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animanera89

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Posts posted by animanera89

  1. Hi there. I'd like very much to trade my Vaykor Marelok with you if your offer still holds. My ingame name is animanera89. Atm I'm not logged in, I will log in game probably tomorrow in the late-evening or thursday in the afternoon at worst. Looking forward to keep in touch with you :) bye and goodnight

  2. One more detail. On all of them I was using Helios. Just remembered now. Didn't think it mattered cause I always use Helios.

    It probably does not matter because it happened to me while I was using my kubrow... I don't think it's related to the companion one uses

  3. I'd like to have some kind of ammo restore inside it (maybe taking away one of the energy/health droppers. What do we need two of every kind for?) And the abilty to exit from it without having a "failed mission". And yes, adding teleporters in the relay would be really appreciated

     

    so the simulacrum allows you to fight enemies you've fully scanned?

    Yes. Only those that you scanned 'til completing their codex entry.

  4. Oh i hate this drop system i also was so pissed off when we got like orokin or forma bp's instead of a precious prime parts in the void, or a $#!+load of steady hands and power throws instead of a cores on regular survivials for 99.999% of the time i played, so another unlucky guy won't surprise me) Such "rewards" are like mockery. The bad thing that this system don't have any correction mechanism, which won't let you to recieve the same trash over and over again, like for example if you killed stalker like 30 times - stop giving as a "reward" his "blow jobstice" stance or "heavy impact" which you have like 20 in your inventory already, or that Dread - switch forcefully his drop pull to something different that he can drop. Or why not to make him drop that gdamned Hate after you killed him like 30 times, and Despair after 50 kills? but no...

    This. For most stuff, the grinding can be tedious. Especially when you neek particular stuff like keys. I had to run Vorr and Kril at least 20 times to get all the stuff I needed from them (miter set, Twin Gremling BP, Trynity set). Why don't add a simple "reward counter algorithm" that does this when doing bosses runs:

     

    (Disclaimer: this system would work only on Bosses. In void, with all the stuff one can get, I think that the possibilities would be over-complicated)

    In solo.

    - First time you kill the designed boss, you get a casual part (let's say that you find a Chassis BP). Now you have that item in your invetory, good.

    - Second time. The algorithm reads that you already have the Chassis BP (or even the Chassis built/building), so it sets to ZERO the probabilty in the RNG to get that again. This means that if you were to get, because of the RNG hate towards you, again the same part, the algorithm would overwrite it and force it to give you something that is NOT a Chassis BP. And so on unitl you have all the parts in three runs. In case you have already a full set, the algorithm would simply not work letting the RNG decide freely what you get if you run the boss one more time than needed.

    In a situation with more than one player (that's more likely for normal not-key-requiring bosses) the algorithm would behave like this:

    Let's say that there are two players (that we will call A and B), and that they both have nothing of the drop of the boss they are fighting. In this case they have the normal chances to drop for every part of the frame/weapon they are grinding for. They get the first part (let's say a Helmet BP), and then procede to fight again to get the rest. In this case, the algorithm would do the same things that I stated before. This way they are guaranteed to get all the necessary parts in 3 runs at worst.

    Now let's make that one of the two players (A) already has a part (Systems BP this time). In this case, the algorithm would try to "favour" the player that as not taken any part of the boss yet (B), so the reward will still be casual. They go on and fight the boss. Now we have two possible outcomes:

    1) they get the Systems again. So now both A and B have the same item (in A's case, more than one of it). The algorithm will do then the things stated above, "forcing" the RNG to reward them with the other parts untill they get the full set.

    Or

    2) they get Helmet. Now we have A that has Helmet and Systems, and B that has only Helmet. The algorithm will now make sure that they do not get again the Helmet, but they could still get Systems or Chassis with equal possibilities. If they were to get Systems, then the algorithm would revert to case 1) because now they have both at least one of the same pieces each, and so in the third run they will get chassis. If they get Chassis, now we have A that has The full set and will probably leave the squad, and B that has the Helmet and the Chassis, so with a new run he will get surely what he is missing (the Systems). In case A decided to remain and do (even if he does not need it) another Run, the algorithm will simply not count his inventory and make sure to follow only what B needs.

    This wil now get more complicated :P

    Now let's say we have a three men squad, with players A, B and C. They start all at the same level (no rewards from the boss). In this case, the system will behave like in the "soloing" case. They get one part, then they get another, and finally they get the last one.

