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Robolaser

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Posts posted by Robolaser

  1.  No way DE's designers didn't consider exactly what you (and many others before) suggested.

    Being able to swap parts is obvioulsy what first comes to mind when "modular" anyting is discussed.

    So, why aren't we allowed to do just that, eventually? Could ... someone, something, have interfered with the game design process?

  2. If your riven is labelled "Rifle Concidex" then it might be what was called an universal riven. These could be equipped on any weapon in their respective category. However, DE took measures to fix that, prevent existing ones from being traded or rolled, and then converted them all to normal ones. Maybe yours slipped through?

    Try to put it on your Lanka anyway. Even better, on another rifle : if it works, you're a lucky universal riven owner. If it doesn't, maybe try to reroll it? If nothing works, you could keep it and hope for another game-wide fix, or try to sell it to a collector as others suggested (might be untradeable, also be honest about the fact it can't be equipped on anything, and take screenshots of the transaction from chat to trading post, just in case).

    Lastly, you could try to contact support again, telling them you have an "universal riven". That should get their attention. I doubt they would be able to revert it to your original Lanka riven, but they might give you a new, unveiled or unrolled one.

    _____________

    For those curious/skeptical about such bugged rivens, here's another report with picture and staff reply:

     

    • Like 1
  3. Vertical camera movement is quite noticeable on the Drakgoon or Corinth, and not as strong but still potentially headache/sickness inducing in prolonged use, on the Boar or Exergis for example.

    This is even more pronounced when zooming in, the same way as movement looks amplified when using poorly stabilized optics IRL. Which is, i suppose, why Redkunaz asked for -zoom mods in this context.

    Anyway these mods would not upset balance, require very minimal work from DE (as the code is already done), and have already been requested many times. I don't see any reason to oppose them really.

  4. Allowing the grenade to explode on impact would just turn the Corinth Prime's alt-fire into a ridiculously better Ogris, with 4x the damage, even higher status, larger AoE, and 5x more ammo. That's a bit too much for an alt-fire in my opinion (and probably DE's, at least for now), especially for a very strong shotgun. We already got a year's worth of powercreep with the Bramma, so as Shirubiru said, it would most certainly be at the cost of some kind of nerf eventually.

    Allowing manual detonation for a split second after impact sounds more reasonable, although not necessary (again, in my opinion).

    • Like 1
  5. I don't care about mastery points enough to feel obligated to forma kuva weapons more than what i need for my builds. Even if MR was more important than it is now, i could just wait for more weapon, frames and companion releases.

    Someone who already mastered every piece of equipment besides kuva weapons, and didnt spend 99% of that time afking in Hydron, has probably no issue getting their hands on a few dozen formas. They either have them stockpiled, or can spend 1% more time farming them, or can just quickly sell a bunch of stuff, if needed, and buy bundles. Most mastery points are already "locked" behind a lot of grind anyway, i don't really see the difference.

  6. Coincidentally, the phantasma nerf happended just before the release of another status-focused sentient primary weapon. Whose status chances are higher, but would have been lower than the pre-nerf phantasma. And also happens to sport both short range beams, and explosive projectiles.

    The fact that this new weapon is a reward for an event many initially thought was not worth the grind, has certainly nothing to do with DE then completely ignoring all the undisputable evidences brought by players that the phantasma nerf was totally unwarranted in the context of a status rework for pellet shotguns.

    • Like 1
  7. Il y a 2 heures, T-Shark69 a dit :

    Share it.

    Is it that hard to say please?

     

    Il y a 2 heures, T-Shark69 a dit :

    Keep your opinions to yourself and share the build. I have a feeling its S#&$ for primary

    Who do you think you are, asking me to keep my opinion to myself? You don't, i won't. Difference is i'm polite and you've been awfully toxic, also i back up my words with evidence. Of course the build isn't primary focused, what do you expect? The point is to show it is doable, contrary to what you claimed. Your attempts at diversion and lame excuses won't fool anyone.

    The previous video was made using a riven, but since i supose you'll object, here's a no riven, no CP, no nothing demonstration, build included:

    https://streamable.com/17j0ep

     

    Il y a 2 heures, T-Shark69 a dit :

    Add it to the list of shortcomings to that disappointment of a weapon. Read DE.

    So you don't like that it requires practice, dare i say skill? ... uh i think i'm starting to see a pattern here.

