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.durandle.

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Posts posted by .durandle.

  1. there is a pair of free codes on fanatical atm
    https://www.fanatical.com/en/game/warframe-booster-pack-for-existing-players
    https://www.fanatical.com/en/game/warframe-hikou-bundle-new-players
    not sure how long they will be free for but figured i might as well mention it

    i can't just post the codes as they seem to be single use codes generated per purchase but the items are actually free
    and no multi purchasing unless you want to make multiple fanatical accounts maybe

    • Like 2
  2. On 2021-04-01 at 8:18 AM, Voltage said:

    Thank you for the hotfix.

    Please allow players to toggle host preferences in Railjack with "Host a squad" and "Join a hosted squad" (although matchmaking in the entire game needs this as well). It is very frustrating that you cannot force yourself as the host in matchmaking for a mode where the Railjack is customized (with Platinum and money) by whoever is host unlike the rest of the game where clients can bring their entire loadout to their liking.
     

    the only way to force yourself as host in the rest of warframe content is to either
    host the squad of multiple players before starting the mission
    or play on on a non public matchmaking setting
    last i checked both of those worked equally well in railjack
     

    i guess DE could have it so that the railjack you see if however you have customized your own (colour/skin) but thats about it

  3. i do love it when your connection to the host starts struggling at the end of a void fissure mission and not only do you not get to pick a relic reward but you don't even get a relic reward from the mission despite taking a relic and having 10 reactant

    relic was consumed as additional confirmation that i had 10 reactant

    • Like 1
  4. 17 hours ago, Hello said:

    Since I'm not in game to look. Did y'all finally make "hide owned" in the cred offerings actually hide crafted yet? I really don't want to waste creds by buying every helmet blueprint so "hide owned" actually works.

    nope not yet
    really been wanting this for a while now
    since like 2 weeks into the first nightwave series

    17 hours ago, GrayArchon said:

    In the DevStream, Rebecca also showed that the Ayatan Hemakara sculpture was a reward for the Nightwave intermission. Does this count as a unique reward? Hopefully we have the option to claim a second Hemakara statue, since there is no way to obtain more than one.

    In case anyone doesn't remember, the Hemakara statue is a reward for Phase II of Operation: Orphix Venom. You are only given one.

    i would assume not as they are consumable(dissolve for endo)
    also they are not a cosmetic like a skin or emote that you can't possibly use more than one of

  5. i would enter but the greatest use it has outside of forced content and the trideon fight is as a wall
    and i don't really need walls in a fight
    and it takes time to summon it, time i could spend killing relevant threats
    i guess i could take a voidrig to trideolns but tridelons is just focus farming anyway
    and you only need 1 voidrig in the squad for tridelons

  6. railjack boost changes feel very bad

    maybe it is just that i have not done any railjack content that isn't scarlet spear for the last month and scarlet spear warped my perspective of distances but while boosing a railjack feels like it is moving at less than 50% the speed it would before and the boost lasts for about half the time also
    either the boost regen needs to be increased to compensate or the boost cost needs to be reduced

    honestly i think being able to do more frequent shorter boosts with a faster boost recharge would feel better of the 2

    void hole feels like it is a little to short a duration maybe only like 3 seconds to a nice round 15 seconds duration would be good

    i was very worried about you nerfing the top end avionics but it seems like you have taken the highest effect of the houses and a drain comparable to the mid tier house
    even buffing a few of the avionics

    now veil content feels like lvl 30-40 content in this game typically does they will kill you if you let them but they can't do anything to you otherwise

    it would be nice to see what damage we could do the the late murex raid lvl of enemies in railjack and see what lvl 80-110 enemies feel like damage wise as dealing 1-10 damage to grineer most of the time felt rather bad and these tankiness changes should have fixed that

    my only other complaint is not letting people disembark the railjack when it is returning to the dry dock on till it has completely stopped and the engine noises have stopped
    this takes like 5 seconds more from when you could previously disembark in the dry dock
    sure this meant that you were able to get of the railjack before it had even entered the structure of the dry dock but forcing us to wait just feels bad

    • Like 2
  7. can confirm this
    over multiple runs initially with myself as the host regardless of whether i completed a lua trial or Kaed0x did only i got progress towards the Nightwave "Ascendant" Elite Weekly

    after this we decided to switch who was hosting and then with the next trials we found if i completed them Kaed0x got progress and i didn't get any progress towards it

    though this only seems to effect the agility trial as the endurance trial worked as expected

  8. 53 minutes ago, rstripn said:

    For anyone confused about why status shotgun enthusiasts are upset:

    For every pellet-based status shotgun, (old status chance / inherent multishot) * 3 = new status chance.

    This seems not only okay but great; average procs per second should go up significantly. And this is true for any shotgun that was modded for less than 100% status chance.

