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torint_man

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Posts posted by torint_man

  1. 4 hours ago, FrostDragoon said:

    You have no argument. Go home.

    Neither do you.

    4 hours ago, FrostDragoon said:

    There is nothing "free" about putting forma on EVERY slot AND buying the Pex adapter.

    This isn't an argument. The power level of weapons has no obligation to NOT be constrained by the mod cap (something you clearly either don't understand or take severe issue with), and DE is under no obligation to allow you the full benefits of the system 100% of the time even if you do the maximum possible investment.

    Realistically Pexilus only entails 2, maybe 3 extra forma and the adapter, not nine forma because you you were going to use 6 or 7 forma anyway.

  2. 1 hour ago, FrostDragoon said:

    you're describing 20p as "free."

    I'm not though? "Free" is stated in the context of the modding system.

    Oh, I think I get what you are trying to say. Because Pexilus has a cost, it should 100% guaranteed, no ifs ands or buts, be worth using i.e. There should never, under any circumstances, be a situation in which a 9 forma build be restricted by the 60 mod capacity cap. What I am trying to say is that the mod system shouldn't have to to accommodate the extra mod cost of a ninth slot (an example being your suggestion of reducing the cost of serration and hornet strike), nor should the Pexilus system be reduced to being some freebie (yes, I know 20p isn't free) thing you can slap on anything (once you have it) without putting much thought into it.

    1 hour ago, FrostDragoon said:

    This doesn't induce them in a productive/healthy way.

    What makes it "unhealthy"? That there are now theoretical mod builds which are unachievable due to the 60 point mod capacity cap? And you think that is bad because you have the mods but the modding system won't let you use them? Is that the root of the problem?

    2 hours ago, FrostDragoon said:

    If the Pex slots are too limited, most people will forgo them entirely because trying to use them with those "trade-offs" would end up being strictly inferior to not using them at all.

    I acknowledge the fact that there exists contexts, including OP's, where the investment in the pexilus slot might not be worthwhile. I don't think that the pexilus slot needs to be worthwhile 100% of the time. Some players might not use them because they believe that the pexilus isn't worth the investment. That's fine. There are plenty of players who will use them because they have modding situations where they believe that pexilus is worth the investment. That's what being a potential trade off is.

    2 hours ago, FrostDragoon said:

    He isn't being bull-headed about this, you are. You are so incredibly wrong about the whole thing

    What's wrong with pexilus not being worthwhile 100% of the time? IMO DE implementing pexilus the way they did is clever because it both prevents the egregious power creep that allowing reload mods would cause (mag size is a grey area IMO), and whatever power creep it causes isn't nigh universal because of the 60 capacity cap. I really don't believe that Pexilus is obligated to be worthwhile 100% of the time. You'd never put a potato into an mk-1 braton, and you might not put a pexilus in every weapon you use.

  3. 4 hours ago, FrostDragoon said:

    That's a half-assed way of looking at it, especially if we're supposed grind or pay plat for it. "Just extra" when it doesn't actually give you the full benefit that you should reasonably be able to expect--especially when the OP has forma'd EVERY slot!

    Sorry, but you're just wrong on this.

    It's an extra option, not  "pay 20p to attach an extra mod for free". If you can't use it, you shouldn't get it.

    4 hours ago, sitfesz said:

    If it's not a good option, then it shouldn't have been an option at all.

    Pexilus is not a universally good option. I would say that it is a good option for the majority of mod builds, it's just that it's not feasible to use 100% of the time. 

    4 hours ago, sitfesz said:

    Not like I would die trying to fit these expandable mods into my build, sacrificing straight damage. My options are severely reduced only because I dared to fit the best mods on my base slot.

    That's a ridiculously bull headed way of looking at it. The "best mods" statement is subjective, and saying an entire mechanic is useless because it isn't useful 100% of the time is, well, not logical. For example, you could use non prime shred and have 5 points free, enough to use stabilizer. What's more valuable to you, 25% fire rate, or -60% recoil? You could even compensate with arcane acceleration. Why is being put in a situation where there are tradeoffs so bad? DE has decided to introduce a mechanic that can potentially induce tradeoffs.