     

  8. Il y a 12 heures, T-Shark69 a dit :

    Excuse yourself. With primary I oneshot lvl 170. Burst doesnt 2shot 140. Not even with the viral Cryotra i forgot to unequip.

    It's totally possible to 2-shot lvl140 corrupted heavy gunners with the corinth prime's alt fire. Here's a short demonstration:

    https://streamable.com/9vd1av

    That wasn't even an optimal build. And no cryotra, cat crits, abilities or arcanes. Looking carefully, you'll notice one of them was almost one-shot. And don't forget the 90% damage falloff. I mean, no offense buddy but... have you considered that, maybe, you don't know how to use that gun as well as you think yo do? Detonating the grenade at the right place/moment is very important, and requires good timing.

  9. Detonation on impact would probably come at the cost of something, and i don't want that.

    Also i like being able to detonate it exactly were i want, even in mid air.

    If we could have both detonation on impact AND on demand, at no cost, then sure why not.

    Also make it release bomblets and increase the crit stats to 20% x2.5 please.

  10. Unfortunately, the ocucor's damage is crippled by a bug (or feature? who knows) which makes multishot mods only half as powerful as they should be on it. That issue has been reported many many times over the years, to no avail, and sadly has never been even acknowledged by DE.

    I totally agree about the turrets. It's a very outdated feature, to the point i even completely forgot about them, and don't even remember the last time i saw anyone use them. A buff and/or greatly reduced cooldown would be much welcome.

    • Like 1
  11. il y a 32 minutes, Tiltskillet a dit :

    In the Corinth Prime's specific case though I'd rather have the sequential reload (Adjusted for mag size--reloading at the same shell rate as the base version would be silly with the current mag.)...plus passive reload or projectile speed or V.Supplies as I saw fit. 😛

    I can agree with that!

    But as you said, i wouldn't expect it either. Costs nothing to ask tho, so i understand the insistence.

    • Like 1
  12. Il y a 2 heures, Tamatu a dit :

    I don't know why you are using words such as "whopping" to hype it up that much. It is the exact same cc, cd and damage stats the normal version has, and that's just sad for any prime weapon.

     Accounting for the crit chances, crit multiplier, and fire rate, the corinth prime deals about 1411 dps. Please tell me how many weapons can deal as much or more. The list will be quite short, to say the least. Hence whopping, or extreme, and the fact that's it's the "exact same" (as original corinth) is irrelevant in that regard.

    About the status chances: getting even 1 additional viral proc will increase your next shot's damage dealt by 25%. They also increased the firerate from 1.17 to 1.42, or +21%, which is a considerably larger dps boost than the +2% crit chance you're suggesting. When you take both improvements into account, the potential dps increase is far from "sad", at least in my opinion.

     

    Il y a 2 heures, Tamatu a dit :

    Again, you can read these stats off a paper sheet and call them WHOPPING, AMAZING, and other hypewords, but if you take it to any mission where enemy levels are semi-decent it's crystal clear why you wouldn't use altfire.
    Try hitting any ""more serious"" enemy levels with it, and it feels like slapping your foes with water balloons. To be fair, it does clear subpar enemies with it, but so does everything else in the game. Because remember, for DE lvl 50-ish is "high".

    The actual in-game damage of the alt-fire is currently not taking multishot into account in some instances, despite the UI saying otherwise. One of the community managers confirmed that DE is looking into it. Nonetheless, it already does very high damage indeed, just not against heavily armored high level targets (at least not without some external help, there are many options tho). Did you expect to casually erase lvl 170 heavy gunners in a 10meter radius with your alt-fire? Again, tell me how many primaries alt-fire have a comparable, if not better, AoE damage or status capability than the corinth prime. I think that deserves a few superlatives.

    Which leads to the next point: what are YOU calling semi decent, or high level? I guess that, if you're fighting needlessly (reward wise) high level enemies, it's for the challenge. But it seems you're also asking for something that would be able to... nullify that challenge. Sounds a bit contradictory, don't you agree?

     

    Il y a 2 heures, Tamatu a dit :

    Those slight number tweaks were done especially so that people like you can defend it saying "well yeah it is a buff."

    "people like you" sounds quite antagonistic to me, with condescending undertones. Something one would use if they were trying to flame. Please don't.

