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Ironlixivium

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Posts posted by Ironlixivium

  1. I this intended? I saw in the patch notes it said that ferrox was affected by heavy cal, but I could have sworn it was already....mine became quite inaccurate when I put it on, although not as inaccurate as it is now...

    my mod says -50% accuracy. ferrox goes from 16 accuracy to 1.7.....now tell me if I'm wrong but that sounds a lot more like 90% than 50%.....ferrox is unusable with heavy cal how, I'm just as likely to hit things beside me as in front of me.

  2. 31 minutes ago, AntoninDvorak said:

    "Adding Heavy Caliber as a second Serration results in an increase of damage. The reduction of accuracy, which is a negative for most weapons, is arguably a benefit for the Ignis as the AoE spread will widen slightly."

    Also, heh, just thought I might add...wherever you got that is wrong, I don't care if its the wiki....it's not a cone, its an aoe. Try it. Go into simulacrum. spawn an ancient. shoot right past it's head. I promise you as long as you're not aimed at a nearby wall and instead at the background, it won't take any damage. Go on, I dare you. also seeing as it's an aoe not a cone, heavy cal has no affect. Whoever wrote that was probably a victim of the placebo effect.

  3. 1 minute ago, AntoninDvorak said:

    Also i want to add this video. You say that ignis W is worse than ignis . Yet this demostration arguably proves that ignis W is SLIGHTLY better at killing than ignis. It may not be a huge difference, but it's slightly better. However i disagree with the methods on the viddeo. He should have done it with and ignis W with 100%. And the tests should have been against crowds. 

    So i want to call you out. I want you to actually prove that Ignis wraith is worse than ignis, as your original title says. I dare you to give me actual tangible facts

     

    Dude....Chill...out.... You didn't even READ what I said, or at least you didn't comprehend it.

     

    12 minutes ago, Ironlixivium said:

    Although I do admit I overlooked the fact that it can obtain a 100% status chance per tick without rof mods, similar to shotguns getting 100% without multishot mods.

     

    I very clearly stated this, and I do admit that is huge although I don't think many people realize why (you obviously do). I did give you tangible facts in the op that of the two weapons, not including status, ignis wraith is worse, which it IS. however, I also reasoned that status is irrelevant because continuous weapons are very stupid with status, treating rof as multishot. the ignis wraith actually has only a 3% status chance per ammo spent, which is obviously crap... but I carelessly forgot that with 4 dual stat mods, it can reach 100% without rof, bringing it to guaranteed proc chance per tick, and that is huge, much over the 3.5 damage lost on wraith. So I admit its not worse, even though in base dps without status it is.

  4. 2 minutes ago, TotallyLagging said:

    Ignis is an exception since it hits a lot of enemies at once, so while you won't start shredding armor anytime soon you can (slowly) wear enemies down from a safe range or through the wall

     

    Of course it would certainly be better if it procs as much as a proper status weapon, or at least let Split Chamber draw another beam in the game instead of simply doubling its damage. Still waiting for that continuous weapon rework DE.

    continuous weapon procs work differently than normal. you should read the link I put in the op. multishot doesn't actually add status chance, because its split between pellets. similarly to continuous, they can gain over 100% chance to status proc, without being guaranteed because its split between rate of fire.

  5. 3 minutes ago, The_Madman_of_Chaos said:

    It's bare bones damage stats might be slightly, and I mean *Slightly* worse, the better potential is the value of the weapon. You have higher crit and status stats, plus more ammo to use the weapon far longer. Mod around this, and you can get some impressive numbers out of the weapon to make up for the 3.5 damage loss.

    I did address crit and status directly in the OP, if you know what that equation means. I should have probably explained it better mb. as for magazine size, it's not really that relevant

    2 minutes ago, Cyborg-Rox said:

    Have you tried... you know... actually working in the crit mods?

