
C) Whether or not Rollers are designed to do it, they will essentially take turns striking you, one after another, rolling around in a big circle and hitting me one at a time. I've seen this happen to entire teams online, a stunlock circle and this is where rollers actually become an issue.
groups of Rollers create artificial difficulty, you can be gunning down a swarm only for one to hit you and then the survivors hit you and so on and so far.
I'm asking for them to be removed, I think the problem could easily be solved by adding 2-3 second stagger immunity after getting hit by the first roller, that way player who gets hit has enough time to pull out from the rest of the swarm but a moronic player who just stays in one spot will just get hit again.
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There's a rather large difference between a well-designed challenging enemy and a frustrating one who you can't do anything against.
I'll use myself as an example; I can solo pluto fairly well, I can beat some levels without dying once and some I can't.
But you know what happens when a swarm of rollers hits me? I get stun-locked, each one taking a turn to hit me, so I can't break out of their attack cycle all the while I get gunned down by grineer. Now tell me, in what way can I get better at something, when the games takes total control away from me?
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Has a Dev made a response to this?
Not that I'm aware of.
It's no doubt that the devs have noted the issues, but whenever any developer tries to actively engage in the balance discussion then things get messy, people turn on them, start acting 100x more immature etc etc.
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I feel like it should be variable from weapon to weapon as well.
That way it could be used as a balancing factor with some powerful high-consumption weapons getting less reserve where a all-around full auto rifle might get more per box than a Latron.
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m1911 colt is antique. But compare being cut by katana to being shot in the belly with frangible bullets. Guess which one will be more painful, oh and you can still survive after single cut.
Bullets aren't nearly as deadly as you seem to think, while certainly dangerous, it is possible to survive multiple rounds from a pistol, just as it's possible to survive a slice from a katana.
In reality, Katana's are famously sharp, they were quite capable of slicing through muscle and bone, I think they were capable of slicing a man in half, but I'm not a historian, so don't quote me on that.
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proving that it can be used does not mean it's competitive with other weapons.
I good player might be able to beat a level 20 defense mission with a level 10 Braton, doesn't make it a good weapon
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I took a hella long break from whatever update we were at December 2012 up to just a few weeks prior to U7.
Coming back it was almost a totally different game and I quite enjoyed discovering how much had been added.
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obviously I can't answer most of these because I'm not the dev team, but I wouldn't be surprised eventually saw use as another mission location.
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It's concept art bro, things have been known to change a surprising amount between initial concepts and final design.
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Id like to honestly call it one but man it does spin up, which miniguns do making it a minigun, they would have to remove the spin up for it to be a machinegun
Miniguns also have multiple barrels, which the Gorgon apparently lacks.
I personally imagined that the wind up was intentional to allow the fire a few controllable rounds before going into all out suppression fire, obviously that function has be invalidated by the ridiculous inaccuracy of the weapon.
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Let's say you connect with the enemy and pull the trigger. You basically shot him point blank, along with the melee damage.
I'm talking specifically about the final fantasy weapon, you pull the trigger mid-swing to... do something... that increases damage.
Also, a regular gunsword like existed in real life aren't necessary either, due to the inherent impracticality of such a weapon.
That Mysterious Black Dude Needs A New Name
in General
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Continuing the line of thought started in the op.
xXx_[420]protennokiller[mlg]_xXx