    In case one of them (player A) already has an item, the system will still give a random reward. If it's the same that A already has, then we are back to the "best situation" where they get the other parts in the stated way. If it's not the same Item that A already has, then they will have equal probability to get it or get the missing one. If they get what A has, then in the last run they'll get the third piece. If they get the last item that A has not, then He will have a full set, and they will finally get the last piece of gear in another run.

  5. How to deal with infested and especially tar puddle you ask?
    Simple: build ignis, forma it 4-5 times. Then put on it in this order:

    Serration,

    Heavy Caliber,

    Splitchamber,

    Hellfire,

    Cryo rounds,

    Thermite or Rime Rounds,

    Stormbringer

    and Infected clip.
    Corrosive+blast damage= infested problem solved. Or at least greatly diminished. You can destroy the tar puddles without even looking at them and at the same time explode away the bigger ones (because they take +50% damage from blast and +75% from corrosive)

    This with a very squishy EMBER allowed me to stay at least 40 minutes in survival against them on Jupiter. And I don't even have Serration and heavy caliber maxed (I have both at +105% damage).
    It's all a matter of playstile and gear. Be on the move, use aoe damage on them and shot the bigger ones whenever you see them.
    If you feel more like going for pure fire damage + corrosive, then use

    Serration

    Heavy caliber

    Split chamber

    Stormbringer

    Infected clip

    Malignant rounds or the elettric double stat mod,

    Hellfire,

    Thermite rounds or Wildfire (if you have enough space)

  6. EvilKam, on 01 Jun 2015 - 7:27 PM, said:

    Here's how you build Supra for status:

    First, you need 2 neurodes, 400 alloy plate, 900 salvage, and 100 poly bundles, and 40,000 credits. Then you buy a grakata blueprint and build it.

    Esc- Equipment - Inventory - weapons - Supra; Sell that worthless weapon. It has no accuracy, mediocre damage, the slowest flight speed in the game (glaive is faster), and Hideously bad reload.

    Taken as a whole, with all stats compared and considering usability in game, the Grakata is an UPGRADE.

    I did not ask for a opinion on the weapon itself. I know there are far better weapons that can bring you to endgame level, but that's not what I asked for. If you have a build to propose, you are welcome. If you are here just to spew cr@p like that, please leave.

    Have a nice day

    As for the others who posted reasonably, many thanks for the feedback. I'll sort something out between what you said and whay I had in mind :)

  7. Unfortunately, while the builder calculates Entropy Burst as increasing the base status chance by 20%, it really just slaps on an extra 20% to the total in-game.

     

    Your actual status chance in-game with that build would be 27% without multishot.

    Thanks for the info. Then how you'd build it? Using the pure elemental damage mods?

  8. Greetings fellows Tenno.
    I'm currently building a Supra, and this is the build I'd like to run it with: http://goo.gl/zHUwQz

    Now, I'd like to know if the stats on the builder are rigged/bugged. With that setup, on paper, it says that the status chance of the weapon would go to 83.979%, including multishot, and 63% without multishot. Are those numbers right? If yes,
    does this make the Supra a viable status weapon? I'm planning to use it on some "hard" frames (Rhino, Valkyr, Frost when I'll have him) to go "SAY HELLO TO MY LITTLE FRIEND" on the mob's faces.
    What do you think?

  9. The biggest problem are the damned "invulnerability frames" that the Kogake grants to the users when they do the sliding attack. Whenever I try to use a slam-hit after jumping against one of them, If the juggling buffoon of the moment is using the sliding attack, I'm pretty much granted that he will not fall. All those clowns have to do is just keep on roaming for the maps jumping on their hands and stunning (and then finishing) people. The anti-knockdown mods are not always working, because they increment the PROBABILITY to resist/react to a knockdown. Having to use a mod to counter a annoying playstile is not the answer. I could understand if they had way less damage or attack speed, but as for now they must be toned down somewhere to not ruin the game to other players. Hell, on stat they are no faster than other weapons like the Dex Dakra, and still every time I engage a clown face to face (without him doing the sliding attack if I'm lucky) in the best condition, no matter what melee weapon I'm using, we kill each other. They must be reworked if the Devs want to keep them in the PvP mode.