    Tradeoffs are something the mod system is severely deficient of. Tradeoffs are good from a game design perspective.

     

  4. 13 minutes ago, FrostDragoon said:

    If the feature is designed to defeat itself, it's bad design by definition.

    It doesn't defeat itself though. Pexilus isn't necessarily universally applicable, it's just an extra option.

    15 minutes ago, FrostDragoon said:

    The Pex slot isn't what makes it "good" or not. That's not the point. This flaw shows how this feature isn't going to provide what it was supposed to.

    It doesn't need to universally provide what it's "supposed" to provide. It just needs to be an extra option, which it is.

    Even with just 3 or 4 (because of the amalgam serration) points, you have plenty of options. The ammo conversion mods just got cheaper, holster speed fits, and you can have other mods which aren't necessarily max rank. This isn't nor should be as simple as "every weapon now has an extra mod". Pexilus has objectively given us more power overall, it's just that you aren't necessarily going to get the max theoretical power out of it in every possible case.

    • Like 1
  5. That's the point. DE implementing Pexilus is ingenious really, as it's a way for people who really, truly care about a weapon get a little bit more out of it, but in such a way that any sort of power creep has to be earned, or potentially done at a cost or not at all depending on what mod setup the weapon in question has. DE is giving us an extra option for more power while making the overall power creep impact minimal. 

    • Like 1
  6. Shotgun status is inherently tricky to deal with, as 100% status makes shotguns ludicrous status machines. Even a fraction of the status performance is impressive. As such, making status per pellet would make every shotgun proc status like crazy, and would effectively buff every non status shotgun. Reducing shotgun status chance all around would nerf the current status shotguns. Reducing the status chance of only the shotguns which don't get to 100% status risks being arbitrary, because rivens exist (the sobek can get to 100% status this way). As such, the solution can never be simply making status per pellet. It would entail a fundamental rebalancing of every pellet based shogun in the game, and even leech over into various secondaries and the redeemer.

     

  7. 4 hours ago, (PS4)Limorkil said:

    Every YouTuber - Get the Catchmoon.  Everyone in game - Get the Catchmoon.

    They said that because it's heinously overpowered and requires little investment all things considered.

    4 hours ago, (PS4)Limorkil said:

    Me - spends weeks getting the Catchmoon. 

    It only takes weeks if you are starting fortuna form scratch, in which case those weeks opened up every single other thing fortuna has to offer.

    4 hours ago, (PS4)Limorkil said:

    Me - spends weeks leveling up the Catchmoon (3x)

    That is heinously inefficient. Even normal, casual gameplay shouldn't make it take longer than a couple hours each time, assuming you actually use it, and half an hour if you go to hydron.

    4 hours ago, (PS4)Limorkil said:

    Me - spends 3 forma, an Orokin catalyst and an Eidolon Lens on the Catchmoon.

    3 forma and a catalyst aren't that much of an investment, and lenses should only be put on things that you are going to use for specific focus power farms.

    4 hours ago, (PS4)Limorkil said:

    DE - We’re nerfing the Catchmoon.   Only hardcore players can have nice things.  Now you have it, we take it away.

    The catchmoon is still going to be good. You just have to be closer to get the same damage output. Practically speaking, the catchmoon does so much overkill in terms of its damage output you'll still one shot hallways of mooks.

    4 hours ago, (PS4)Limorkil said:

    The Catchmoon is relatively hard to acquire compared to other guns after all.

    Not really. Sure, it's harder to get than the weapons you can just get a blueprint of in the market or your clan, but once you've progressed through fortuna, it's not that hard. Certainly easier than a lot of prime frames IMO.

    4 hours ago, (PS4)Limorkil said:

    But what kills me is the forma, lens, catalyst.   Can we at least have the ability to scrap an item and get all the stuff back?   That’s expensive stuff to me.