     

    2 minutes ago, LuckyCharm said:

    That doesnt at all take in to account mods..150% x a 5% base is a whole lot less than 150% x 12%.  

    Itd be like saying the gorgon out damages a soma prime because its base damage is higher. Soon as you add a crit mod its a different story

    working with crit mods on a weapon less than 15% crit... that would be a waste of mod space, any elemental mod would increase the weapon's dps more. That's why it's completely irrelevant to even bother. It's nothing like comparing soma to gorgon, because soma has very good crit stats. On a soma, crit mods are very much worth more than an elemental mod even split chamber, because they add more dps.

    2 minutes ago, AntoninDvorak said:

    This thread again? 
    no, it doesn't on ignis. Everyone seems to forget that:

     

    • Sprays in a frontal cone, allowing it to hit multiple enemies at once. ( this spreads even more using heavy caliber, which is a must in an ignis build. imo.) 
    • Has innate Punch Through depth of 2 meters.
    • Has innate Multishot.  

    And you can get to 100% status. 

    All of this lets you spread procs wildly all over the place. Use a radiation/viral build, and you have a mini nyx in your hands. Plus reducing health to 50%. 

    What? first, heavy cal doesn't actually affect the spread of ignis, second, normal ignis has these EXACT same traits. Although I do admit I overlooked the fact that it can obtain a 100% status chance per tick without rof mods, similar to shotguns getting 100% without multishot mods.

     

  6. 7 minutes ago, Chewarette said:

    I'm 80% positive that it is buggy.

    I used it right after the Update 20.0.0, it was surprisingly fine and consistent with the note : orbs making little damage, but stacked vortexes on detonation made huge damage. I really had fun using it.

    Then, hotfix 20.0.1 arrived, and now it sucks. Orbs never merge, crit seems to apply depending on the number of active orbs, ridiculous damage and range (because no stack).

    I really believe -and hope- that SSimulor 20.0.0 was the correct version and SSimulor 20.0.1 is the buggy one and not the other way round.

    tbh I like this one more though lol, its interesting.

  7. 8 minutes ago, (Xbox One)Cash201293 said:

    Interesting. Eemies have to be in the rift to get surged right? So if an enemy gets surged and jumps out the rift. He and others around him with get pulled back in. But if an enemies get killed while surged in the rift. The surge will spread to others in it while other damaging others outside of it.

    Im not sure if im liking this ability. liked what DE showed before with the mini cataclysms if surged enemies died outside the rift. I thought that was so cool.

    yes, they have to be in the rift, and tbh I like this more, a bunch of mini cataclysms would be annoying and give less control over when you're in the rift.

  8. It's not the same weapon anymore. That's not hyperbole saying "it's trash" I really mean its not the same weapon. It red crits without crit mods, and doesn't even make vortexes....I'm not complaining, best nerf ever, but rly wtf? the damage numbers for combining are invisible to me (health bar gets hit slightly, but no numbers, in solo) and the explosion damage crits more the more orbs you shot first......I changed my build to crit damage only just because of this.

    Honestly though best nerf ever. 9 times out of 10, I would rather have a total rework than a straight nerf. Oh and I hope you don't think I didn't waste a bunch of forma on it first either....

  9. 2 minutes ago, (Xbox One)Cash201293 said:

    Imma have to read this a couple more times because im too confused on how Rift surged works. So enemies that are surged that leave cataclysm can banish themselfs back in the rift without being killed?

    yes, any surged enemy that leaves the rift gets sucked back into it, along with everyone around them, as if you personally casted banish on them. It even activates banish's ability timer. in the corner of the screen

  10. 37 minutes ago, Quanlain said:

    Yeah, stasis for now is not very team-friendly, but if people want to stay afk, it's a wonderful thing (MD, Interceptions). Gosh even on spy mission, you can cast stasis, and then 250% range cataclysm, enemies will just get stuck, exept cameras/lasers and greneer watchers will still be able to detect you through on contact.