    Old system: Status chance was the chance that at least one of the barrage of pellets would proc something.

    90% status: on average a single pellet had a extremely low chance of proccing.

    95% status: on average a single pellet had a very low chance of proccing.

    99% status: on average a single pellet had a low chance of proccing.

    So far so good. Here's the problem:

    100% status: every single pellet is guaranteed to proc a status.

    The game rounded 99.xx% at some point up to 100%. The majority of shotguns could hit that value.

    It was super broken for several shotguns, and was just getting worse as more mods came out to increase status chance. And with the new statuses all stacking, it would have become even more insane.

    But it was an effective nerf of almost every status shotgun. Once you hit the magic number, the more pellets you shot, the more status effects you got, period. The more pellets it could shoot after reaching 100% status, the harder it got nerfed.

    I'm not saying the change was good or bad. I'm not a shotgun enthusiast. I have no horse in this race. I'm just explaining for the several people who have posted saying they don't understand the issue.

    no i understand the change but de nerfed the shotguns that could hit 100% to much

    if they wanted to nerf shotgun status they should have changed their status chance to about the point where an old 100% status build would get to say a 50% under the new system not a range of 20-40% depending on pellet count

    also if they wanted to nerf shotgun status they should have given shotguns real crit mods as that is what stops most shotguns with crit viable stats (if they had access to rifle mods) being crit viable

  9. 6 hours ago, TheLexiConArtist said:

    based solely on hitting the Magical 100% Threshold

     

    6 hours ago, TheLexiConArtist said:

     unless at 100% per pellet

     

    6 hours ago, TheLexiConArtist said:

    Ergo, first point of judgement, intra-weapon balance - does a theoretical, otherwise identical weapon simply with a higher pellet count suffer in the new system? No. It is equal (hit 100% previously) or better (any sub-100%).

    the thing it that usable shotguns are that ones that you didn't build fir status or DID hit 100% status
    and these where all significantly nerfed across the board

    and the thing is even if you consider the old status equation for shotguns to be broken or nonsensical if was the status quo for how many years?

  10. 5 minutes ago, Andele3025 said:

    Technically, not much of a nerf for any non-innate multishot weapon. In fact the few non-"shotguns type" shotguns (cernos) got buffed by it. Shotguns just got nerfed because DE nerfed by pellet count for no reason.

    basically what i have been complaining about regarding the nerf to shotguns but most weapons don't really care about the greater than 100% status without rivens anyway other than shotguns
     

    6 minutes ago, Andele3025 said:

    True, tho in case of slash the true nerf was removing physical types weighting without buffing the physical type mods to account for it as slash damaging shields is still kills enemies fast, but now cant kill frames as fast.

    for me it will kill frames about as fast as shields are still useless and the shield gating is actually a negative for me about 90% of the time as it just screws with rage/hunter adrenaline

    8 minutes ago, Andele3025 said:

    OR just properly calculate status chance for shotguns so that once status shotguns are again shotguns instead of the vhek being about as effective at status as the tigris prime.

    also the fact that the more pellets a shotgun has at base the harder this was a nerf to it
    eg tigris prime previously the best varient for status now has the lowest status per pellet of the varients

    • Like 1
  11. 18 hours ago, CopperBezel said:

    What Steve was introducing there was the "everything stacks" system, and they confusingly brought in the >100% status aspect as well at the same time. It's a bit to untangle.

    1. Shotguns couldn't have worked the way they used to in a system where >100% status chance was possible. The funky-looking status numbers were the chance of at least one pellet causing a proc, which mean that they didn't give you any idea what number of procs to expect at all. Well, without applying a funky formula based on pellet count. But in that formulation, 100% chance (and this by extension on any weapon, not just shotguns) just meant 0% chance of not causing a proc, and greater than 100% chance would have no mathematical meaning.
    2. The ability to go past 100% status also only makes sense if there's some benefit to the second of two identical procs, because whatever the weapon's damage type leaning, it's very likely to hit the same thing again more often than not. 
    3. So they added universal stacking to procs. Previously, the only stacking procs were DoTs and Corrosive. Of those, Corrosive alone stacked by number of procs, rather than converting a multiple of the damage of the proccing projectile; DoTs stacked exactly as if they'd been one proc on twice as big a bullet and still do, unaffected by any of this. But importantly, now, statuses that don't have a damage component stack by raw number of hits, same as Corrosive did. 
    4. This last part is a benefit to shotguns, which are good at stacking statuses, using any statuses that aren't DoT or Corrosive. Right now, the only other really good one is Viral, but it's (intended to be) true of Cold, Impact, Blast, and Radiation as well. This doesn't have anything to do with >100% status on a projectile or double-proccing; it just relates to volume of fire, which shotguns in theory excel at, since a single trigger pull can apply multiple status effects including stacked duplicates. 