  13. If i remember right, when this was first discussed upon introduction of exilus mods, 2 possible explanations emerged:

    - the Gaze kitgun grips allow to trade beam range for more damage. Ruinous extension would indirectly allow more damage without compromising range.

    - using punchthrough allows to kill more enemies per shot/ammo. Increased range + punchthrough = potentially higher number of enemies hit = more damage.

    I'm not saying these are legitimate reasons for excluding range mods from exilus category in my opinion. Almost all exilus mods can give an indirect dps boost, for example by improving damage application, or reducing downtime. Vigilante supplies even gives a direct damage increase thanks to its set bonus, albeit a small one admitedly.

    I guess DE had to arbitrarily draw a line somewhere, and maybe fear that giving into such requests as OP's would lead to "DE you finally allowed mod A, so why not mod B? it's not THAT different! And then why not mod C?" etc. That would not only do nothing to adress incomprehension regarding their choices, not only leave players unsatisfied anyway, but would also require DE to bargain and justify themselves again and again, which they clearly don't like (but who does?).

  14.   

    il y a une heure, Tiltskillet a dit :

    I think we're just talking about the subject in different ways

    I might have overreacted, my apologies too.

    My point was, in other words: DE clearly wants to promote exilus slot and mods usage, and as i said for that reason is unlikely to grant a 4x batch reload. So it boils down to : would you prefer a 5 shells magazine with a flexible but slow shell per shell reload, and not so appealing +40% flight speed or +5% damage as an exilus option; or would you prefer a 20 shells magazine with a slow 3s full reload but with the possibility of an even more flexible and 5x faster shell per shell reload, and the ability to use melee while it "reloads", at the cost of the aforementioned exilus options if you choose so?

    If reloading flexibility is most important to you, i don't understand how the later would not be prefered, and not considered an upgrade. But of course would have been interested in reading other point of views. I hope this clears any possible misunderstanding.

  15. il y a 1 minute, Tiltskillet a dit :

    Yes, but you asked how it could not be considered an upgrade. 

    You're nitpicking for the sake of it, completely and purposefully ignoring everything else i offered to discuss. How is this adding anything constructive at all? *sigh*

    Thank you for this meaningful exchange of views, i wish you the very best of luck regarding your requests.

  16. il y a 32 minutes, Tiltskillet a dit :

    Well, it does take a slot.

    Exilus slot. The corinth has already quite a generous range for a shotgun, and most people seem to find the grenade too fast already, so i doubt they would, in practice, get significant benefits from fatal acceleration. The overall dps increase potential with vigilante supplies is very small, and even mindlessly spamming the alt fire, or using fire rate mod, i never ran out of ammo. I doubt that many people would spend an exilus adapter to put any of the other available options on the corinth.

    The 4 shells batch reload could be a reasonable alternative, but it's indeed unlikely DE would implement it, precisely because lock and load is already an option. Asking for a slight range increase would probably have better chances of success.

  17. Il y a 2 heures, (PS4)FriendSharkey a dit :

    I just came out of a Onslaught as a Valks with a Mirage using the Ledgermain build and they just killed the map for eight round straight while everyone just stood about twiddling their thumb sticks where even a Saryn was being outpaced by them...

    That's exactly what happens to people who want to use one of the non-top 3% weapons when someone in their team uses the Bramma.

    You don't want the bramma being nerfed, nuke frame users don't want them nerfed (i understand both), and it seems impossible to buff 90% of the less efficient weapons even close to Bramma levels. So, how could these extreme efficiency gap issues be solved then?

    • Like 1
  18. Il y a 8 heures, Tamatu a dit :

    At least bump up the meaningful stats a little bit, please. When something has predominant crit stats, adding extra status chance won't make a large difference, that's not what you will want to build this weapon for. Also, the identity crisis the 2 fire modes suffer is just strange. Making one crit and one status heavy fire mode is not that wise.

    You'll get benefits from the main fire increased status even without building for it. The corinth is one of the few who got better status application after the shotguns pellets' status rework. Just build for crits as always, you'll still get procs, and more than before. The normal corinth already has a whopping 540 base damage with a 30%cc and 2.8x multiplier, if DE increased these it would have been very very minor, and you probably would have been unsatisfied anyway.