    DE will probably give every catchmoon owner a forma assuming it goes down the same way the tonkor did. Also, you are assuming that the entirety of your investment got taken away from you and dropped into the void, never to be seen again. Get over yourself. The weapon still exists, it still deals the same amount of damage, it's just actually balanced now.

    Basically, by your logic, you are in essence saying "because it takes time to get things, nothing should be nerfed."  

    • Like 1
  8. 1 hour ago, (XB1)GearsMatrix301 said:

    So you’re ok with not only investing an exilus adapter but also 6+ forma into every weapon you want to put it on?

    That's the point. DE implementing Pexilus is ingenious really, as it's a way for people who really, truly care about a weapon get a little bit more out of it, but in such a way that any sort of power creep has to be earned, or potentially done at a cost or not at all depending on what mod setup the weapon in question has. DE is giving us an extra option for more power while making the overall power creep impact minimal.

    • Like 2
  9. 2 hours ago, -CM-AbsoluteZero said:

    Funny the only downside of the Kohm you're able to argue is its ammo economy which of this week will no longer be an issue as you'll be able to completely rectify that issue by slotting in a primed ammo mutation without losing any dmg whatsoever.

    Again, it also has an extremely clunky wind up time (which means time to kill is significantly higher than ideal against weak enemies), and even with carrier + maxed prime shotgun ammo mutation ammo is still problematic, at least in the context of beyond level 100 where weapon power actually matters. It doesn't matter if something slaughters sortie 3 enemies left and right, because everything can with proper investment.

    In your original post, you say that the kohm deserves the lowest possible disposition. That would imply that, without rivens, the kohm is just as good if not better than the Hek, arca plasmor, and the Tigris prime. If that is what you actually are trying to claim, then you are taking more piss than the kohm takes ammo.

    2 hours ago, -CM-AbsoluteZero said:

    Then you are a liar, simple. Stop trying to BS people, the Hind or Tetra are no where as good as the Kohm. It's shocking the mental gymnastics ppl go thru to protect their precious little rivens

    Those weapons are irrelevant. It's not the kohm's fault that the riven system has fundamental shortcomings.

    The kohm is the riven system at its absolute best. Kohm rivens are the lofty, idealistic goal of rivens realized.

    • Like 1
  10. 6 hours ago, bibmobello said:

    i don't fkn understand why a MR  5 weapon should be more powerful than a MR14 weapon only because some "mafioso" riven said so.

    Because that's the entire point of rivens, at least conceptually. DE's ideal when it comes to rivens is that every weapon becomes equally effective in their niche given an identical riven. This MR 5 weapon you speak of, the kohm, very much deserves to outperform an MR 14 weapon if it gets its ideal riven, especially a riven that necessitates a specific stat, and have that stat be above a certain threshold.

    1 hour ago, BananaSlamJamma said:

    Edit: If you all think otherwise, try to convince me that the Kohm is anywhere near unpopular and under-performing like the Hind, twin vipers, Tetra, Furis and its variants. Those all have more less the same riven dispo. You're all bull$hiters if you think the Kohm is anywhere near those aforementioned weapons in performance and popularity.

    I would go so far as to say that, yes, without a riven, the kohm is as unpopular and under-performing as those weapons. The vast majority of players aren't going to use a weapon that runs out of ammo while using carrier, and is extremely clunky without increasing fire rate (and increasing its fire rate only makes the ammo issue worse). I must emphasize how much of a potential dealbreaker, or in the context of this post, balancing mechanic, its ammo economy is. The kohm's ammo economy when compared to other weapons is in orders of magnitude. My rivened kohm strains its ammo reserves with carrier + max primed shotgun ammo mutation. While on paper its performance is quite good, I would go so far as to say the kohm has the absolute worst quality of life of any gun in the entire game. The weapons you list are just mediocre statblocks.

    Those weapons you speak of with respect to their rivens are a symptom of fundamental shortcomings of the riven system, those being that DE has a soft cap of riven disposition at 1.5, and that rivens work off of the weapons base stats. The weapons are so bad that it would take perfect rivens to get their stats such that they compare to the meta weapons. The kohm is the absolute perfect example of rivens doing their actual job, breathing new life into mediocre weapons. Rivens take an ammo guzzling clunky POS with potential and turning it into something great. All rivens should strive to be like kohm rivens when it comes to bad weapons.

