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Kotanaru

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Posts posted by Kotanaru

  1. TL;DR: Wall too thin, enemies clipping weapons through and shooting inward.

    First off, the ability is stated to block enemy fire.

    1Ir2hvX.png
    The issue: enemies are walking right up to the wall and clipping their weapons through, enabling them to bypass the wall and shoot within the area.

    Evidence:  
    A Shield Lancer firing through the wall with his Viper.plNNbBS.jpg
    An Ancient clipping its hook arm through the wall.aEzfIHh.jpg%C2%A0
    A Bombard firing through the wall.Q12GeIm.jpg

    Possible solution: Make the wall hitbox thicker. The model of the wall does not necessarily need to scale with the hitbox, if desired in order to maintain a thin glass appearance.

    Additional issues:  
    The wall uses bad materials and in many tilesets, the lighting causes it to become blinding.
    Small spoiler for those who have not built the personal quarters: EmT9jNQ.jpg

    This image is taken without bloom, and the exact same colour scheme is used in this image as with the Shield Lancer image.  


    Bombard and Napalm explosions bypass the wall.

  2. Tide comes in, tide goes out. Hydroid can explain that.

    zcsTVxu.jpg

    Additional Notes:

    I used Tempest Barrage for the water effect, and Tidal Surge to make Hydroid bend over a little bit in an action pose, also giving him a little bit of a wet effect. Undertow has very underwhelming effects and Tentacle Swarm would have disrupted the picture far too much, probably make the enemies fly around a little bit too much and cause the image to be difficult to take.

  3. I think Skulk can make him invisible. After all, he's a shadow now.

    We've had enough Exalted/Channeled ultimates for a while, let's have something like he causes pillars of edgy shadowy material to circle around the targeted area, expanding to 'x' range and dealing Finisher damage. Totally did not steal this idea from Avabel Magician's Water Pole. (actually, i think i'll make a frame idea now.)

  4. 4 hours ago, AgentSkye said:

     

    • Cephalon Suda: Fascinated by these defectors, and curious as to what might make them choose to defect, Suda plans to find out by systematically dematerialize them for study. The downside? This kills them.

    This kills the defector.

    Interestingly enough, Suda sounds really jealous when she talks to you. 

  5. [Not sure if relevant]

    Not only is dense fog making it hard to see, it also force-improves your graphics settings. In modes with dense fog such as Halloween TA and today's Spy sortie, I noticed certain graphic changes that wouldn't have been there normally, since I play on everything low. For example, textures, shadows and light were better and Loki's active camo outline was visible when usually on Low you can only see the strips of his energy.

     

    This causes a lot of lag, which in turn, makes hacking Grineer Ciphers a lot harder. Also, the settings never visually changed in the display menu, so it was all internal.

     

    I hope DE comes up with a better way to make fog than to auto-force your settings up, because it almost made me lose the sortie. I had to clutch B with 00:00.

     

    No pictures.

  6. Still no spear but a 5th throwing spiky thing, are spears too difficult? Take dagger, attach it to a wooden pole -> spear......either that is too difficult to make or too mundane. 

     

    -snip-

    Look at the crafting recipe for the Tipedo. They took a single throwing knife and attached it to a metal stick, and somehow ended up with a non-pointy split-bladed staff. If that happens, you're right. It probably is too difficult to make.

  7. I use both somewhat frequently.

     

    Banshee is kind of my main, I use her for everything up until enemies are past level 60, where she cannot take as many blows. Sound Quake is extremely good for keeping a room down, Silence is actually really good for CC as enemies play some headache animation and stop shooting. Sonar will amp up your damage unbelievably, and Sonic Boom is handy for tight situations OR for getting finishers on tougher heavies.

     

    I do not have as much use with Zephyr as I do with other frames, mainly because I cannot find a use for half her abilities. Tornado is very good for sending your enemies away, and Turbulence will pretty much render you invulnerable to bullets except explosion AoE from rockets exploding too close to you. Tailwind is rather situational, because oftentimes your duration is very high to build for 3&4, and will send you going too far in an enclosed space. I like to fly around in the Simulacrum and on Phobos open air maps just for fun.

     

    Dive Bomb isn't really helpful, or at least to me. The AoE radius is too small (Or may be my problem for using Narrow Minded), and you have to be very high up in the air to do any bit of reasonable damage. 

    BUT WAIT! CAN'T YOU USE DIVE BOMB FOR A BIT OF CC KNOCKDOWN?

    If you put Narrow Minded for duration, nope. Adding range may make this somewhat useful but ehhh.

  8. I'd rather they would work more on unique and funny Secondary Fires, than wasting their and our time on these trash weapons.

    It's not even visually appealing...

    I dunno man, I like my dragon-face rifle.

     

    I have not potato'd the Harpak, nor have any forma in it. IMO from what I can tell however, is that it can crit a bit and the harpoon is great for getting enemies off an interception point if you can't kill them effectively to stop them from capturing. From using it a bit, I find it is kinda fun(Athough I find burst weapons fun anyway -- Minority groups go!) and does decent amount of damage to not totally suck major balls. 

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