Jump to content

_Absolom_

Master
  • Posts

    2,037
  • Joined

  • Last visited

Posts posted by _Absolom_

  1. The funny thing about this is that if people actually played the game, as in go through the solar system, you would've had most of the parts already from going through the mission previously. All i needed was one of the pieces to craft those pods. I got it in my second mission through.

     

     

     

    If you are not playing in the solar system you probably are in the void. . . which means you should have a couple of these things always decay.

     

     

     

    What a twist!

    Come on, that was cool.

    I applaud DE for doing one quest where all the running around actually leads to nothing because, you know, we are talking to a mad cephalon.

     

     

     

    I heard soloing him was easier than in a team. Which is why i ended up doing all of the J3 missions alone. It took me 4 tries to get all the parts. My gun only has a catalyst and it's not forma. Just scan him 3 times and see what he is weak to then equip the mods that would do damage. Oh..... that requires that you had played Archwing missions and gotten those mods.

     

    Really, the length of this quest line is really on how much of the game the player actually played.

    I played some Eris missions killing the Jug and got most of the parts before, i played some A-wing missions and gotten a good amount of mods before. So this quest was a cakewalk. I did hate having to wait to craft the pods, but since the boss fight was easy this doesnt bother me much now.

    Since I'm in college, I rarely have time to actively play WF. Which is unfortunate. The reason for me not having Argon Crystals is the approximate week between my visits to the Void.

    My Archwing weapons are still the starters because I didn't want to put myself through the ginormous grindwall to get even one of them. Gave up after the +-60th run for a Velocitus receiver. Yes, I was on the right node, before you ask.

    Also my Archwing arsenal is a joke in general, because I rarely play it, and getting XP takes way too long, as it's been said by the community numerous times. I believe they buffed the affinity gain in 17.5, could anyone confirm that?

  2. Should've just straight out asked for help instead of pointlessly raging on here. Still having trouble getting argon crystals, could someone point me in the right direction about them? 
    Also update on the quest, my clan leader helped me and I got the 3 blueprints in 3 runs of 5 minutes each. 

    Was using Imperator with Itzal.

  3. Okay, I have never seen this amount of grinding required to get a frame before. This is just obnoxious.

    First off, the players are required to find Juggernauts by getting high amounts of kills. Then, when the Juggernaut actually screams, they have to step up their game and get another massive amount of kills on the Infested.

     

    When this succeeds, they have to kill the Juggernaut, then pray to Jesus to get the right one of the 5(FIVE!) parts needed to even start the quest. This alone took some of us +-50 Juggernaut kills because of the outrageous RNG on the Juggernaut drops.

     

    Afterwards, we get to hear that the pods we crafted are obsolete, and need calibration with Argon Crystals. Those things are a pain in the rear to get in the first place. Fine, whatever. Players get the pods, then equip them in their inventory.

     

    In the following mission we get reminded that the whole grindfest was for nothing, because the Golem won't even bother with that amount of pods. We aren't even required to use them. All that farming was for NOTHING.

     

    Fine, we get into the actual assassination, only to realize that the Jordas Golem takes a whopping 30 minutes of continuous fire to take down, because bullets seem to do almost no damage to him. When we kill him, we get the Atlas blueprint, and an unlocked boss fight.

     

    Now we are required to keep killing this thing, without any players actually on the node? There are literally NO players doing that mission. NONE! This is just outrageous, I'm deeply disappointed in DE's decisions for this frame.

     

    We get it, you need the money. But this? This is not okay.

  4. What is up with people flaming all over the Trinity Prime Access? It's not like they are going to appeal to everyone with a single bundle. For real, what did people expect? All the meta frames and weapons primed, with the most beautiful accessories, armor, and platinum amounts for no good reason? Grow up and realize that some of us enjoy this PA. Some of us use that frame and weapons. Some of us like the damn kubrow armor. 

    Jeez.

    It just hurts to see what the community degraded into. A bunch of whining little kids is what I see. "Oh man, this isn't some f*cking OP weapon made even more OP, nor my favorite frame primed twice, omg, the devs are sh*t, they can't do their job, hurr durr"

    My GOD. Stop whining and let people enjoy what they want to.

  5. wow bro your acting like "augment mods" are just once in a life time like your saying that it can never be changed like there is no hope HAHA!

    He's not saying that, if you paid attention, you'd notice. He does however have a point with some augments simply being useless and this idea being based on pure personal preference. Which is not necessarily a bad thing, but I don't see a lot of people agreeing with it.

  6. Or, we could toss the cup analogy out the window entirely and go with something much less indirect, actually addressing the situation with the actual words that apply to the mechanics.  Bow weapons are allowed to have 72 max ammo count, they utilize the "Sniper" ammo pool.  The Castanas also use the same "Sniper" ammo pool.  They however are allowed to have 30 max ammo.

