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DarcnyssWolfe

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About DarcnyssWolfe

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  1. Figure it was caught in whatever code hides the extra stats when they are not modded. Honestly, would love a option toggle to just display ALL stats regardless of if its modded or not so long as it actually applies to the weapon, as in if the weapon has the stat SHOW ME!!!
  2. Jokes aside, wouldn't mind a buff. Maybe give it 1.1 follow through, more you hit in a single swing, the more damage to those at the end of the swing.
  3. Had to double check, but yes, in the Simulacrum, VV will explode on every hit from punch through. However, in actual mission, it becomes quite inconsistent on its behavior. It'll explode on the first, last hit or any in between. I have yet to see it trigger more than once per shot outside the Simulacrum. Outside deathblows, I cannot find any consistency with the aoe against actual in mission mobs. It's likely just another host/client bug. Thank you for pointing it out.
  4. I can say that VV is currently a mixed bag. Yes, the aoe is larger IF you hit something first. Unlike the base weapon, the aug's punch through actually works, can shoot through cover or mobs alike. However, those two factors work counter productive. Unless you're aiming down on a group of mobs or they are backed against a wall, chances are good you're only going to hit 1-2 mobs before the dart flys through to hit terrain several meters away releasing its amusingly enlarged cloud far from target. It does not explode on every target hit but rather only the last hit. The aug does however seem to remove the delay outright so even a "miss" at a groups feet can get a few mobs... If they are in the 1.7m unaugmented range. Edit: Also did some quick testing and thankfully? Firestorm only mods the original base aoe rather than the entire augmented aoe. So we dodged a bullet on a decent sniper being made a meta crowd killer. Edit 2: In the Simulacrum, VV will explode on every hit from punch through. However, in actual mission, it is bugged and is highly inconsistent on which hit has aoe and I haven't noticed it ever triggering more than once.
  5. Just a simple request that a combo counter simular to what Melee has gets added to the ui for snipers. Would help to see it without scoping in and would fix the counter being invisible when "Use Sniper Scopes" is turned off.
  6. Only thing I'll add to this is allow pets to trigger the warframe arcanes on themselves. Arcane Grace can make a properly modded tank frame unkillable but even with your changes a fully modded pet with the right frame would still melt without sustain. It would also add other synergys like with Avenger boosting a pets crit beyond its current capability and adding meaningful dps.
  7. Pretty sure you have to kill them in incarnon form. Otherwise it might be bugged now. Didn't have any issue finishing mine up. Edit: Guess its slide kills.
  8. They need to make all the single secondary skins dual capable. Pyrana Prime shows that somewhere in their spaghetti code all the single gun skins can be dual wielded and even have a simple (or placeholder) reload animaton. However, this topic is years old at this point, so I honestly doubt DE ever will bother at this rate.
  9. There's your problem. Ammo case's delay can screw up ammo pick ups on the low ammo weapons. Don't know if it straight eats the ammo or what but swap to something else with vaccum and things should improve for you. Had no issue taking it into SP unranked.
  10. I hate screen shake as much as anyone, the current option is perfectly fine for me, but I understand its not enough for others. That said I absolutely could not and would not play with the aiming reticule jumping all around on its own, I loose track of it enough as is with all the fx flying around. Better idea would be to have a secondary toggle for screen shake that would toggle between the current option and reticule shake. That way those too sensitive for the options current level can still enjoy the game and it doesn't ruin it for everyone else that is fine with the current settings.
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