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Poisen

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Posts posted by Poisen

  1. 9 minutes ago, [DE]Sam said:

    Howdy, Tenno!

    We’re working on a change to make Permanent Weekly Acts recoverable! With this, the intention is that Permanent Weekly Acts won’t be lost should you not finish them during a rotation, as they will act like recoverable Acts going forward so that players aren’t excluded from any Nightwave Standing. We’ll update you on the progress of this change when we have more information.

    And you couldn't clarify that yesterday while cheerily informing us that the way Nightwave was supposed to work, which was communicated to us for an entire month straight, was changed after it had already gone live? Top job mate, my kindest regards to whoever was personally responsible for this abhorrent decision. It's not the loss of rewards that piss me off, it's the way things were communicated to us one way, and changed the day of release without prior warning without any sort of dialogue with the community. Whoever is personally behind this decision, I want you to make it clear to them that they are dancing on thin ice with the community goodwill. Ever since Rebecca took over Warframe has been in its golden period for the past 1,5-2 years. But this change, coupled with the asinine FOMO from the Heirloom pack are looking dire for the quality of Warframe going forward.

    • Like 16
  2. Why is the amount of Loadout slots limited?

    I personally would love the option to have a loadout specific for each warframe I own.

     

    Why is there a need to tie it to mastery rank, and if it's necessary, why only one slot per 2 MR ranks. Seeing as we're approaching close to 30 frames, not counting primes and we only have a possibility of having 15 loadouts if we reach MR 30 somewhere in the future?

     

    Possible solution could be giving 2 loadout slots per MR but that is just a bandaid option till we can find a more permanent solution.

     

    Just to clarify I'm talking about Loadouts and not weapon or warframe slots.

     

    Link to a discussion I started about this topic here

     

    Can we have more?

    Pwetty pwease???

  3. it's not about frame or weapon configs, but complete sets of weaponry and frame to have an ease of access: let's say i'd like to play Trin for a quick run on Draco, i just get the preset loadout and i hop ingame, or alternatively when i wanna run a solo sneaky run i get my Ash or Loki loadout and hop into a mission without needing minutes to set up.

  4. Q: Is there a need/reason to limit the amount of loadout slots? In my opinion there isn't/shouldn't be and i'd like to hear the devs opinion on this. Because at the moment we can't have possibly more than 10 loadout slots but we have more than 40 frames (including primes) to choose from, and this is horrible for people like me who'd like to have a dedicated loadout for each frame with their unique color schemes with thematically matching weapons etc.

    link to a discussion i started about this: https://forums.warframe.com/index.php?/topic/556852-loadout-slots-and-the-question-why-we-only-get-one-every-two-mr-levels/

  5. Seriously tho this thing is boggling me so hard....

    I have all the frames with the exception of Excal Prime, Volt Prime, Equinox, Zephyr and Atlas. But i'm only MR 14, which means i only get to have seven loadouts for my frames and thus i can only effectively use seven of my frames at any given time. But i have 21 frames that i own (with prime versions of Ember, Ash, Frost, Mag, Loki, Nyx, Rhino and Trinity replacing the original ones) and i'd like to have the option to have a separate loadout for them, specifically customized towards their gameplay with matching weapons, color schemes, companions etc... Why can't we have this? Why is there a need to limit the amount of loadout slots we can have at any given time? (This btw makes just as little sense as Warframe, Companion and Weapon slots, but that's a discussion for another day)

     

    My suggestion to fix this obvious issue? Give us TWO extra loadout slots for EACH mastery level. Doesn't make Mastery Level any more useful, but it's a start, a step in the right direction if you will. I'd love to see DE consider this on the level of: this makes sense, let's implement it in a new update!

     

    Please DE, make this happen!

     

    Cheers

    Poisen

  6. HP and Shields are a bit on the high end for a caster frame like this. He has to have weaknesses to make his auto-pilot and ruse abilities even necessary. I think lower the HP by 50 and the shields by 150 to make it balanced. Everything else is really cool on him and definetly balanced.

  7. so the link for the shotugun image is broken and theres a syntax error for putting it into the post (you forgot a ] ) but even clicking it rederects to a 404...onto the actual gun why is this a shotgun and not a 'lever action' rifle? thats truly all it is as a slug shotty....maybe make it have a very tight spread like older corrupted crewmen with their slugs that werent really..their spread was just essentially turned off. otherwise i dont see why its a shotty and not just a lever action rifle.

    fixed it, ty for noticing. and as i said single slug shotgun-sniper hybrid. that's the reason why it's cool. and secondly i love lever action rifles, but that's another idea for another day.

