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Akimbo

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Posts posted by Akimbo

  1. On 2021-05-20 at 2:23 AM, mindtrizzle said:

    I've run into this exact bug twice during arbitration over the past couple weeks. It's hard to say exactly what causes it, some odd combination of movement and abilities 3 and 4 most likely. As mentioned above, using 4 allows to jump once or twice before she re-enters the sluggish, non-jumping state again.

    Still happens, seems related to mashing 4 in the air

  2. Nope, no key. The actual damage displayed on the weapon in arsenal is much, much lower than it used to be. I figured it's probably something they changed when they tried to fix the AoE self-damage from them...

  3. My Torid damage has been cut by around 90%?

    This is the base stats the wiki gives:

     

    Grenade Impact

    Poison Cloud

    Duration

    10 s

    Fire Rate

    1.5 rounds per sec

    Miscellaneous

    Introduced

     
    Now, my fully modded Torid (220 damage) does less damage than the BASE DAMAGE given for the poison cloud and doesn't seem to separate the projectile and cloud in the stats anymore.
     
     
  4. Love her turrets, don't even mind the duration from a gameplay perspective, but mashing 2 while moving around is a real RSI risk, lol.

     

    Maybe make her 2 a toggle that doesn't stop energy gaiin, but will constantly deploy turrets until you switch it off or her 4 activates/ends.

    • Like 3
  5. Just insta-killed myself in Arbitration by running through a nearly-invisible (energy colour, heh) Torid gas cloud.

    I've seen other posts mention this happens when playing as mag and fire into a magnetise ball, however it doesn't seem to be a requirement. Just firing the Torid on the ground and then walking over it is enough to kill me.

    Update:

    Mag is not a requisite for this problem.

    Weapons affected are any that leave behind a "cloud" effect.

    Confirmed to be able to self-damage:

    • Torid
    • Mutalist Cernos
    • Pox
    • Stug (PLEASE buff this when you fix this bug ❤️ )

     

    Confirmed to NOT be able to self-damage

    • Ogris Nightwatch Napalm
    • Penta Napalm Grenades
    • Simulor
    • Quanta's cubes
    • Mutalist Quanta's icky-balls (PLEASE remove the self-stagger from these! Multishot causes you to instantly stagger yourself if using the Bursting Mass aug)
    • Ferrox alt-fire
    • Concealed explosives
    • Zarr
    • Komorex
    • Kuva Chakkhur
    • Phantasma

    and every other "normal" AoE weapon I tried.

    So it seems that it's just weapons that drop an "object" that has an AoE effect?

    • Like 7
  6. On 2020-03-30 at 8:49 AM, Travis05 said:

    Its incredible how people treat you when playing limbo.

    Limbo is a poorly designed frame with stupidly dull abilities that severely hinder him if unused and your team if used.

    He needs a general rework.

    • Like 2
  7. Halve her cast times please - by the time she manages to cast her abilities the enemy is almost always dead. It feels like 2-3 second activation times, which may as well be forever in WF. (Same reason you see barely anyone play Hydroid outside of farming teams, huge cast times = useless frames.)

    Then buff everything to be a "one-handed" cast, double the range of all her abilities, remove caps on enemies affected, triple the damage on lantern - No LoS really hurts abilities in comparison to other frames. Enemies may be lured towards the Lantern, but other frames will have killed them before it has a chance to actually DO anything...

    Make her razorwings scale to enemy level / gain scaling DR, or have Titania constantly replenishing their numbers.

    Just generally needs a host of QoL improvements, which I honestly expected to get alongside the prime release.

    • Like 1
  8. Hi all,

    Was going to mess around with the Mutalist Cernos after the status rework and ran into some shenanigans with the damage:

    u1pBRY0.jpg

    Looking right so far, the primed cryo has combined with the toxin AoE to form viral and added cold damage to the bow itself.

    u90ZVOy.jpg

    However after adding infected clip and expecting more viral damage on the AoE component and for the bow itself to gain toxin + cold for viral on the bow/arrow itself, I get this 😞 

    That's a loss of 5536.2 total damage by ADDING +90% toxin.

    p.s. my riven is just crit chance + multi, no elemental or raw damage coming from that.

  9. Using the Mutalist Quanta + Aug with multishot causes the mass to sometimes burst instantly when leaving the weapon, triggering self-stagger.

    It also sometimes seems to happen just making physical contact with the ball.

    Even without multishot, the self-stagger from this weapon is not fun, you can't use the alt-fire within 15m(!) of the last time you fired it, or you self-stagger.

    The solution is NOT to nerf the weapon, just remove the self-stagger on the Mutalist Q. (and several other weapons) please?

    • Like 2
  10. On 2019-02-03 at 3:31 PM, NinjaZeku said:

    I mean, there was that big weapon rebalance plus Beam rework thing not too long ago,
    Stug just so happened to be one of the few weapons not touched during that.

    ... which is not to say I'm okay with that, I actually posted in the corresponding Megathread specifically about Stug being left out 💔

    Hm, yeah I guess some content doesn't get the post-release continuing attention it would've needed to become truly great,
    DE does have quite the tendency to go full throttle onto the next project rather than polish what's already there, but they also did address that,
    new stuff is simply necesssary to keep the game interesting to more players than "mere" improvements would accomplish, alas.