    So having more than 100% status chance on a weapon is more like an alternative to being a shotgun than it is directly about shotguns. What actually happened was that shotguns got their status chance curve straightened out, which was a buff to the actual, in-effect status chance of shotguns that weren't already showing 100%, but a nerf to those that were, while "applying multiple status effects on the same attack", something shotguns are theoretically good at, got a buff through all the new status effects.

    the problem with this is shotguns are a large number of small hits
    so now dot status effects are next to useless on them and sure now non dot/corrosive procs stack
    but other than viral getting a buff the only usable procs before the change are now all weaker after the change or the same in the case of fire

    meaning that this has been a net nerf to status both for shotguns that have been even more restricted to a "meta" list of usable shotguns and for status on all other weapon types as well

    post rework the only usable procs are still corrosive slash heat and viral
    though i guess radiation is better now
    other than that i personally wouldn't run any procs other than maybe the other raw elementals (toxin to bypass shields in index and electric/cold if i have a free mod slot somehow/need some form of cc also not sure how)

    of the usable procs corrosive massivly nerfed
    the cap of 10 procs is comperable to 6 procs before the change

    slash lost its ability to bypass shields
    while viral did get a buff it isn't really worth stacking activly

    and now if your main damage type on a weapon is not associated with a dot type proc then you may as well have less than half your effective status chance

    and given the only dot effect that is a combined elemental is gas and it feel like it does less damage if you build for it than if you just have a single fire/toxin mod equipped as it is far too focused on being an aoe thing to be able to deal real daamage

  12. knux
    agkuza
    kaszas

    all showed no signs of lock on

    only bothered to test on salacia neptune mobile defense

    if my last comment wasn't and indicator i wasn't expecting anything else but figured i might as well take a few min to check

    • Like 1
  13. 4 hours ago, Acos said:

    I do not own Agkuza, Kaszas, or Knux to test them out. 

    i am almost tempted to test the other archmelees as i own them
    but that would mean less lich farming and i have a feeling that the other's will do the same an non veritux melee

    • Like 1
  14. i recently check to see if it still worked on the prisma veritrux after hearing it only worked on the veritrux
    and it kind of did
    but it put me to far away to hit maybe because i was running extend
    it would even push me away if i was touching an enemy

    in contrast my normal ache melee (centaur) just does nothing in regards to the lock on function

  15. On 2020-03-12 at 6:09 AM, TheLexiConArtist said:

    So I assume you're judging the new by the broken mechanics of the old, which is a fools' errand.

    the problem is people more or less only used shotguns when they could hit that state of having a broken mechanic
    other than they they saw very little use other than things like the arca plasmor

    • Like 1
  16. On 2020-03-12 at 7:18 AM, SilentMobius said:

    The mainline had a lot of really needed changes and I really appreciate the hard work...

    But...

    Are you really talking about lauching a time-limited operation involving the Railjack while still ignoring the supposed solo path to use a Railjack?

    I mean, it was bad enough that DE considered it acceptable to just drop it in favour of a self-imposed deadline, but if it is what it appears to be, we're getting to the dealbreaker stage for this founder.

    I put in my railjack work, using the bad pathing and geometry "caves" so I could do everything with my Archwing because that was the only way a solo player could. But I didn't like it, now were going to have time-limited new content and you're still leaving solo player in the cold, not even a preview or taster to give us a chance?

    you mean you can't comfortable solo veil mission with just sigma mk 3 components/weapons???
    it isn't really that tough you just need to know what your railjack can take and have a few decent to good avionics

    but i would like to have access to the command intrinsics

    • Like 1
  17. 2 hours ago, Arcira said:

    "Hide owned/mastered/build" option would be nice. Since I´m collecting all the items in the game I don´t want to sell the last blueprints but the foundry clutter is real.

    that would not help for component blueprints
    also i wouldn't wan that for gear and consumable misc items

  18. sorry if this has been mentioned by others but i feel that you guys when the wrong way with having status effects stack
    i think having then stack similar to how corrosive used to stack would be far more intuitive
    even if the first stack has double effect of subsequent stacks or something
    eg old corrosive was a 25% reduction to armour per time it had been inflicted leasing the enemy with 0.75^x times their normal armour where x is the number of corrosive procs that have been inflicted
    having other effects like viral, magnetic, impact, puncture, cold, blast, radiation all stack in this way would make for interesting game play
    though you might need a different formula for say blast and have it is a >1 multiplier to accuracy rather that an increase to inaccuracy so they don't end up shooting behind themselves
    to prevent enemies loosing all their armour/health/shields you could have the reduces values always round up if you wanted

