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The_Holy_Tomato

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Posts posted by The_Holy_Tomato

  1. I remember hearing about or reading about an addition to melee 3.0 that would make visual effects match with your weapon's actual swing range. Is that still in the works? One of the phases of melee 3.0 is supposed to be a range re-balancing, so I'm assuming this change would come around then, but I wanted to be sure that this is a feature we're still supposed to be getting.

    For now, I'm definitely enjoying the new vfx and the quick swapping system. While I understand some of the concerns of the community regarding the guard button, I'm also aware that a full-scale combo rework is coming, which should (hopefully) provide a working solution to those complaints. Fantastic job so far!

  2. I'd imagine this bug happens with other exalted weapon warframes as well... I was playing Mobile Defense without a secondary. When I picked up the payload, my weapon said Unarmed. When I used Mesa's 4 and left it, I would automatically switch to my primary weapon, and the payload would drop. Is there a way to make it go back to the Unarmed secondary instead? As of right now, I can bypass this by switching to my melee before picking up the payload.

  3. The difference in damage in your example is just due to Grineer body armor mechanics. Headshot multipliers for any particular enemy only exist insofar as the area designated as the head has a different set of resistances to normal, armor or elemental damage. Pistols also have a kind of underwhelming No Return mod, but even then you shouldn't be having trouble downing even high level Grineer mooks with a Viper equipped with that mod (body shots). Melee is mainly overpowered when 60 mod slots are taken up on good weapons and sped-up charge attacks just become one hit kills on nearly every enemy. (Not talking about melee weapons that are crazy overpowered like Dual Heat Swords, that may be an authentic balance issue even without supercharging.) E.g. my potatoless level 17 Ceramic Dagger requires 3 (!) charged attacks to kill level 35 Crewman. Level 30 supercharged Dual Heat Swords on Loki reduce level 35-40 ancients to a sliver of health in one charged melee. The spread in effectiveness of melee is kind of large. No experience with the Latron but I suspect it's less bad after today's patch, no?

    I actually haven't gotten to the point where I have any level 30 gear. But I felt that even with a weapon such as the Latron, (which is probably one of the higher tier weapons) kills at level one maps should be one-hits to the head at the very least. Or maybe I just havent progressed far enough into the game to really be a trustworthy source of over or underpowered weapons. Lack of mods (particularly a maxed armor piercing mod) is probably the biggest factor in my mediocre damage. But I'm grateful for the feedback and I'm glad to hear that it changes in later levels ^^

  4. In most games, there's a damage multiplier for headshots. (For most, if not all, light-armored enemies, a headshot should be a one-hit-kill). But it seems that for the weapons I'm using, Latron and Viper, the damage that is listed in its base stats is headshot damage (another anomaly, I suppose). Either headshots should be buffed, or body-shots should be nerfed, in my opinion.

     

    I might get a max of 12 damage on a body-shot on a level 1 Grineer Trooper (Note: Latron's base damage is 36) but 36 damage on a headshot (this translates to a two-shot kill with headshots or about a 5 or 6-shot kill for body-shots, with no regard to whether the Trooper has his helmet on or not) Of course, as you progress, the enemies magically gain extra armor without any change to outward appearance :P. Doesn't seem very logical to me; it looks to me like the Grineer are at least Human in appearance. Last I checked, most Humans can't survive a headshot to the unprotected skull.

     

    On the other hand, melee is waaaay too overpowered. By this I mean, one could complete the entire planet of Mercury with nothing but a Skana; I haven't tried conquering Venus with just a Skana simply because Moas are annoying to deal with up close. Armor? Who cares. You do the same amount of damage with a charged hit to a Trooper as you would to a Sawman (about 75-ish, which is the base charge damage of a Skana). And you still split them in half.

     

    It seems that armor values are kept constant throughout the body; if the chest has an armor value of 5, the head also seems to have an armor value of 5, even if the enemy has no protection whatsoever.

     

    On another note, is it just me, or is the Latron a little underpowered? For a heavy rifle-type weapon, 36 damage seems a little underpowered (compared to the snipetron's 100 damage). I understand that I'm comparing a rifle to a sniper but... the damage seems to have too big of a gap (or maybe I'm just incorrectly classifying the latron as a semi-auto sniper rather than a normal "Braton-class" rifle). For a weapon worth 50,000 credits, its use:price ratio is a bit unbalanced. In terms of DPS, the viper (40,000 credits + materials) is far stronger simply because of its rate of fire and unnaturally high damage output. (Or maybe that's just headshot damage...)

     

    Okay, if you did, thanks for reading through my unrelenting rambles... I tend to do that when I get passionate (:

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