    Well it was mostly a surprise because they intentionally went through all the primary and secondary weapons rebalancing them...except for the Stug (and acrid and a few more maybe).

    • Like 1
  11. 49 minutes ago, (PS4)santospizarro said:

    Yeah i like your charged shot idea, and maybe a double tap. The weaposn problem from default its awful lack of secondary fire, and variety. I only was able to surpass with speed modulators and blast damage, though recently i equiped it with icestorm for ammo, and capacity, it really needs alot of rework. And probably its own personal sidearm, or dualwield mode.

    • maybe some mods that leave  magnetic rounds to explode > proximity rounds > and otherwise decadently they could firefly and chase enemies to stickto. I picture that the new firing modes would allow for faster firerates, and smaller bulelts, especially when crouching and bullet jumping if one charges the stug or zooms in, also the sprint button could be used to accelerate bullets.

    The stug has a secondary charged shot mechanic already... " Alternate Fire charges up a single blob. Consumes 6 ammo while charging. "

    The balls also come out "pre-stacked" with multishot, hence any 2 shots which arrive even remotely close to each other on the target will merge and hit the damage cap. Hence my suggestion of a forced mechanic to stop the shots stacking beyond the cap. Fire control is fine to a point, but for a gun that, let's be honest here, isn't very good right now, manually assessing every shot to make sure you don't overstack and waste damage is a pointless mechanic.

  12. Yeah, that odd quirky weapon that hardly anyone uses.

    Could we please get some Stug love? Giving it a status chance on the ticks and boosting the explosion status chance up from 10% would be a good start.

    It's a corrosive based weapon that struggles heavily vs. armour because it can't proc corrosive reliably.

    Also, please cap the number of balls that can merge to stop the wasted damage issue.

    Maybe even release a Stug Wraith or Prisma Stug to incorporate these buffs? Though having just put my 7th forma into mine I'd like to see some love on the original too!

    • Like 8
  13. Was farming fine yesterday.

    Meanwhile today:

    AKZHGt4.jpg

    I've tried going back into fortuna and out several times, enemies just stop spawning. I've checked around and other than a couple of plasmor crewmen crouching in the corner facing the wall (what is this, the Corpus Witch Project?) there were no enemies. Checked the corridors nearby - no enemies.

    The strange thing is the alert hasn't gone down over 12 minutes despite there being no enemies. I've literally been stood in the same spot.

  14. Yeah, I had no Magnum Force, because it was terrible and I never had any reason to try and get it.

    Now it got a massive buff I wanted to give it a try, only to find I didn't have one. So I thought I'd just pop in, run like 50 vaults or so and pick one up.

    Then I realised how diluted the corrupted mod pool is as I got nothing but duplicates (some of which are of terrible mods, which also need buffing, hint hint.)

    This would be an ideal chance to introduce "tokens" to the game (similar to trading in the Arbitration stuff) - maybe those ciphers we pick up; which as far as I know have no use now?

    Perhaps they allow us to narrow down a derelict where the set of mods we're looking for are located. i.e. Primary, Secondary, Melee or Warframe.

    This would help reduce the pools we're searching in.

    Maybe we craft a key which is specific to those groups.

    Right now there's supposed to be a 4.3% chance at a specific mod (23 available corrupted mods). I'm not sure what the actual drop rates are, but they certainly don't feel even given the number of duplicates I pick up.

    update: I have the mod, easy to get with plat 🤷‍♂️, but the thought remains for people who can't or don't want to do the same.

  15. Nerf Saryn, remove drones. Let's face it, drones exist because of OP AoE frames like Saryn and not being able to balance content around them. Spamming effects which disable what makes Warframes cool and unique...is not cool. Arbitrations are "get tanky, bring AoE guns". Remove the boosts to warframe power too.

    Reduce the reward cycle back to standard instead of double - this is the biggest turn off for basically everyone I speak to. It makes Arbitrations slooooooooooooow.

    Host migrations, people leaving due to dying "too early". Not sure what can be done about this.

    Real rewards. Elite alerts were touted as "for veterans", but all they offer is a 98% chance at disappointment and a 2% chance at a 'meh' value mod.

    DO NOT LOCK MORE CONTENT BEHIND ARBITRATIONS. Please, for the love of god, don't make them arbitrary if I want to actually work for new content. They are so boring and slow.

    We continually get new modes which don't offer rewards that justify playing them. Arbitrations take this to the extreme.

     

    • Like 1
  16. This doesn't seem to happen that often, but sometimes my Kavat goes full derp and won't follow me or teleport to my side due to distance.

    So I see he is down, I'll res him, no problem.

    Wait, why is he over 300m away at the start of the map?

    On a possibly related note I've seen/heard of some other weird Kavactivity such as following other players in the squad rather than the owner - related?

    • Like 1
  17. Not 100% sure if seeker can show procs of other kinds while doing 50/50 slash/pierce, however I've seen a lot of impact, rarely slash/pierce, sometimes corrosive...

    Update 24.1

    • Changed the Pax Seeker Arcane projectile from 100% Impact Damage to 50% Puncture/50% Slash.

    but:

    EHL9dOK.jpg

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