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SquireAngel

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Posts posted by SquireAngel

  1. Just about EVERY other game in existence has blowback from nade launchers. DE only has a small number of launchers to begin with, if you don't like blow back, grab one of the literal hundreds of other weapons.

  2. 17 minutes ago, Weidro said:

    oh boy that escalated quickly
    why are you suddenly insulting this poor guy?
    you might want to read my post again without switching the order of my words

    i don't think you are contributing much to warframe considering that a few forma are a problem for you

    To be honest as well, the tonkor only got slightly nerfed in the capacity of crit chance. Self damage isn't TECHNICALLY a nerf as well. All the rest of the weapons got buff. I'm gunna get like, 8 forma from weapons already full forma'd, and they just plan got better. 

    14 minutes ago, tehrat said:

    Not surprised that people live in WF congratz bro... this is about new players... bro

    So, DE's 'reimbursement', which is meant for long time players who invested into these weapons on builds, upsets you as a new player when nothing is changing about how you should build the ONE weapon you have? Like I said above, these weapons behave basically the same way they did before; hell, not a single one should even NEED a forma after their tweaks, but DE's gunna give it to us anyways, and here you are whining. If something this tiny upsets you, mayne you shouldn't be playing WF. 

  3. Trust me, self damage on the Tonkor has been a...I wouldn't say 'Necessity', but it made it really weird that the Tonkor was a LOT less skill oriented than every other launcher (Outside of Simulor, and that got hit a well in a different way), but did quite a chunk more dps. So, from the perspective of every other launcher, the tonkor NOT having self dmg was really odd. The tonkor is still a powerhouse unto itself, but now it's carries the troubles the rest have, as it should imo. 

  4. The Tiberon is an old weapon, one of many that doesn't hold up to all the shiny new weapons that continue to roll out. DE is more concerned with improving actual base content (such as enemies and maps) rather than worrying about this one gun or that one melee weapon. If DE focused on every old weapon that wasn't supreme, we'd never get any new weapons. Recognize that every weapon isn't going to be a monster and simply enjoy the game.

  5. While it sucks that such a cool syandana is locked behind conclave, isn't it cool that such a cool syandana is locked behind conclave? It may suck to those of us who suck, but for the conclave die hards, this is really the only badge of honor they get, so shouldn't they get a little something that makes people go, "Hey, that's cool!"? 

    I would love if they unlocked it to be once to light it, but I totally love that they haven't even if it means I'll never really get to enjoy it myself :P

    • Like 1
  6. 1 hour ago, Eberlort said:

    has anyone read this line? It says DEFENSE weapon.

    My suggestion a slow hammer or long sword you can ram in to the ground to create a defensive bubble which rebel projectile based on his status chance and the range based on the range

    This is a play on words, referring to the old saying 'the best defense is a good offense'. They're not actually looking for 'defensive' weapons, they're just trying to have fun with the event name. 

  7. So, first off, let's just get out of the way that powercreep is a thing. DE wants to give us shiny new weapons, and they can't keep doing that if they have to go back and re adjust every weapon that was made years ago >_> That's what Riven Mods are for. 

    Also, The Opticor actually has a wee bit of a splash zone on the impact that can hit targets if they're close together, and with a decent Riven, the damage on the opticor is insane. It might not be the new flavor of the month, but the Opticor is fine as is, as is the Ferrox. Accept that DE isn't going to readjust every old weapon just because a new weapons is slightly related to it in some way. 

  8. 42 minutes ago, (Xbox One)Aquarii Ptosi said:

    I'm now at a critical point where I feel comfortable enough in my personal experience with the frame to shed light on a few crippling disadvantages that make her questionably worth picking up or not. Mostly referring to her Solo gameplay. It's not impossible it's just ridiculously hard to stay alive when literally any one tick of dmg is assured death. Next up for a small tweak would be silence. Now everyone wants it to be recastable but I completely disagree with that. How I would change it would be this.

    On a secondary note her passive is really useless when used in conjunction with silence so a secondary passive would be greatly appreciated like reduce AOE dmg because she has a sonic boom cloak idk something. 

    Snip to important bits

    Banshee is actually an incredibly strong Solo frame, and I think we're just too used to torpedoing through a level at mach 7 to use it effectively. Her passive in solo play makes her incredibly good with sniper/long range weapons, allowing her, combined with her Sonar, to deal butt loads of dmg from afar and not alert the enemy. Banshee solo is a slower, more tactical style and there's nothing wrong with that, considering the silent monster she is if you play her how she want's to be played. 

    I think the 'biggest' issue people have with banshee is how the big part of silence, the silent weapons bit, is now obsolete with her passive. All you get is the stagger on it, and while it's a decent short term cc (this is why people want the spam), there's no real reason for the duration on it to be high anymore. Her passive in group play is also pretty good, because while team mates can alert enemies, the silent weapons actually makes Banshee a VERY low priority target. This kinda makes the rest of her team into loki decoys, and that does wonders for her own survivability. 

