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Sloth45

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Everything posted by Sloth45

  1. I genuinely do not understand why this has persisted as long as it has. Then again, I don't understand the "cant use guns or abilities" bug lasting ten years, either... Anyway. Extremely simple fix. On controller- And elsewhere, but controller is where it matters most- When you are holding Volt's electric shield, if you press the reload/context button, you drop it. Always. No matter what the context button is. Do you know the number of times, in the probably over-half-a-decade of playing, I've wanted to drop the shield before every other context action? 0. Zero. Never. I have never wanted to drop my shield *and* reload my weapon. I have never wanted to start a mobile defence *and* drop my shield- Yes, I do often want to put a shield down, but I want to position it first. The fix is really, really simple. Are you with me? Drop the shield last. Need to reload your weapon? Press reload, and hold onto your shield. Amazing! Want to drop the shield, but your weapon isn't reloaded? Double-tap the context/reload button. Reloading always should have priority because it happens infinitely more often then you wanting to suddenly stop being bulletproof from the front. Want to start a defence objective or open a door or something with a gun that isn't reloaded? Interactable object > reload > shield drop, in that order. Interaction object > reload is how it works in all other contexts, anyway. This should be a thirty second fix for a major annoyance for all volt players. Please, please spend the thirty seconds. I beg of you.
  2. I don't think I've ever seen an enemy trying to dodge them? Not in Duviri, but in the Circuit. Enemies get knocked down, I stand in front of them while they try to stand up, I look at them, I melee, and 4 times out of 5 I whiff with a regular melee attack. It's a pain. Probably. But as long as it works, and my circuit degrees aren't completely wasted on buggy mechanics, I'd be happy.
  3. I dunno, having a knocked down enemy nearby at all forcing a ground finisher sounds like it would work for me- There are fairly few sources of enemies being knocked down, so odds are extremely good that if a player is doing a melee next to one, they're intending to do a ground finisher.
  4. Title. I hardly bother with the things in most content, but when Duviri emphasizes finishers for certain Decrees, then you notice that it's extremely unreliable to commit Ground Finisher on enemies after knocking them down with a heavy slam. I'd take the interaction prompt that Parazon Finishers have for ground finishers too; that'd probably be more reliable then "aim your cursor at the enemy before they get up, press the melee button, and hope."
  5. Nullifiers should probably have themselves and everyone in their bubble ignore the rift plane, making them a threat to anything you're trying to protect with the rift, but not an immediate #*!%-you that shuts down Cataclysm entirely. That would still make them a sizable threat, but not a "Limbo is literally unusable against 2/4 main factions" threat.
  6. I tried putting a full armor strip on my Nidus to see how much damage he did in steel path to unarmored, high level grineer, with the augment that lets him get 300 mutation stacks instead of 100. Answer: Too little. What's the point of taking that much time and effort to snowball to max when you still need 3-4 casts to kill anything? Nidus is very good at Not Dying, but a whole lot of frames are great at Not Dying. It's not really enough these days to define why you should take one frame over another.
  7. You're advocating for nekros being forced to keep Soul Punch? Pass.
  8. You wouldn't want it to be on contact with an enemy, because then he'd stop rushing every time he ran into a foe, which would be all the time. Making Gauss Mains slow down every few seconds would have them very upset. The option to do a wall-slam effect if they deliberately stop rushing before hitting a wall like that would be nice, though.
  9. Disagree on limiting it's range to line of sight. It's annoying to do ESO and have a dozen enemies get trapped against a ceiling somewhere, but this isn't the answer. I'd rather have enemies who get trapped against a surface for 10 seconds teleport to the center of the vortex or something at that point.
  10. Wormhole also has the dubious advantage of redirecting enemy fire. Watch a bombard launch a rocket into it and have it teleport to the wormhole's end point instead. But no, I can't say I've ever seen a squad use a wormhole, I've rarely seen a nova use one to get around, and I've never seen them placed defensively for any purpose but to annoy squadmates by blocking the door to extract with them. Also, can we fix her passive? Nova's passive is that she knocks down nearby enemies when she's knocked down. You might never have seen this, because all enemies who are in the animation of a knockdown attack are, themselves, immune to knockdown. So it only ever procs on enemies who are immune to it. GG, DE.
