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(XBOX)Godlike13

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Posts posted by (XBOX)Godlike13

  1. 14 hours ago, fr4gb4ll said:

    sure, if you only fight low-level scum, then additional damage is overkill - but that changes fast later on. that said, ofc pt is a good thing to have - IF one can make room for it... and in case of (prime) shred, the additional (and imo more usefull for many weapons) firerate makes it worth using a main slot for it (still hurt not using it for more damage though). the pt-mods for the other default 'types' of weapons don't have a second stat that give them that value - again: this is from my pov as someone who plays highly mobile and not standing around waiting for enemies to line up.

    i agree that if the other pt-mods would get some additional stat like shred, the urge for them becoming an exilus mod would would not be there anymore (well, depends on the stat, i guess too). i wouldn't say that, if they where exilus mods, shred would become obsolete - why should they? more like they would become the default exilus mod for many weapons - which ofc might also not be the point meant for this. the only thing that can makes them obsolete are riven mods that sports a pt-stat - but that's also beside the point here...

    As long as your fighting more then one enemy PT remains valuable. Even in sorties you overkill. You can move around as much as you like, enemies deploy lined up. They will literally run in a line. I know it’s popular to stack as much damage as one can, but fitting PT is more useful in more content then just inflating dps.
    And Shred becomes far less useful if one can put PT in an extra slot. Cause you can just use one of the other fire rate mods then.  

  2. On 2020-01-04 at 11:39 PM, fr4gb4ll said:

    they use mainly ONE mod (ok, two if you have the primed version of it) and that is shred since it not only gives you a good punch through but also increases the firerate a good bit. it's really the only punch through mod i ever used in primary weapons. the secondary mod(s) with punch through on the contrary i nearly never used since i feel it a waste of a main-slot to do so.

    Shred for Rifles and Seeking Fury for Shotguns. And occasionally the vigilante one. These mods make the other punch through mods obsolete but that doesn’t mean players don’t use punch through mods. For secondaries pt is harder to fit, especially since they lack a decent dual stat. But punch through is still one of the most valuable mods one can put on a gun. It’s just flat out wrong to try and claim that enemies lining up is not a usual occasion. Except for the plains enemies are lined up pretty much everywhere. You might not need more pt then Shred or SF provide but there are very few situations in the game where one wouldn’t be better off making room for pt on their weapon then stacking yet another damage mod to overkill targets. The other pt mods just need to be relooked at or made way cheaper. Put them in the ex slot though and Shred and SF become obsolete. Not to mention pretty much every other ex mod there is right now, save for maybe the mutations. 

  3. Are they working on him, seems like people want it. I really hope so. He’s falling through the cracks. Now with Limbos stasis change too, which thank god, but ya. Vauban can use some love. 

  4. 2 hours ago, SteveCutler said:

    I don't agree that they play very differently to each other. They both focus on melee attacks and both have a small, similar CC ability on the side. At least, I believe most players play Atlas this way (again, see how popular Landslide-focused builds are). Maybe you play Atlas differently, with more of a focus on Petrify and Rumblers and such, using guns rather than Landslide. That's fine, but I don't think that's the popular approach.

    Taking advantage of Radial Blind's stealth multiplier is tricky? How? What's tricky about pressing 2 to cast Radial Blind, and then proceeding to kill enemies in exactly the same way as before but with 8x damage suddenly? You might be misunderstanding something here. You don't need to walk up to enemies and perform a slow finisher animation on them. Simply casting Radial Blind immediately gives 8x damage to any melee attack that you perform while the blind is in effect. This is because blinding them makes the game consider them as "unalert". It applies to the normal Exalted Blade strikes, and even the energy waves.

    You bring up Petrify healing Atlas, which sounds good on paper, but in practice I don't really feel like it's a worthy trade-off. Atlas almost has to micromanage his Rubble, keeping track of it and going to the trouble of petrifying enemies (at a large energy cost) just to pick up some scraps of it. Landslide grants invincibility, but between uses he suddenly becomes a lot more vulnerable. I play both Atlas and Excalibur a lot, and I feel massively more survivable with Excalibur, and without having to do any micromanaging. The 60% damage reduction that Exalted Blade offers is significant, and at any time the player can just tap a button (the channeling button) to instantly get a full heal with Life Strike. Rubble is cool and all, but I feel like it's just yet another example of Atlas doing a similar thing to Excalibur but worse.

    Atlas' melee attack is a power masquerading as a melee attack. Everyone who plays Atlas is able to use Landslide and their guns seamlessly. And Atlas and Excalibur's "melee" attacks do not play the same. Exalted blade hardly even a functions like a melee attack, and is rarely used as such, and Landslide isn't an exalted weapon

    Stealth multiplier is easily broken, especially when playing with others. 

    Excalibur has to manage his energy, especially when using life strike. Managing things is part of the game. Rubble isn't particularly hard to manage, and Atlas should be petrifying enemies. Its a nice mechanic that increases Atlas' survivability. Why you continue bring everything back to Excalibur i do not know. 

  5. 38 minutes ago, SteveCutler said:

    Thanks for your feedback. I might not have been very clear when I talked about scaling (going by this and what ShortCat said). I don't mean that Atlas can't deal with high level missions. I just mean that relative to other frames, Atlas has a harder job of it (i..e kills more slowly). Your reasoning for choosing Atlas over Excalibur is basically just that Atlas is more fun for you, right? That's fine, and Atlas is fun for me too, but I feel like there should be reasons to choose him aside from that. For example, "Oh, I'll bring Atlas for this mission instead, because petrifying enemies lets me [insert reason] which Excalibur can't do" or something else along those lines.