  8. my one criticism beyond 'why would you even need crits that high?' is why would you also give it a 35% status chance? cause with that much you could make a viable critical status build....for ridiculously high slash or elemental proc...which if anything survives the initial hit they wont survive the first tick...cause at base 200% crit with 8x crit multiplier (assuming base not pre-factored for red crit)...not modded for anything but status chance (so only like 30 of two combo elements totaling the damage to approx 85) you can crit for 15x damage and trigger a slash proc on a body shot for 103 damage a tick...on headshot? you can trigger a 420 (dammit) bleed proc...if you trigger a gas proc? 600. per tick. in a small aoe. off an arrow. none of that factors for weaknesses of course but please dont make a critical status weapon...im all for silly and ridiculously unnecessary high numbers but lets not turn that into an aoe destruction cannon.

     

    beyond that cool idea...and that design is awesome that designer did amazing work!

    Thanks for the feedback. You're right i overtuned the status chances and will tone them down. Since you can use Thunderbolt anyways.

    Will edit it right away.

  9. Now that i got your attention i would love to start my 'presentation'.

     

    My name is Adam, been playing for roughly 8 months and i love shotguns and bows. That's why i chose to make a concept for both of these lovely beasts.

     

    As the title suggests these would be crit-HEAVY guns, more than the Paris and the Dread are. What this means is, they are designed to be viable, but only if they use crits and of course to make use of some unused corrupted mods.

    I'm going to segment my 'presentation' into two parts. First the Crit bow and then the Shotgun.

     

    I: The Critzilla Bow (placeholder name for now)

     

    This Bow would have an interesting mechanic to it, that with a maxed Point Strike it may reach 300% Critical Chance allowing for always critting a new crit type: Cyan Crits, that deal (400% - 10x flat) damage of the red crits totaling to A LOT of damage. Once we get to some of the other stats later, I'll explain how much that exactly is. To those who need some intel on the actual way how crits work I'll link the wiki page at the end (if i don't forget it at that point).

     

    So my thoughts about this were that, if the weapon has really high base crit chance and crit damage, in order to balance it, you need to drop it's base stats a little and touch some stuff here and there.

     

    So the stats that i propose this weapon should have are as follows:

    Base damage in IPS: 25

    Impact: 2.5

    Puncture: 2.5

    Slash: 20

    Base critical hit chance: ~200%

    Base critical hit multiplier: 8x = 800%

    Base headshot multiplier. 4x = 400%

    Base headshot critical hit multiplier: 4x = 400%

     

    Unmodded this gun will roughly* deal 375 on body hits without multipliers and 6000 on headshots. Fair isn't it?

    *: not taking armor, IPS bonus multipliers and slash procs into account

     

    Base status chance: 20%

    Projectile Speed: 150m/s (It's design of a modern composite bow should emphasize this)

    Draw Speed: 0,75

    Reload Speed:1,0

    In the case of this weapon Vile Acceleration is also advised as a mod since decreasing 25 by 15% is only 3,75 damage, 24,9 critical damage and 99,6 head critical hit damage loss.

     

    In terms of modding here is what i thought you'd most probably need on this gun:

    Serration - Point Strike - Vital Sense - Hammer Shot - Vile Acceleration - [utility mod of your choice or even an extra elemental mod] (e.g: Terminal Velocity, Ammo Mutation, Thunderbolt, Faction Mod etc...) - Elemental Combo of Your Choice.

     

    For visual representation I have made a small build (courtesy of warframe-builder.com) of my preferred taste. Feel Free to switch out the mods to anything you prefer.

     

    2j13pn5.png

     

    The looks of this bow are something along the lines of this:

    heretic_composite_bow__top_view_by_samou

    and this

    heretic_composite_bow__perspective_view_

    Credit where credit is due, this guy did this beautiful render: http://samouel.deviantart.com/

     

    On to the interesting part:

    Why did I suggest this even? Well.. to have a Soma-esque bow low base damage insane crit damage - 'nuff said.

     

    Finally, Damage calculations:

     

    With only Serration and the dual elemental mods you get 420 damage ('cuz that's how i blaze it)

     

    Add in the Cyan Crits and the Critical multiplier: 420 x 222.4

    Add in the head shot and heashot crit multiplier: 420 x 222.4 x 4 x 4

    Equaling to a grand total of 1.494.528. damage on basically every single head shot* you make. 16x less if you only hit the body.

    *: not taking armor scaling, elemental bonuses and IPS bonuses into account

     

    If you're a fan of uselessly high critical hits and love seeing those numbers pop up then this is a weapon for you.