  11. That would be nice, but I prefer to ask for small changes that can be implented quickly. It's more likely to actually happen. Probably, yeah. That said, I wouldn't mind the support aspect for your team staying the same (enemy defense stripping) while having the personal-benefit aspect (shield regen) be stripped down to 50/25% of it's effectiveness, or even not regenerating shields at all during it. If you were able to use normal guns and actually get kills during it, that might also be worth giving up Pillage.
  12. The fire rate is the absolute killer. I hate charge weapons in general, but just look at it. You look at that unmodified fire rate and you tell me that's okay.
  13. Title. She can cast her 1, she can cast her 3, and obviously she can cast her 4. Why is Pillage singled out? If you think her 4 is good enough that I'm willing to give up my decent guns (Balefire sucks, but that's another issue) AND pillage, then I regret to inform you you're wrong. It's pillage time all the time, and if her 4 doesn't work it it, then her 4 is functionally banned at all times, you know?
  14. I've heard whispers that melee pathing is bad in general for AI, but I'm not talking about that here. The problem with Wukong's clone is that, assuming you want to use anything other then melee, the clone is restricted to melee. Fair enough, it's thematic, that's not the issue. The issue is that it's unable to use melee properly, because it's AI is forced to prioritize being near the player at every turn. How to replicate the issue: 1: Stand 20m from an enemy. 2: Watch Wuclone run towards enemy 3: Watch Wuclone realize it's out of range of the player and run back. 4: Repeat indefinitely as half of Wukong's 1 is completely nonfunctional. I'm not asking for you to redesign his kit. This is a five minute fix. Just disable the need for Wuclone to be near Wukong while they're actively targetting an enemy, and then once their targeted enemy dies, then re-enable their need to be close to the Wukong. If you want to be all fancy, you can add in a teleport animation where they turn to mist using Wukong's 3 and reappear by your side. If you don't want to be fancy and want to get this fixed in five minutes, just have him teleport directly to your side like a Rescue Target does if they get too far, immediately after the kill. Edit: I had totally forgotten they already have a teleport-back-to-player effect and everything after you use their 1 to mark a specific target. So just use that, that's even less work. That way they can still spend most of their time by the player's side and not wandering the map, if they keep returning after every kill, but they can also get kills without getting stuck in an infinite loop of stupidity. Five minute fix, people. This is something Players fix when adjusting their Companion's precept mods all the time.
  15. It should definitely be more generous. I don't think I own a weapon that's takes longer to kill an enemy then it takes Ash to slowly line up his 4 properly.
  16. There's an upcoming aug for Nezha's spears, so while we're at it... Please go ahead and fix the fact that the intended synergy of Divine Spears multiplying Blazing Chakrams barely functions, because it's incapable of actually aiming at enemies most of the time and is easily blocked by virtually any terrain. Simple fix: Remove the current targeting line-of-sight system. Take the existing target-seeking range and instead check for enemies in a radius around that point with a circle/sphere/vertical column, and then spread the affect with a visual of the ring that isn't blocked by terrain. Remove the extra variables of dealing with random clutter. If it's in range, it should work. If it isn't, then it won't spread from that Spear. Just simplify the targeting parameters into something less ad-hock and beholden to the physics engine. Edit: While you're at it, maybe do something similiar with Blazing Chakram alone? I think I've cast this ability and missed my target more then any other ability in the game because it bounced off of something or sailed right past them. Maybe give it a targeting similiar to Ashes' Shurikans? I think those seek.
  17. Title. It's quite annoying to be forced to waste energy you picked up on the way back while rewinding, while control was taken from you, because the game picked it up automatically and promptly wasted it. Thurible also blocks energy while it's being cast, so this pickup-blocking effect is already in the game- Just apply it here, and let her pick up whatever Vacuum has picked up after the player is given back control. Also, Protea Prime is probably coming up, and this'll help sell those juicy, juicy Prime Access packs. (I initially put this in the wrong section. Oops.)