    I have used completely different style of play pre-rework, through the banish, and rework completely destroyed this way of playing Limbo, you simply cannot play like this now, because you cannot banish enemies from another dimension. But after changing my build and trying out huge radius and durations, Limbo is nice, and sometimes godly.
    I only wish we have banish thing reverted, so it will open new more ways of building him, as before.
    God, i've thrown 8 formas on Limbo, it's so unnecceserily much. 
    For now, i see only two actual ways of building limbo around. Before there was the same amount, exept they were different. In this case everything goes through the high radius.

    lol 6 for me. Also, cast cata, then surge, then un-cata. It creates an anti-plane of enemies, where everything is banished except you and your team. This also doubles as a way to use stasis without bothering your team, and on infested/corpus/low lvl grineer, the cata kills all the weaker enemies. About being godly though, I strongly disagree. What do you mean sometimes..... his cc is unmatched right now, and cata's damage scales on enemy health/shields.surge keeps everything in the rift, even if you can't kill it, and stasis pauses everything. In the right hands, limbo can dominate easily.

  11. *cough* I think you mean peasant....not pecent....PEASANT!!!

    kidding, but right now, as far as I know, in u20 synoid simulor is the only weapon that can red crit without crit mods.... (yea that's right PC players run along to check for yourself *smug look*)

    but anyway

    19 hours ago, (PS4)meowseverywhere said:

    Have you got a chance to check Limbo's rework out?

    if I might interject there. I have played it a lot, and its GREAT. IF you know how to use it, and that's a big if, a lot of people seem to not care and think he's still bad, even though I can dominate hieracon with him......

  12. So, from what I can tell, just running around with him, and with rift torrent (which notifies you how many enemies are under rift surge's affects)

    Rift surge, when cast, makes every enemy in the rift near you get "surged", or whatever its called, obviously, but that on its own does nothing.

         what actually matters is what happens next. The 'surged' enemies can then either leave the rift, and do the thing no one I've seen is confused about, which is banish themselves and enemies around them back to the rift.

    Now to the weird part -- if the surged enemy DIES INSIDE the rift, they will spread the surge to nearby enemies, including those outside the rift.

         if it only spreads to rifted enemies, cycle continues as above ^ but if it's spread to enemies OUTSIDE the rift, these enemies can either enter the rift and become like the rifted ones normally, or if they die OUTSIDE the rift, they will harm and knockdown nearby enemies that are surged and INSIDE the rift.

    This mechanic is really weird, and I'm not 100% on all of it, but I am sure that the rift spreads outside the rift, and killing those enemies causes a knockdown + damage on rifted, surged, enemies. Tested by banishing a single enemy out of a group (by aiming on the ground near the group), surging, killing, then killing those to see if pre-rifted enemies get affected.

    Hope this helped anyone.

  13. 55 minutes ago, Quanlain said:

    Limbo is yet to recieve some QoL changes i think;

    I also would really love directional dodge, in case i don't want to fly away like 5 meters to unbanish myself, i could dodge towards the floor and stay on the place.
    And i think that Rift tear should be interactable, because i had some hate towards me for people stepping iside of the rift by accident.

    UI indicater is nice, but i had no real problems so far.

    e.e

    56 minutes ago, Quanlain said:

    i had some hate towards me for people stepping iside of the rift by accident.

    what kind of self righteous....

    anyway, tbh I just think tapping dodge while not moving should allow you to enter/exit the rift. other than that, I prefer not to use stasis with others in the rift, its obnoxious (as someone mentioned, a zarr blast can shut it off instantly) also I know first hand, people freezing your shots is VERY annoying. just keep those pesky teammates out of the rift and its not hard to keep track, once you know how much generally crashes it (for example, I know my twin grak crashes stasis after about 4/5 of a clip). I'd also recommend one shot weapons that will take forever to reach 300 shots, like bows or snipers, with probably a secondary with high sustain/burst damage. Over all though I find stasis to be a terrible team ability unless your team knows what they're doing in high levels, say, a raid. 