    • Like 2
  11. 39 minutes ago, Zahnny said:

    Nope, checked today real early and it's still the same.

    I understand the importance of trying to help unvaulted, but I thought the whole point of the Void was to cater to Unvaultings now. Guess I'm gonna need to wait until the unvaulting ends before farming Atlas Prime 😐

    With the latest changes to disruption drop tables, it's actually reasonable to get axi relics now, the best being at Lua.

    Also, consider looking at the official drop tables: https://n8k6e2y6.ssl.hwcdn.net/repos/hnfvc0o3jnfvc873njb03enrf56.html

    To answer your question, all the bounties use a set of three possible reward tables, and as such, the relics they drop are hard coded.

  12. Complete 3 spy missions

    Catch 6 rare fish in Plains of Eidolon

    Complete 3 rescue missions

    Use 3 forma

    Complete 3 exterminate missions

    Gild a modular weapon

    Complete 3 mobile defense missions

    Kill the Profit-Taker in Orb Vallis while playing with a friend or clanmate

    Kill 1,500 enemies

    Open 10 relics

    What do you all think?

    • Like 3
  13. These rewards are god tier. The exploiter orb is the second boss that takes a long amount of time, and gives you things that make up for it taking a long time. Eidolons give you an infinite quill rep buffer and some focus coupons. The exploiter orb gives you minerals and fish. Instead of having to dedicate hour long sessions to stockpile minerals and fish, I can be rewarded through an engaging boss fight. A lot of people genuinely hate the fishing and mining mechanics, and now they've been given a way out.

    There seems to be a TON of misconception on how the fight actually works. The first part is incredibly fast once you know how to throw the thermia at the vents, and when outside, the coolant raknoids don't really reset you progress, as the thermia increases its rate of heat gain, whilst the raknoids just input an additive amount of heat loss. Also, yes, the orb is supposed to repeatedly reset your progress. It'll open fractures everytime it reaches half heat and reduces its heat, but the the rate of heat gain only resets upon the cinematics. I've done the exploiter 6 times solo and managed to get my time down to less than 20 minutes. That's the length of time a rotation C takes. Would you rather play this, or do survival for 20 minutes?

    • Like 1
  14. 1 minute ago, (PS4)CAROLINA-BO55 said:

    I used rhino die intros due nova die

    Rhino: Once you get to the level of damage that high orb vallis bounties do, you need to use the iron shrapnel augment at the minimum so you can refresh your iron skin. There is also using max strength with ironclad charge + iron shapnel augments to get into the tens of thousands with your iron skin.

    Nova: Use every duration mod and the molecular fission mod so you have permanent 90% damage reduction on your health, and with every enemy being slowed by 75%, you won't die.

    Keep in mind that these Rhino and Nova builds are only really possible with Zenurik's energizing dash.

    I assume by "intros" you mean Inaros: The ultra basic Vitality + Steel Fiber + rage or hunter adrenaline + range (overextended and stretch) + the negation swarm augment with a fast melee weapon should make you not die at all. Just charge up his 4, then spam his 1 and do finishers whenever you take damage.

    Sniper rifles are the best weapons for the vallis and the game in general, and the kitguns are the best secondaries in the game (Any chamber except gaze, haymaker grip, killstream or splat loader).

    • Like 1
  15. Too convoluted. Also, players must be able to leech exp to some degree, no matter what, at an absolute baseline. If someone obliterates everything in the room, you get exp. In the current state of the game "kill stealing" doesn't exist. If you can make it so one can outright rob others of affinity, the floodgates of toxicity open. Changing the way it currently is will make nuke frames an actual, objective problem rather than the subjective non issue that so many forum threads complain to no end about. Also, MR is an annoying enough grind for many people. Making it harder would be disastrous. You see those threads about toxicity? Now imagine if the players being toxic had actual, genuine justification? Talk about something nobody wants.

