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Grom-84

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Posts posted by Grom-84

  1. (Oh no, someone is wrong on the internet, I must reply!)

     

    No, sorry, you still don't understand speed vs time.   Fast Hands does not reduce reload time directly.  Never has.

     

    It increases the speed. It says so right on the mod.  It has no direct affect on the time numbers themselves, it just speeds up the reload animation.  Which, will then have an affect on the reload time but not how you seem to think it should.

     

     

    FastHandsModU145.png

     

    If you are traveling 30mph, it will take 2 hours to go 60 miles. 

     

    If you equip a Rank 9 Primed Fast Hands on your car it will increase the speed by 50% and it will take 1 hour and 20 minutes to get there because you are now going 45mph.     Not 1 hour, but 1 hour and 20 minutes because the mod doesn't decrease the time by x% but increases the speed by x%.

     

    rate = distance/time

     

    Bottom line the mod works as it should, but you don't think it is fast enough.  That's fine but you cannot say that the mod is broken or doesn't work as advertised. 

    OK. Look - Animation Lasts for 2 seconds, most of the time each second consists of 30 animation frames in videogames its a standart, 2secs of reloading = 60 frames of animation - speeding the animation by 50% will result in reducing reload in time from 2secs to 1. 

  2. Not what the thread is about and learn to account of the arch of the arrows then. It is not even that big of an arch compared to a game like Minecraft. 

    I dont know how bows in minecraft work but i belive you. Id prefer to stick with the bow from Tomb raider as a good example)

  3. Peacemaker - Mesa pulls out her Regulator pistols, replacing her current firearm. While Regulator is active, Mesa's shots will not consume any ammo, gain punch-through on all shots, and will ricochet off solid surfaces. Additionally, Mesa will slowly regenerate ammo for any equipped firearms.

     

    Well if the damage will be something like 4000k per shoot (after applying maxed str mods i mean ofc) with reasonable energy drain (like excals 4th abil right now) with similar firerate like she have right now, but requiring to actually aim to kill i'd +1 for this.

  4. Double barreled shotguns have either two triggers, one per barrel, or have only a single trigger that works each barrel alternately. In either case, one trigger pull fires one round. The Sybaris fires both rounds automatically with one trigger pull.

     

    Seriously, a lever-action burst-fire weapon is weird. It has, clearly, an automatic loading mechanism, because that mechanism loads the second round into the chamber to be fired right after the first one is fired. But then the mechanism has to be manually worked with a lever...? I really try not to think about it too much.

    The hammer can be designed so it could hit both rounds at the same time with a single trigger pull)

  5. Step 1: Remove Parasitic and Venomous Eximus units, as well as the Swarm MOA and the Crawlers.

    Step 2: Nerf the ever-loving hell out of the Ancient Healer's damage reduction cause of its ability to stack OR nerf their spawn rates.

    Step 3: Tweak Leaper damage output OR change the description provided about them.

    Step 4: Nerf the amount of Tar piles a Tar MOA can spew out and fix the bug where it can still proc it's knock-down CC even when it is stun-locked.

    Step 5: Remove the Ancient's hook attack OR make it take longer for the Ancient to actually start pulling you so we have a short time frame to shake it off or something.

     

    Gettin' real sick of not being able to do high-level infested missions without it turning into a cluster-f*** of Ancient Healers and Disruptors on a floor made of tar covered in a thick layer of Volalite Chargers and stun locks from the MOAs.

    1. I dont want them to be removed, but instead - they require a slight tweaks for sure.

    2. Kinda agree. Their DR is way too much, and feels broken.

    3. Don't know what to say about this, never noticed they dealing any significant damage but their hitboxes are quite annoying, they are almost impossibe to reach with normal melee attacks for now.

    4. Kinda agree again. Those goo piles needs some tweaks - for example why the slowing down fire rate of energy weapons? jumps speed? or why they are slowing down capsule activation on survivials? Why those moas allways cast those piles on player with 100% accuracy? etc, etc...

    5. I dont want this attack to be removed, but instead i vote for some visual indication for this attack to happen and for reduction of it's range by 2-3 times.

  6. +1

     

    With maxed primed reach on some of my long range melees such as Orthos prime

     

    1) Can't hit enemies that are slightly below eye level on stair cases

    2) Can't hit infested crawlers that are on the ground

    3) Can't hit drones that are airborne

     

    Quite frustrating when one wants to go full melee mode but have to whip out a gun or pistol to shoot these enemies that are pretty obvious within melee range but invulnerable to melee attacks because of faulty melee ranges. Would deeply appreciate it if DE would fix that. Thanks DE we love you!

    Confirmed tested maxed primed reach on my scindo - noticed 0-15% imrovement while trying to kill enemies on stairs, flying enemies, crawlers and even regular humanoid sized enemies.

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