  10. No it shouldn't. Yesterday a... "funny guy" (I'd want to insult him but I'd probably get a warning so I'll avoid) kept on spamming those damned grenades. My team was doing the best they could. He had something like 20+ kills at the end of the match. In the end we obviously lost because they could take our Cephalon without any danger for them and he had just to spam those damned grenades.
    Remove or tone down that S#&$

  11. Greeting Tennos! I have a question that's buggin my mind about Vay Hek: I have unlocked everything on Earth and I have already fought with him thrice (two wins, one loss). In the Market there is a blueprint for a mission against him. My question is: what does that BP do? I mean, what mission do I get if I forge it? It's it necessary to get something special as drop from him (I already have Chassis and Systems for Hydroid)?
    Thanks in advance :)

  12. Good point, still: the missions that requires the most "stealthiness" of the game are the Spy missions, because you basically have to not trigger any allarm once you are in the Data Vaults. But those mission have always some kind of shortcut or "hidden" passage that allows you to get there even if you are using a roaring Rhino. I'm talking about something like that. Some zones of the maps are full of traps and hidden passages. A pure stealth Frame would probably not mind, a more "simple" tanking or damage Frame could want to use those.
    Thanks for your reply anyway. Costructive feedback (even if negative) is good :)

  13. Dear DE, I want to thank you for creating this amazing game. Being a space-ninja with machine guns and superpowers has been for me one of the best gaming experience so far. I like this game, and I want to give you my personal feedback on some things that (surely just in my opinion) should be made a little diverse to make it more enjoyable.

    1) Add the Liset customization menu on one of the ship's panels.
    When I want to modify some mods or my equipment, I usually just go to the specific section of the ship and do my buisness. But if I want to modify the skins and colors of the Liset, I'm forced to use the game menu. A simple panel (maybe that one unused near the Syindicates menu) would do.
    2) Make us return to the Cephalon Simaris room after a Mastery Test if we started it from there.
    I tend to repeat already passed Tests to train, try and level up new frames and weapons before taking them in real missions. Every time I do a test (and if I want to repeat it to get affinity and understand properly how a given weapon works) I must then walk again through the whole Relay. We should simply be taken back to the room instead.

    3) Add teleporters in the Relays like those we have in the Clan-Dojos.
    This is on par with my suggestion number 2). Don't get me wrong: I like the environments you made in the stations (and in general in the whole game) so I don't mind usually walking inside it to go wherever I want or need to. But sometimes, when I'm in a hurry, it can get a little "frustrating" (I don't know if it's the right word, English isn't my first language) to be forced to go from the Angar to the room I need to go to every time.
    4) Allow us to change weapons when we are inside the Relays.
    This should also be a "lore" thing. The Relays are places where the Tennos meet, sell and buy stuff, train and also decide to go on missions. You added those big beautul rooms full of mission panels for us to use and the possibility to change our "configurations". But if we want or need to change our loadouts and we do not have a configuration ready to use, we are forced to return to the ship.
    5) Bring back some old stuff you took away.
    I understand that being this a ever evolving game, for balance and other reasons sometimes you decide that a given weapon/ Prime Frame or some other feature has to leave. I'm a new player, so I will never get any of the stuff you gave to player who rightfully earned it during events or special missions. What I ask is to simply made some of those weapons/ Prime Frames obtainable again. Maybe with some new difficult quests and missions to not make those who took their time and earned them when they were obtainable say rightfully "Hey it's not fair! We had to do hard things to get those!". Put us in the same conditions and make us earn them too the hard way.
    6) add... I may call them "general assassination missions".

    In this game assassinations are made against VIPs with names, dialogues and "personality". Those missions are pratically Boss Fights. The challenge is not only to get to the VIP killing his infinite mooks army, but also to confront him. You could implement "real assassination missions" where we must infiltrate (trying to keep the lowest profile possible) in enemy bases and then kill a generic mook (something like the capture mission). The difficulty should be that if we allert too much the enemy of our presence, the Target runs away (like in capture mission)... force us to use stealth to get to him maybe. Basically I'm suggesting something that stands between Spy, actual Assassination and Capture Missions, with a lot of security measures inside the whole maps and the usual infinite enemies.

    Edit 1: As THND3RZ rightfully made me note, this kind mechanics, if put inside not just a room or two but a whole mission's map, would get problematic for players that want to use a not-stealthy Frame. To sort this thing out there should be (like there are in the usual Spy missions) hidden passages and shortcuts to get to the assassination target. Many thanks to THND3RZ for the feedback.

     

    I hope to get some feedback from my fellows Tenno too on those suggestions. Thank you again for reading and your hard work in creating one of the best games I've ever played.

  14. Io Super Jump l'ho sempre usato da quando l'ho sbloccato, in particolare per raggiungere nemici o obiettivi lontani.

    Uguale io. In certe zone per raggiungere gli "armadietti" da far aprire al mio Kubrow (con scavenge al 90%) ho spesso trovato utile la capacità di salto... vabbè, se hanno fatto questa scelta sarà stato per via di un feedback molto negativo nel complesso sull'abilità.

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