    In the end, the only real 'change' people want is just something worth the duration on Silence. My personal thought is that ears govern our sense of balance, hence the initial stagger, so maybe a accuracy debuff to enemies? This would be a way to increase survivability for everyone in a squad and herself, while not being super overpowered if it was capped to a moderate number. 

  9. Under abilities, Inaros lists his revive passive, but it fails to mention the passive effect of his finishers which is a large tool for him to survive. Would be nice if this was spelled out for newer players as well so they could know about it. 

  10. 1 minute ago, Lord_Impaler said:

    frisbee= communities endless ideas to make trade system good, DE=dog

    TFW every player feels like they know how to make the game better than the Devs who are the ones who have a specific mindset that doesn't have to catter to the constantly shifting whims of millions of players. 

    A quote from Pokemon Devs that says "If we listened to every fan idea, we wouldn't make a game" comes to mind here....

  11. Equinox is a female. Her day and night aspects pertain to the concepts of yin and yang. These aren't good and evil, but rather masculine and feminine energies. The feminine is dark; representing the cold, comfort, night, cunning, more passive attributes. The masculine form is light, representing physical light, energy, aggression, conflict, more active attributes. Equinox is one being, she simply harnesses both energies in either form.

  12. Personally, I think the conclave variants, while not exactly the most explosive of content, are a decent draw to get people to try a mode they might not otherwise try. At most, it's a few games, and the conclave rating with it is nice for the cosmetics.

  13. So, this thread isn't specifically about buffs or nerfs, it's about specific weapons with certain gimmicks that could be good, but the mechanic behind their gimmick simply missed the mark. My hope is to create a list of things that could see very quick fixes to make certain weapons shine in the way they were originally intended to do without needed to be Top DPS. Please keep in mind that this is opinion on how satisfying a gun is; not stating that they are broken, simply unsatisfying. 

    Panthera: This weapon is literally 1 of a kind. It shoots sawblades, as well as acting as a rotary saw on the alt fire. However, the primary fire seems to punish you for using it. It consumes 5 ammo per shot, which burns ammo WAY to fast. The damage isn't there for the justification on that ammo economy, and it feels more like it's trying to force you to use the secondary fire. The secondary fire is kinda cool, but isn't worth it over melee in the long run. If the ammo consumption on primary fire was set to use 1 per shot, you could freely open fire with primary and then have the secondary there to use comfortably. Having primary fire be both reliable and unpunishing would make the gun reliable enough to then use the ssecondary fire as needed/wanted. 

    Broad Spectrum Beam weapon Ammo Economy: This is a VERY broad spectrum issue. There are a few weapons, like the Phage, kind of? Ignis, and Quanta, that burn ammo at a fairly slow pace, and deal reliable damage. Enter Glaxion, Gammacor, Embolist kinda?, Convectrix, and few others. These weapons DEVOUR ammo faster than you can collect it, and in a few minutes, your ammo count is dry and you have no real DPS to show for it. Now, these weapons don't really need a damage buff. They deal fairly decent damage per tick, but the amount of ammo consumed per tick is fairly high, almost insane on the Glaxion and Gammacor. These guns consume almost 5-10 ammo per tick, and the base damage is something like 10-15 per tick. These weapons are impossible to keep fed ammo without a mutation, and even then, they devour it almost as quickly as you use it, and the damage doesn't match the cost. 

    Harpak/Paracyst: Alt fire. The alt fire on these weapons is a little too little. Now, not everything need to be a Micheal bay film or some such non-sense, but the usage of the alt fire is very limited. The Paracyst is pretty unloved, with low dmg and the alt fire not being very useful, but the harpak sits pretty comfortably in the mid tier DPS wise. I feel that there are several ways to breath life into this mechanic. 1 of the simpler thoughts is increasing base range. As it sits, the range is barely past melee range, meaning you may as well punch something in the face, rather than charge up a small harpoon. The second simpler solution is instant usage. Both guns require you to charge the alt fire, which while not being very long, doesn't really do enough to warrant the time invested, when you could us that to reload/melee/better place your next shot. Both of these separately I feel would make the guns better as a whole, or both would be a very nice breath of fresh air for them. My final thought is more of a 'that sounds cool' than a legitimate thought, and that's turning it into a psuedo Valkyr ripline, complete with wall latching goodness. 

    Javlok: So, the javlok. It's cool looking, it's an interesting new weapon, and yet no one is using it. I believe that the base reasons behind this is the firing mechanics. Let's take a look it's closest relatives mechanically speaking; the Ogris and Opticor. Now, the Javlok has a wind up and then shoots a projectile with moderate projectile speed. The Opticor has a windup, and then shoots at hitscan. There is no projectile delay, it hits where the reticle is. The Ogris is charged, the shot is held until you release, then flies with projectile speed and has AoE. The Ogris can hold the shot and then has AoE, meaning you can place your shot better. The Javlok has both a windup that you can't hold and projectile speed. Without the AoE of an explosion, or the ability to hold the shot, you simply wiff more shots than you feel you should with the Javlok. Also, you shoot fireballs they should explode.

    Charged Weapons: This is less a non-satisfying mechanic, and more a moderately desired QoL buff; charged weapons getting double charge rate from fire rate mods. Bows get it, they rock for it, and the rest of charged weapons would feel much faster paced in relieving the same treatment. 

