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chimp77

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Posts posted by chimp77

  1. This doesn't seem to solve the problem at all... simply makes it slightly more bearable. As a player who has nearly everything in the void, I can honestly say i'd rather sell the spare parts for credits or even hand them out for free via trading than go through the hassle of breaking them down and reassembling them into a material that I already have plenty of. I can see the benefit of this though, and by no means think it is worthless, it just doesn't solve the real problem of crowded drop tables.

     

    My two cents: We have an Orokin Lab now, why not actually use it? Apparently we can build entire rails in the exact design of the void towers, so you would think we could just manufacture prime gear the same way. If we had a handful of mats that were unique to the void which could be used to build any prime gear we wanted (via the lab), no rewards from the void would be "wasted" or "useless." You could even change the tiers to be like the dark sectors, with the harder tiers giving increased resource drops as opposed to specific parts that you may never want or need.

  2. By setting a realistic standard for weapons/frames and "buffing" those below the standard and "nerfing" those above it, you give the players equal amounts of power as well as equal amounts of challenge. To me, challenge is the most important part of any game; The more you struggle to win, the more satisfying the win will be. If you only buff things, you remove any and all challenge the game has to offer, making for a very shallow/hollow experience.

  3. By setting a realistic standard for weapons/frames and "buffing" those below the standard and "nerfing" those above it, you give the players equal amounts of power as well as equal amounts of challenge. To me, challenge is the most important part of any game; The more you struggle to win, the more satisfying the win will be. If you only buff things, you remove any and all challenge the game has to offer, making for a very shallow/hollow experience.

  4. From what I can tell so far, focus seems very appealing for a few reasons:

     

    -It makes mastery affect gameplay rather significantly

    -Not only does it provide stat boosts, but it has the potential to open up new playstyles and mechanics

    -It rewards the player as opposed to the individual frame/weapon; effectively simulating what the result of your "mastery" of combat would be

     

    It may not be endgame "content" but it is endgame; the end goal being to master all the weapons/frames to allow for more upgrades via focus and "grow as a warrior." Not to mention it seems like a necessary addition to the mastery system in order to make it more robust/meaningful.

     

    Edit: I should mention I totally agree that some more refined "content" (smarter enemies, dynamic missions, etc.) with which we can gain affinity/loot from would be very welcome as well, but that doesn't mean focus is a complete waste of time.

  5. So which update changed the chance to do multiple procs with one shot?  

     

    Huh... interesting. I've heard of this happening before, but never really noticed myself, so I didn't feel the need to include it in my earlier post. I'm going to test this a bit and see what's up.

     

    EDIT: Yep, this is absolutely still possible. I was able to proc a gas dot and lower an opponent's armor with the corrosive proc using only one projectile. It's really only noticeable with the Tysis' high status chance, and even then it isn't too reliable. The extreme rarity of it happening makes me think it's a bug, but I really don't know.

  6. 1) I believe the status chance is fixed now. Just ran a mission with ~96% status chance and proc'd nearly every shot.

     

    2) If you have 90% proc chance, then 90% of the time you will get one elemental effect to proc (per projectile). If you have multishot, it is possible to proc two different elemental types at once, but each projectile can only proc one element upon hitting a target.

     

    3) Damage does affect which proc you will get. For example, if you have a weapon with 200 corrosive damage and 75 toxin damage, you will get the corrosive effect more often.

     

    4) Do you have any multishot mods on? If so, that would be the reason the status chance changes, not the elemental layout. For example, when you mouse over a weapon with 80% status chance, there is an 80% chance the UI stats will account for the second projectile; the other 20% of the time it will show "reduced" stats because it only accounts for one projectile. It's weird I know, but that's the best explanation I've got for this anomaly.

     

    5) I don't have a link, but I'd suggest max Lethal Torrent, max Barrel Diffusion, and max Pistol Pestilence. From there, just add whatever elements you want to proc the most (I'd reccomend viral since it halves every enemy's health with each proc).

  7. Or Corpus Demolition and Artillery that uses the Penta?

    Penta in particular is a challenge because of programming an AI to fire parabolic projectile rounds.

    Corpus units wielding the Penta?

     

    Just so you guys know, the new Hyenas come equipped with Pentas mounted on their backs.

     

    640px-Hyena_Pb_cinematic.jpg

     

    In response to the OP though, I especially want more infested units... they are really underpowered right now.

  8.  Say that again when Nightmare mode or lvl 30+ ones are added.

     

    Even after going for several waves on the maps we have now, the enemy spawn rates aren't increasing as you would expect them to. Regardless of their levels, there simply isn't enough enemies spawning imo.

  9. I never pictured the Corpus that way. To me, the Corpus are specialized and technical, not militaristic like the Grineer. The faceless hordes you describe sounds like my vision of the Grineer.