    Even relative to other frames, Atlas is capable in dealing with high level missions. Atlas does not have a hard time killing enemies in high level missions. My reasoning for choosing Atlas over Excalibur is as i said, im not locked into an locked into an exalted weapon. He's an effective dps frame, that doesn't lock me out of my guns, with a good CC. Im not really sure why your so stuck on this Excalibur comparison. Again, they don't play as similarly as your trying to make it seem. 

    Quote

    I assume you were saying this in response to someone1230123, but yes, petrified enemies take 1.5x damage. However, compare this to Excalibur's Radial Blind, which gives a whopping 8x stealth multiplier. That difference is just enormous. It's true that Petrify boosts damage from all sources, whereas Radial Blind's stealth multiplier only works with melee, but these are both melee frames that use melee attacks. I don't really feel like this is fair or balanced. And that's on top of Radial Blind being better in almost every other way as well: lower energy cost, circular AoE, more range, and a faster cast time.lmost instantly with Exalted Blade.

    Atlas is not locked into just melee attacks though. Petrify boost damage from all sources, locks enemies in place (preventing rag doll), and heals/increases Atlas' armor. I get you like Radial Blind, and that 8x stealth multiplier is cool, but in practice taking advantage of that multiplier can be tricky. Nevertheless Petrify is still a good CC that compliments Atlas' abilities, and increases damage to enemies. Want a AOE petrify maybe then try actually using Rumblers, that ability isn't as bad as your trying to make it seem either. Though the range on that is rather small. 

    BTW the game isn't balance vs simulacrum enemies at levels that don't really exist in missions. 

  6. Atlas is more then capable in dealing with high level missions. Honestly I think Atlas is in a good place. I take Atlas over Excalibur because I don’t like being locked into an exalted weapon, and wave spamming bores me. Atlas does not play like Excalibur. IMO he’s more comparable to Nidus honestly, or Kohra even. 

     

    I like the last suggestion though. They can do it like when dual wielding. 

    • Like 1
  7. I think its damage should be buffed, its fire rate and mag size lowered, and have it be converted into a sniper with the shot combo counter. It then become the games first no scope sniper, and all of a sudden it looks way more unique and interesting. 

  8. 13 hours ago, TheGrimCorsair said:

    lol, Soma P hasn't changed a tick. Literally, the big primary rebalance didn't change its stats in the slightest.

    Exactly, and so the Soma P has fallen off against all those buffs. Soma P is being left behind not too unlike the Boltor P was befor the primary rebalance.  

  9. 9 hours ago, Salenstormwing said:

    Tiberon Prime is best Assault Rifle right now, hands down. It does best Semi, Burst, and Full Auto (or close enough that it might as well be in the top 3) assault rifle.

    But yes, it would be nice if we had some more weapons that were less garbage primary assault rifles and more actually worth using in end-game.

    Remember the days when the Bolter Prime was a top gun? Then the Soma Crit-LMG came out, but for a while, the Bolter Prime was a beast. Then again, it was mostly because Damage was king and not Crit or Status.

    The Boltor Prime is a beast again. It’s now the Soma P that’s fallen off. 

  10. 19 hours ago, Thrymm said:

    Honestly, what's with all the obtuse commentary that completely misses the concept?

    It's not like the OP doesn't have a point.  Shotguns fall into three useful categories:

    1.  Has obscene damage and isn't all that worried about status(such as the Hek)

    2. Capable of 100% status and that carries the gun.

    3.  Does not correctly use the shotgun status model for some reason(only has one pellet or some other reason).

    All of the Shotguns either fall into one of these categories, or have variants that fall into one of these categories. Not too mention the Hunters Munitions category. 

  11. 8 minutes ago, (XB1)Senpai Soul said:

    I like the idea of akpyrana but prime and regular pyrana difference in damage is very very small you would think the prime version of the weapon would be way better right 

    The difference in damage might be small, though like i said the Pyrana's damage was already really high, but the the difference in mag size, reload, accuracy, fall off, and its passive is what makes it way better.

  12. The Pyrana was never really in need of more damage. The regular Pyrana already has one of the highest DPSs, and the Prime has a bigger mag, faster reload, and its passive. I guess i can see wanting it to be turned into a status weapon, given how raw damage falls off no matter how high it is. Personally im happy with the Prime. Its a better Pyrana and an Akpyrana all in one. 

  13. 7 hours ago, Mara said:

    That actually doesn't change anything, realistically speaking. Oh, sure, you might actually get the passive to proc in simulacrum, because your targets are neatly lined up and won't move an inch. In a real situation ? Not so much. Your targets will move, relocate themselves at all times. What you were firing on will change places. Your targets won't be aligned anymore. Punch Through is not a fix to this. It still makes it very inconsistent. 

    The kill trigger is way too short, and the clip size too small to actually work on. Punch Through or not ? Doesn't change anything. If anything, Punch Through could actually be detrimental to Pyrana Prime's passive. You waste an entire mod slot on a stat that doesn't add any damage, on a weapon with a really small clip where reloading is basically resetting your passive's trigger.

    I’m sorry, but this is just bad information. Enemies spawn, line up, and clump together all the time in real situations. Punch Through is actually more valuable on weapons with small clips, and not to mention automatics to help alleviate body blocking and over killing. Punch Through allows for the Pyrana to kill multiple enemies in less shots and in quicker succession. This is ideal for the Pyrana Prime. 

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