    for dot effects just have them stach the way they currently do is fine though new gas seems to do no damage unless you are using an aoe weapon on a group that you have clustered together with an ability like nidus larva vauban vortex or other such abilitys

    also the fact that as many people have mentioned and i know i have also posted here about the major nerf to any shotgun modded for full status
    probably one of the best for it was the twin rogga that could comfortably enough hit 100% status with no riven would consistently inflict 33 status effects if you hit an enemy with every pellet from a shot and could typically strip at least as much armour from an enemy as the current corrosive cap in 1 shot if you have a riven involved you can do more fun things but that is besides the point here

    now the twin rogga with the same build of 2 multishot mods and 4 stat elemental mods (obviously also some damage but that is not relevant to status's inflicted)
    can inflict ~7.4 status effects per shot a significant reduction from what it used to be able to do

    and sure under the old status effects some of it's 33 wouldn't mean much as they would be duplicate impact and puncture procs but even then you would still have more than 7 or 8 relevant procs inflicted per shot

    on top of that the only non dot that did stack has been nerf to the the point that at max stacks it does less than you would typically get from 1 or 2 shots from most 100% status shotguns and now the effect only lasts 8 seconds instead of till they die

    despite you significantly reducing grineer armour scaling past lvl 84 i think it was you have in effect significantly increased their armour scalling for those that didn't permanently run 4x corrosive projection but did run any amount of corrosive status damage (more or less every shot gun build that was useable other than single projectile or crit shotguns like the arca plasmor)

    another fun thing is to have a look at the armour reduction you get from corrosive now compared to old corrosive even if you only take it up to 10 stacks
    it is even more depressing when you look at how corrosive and heat procs stack now and how they used to stack

    old corrosive was a 25-94.37%
    new corrosive is a 26-80%

    and as i mentioned fire now seems to a 50% armour reduction that is now multiplicative with the 26-80% corrosive armour reduction when it used to be additive

    and i recall DE explicitly stating that the interaction being additive and not multiplicative was explicitly the intended interaction between the 2
    though i guess that was changed due to changes to grineer armour

  19. On 2020-03-06 at 3:21 AM, SerenityEuphoria said:

    PS: People complaining about the shotgun status changes need to recognise that the status chance before was per trigger pull, but now it's per pellet. So the 60% status chance you have on your shotguns are now PER PELLET, instead of just trigger pulls.

    this is true ONLY if your shotgun was modded to less than 100% status if it was modded to 100+% status then the change was a nerf by a factor of about 3
    before update a 100% status shot gun would inflict a status with EVERY pellet but one with 99% would typically inflict a status with about 1/3 pallets all this change has done is nerf the usable status shotguns down to the level of unusable for status
     

     

    On 2020-03-06 at 3:25 AM, kevoisvevo said:

    Well shotguns died. Thanks for killing every status shotgun across the board. They lost 50% of their power. Tested them all out. Guess you lot need to shake that box again eh

    by my experience they lost closer to 67% of their power

     

    On 2020-03-06 at 3:49 AM, UncleZeebs said:

    Shotgun status chance make absolutely no sense now. My Boar Prime's build with Hell's Chamber, Vigilante Armaments, and all 4 hybrid status/status chance mods only has 38.3% status chance, while my Kohm with the same mods has 255% status chance. DE said they were going to fix shotgun status chance, not make it ten times worse. Why would you even use any shotgun besides Kohm now?

    EDIT: Also why would you use anything besides Viral now? Consecutive stacks strip more and more health, which means more and more DPS. Unless you're fighting infested, in which case Toxic Ancients have 80% resistance to Viral, but that's still not much of a reason to not use it.

    EDIT 2: Okay it I did a quick test in the Simulacrum against a level 130 Corrupted Heavy Gunner and the results were surprising. It turns out that the problem isn't the status chance, it's that the UI doesn't convey the actual effects of the new shotgun status chance system in a way we're used to. ligonare said that Kohm was a special case because the first shot is only 1 pellet. I tried firing only one shot without letting Kohm spin up against my target and was getting anywhere between between 6 to 10 status procs per shot. I then tried this with my Boar Prime and was surprised to see it also get 6 to 10 status chances per hit. it seems that instead of status chance being spread amongst the pellets, each pellet now has the same status chance. So then I just hosed my target with both shotguns and I was holding 20+ status procs on it. Yes, shotgun status is now broken, but not because it was nerfed, because it's now stupidly overpowered. Again, both my Boar Prime and Kohm have Hell's Chamber, Vigilante Armaments, and all 4 status/status chance mods.

    you seem to forget that if you modded a shotgun to 100% status before the update EVERY pellet inflicted a status effect now with similar modding on any of the old 100% status shotguns not end up at around 33% so we get one third of the procs
    but there was no real change to most of the low status shotguns

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