     

    Lore/"realism" aside though, it's important for me to be able to identify different enemy types at a glance. Sure the specific colors DE used might not be to everyone's taste, but I personally don't mind. That being said, I also wouldn't mind if the colors were replaced with some other defining feature (alternate armors, helmets, colors, etc.)

  10. It still has a duration in addition to its health, and I think that they need to completely kill the duration and leave it with just health.

    Then it would pretty much be an area IS, OP at lower levels and weak at higher levels without careful management.

     

    Snow Globe and Iron Skin are too different to compare like that. Iron Skin works with infinite duration because it can't be cast multiple times. Could you imagine a field full of infinite duration snow globes that slow enemies as they pass through? You could make lines of globes from the pod to the spawns, or just stack them all on the pod... that would be even more OP than snow globe pre-U12.

     

    From what I heard Ice Wave almost always proc's now.

     

    Perhaps an undocumented change, anyone willing to test?

     

    Yes, every enemy hit by Ice Wave is slowed. It really is his best CC skill, since all enemy animations are slowed including knockdowns and other attacks. I just wish that Freeze and Avalanche got CC buffs rather than damage buffs, though they both do some pretty nice damage now.

  11. how do you get the 3rd..?>.>

     

    I've never actually seen the third appear in the mission, but when selecting it there are three in the diorama, also that would explain the random three corpus codex entries, though the codex is bugged too since the new Hyenas don't appear in it after scanning them.

  12. Eviscerators aren't any stronger than napalms or bombards imo.

     

    The enemy procs (especially bleed) are completely broken though. On Phobos I was bleeding for ~70 damage per tick after getting hit once by an eviscerator... it's a little unbalanced compared to the ~3 damage per tick from regular grineer troops.

  13. Where did you hear this ?

     

    Check the bulletin at the top of the forums: "4) PC Tenno Dojo Reasearch Info"

     

    In response to the OP, I doubt that all future frames will be released via clan tech. The dojo labs are a nice way to release content imo, but for all content to funnel through it would be a little unreasonable. Not to mention with the devs teasing that endgame is being worked on, we likely will have entirely new ways to unlock content in the future, so i'm guessing moving banshee and volt to the dojos is largely out of necessity/convenience for the time being.

  14. This thread is all I could find on enemy stat scaling, so for now I'm going to assume that their posts are mostly accurate.

    Total Armor = base armor + base armor * .0025 * (current level - base level) ^ 2.5

     

    Total Health = base health + base health * .003 * (current level - base level) ^ 2.5

     

    Total Shield = base shield + base shield * .0025 * (current level - base level) ^ 2.5

     

    Damage = base damage + base damage * .012 * (current level - base level) ^ 1.5

    It is from datamining. Well, I guess only part of it is technically. I just assumed the base equation (base + base * x * (current - base) ^ y) was the same as it was before. It's possible that has changed, but I'm not sure where I would find it.

     

    Using the formulas above, here are some enemy stat values:

     

    Level 30 Corpus Crewman:

    150 + 150 * .0025 * (30 - 1) ^ 2.5 = 1848 Shields

    60 + 60 * .003 * (30 - 1) ^ 2.5 = 875 Health

     

    Level 30 Sniper Crewman:

    150 + 150 * .0025 * (30 - 15) ^ 2.5 = 477 Shields

    60 + 60 * .003 * (30 - 15) ^ 2.5 = 217 Health

     

    Level 30 Elite Crewman:

    200 + 200 * .0025 * (30 - 15) ^ 2.5 = 636 Shields

    100 + 100 * .003 * (30 - 15) ^ 2.5 = 361 Health

     

    Level 30 Corpus Tech:

    250 + 250 * .0025 * (30 - 15) ^ 2.5 = 795 Shields

    700 + 700 * .003 * (30 - 15) ^ 2.5 = 2530 Health

     

    Looking at this, you can see that the regular Crewman has the most shields, and a significant amount of health compared to the Elite and Sniper variants. Similar results can be produced for the equivalent Grineer units, and I have noted this in-game as well.

     

    All of this raises a few questions from me:

     

    1. Is this accurate?

     

    2. Assuming this is accurate, is this intentional? Were "Elite" units specifically meant to have much less health/shields/armor than the regular counterparts? The Tech at least has enough base health to compensate for the scaling disadvantage, but the Sniper/Elite Crewmen are shockingly weak imo.

     

    3. Assuming this is intentional, the codex gives us only the base values for the enemies, which is incredibly misleading considering the Sniper and Regular Crewmen share base values, but seem to scale independently. Why not refine the enemy entries in the codex to accurately reflect each units difficulty relative to one another?

     

    Would be nice if I could get some clarity/opinions on this!

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