    The alt fire mode got an insane 50% base status, on top of the highest base damage of any fire mode of any non-archwing weapon! Again, with such a high status stat you don't even really need to mod for it (but would get substantial benefits in doing so). To put this in perspective, it has more status than the Kuva Ogris, about 3x the damage, in a larger radius, with a larger magazine, larger ammo pool, and can be detonated exactly where you want. All this as an alt-fire for an already very powerful weapon, ffs!

     

    Il y a 8 heures, Tamatu a dit :

     One bullet at a time reload allows for great combat flow, you could reload as many bullets as you liked, so it wouldn't break the flow of combat too much. Now you gotta reload for a stiff 3 seconds, breaking your flow.

    As i mentionned in antother thread, you can use the lock and load exilus mod to get the same functionality with corinth prime, but much faster, all while using quick melee instead of being stuck in a 1.4s reload loop. How is this not considered a gigantic performance buff, instead of being called a downgrade?

  19. Le 05/04/2020 à 09:30, AceAl24 a dit :

    You could reload shot per shot (quite fast), now it behaves like most of the other Shotguns

    Just put "lock and load " in the exilus slot. You'll be able to do the same thing, AND much faster. The corinth prime can do everything the normal corinth does, but better, and with added flexibility. It just requires a little more investment (as all superior goods do, it's a prime after all), and some out ofthe box thinking.

  20. Il y a 4 heures, (PS4)Lei-Lei_23 a dit :

    Have you used the alt-fire with 4 rounds left in the mag? You can shoot the round, but you can’t remote detonate because you’re forced to automatically reload during that time.

    So basically you only have 4 situational instances in which you can remote detonate the explosive alt-fire round instead of 5, which is the purpose of the unique perk given to the Corinth Prime

    Yes but it's most likely a bug so i'm not taking that into account in my feedback.

    Manual detonation remains available for the duration of the delay before reloading starts, which is at base very close if not equal to the delay before the grenade automatically explodes anyway. However, that bug becomes more glaring and problematic at long ranges when one uses firerate mods, and/or manual reload (which corinth users are used to), as these will shorten the relaod delay significantly.

    -----------

    I strongly recommand using "Lock and Load" with the corinth prime. That exilus mod will conveniently reload 4 ammo per second when the gun is holstered, which includes using quick melee. It'll give the same functional benefits as the original corinth (planned and interruptible reload), but at a considerably higher rate. That won't bring back the original corinth's reload aesthetics admitedly, but it's also a good way to circumvent the detonation bug for those affected, until it's fixed.

  21. il y a une heure, Mehbah a dit :

    Counting solely reload time per shot is very short sighted and, frankly, quite stupid.

    Disagreeing is ok, being dismissive and insulting is not. Please don't do that again. Now about the rest of your reply: in my opinion, if one can't find a 3s opportunity to reload despite the many crowd control, cover or even plain invulnerability options available, a few tenths of a second won't make a difference, regardless of reloading mechanism. Using a 8.5 second counter-example as you did is fallacious.

     

    il y a 45 minutes, T-Shark69 a dit :

    If you really have no issue with a 3s reload time for 5 shots in magazine then I guess I won't waste my time anymore.

    It was 8 shots in your previous comment, (instead of the 20 mag cap, but whatever), now it's 5... at least we can agree on something: there's no point spending more of our time in further discussion.

  22. il y a une heure, T-Shark69 a dit :

    Yeah maybe if you never use the alt fire you praised so much which takes 4 ammo,

    I use the alt-fire often, and have no issue with the reloading time. Also yes it costs 4 ammo, but the mag is 4x larger, which means you still get to use the alt-fire 5 times per magazine. Also no matter how many times you use the alt-fire per magazine, you will always have as much or more primary shots left in the mag with corinth prime.

     

    il y a une heure, T-Shark69 a dit :

    and youre left with a 3s reload on an 8 mag weapon

    Even then, it would still have a shorter overall reloading time per shell than the original corinth: 2.3s/5 shells=0.46s per shell, 3s/8 shells=0.37s per shell.

  23. Il y a 3 heures, Iamabearlulz a dit :

    May I introduce you to Boar Prime? It seems to me you like Boar Prime. Can you please go back to your Boar Prime and leave our Corinth alone?

    Yes, yes, no and no. The corinth is as much "yours" as it is mine or anyone's. This is a feedback thread. If you don't have any feedback to provide, please at least show some basic civility

     

    • Like 1
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