  18. (None of these tags really fit weapon bugs? Weird.) So, I heard that this same bug afflicted the Hate incarnon adaptor, and was recently fixed. That patch needs to be made to the Ceramic Dagger as well. On heavy attack, it launches an AOE projectile of, frankly, middling damage, but it's currently able to self-stagger the player. This is a problem if you are, for some reason, trying to use your melee attack in melee range. This is particularly egregious for being on a dagger, since the main purpose of a dagger heavy attack is to open enemies up to finishers, which you cannot follow up on if doing so knocks you to the ground. Hopefully this patch will be shared from the Hate incarnon soon.
  19. Amesha is one of the best archwings out there, but her 4 just flat out does not work for allies most of the time- Trying to get it to apply to any of your squad other then you, let alone all of them, is a pain. I'm not actually convinced it is even possible to apply it to everyone in your squad, 40 meter range or not. This is only a problem if you're not the kind of completely self-centered player who's elected to play a support frame for the sake of only buffing yourself and ignoring your allies, but on the off chance you're not... Accordingly, since trying to check for range isnt working very well at all in landscape missions, you might as well bump it up a little and have it apply to everyone who's in affinity sharing radius (50m) automatically. Do they have the affinity icon? Then it works. That's all. I just want this bug from 2016 fixed in as simple a check as possible.
  20. Well, it was added in 2021-07-06 and they did buff it on 2021-07-09 ... To increase the ammo max and clip size. They've had a long time to change it, and already have, so apparently they didn't see anything else worth changing while they were fixing it the first round.
  21. This is not news in any regard- Everyone knows these things suck. But since Duviri put it on my plate with it's random assortment of loadout, and I was forced to bear witness to it anew, let's break down exactly why this thing is an irredeemable piece of S#&$ with no redeeming qualities. First of all: The competition. This is a Tenet exclusive weapon. Kuva and Tenet weapons are usually good weapons- They were some of the best in the game, prior to incarnons coming around. The Kuva Nukor and Tenet Cycron continue to have a permanent place in many people's loadouts, even with the raw power of incarnons now available, just for their power and ease of use. Within that catagory, it has: Low to middling damage. 28 base damage, mostly impact, is not impressive. Low status chance: 14.00% per shot is not very impressive, particularly in the current status-heavy meta, but if the critical damage held up it would at least be alright for most content, right? Solid critical stats: 36% base crit chance and 2.2x crit multiplier. This is one of the few stats that are actually appropriately good for a Tenet weapon. Very low projectile speed: At 50.0 m/s , this is on par with the slowest throwing knives, and some of the slowest projectile speeds in the game for secondaries, with only five weapons below it. The lock on mode has a slightly better speed, which is it's main 'feature', moving at 200 m/s. Middling fire rate: at 9.67 attacks/sec, it's pretty square in the middle of the pack. Unfortunately, where it all breaks down is the main focus of the weapon: The lock-on. The lock-on drops it's firing rate from 9.67- Or ten rounds a second, if you round up- To 1.00 attacks/sec. To those of you with basic math skills, that's about an -88% decrease in fire rate, and thus, DPS. Now, surely DE would give us something to make up for that, right? I mean, you wouldn't want to cripple yourself with such a drastic decrease in effectiveness without something to make up for it, right? It does like 100% more damage to make up for its -90% fire rate? Or it gains AOE? Multishot bonus? Critical chance bonus? Critical damage bonus? Status chance bonus? Something? No: It takes longer to aim, and it misses more frequently. That's it. When aiming down sights, in addition to this intense DPS down, you go to semi-auto lock-on mode, which fires a burst of two bullets with absolutely no damage benefit whatsoever over full auto. These bullets have S#&$ty tracking and only go for bodyshots, so half the time the game will miss for you with them, and it takes a good half-second, third of a second to lock onto an enemy before you can fire, adding a further delay. This is contrasted with the no delay it takes at all to just... Hold down the trigger as you sweep an auto weapon across an enemy with a regular weapon. If you have to aim directly at them, for longer, then what is the benefit of the tracking? Just shoot them while you're aiming directly at them with any other type of weapon and you'll get better results. So, in exchange for having average stats in most regards, poor damage for a Tenet weapon, very poor projectile speed all around, you can make it harder to aim, lower your accuracy, make your weapon 90% slower to fire, and go from full auto to semi auto. Bravo. This thing is worthless garbage. So, what could be done to fix it? Well, probably take off the S#&$ty tracking, for one. Go for the Akarius style of tracking, where you just fire, and it self-corrects within it's tracking radius, assuming you managed to fire in the correct direction of the enemy. Go from burst firing to a slower 5 attacks/second full auto, if you're keen on making that a balancing feature- Taking 50% off your DPS is better then 90%. Would these changes make me use the weapon more? Eh, maybe. Probably not. It's stats would still be very uninspiring compared to modern weapons. But at least I wouldn't ridicule it as one of the most bottom tier weapons next to the Stug, for what is obstensibly a high grade weapon a step below the Incarnons.