     

    II: The Critpumpgun

    First and foremost this gun is HEAVILY inspired by the Kel-Tec KSG, especially it's slug variant as seen in CoD: BO2. If you have played that game you know how much fun it is to basically snipe people with a shotgun and then satisfactorily pump the gun after you've done a good job showing that dude who's boss.

    Also note that this gun is designed with the upcoming multishot changes in U18 soonTM so bare with me.

     

    The first interesting mechanic this gun has, is that it's shots contain one single high caliber slug instead of multiple pellets. The second one is that it's headshot multiplier and headshot crit multiplier match the Critzilla Bow, rewarding player accuracy. Also it can achieve Cyan crits like the bow, but not necessarily.

     

    Onto the stats:

    Base damage in IPS: 600

    Impact: 400

    Puncture: 200

    Slash: 200

    Base Status Chance: 20%

    Shots on the head can ragdoll enemies. If it's a kill-shot, ragdoll is guaranteed.

    Base critical chance: 110%

    Base critical multiplier: 8x = 800%

    Base head shot multiplier: 4x = 400%

    Base head shot critical hit multiplier: 4 = 400%

    Damage falloff: >25m = -12,5%, >50m = -25%, >75m = - 37,5%, >100m = -50%

    Effective range 0-80 meters essentially, damage falloff after that is steeper making sure that for that range you actually need a sniper.

    Projectile speed 50m/s

    Spread: none whatsoever

     

    Suggested mods:

    206g4ra.png

     

    This build is subjective, find one that suits your personal preferences.

     

    Damage calculations:

    Base damage: 600

    With these mods the damage will total to:

    15724,8 damage per slug without critical multipliers and such.

    Adding the critical chance of 209% plus the critical multiplier of 16,8x: makes every single shot guaranteed to crit for red crits dealing 32.6x damage: 512.618,48 damage per shot

    Adding the headshot and headshot crit multiplier: 8.202.055,68 damage if the enemy is withing 25 meters range.

    You additionally have a chance of 9% to go complete overdrive and score a Cyan crit, which I'm NOT going to calculate here. Go figure yourself :P

    And of course this is all without a resonance Banshee soo.... yeah. If this ever gets implemented into the game the people will hold a contest of who has the biggest cyan crit on this weapon with a Banshee.

     

    Anyways that concludes my weapons here are some pictures of the design that it's based on:

    Bullpup, pump action shotgun with 12 rounds in the magazine:

    KSG_3357web.jpg

     

    Something along the lines of this should be doing really well.

     

    Well as we reach the end of the post I'd like to thank you reader and thank you in advance for any feedback you may post.

     

    The promised critcal hit link: http://warframe.wikia.com/wiki/Critical_Hit

     

    Thanks for stopping by, and if you like the idea bump the post.

    Cheers:

    PoisenBow

  10. Will you ever do something about these mods?

     

    RifleAptitudeModU145.png

     

    or these?

     

    PiercingHitModU145.png

    May i also extend this question with the balancing of corrupted mods? Because the corrupted crit mods for pistols are outmatched by pistol gambit and target cracker without having the negative effects. And there are many more corrupt mods needing some love.

  11. My only problem with forma is that some people are stupid enough to buy a neural sensor and a neurode just to craft a forma from the blueprint, which costs them 20 plat this way, when they can use those 20 plat to buy a Forma right away.

  12. So i've run into this bug about 10 minutes ago on Titan. What happened ultimately that i've chosen the sneaky way into the security room with the console by jumping up into the shaft without disabling the two fat laser beams that guard the console. I've hacked the console in hurry and i accidentally didn't solve it in time. I solved the 'puzzle' in the instant that the laser beams hit me. Being with a low level frame i died and had to revive. Strangely the data wasn't retrieved but the console was also unavailable to interact with leaving me with no chance of having the data.

    Cheers:

    Poisen

  13. Soo, to my understanding this happens when somebody leaves or finishes a game with the gun holstered and thus invisible, and they jump into another mission the gun will be invisible when equipped and to be seen on the back of the warframe appearing to be holstered. It's still functional tho, but i've heard of cases where it wasn't.

     

    Pics:

    Big total of the whole setup:

    1zbw0bc.jpg

     

    Closeup:

    qns70g.jpg

     

    Loading the beast up:

    312aixz.jpg

     

    Fire in the hole:

    v7ctn9.jpg

     

    TL;DR: weapon works but is invis and appears to be holstered due to some spaghetti code with the 'invisible while holstered option'

    Cheers:

    Poisen

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