    Glaives: After TWW, we acquired the Orvius. This thing's throw attack tracks like a heat seeking missile. The rest bounce around like lame lobsters. Would be nice if the rest of the glaives were as good at thrown attacks. 

    Simulor: The fact that the highest burst dmg is from randomly spamming fire rather than alt firing skillfully is a mild irk, further exasperated by mirage players. Would mostly just like to see less reward for random spam and more for tactfully exploding my balls. 

    Cernos Prime: So, someone dun goofed on this one. The Model is AMAZING! It's a gorgeous bow with decent stats and doesn't just crap on the speedy gonzalez that is the Rakta Cernos stat wise. However...HOWever....HOWEVER! The Split shot is the bane of existence for being able to satisfyingly use this bow. Bows are about headshotting for max single target DPS, and the fan shot on this means that if you land a head shot, you're still probably missing 2 of the 3 arrows, so you feel like a loser. Go for landing all the arrows in a bodyshot, and you're single DPS isn't really good either. Nerf the dmg on this thing if you need to, but please, please just take the dmg split fan shot away. This is an amazing looking bow, and the base stats are pretty good, but no one is using it. No one. 

     

  14. 1 hour ago, taiiat said:

    those costs divided by ten(since Ghost Clan), make sense for an advanced stage Clantech Research.
    it has prerequisites, after all, as a Tier 3 Clantech Research.

    many of the Clantech costs should be higher, rather than lower. so that Clantech has any relevance at all, something for Clans to work towards as a goal for the state of Players that they should be at that point in progression.

     

    these 'super high' numbers, like they usually are - are appropriate for Clans with active Players, that, yno, play the game on a regular basis.
    which then would have Resources collected over their Playtime, which they would then use on things - like Research.

    You do realize that Moon clans need 500000 Samples right? That's 500 a piece, and for some odd reason, our rank 10 and lower don't have several hundreds of a rarer resource laying around. A good example of a small chip from each part is the guns' own Nuerode cost. 5000 is too much for any singular person to plow through, but 100 people giving 50 easy chunks this down. However, giving 7000 of a single pick up drop and not even hearing the drop in the bucket is kinda outlandish. 

  15. 1 hour ago, (Xbox One)InfernusXcanis said:

    That's not the point.

    the point of this build is that it still makes the weapon viable up to lvl 100 enemies at least.

    You build makes it take 20 seconds to kill ONE enemy. Explain to me again how this is a viable build for anything that requires quick killing? Moving on, even IF the Cernos Prime was 'end game Viable', which isn't even something I was mentioning, as DE itself has stated the scaling process is flawed to a degree, you're missing the largest point; it's not a satisfying weapon. The closest comparison, Ivara's Bow,  still has the option to have a vertical fan, allowing you to land many arrows on a singular target. The Cernos Prime is rigid and unsatisfying, as standing in front of an enemy with a slow firing bow because you can't hit long range isn't fun. 

  16. The new mission needs a balancing pass. My team was killing infested at a pretty constant rate, and we could BARELY sustain 1 point, much less all 3 and our own armor integrity. Outside of that, I'm excited and pleased with this update. The quest was fun and defining, and I'm eager to get my hands on the new frame and weapons.

  17. Just now, Sennera said:

    Then they're using the 'shotgun method' of damage distribution (stats split evenly over projectiles), which is so obviously a HUGE mistake that I can't fathom why they're not taking care of it.

    Their last gambit of the year is pumping out the ghast gambit, so I'm sure it's taking their attention. I could be wrong and they're just like LOLGOODENOUGH but I feel like we'll be seeing an adjustment of some kind eventually.

  18. 8 minutes ago, Sennera said:

    It's calculated additively. If you put -70% multishot on this thing, then add +90% multishot, you have a net gain of +20% multishot so you'd maybe get... 4 arrows every few shots? I'm not sure about that.

    Anyway I've never actually seen this bow used around me, which is a first for a new prime weapon so that speaks volumes already. Sounds to me like it needs its base damage boosted, or the innate multishot needs a rework.

    It's the multishot mechanic. The base dmg itself is actually higher than any other bow, but the Multishot distributes it to extremely low for a bow. The Multishot takes the biggest point of damage for a bow and doesn't give it a strong enough mechanic to make up for it.

  19. Self damage hasn't 'lost it's place', it's just that DE has simply not put out self damaging weapons for a very long time, as Secura Penta was the last before Javlok and Zarr. Simply place your shots if you don't want to blow yourself up. I'm so sick and tired of DE trying to implement weapons that require a small modicum of skill, and the player base whining that they don't want to have any challenge with a good weapon. Go back to your Mirage Simulor if you want a dumb fire weapon.

  20. "Every" New gun? We literally have 7 guns that inflict self damage to the degree it can kill you. Ogris, Penta and S penta, Zarr, Angstrum, Kulstar, and now the Javlok. After these, MAYBE the other spear guns MIGHT have self damage, but it's gunna be a long time before more come out, probably. 

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