  22. I revisited the Atomos with the recent incarnon. It sucks, by the way: It's worse then the Kuva Nukor or Tenet Cycron and it's incarnon shots can't even kill steel path corpus in one shot, which is abysmal. But I'm not here for that. See, whatever you feel about the terrible statistics it currently has, here's one thing that's inarguable- This incarnon weapon, which requires headshots, and thus, the ability to aim at the head, cannot be aimed. This is not because I need to "Get Good"- This is because the magazine/fuel cell/weird cylinder thing on the gun is so large, it is in fact actively blocking the aiming reticule. You can just guess where you're shooting past the model, but then you're not aiming- You're making an informed guess. And the ability to aim in order to hit headshots is kind of important, actually. So update the model and reduce the size, or reduce the zoom on it, or give it the ability to use generic pistol skins (Which won't fix the inability to aim in incarnon mode, but at that point it barely matters), or something. This is an embarrassing oversight. Yes, if you just blindly spray and pray at whatever you can see past your bulbous potato of a firearm, you will score headshots semi-reliably from shooting in the right direction. And if you, say, painted a target on the side of a barn, then only shot at it by aiming a rifle backwards over your shoudler, you will eventually hit it, with enough reloading. But do you not see that just because doing it blindly works out often enough, that doesn't mean it's a good idea to keep doing it?
  23. AOE weapons aren't even worth using. You can run them for all of five shots and then you run dry- Which is hella punishing because, as you may recall, the current meta requires getting kills for Galvanized mods to proc and weapon damage arcanes to trigger. Needing to get three kills, at least, at reduced power, and then running dry because you had like one reload left at full power is so anemic it's not worth bringing. You're going to be using your secondary so often that why bother bringing a primary you won't even be able to use?
  24. I constantly forget I have ED equipped. Mostly because it's annoyingly fiddly to use. If the energy orbs were consistent with actual energy orb mechanics, and collecting them with your operator also passed them onto your warframe, that would make it less of a complete pain to jump back and forth between states. Orbs flying all over and, well, dissipating into thin air on a short timer is obviously part of the mechanics and so I can only assume that won't go anywhere.
  25. Limbo's Rift Surge is problematic. People don't like limbo in general, partially because they don't want to actually move their ass to be in a cataclysm to shoot rifted enemies, but also because Limbo players can easily trap enemies in the rift and forget to deal with them, stalling progress until he does, which his kit is basically designed to do. Rift Surge automatically effects everyone in the rift, and while Limbo is cleaning up the main clump of enemies, anyone who was caught on the edge of his cataclysm will be forgotten, with nobody being able to kill them until the ability times out, or he gets around to it. This, in turn, is an exceptionally anti-teamwork ability which ruins the experience for everyone but limbo, which is a large part of why everyone hates him, and people will just out and out leave a game if they load in and see a limbo. Easy fix: Just remove that! Make it so enemies who are Rift Surged can be hit from either side of the rift, letting players who aren't currently in Limbo's Social Club kill them and progress missions. That way, Rift Surge won't actively exclude other players from playing, but will opt them in even if they aren't in Cataclysm. Let him have this, please: He's useless against half of the factions in the game as it is (The 2/4 that have Nullifiers), and if you won't reign them in any- Having nullifiers exclude people in their bubble from the Rift, rather then completely popping his cataclysm would be infintiely more reasonable and still make them priority targets, as well as still a huge pain in the ass for Limbo, which I'm sure is something you're very keen on, DE- Then this will at least help.
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