     

    Since an allotted max is the measurement limiter in place, the lower limit takes precedence.  Ergo we end up defaulting to the lower capacity held by the Castanas.  In other words, entirely logical.

     

    Now of course I'm not saying it's "right" or that it should or has to stay this way, having this changed for the sake of balance or for the sake of things on a mechanical level is fully sound reasoning.  But it's not anything about magically quadrupling ammo drain or any other such nonsense.  It's about defaulting to the lowest maximum capacity because that's how the mechanics currently work.

    You are defending a completely flawed decision here, and your explanation makes no sense.

    If you take, say, a liter of water, split it between two glasses, then proceed to drink one glass completely empty, why would the second glass be empty as well? This is a huge design flaw. Secondary launchers need to use secondary ammo again, but with a reduced capacity. We KNOW they can tinker with the amount of reserve ammo, as they did it with the Twin Grakatas, for example.

    Then again...every time a thread like this pops up, I cannot help but think:

    "You see Ivan, when load rockets into bow..."

    f4aef86759b793aa0f09b84a2c6041ca.png

  7. about point 3.movement

     

    if ur in a mech suite that big u can give a sh** about parcour

    just make it holster the weapon and gab in the wall

    pushing his fingers in concrete or metal walls and that how he moves verticaly

    u can stop and grab ur weapon every time u want and he will hold himself with one hand but u cant move while fireing

     

    if u want to make it massive and heavy make it massive and heavy but giving it a jetpack would be to much mobility in my opinion

     

    like here where hulk grabbs the wall just a bit slower with less jump power

    Archwings do not equal jetpacks. They could, however, with a large burst of power, give us a bigger jump or even a dash in a direction. Actually flying and hovering would be too much for them to handle, seeing the weight of our exo-suits.

  8. A big minus ere would be mobility. Jumping back to the subject of Terminators from WH40K, remember the ones with jump suits? We could possibly utilize our Archwing that way. Temporary sprint boosts, amplified bullet jumps, perhaps weapons carriage. I would see this as taking our Archwing into a mission, it being positioned higher on our back(like actual wings), while wearing heavy duty armor around it. The powers would be restricted to a couple things like deploying cover, jumping out of the exo-suit, a missile barrage and some kind of AoE shockwave.

     

    For weapons, we'd only be able to use Archwing weaponry. Makes sense in my book. Our normal weaponry requires precision and agility to handle, something we would sacrifice with the larger suits. Archwing weapons are big, clumsy and heavy, but hit like a truck.

    Would be a great way to level Archwing weaponry in the future too.

     

    Function:
    spacemarine4.jpg

     

    Aesthetics:

    Puppets-War-Steam-Jump-WIP.jpg

  9. Wouldn't care about it being "beefed" I ACTUALLY like the gold lined details of the primed weapons. I never tried to customize the weapon. So you can stop being so angry now. 

    Excuse me for my manners there. Also, I believe that the metallic  parts just above the grip and at the end can be colored golden, the rest of the weapon ice white, so that could possibly work? It's what I use to make it look "Prime".

  10. Oh, look at that, make one of the most powerful weapons even more beefed! 

    No.

    And it was stated in most descriptions that the origin was Grineer. If you did not see that, there are letters on the side of the weapon, clearly of Grineer origin, quite easily visible when you customize the colors on the weapon.

    For another weapon like this, try the Ogris, Angstrum or Kulstar.

  11. Those were concepts...

    Pretty neat ones, you have to give 'em that much. I for one would love to see these actually in-game, even if they would make little to no aesthetic differences in Relays until those got individual themes corresponding to these statues. Which would also be pretty cool to see. Then again, it'd only be lots of work for a bit of eye candy, so who knows, maybe it will happen on the day the devs have nothing more important to focus on.

  12. The delay between bursts was affected, so it was not too bad. I feel like you guys are making too big of a fuss for this. Surely, for weapons with long bursts like Hind it makes a significant difference, but for already lightning-fast weapons like Burston P, although it does feel faster, there is barely any increase in DPS. Played with it extensively yesterday, did the same as always.

    I believe you're forgetting that this fix was not intended for the Burston P, as that one is known for its speed, but every other burst fire weapon that actually needed it.

  13. how did the fire rate affect burst weapons before?

    For some time, the way it does now. Around update 14, that got scrapped and fire rate had no effect whatsoever to my experience. Could have been a bug or a "feature". But now it's back to the way it used to work.

  14. I'll tell you why: Because the whole game is built around DPS. It's a fast-paced shooter with ridiculous enemy scaling, so a basic rule applies on high level: kill or be killed. If you can't dispatch of an enemy within a given time period, THEY will dispatch of you, because so many of them come at you at the same time. Lowering the amount of DPS a player can dish out forcefully lengthens the time frame needed to kill that enemy, thus giving them more time to gank up on you and get you down.

×
×
  • Create New...