  14. It really just seems like you want to make nidus more like every other frame, and less unique. Remove armor bonus...remove health regen bonus...make his passive more like other passives...make his unique mechanic less intricate and more basic...as well as making his ult have e drain just like other ults...

    21 hours ago, LegionCynex said:

    So, after playing with Nidus a few missions and do and really getting into him

    I really don't think you are "getting into him", no offense...I recommend playing him a bit more, like, more than maxing him once and calling it good.

    but other than that, god mode has never been overpowered in warframe, and his damage isn't op, its actually one of the few balanced damage abilities in the game (other than octavia's 1st ability)

    No one has ever complained (that I've seen) about wukong being invulnerable, and he's way more invulnerable, because he doesn't need to waste time building stacks, he can just press 2 and be fine.

  15. 1 minute ago, The_Mustachio said:

    Give me more of them sweet, sweet buffs! (Especially on guns I have forma's on already kek)

    LOL I wish I could say I don't apply....*cough*(DE should buff prisma gorgon like supra)*cough*

     

  16. 1 minute ago, Zeclem said:

    tonkor's crit nerf wont make it a crap tier weapon dw. and thats what self damage is doing, making it harder to use. and simulor did got a buff, in status chance. its gonna be even better than it ever was.

    yea, me ignoring the self damage wasn't an accident :P I don't really care, I just need more situational awareness for it.

  17. 23 minutes ago, (Xbox One)ALG Minuscule36 said:

    Well the Simulor is more focusing on using it's Alt to deal the real damage, which is understandable, not many people use, or even knew it had an alt. Tonkor... Well accuracy won't do jack to it, projectile speed won't matter. Self Damage and a minor damage nerf would have been fine, as the reason it was on top was due to it not having self damage, unlike other launchers. Remember though, these are still subject to change, and I want my Boltace to stay fun, so believe me, I hope they change too.

    that was more of qol than the exact reason it was on top. It does way more damage than the other launchers, especially since crit headshots deal roughly x2 the crit damage. Tonkor will still probably be on top in terms of damage, but its easier to use now, which is stupid.

  18. 1 minute ago, --Zephyr-- said:

    Or you could, you know, contribute to the convo?

    Anyway I think the weapons need to be harder to use or more skill based, like you do

    Thank you. The main issue I see with simulor is that any braindead person can be good with it. the tonkor wasn't like this, but I think slower projectile speed on it would be good, certainly not a straight damage nerf (crit chance, directly nerfs the dps of it)

    I should also add that I really, REALLY hate the side of this community that walks around in a pub and expects people to kill at their pace....It's a pub, meta should be expected, not your crappy normal cernos with a riven. If you prefer slow play, go solo, or with clanmates/friends that agree its more fun. part of what makes warframe so fun for a lot of people is the fast paced action. Yes, you could say it the other way around "if you like meta play solo or with friends" but more people gives better rewards (aka the reason they're using that stuff in the first place) and think of it like this:

    When I drive on the highway, its expected you go the speed limit, not whatever cruise speed you're comfortable with.

  19.      I think that what DE is doing is not a good choice at all, specifically with the nerfs. These weapons should not be made weaker, but harder to use. The tonkor doesn't need a 10% critical chance decrease and more accuracy, if its dominating too much, it should receive something like less projectile speed or LESS accuracy. I don't know what to say about simulor, I guess the changes make it harder, but I'd like to see a little more damage, so its not just a slower version of itself. As for buffs though I wish they would do that more often. Although I really think that nerfing a meta is not the way to go in general. If anything, make it take more skill. Honestly I think the tonkor was fine, one of the best balanced weapons in the game, because it was good, but not easy to use. I remember when it was released there were so many people saying it was crap because they miss all the time. This habit DE has of releasing good weapons then ripping them back once people have spent a bunch of plat on them is nasty.

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