    Your changes would also open the floodgates to "productive griefing". Currently, all griefing methods work against the griefer just as much as the other players (failing spy vaults, delaying defense waves, that sort of thing). However, if someone can just play naturally, and as such get their natural rewards, in the process of griefing (In this case, rob everyone of affinity, and you literally can't ban them because they are playing the game naturally), holy jesus that would not be fun. Combine that with your suggestion that warframe ability kills contribute to gun affinity, and actual, genuine disaster would occur.

    Also, leeches in general are a massive non issue. There is barely anything to be gained by pubbing most missions, and as such, barely anything to be lost due to leeches. The literal only way you can notice leeches is in the open worlds or if you scrutinize the stat screen, and as such, in my well over 1000 hours of gameplay on my profile, I haven't noticed a leech once. The main contexts I hear complaints about leeching are in the open worlds and hydron. It is straight up slower to PUG bounties than solo, and with Hydron? It is a massive "your mileage may vary", and expecting otherwise is folly. Sometimes there's a Saryn who goes full nuke, other times everyone has badly modded, unleveled everything and the pod has half health by wave 10.

  16. In Warframe, PvP that is the basic players fight other players doesn't really work. It's fundamentally incompatible with our massive toolset and gameplay loop that our toolset lends itself to. The only PvP I'd play (and I'll go out on a limb and say a lot of others) would be PvE competitions. That is to say PvP would be competing to see who's better at playing the game they've always played, not some fundamentally separate, isolated, and to a high degree incompatible gameplay loop of players killing other players.

    A basic example might be 2 players on the same map, and they each try to get more kills than the other. Something like that would be more appealing alone than the entirety of conclave for a lot of people, including me. Another could be 2 players on separate maps, trying to complete some objective the fastest. There could be modes where equipment is randomized (same for each player), and they would both have to work with equipment they might not use often, making it an actual test of game knowledge and experience.

     

    • Like 1
  17. Just now, whatup6755 said:

    i did it all tranq gun and lure see poop and did not see any

    I assume you are saying you didn't see any animals.

    First, go up to the poop and press the interact button. Follow the tracks until you get to the call point, equip the proper echo lure, use it, the animal will call back, play the animal call mimic mini game, then the animal will spawn in the direction of their call, and will appear with enemy radar. If Ivara hits the animal directly with her sleep arrow and was not upwind of the animal, you'll get a perfect capture.

  18. Eh, Considering you in all likelihood will one shot most enemies you hit, and ammo restores exist (infinite gear wheel makes not equipping ammo restores inexcusable), it's a non issue. You'll likely only run out of ammo if enemies are exclusively dying to your sniper rifle (i.e. not using offensive powers, your secondary or your melee, and you're solo) and less than one enemy dies per bullet on average. It's a fair balancing mechanic, considering that sniper rifles are the highest DPS guns in the game. 

  19. I'm not sure what you are trying to say. I think that you are saying you donated your kitgun before it was gilded because you didn't like it, and you have a problem that you were given the option to do so?? Regardless, I'll just tell you how to build a good kitgun.

    All of the kitgun chambers are great, but Gaze isn't really worth investing into because of atomos and synoid gammacor (If you really care, Gaze + Ramble + killstream/splat). As for the rest of the chambers, the optimal build is chamber + haymaker grip + killstream or splat loader (doesn't matter, both have the same sustained DPS). Haymaker might be the slowest firing, but any grip faster than lovetap tanks your DPS. (You can use lovetap with rattleguts or catchmoon, but don't use it with tombfinger as the fire rate gained is disproportionately small compared to the damage lost). Any loader other than killstream or splat does a great disservice to the main meta appeal of kitguns which is the busted crit stats. If you really want to go out of your way to experiment with the other parts (You shouldn't because if you are investing in a status kitgun, it has a better alternative in the form of akstilleto prime or pox, and crit status hybrid kitguns are straight up worse than pure crit in all situations), go to https://semlar.com/kitcalc/ to look at different parts.

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