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Omgnerdrage

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Posts posted by Omgnerdrage

  1. Okay first, let me say that you have some great ideas, and have written them out very well. However, the idea as it stands is very convoluted and breaks a lot of the games rules as they've been set forth.

     

    I just can't see this as a primary or secondary weapon. It's a melee range weapon, with a primary function of blocking attacks, and a short range shotgun like energy attack. They aren't going to add a new equipment slot, and the weapon itself doesn't sound like a good replacement for a primary or secondary weapon. My beef isn't with the weapons abilities, as those sound quite fun to use, but rather the details around it since they make no sense.

     

    Such a weapon should be classified as melee, especially when you yourself list a lot of melee style moves for it (slide attack, charge attack, etc). We have a block keybinding which sounds perfect for this weapon. Blocking with this weapon should cost less stamina than other weapons, and block 95% of damage (compared to the 50% other melee weapons can block). The normal and charge attacks map perfectly to the melee controls. I see no reason why this weapon should be different in regards to mod slots, just let it have the standard 8 melee slots and it will be fine. The base damage type for the weapon should be electric for a few reasons: effective against all corpus, but loses offensive effectiveness vs. infested and high level grineer with armor. Still effective at disabling heavy gunners and stunning everything though. The charge attack doesn;t really need ammo. As long as it is single target with about a 1.5s charge time and a range slightly larger than the Scindo it would be balanced by the fact that it's electric damage and single target, compared to the multi-target serrated blade damage of other melees.

     

    I think the adjustments I outlined would put the weapon in a unique spot as the best defensive utility for the melee slot, with some offensive capabilities. It would also be a lot more practical to add to the game without all of the special rules you've made for it.

    Excellent ideas, moving the weapon to melee solves all my issues with ammo. And we might have to revisit what keybind "block" is again (I keybound crouch to mouse 4 AGES ago). ;)

  2. Actually that is a fair point, there's no reason why mods couldn't be introduced either. Key example is like you wrote, Rifle and Shotgun have separate mods as primary weapons. What's to say Pistol and Shield (as secondary weapons) couldn't have separate mods as well. Much like the precept mods for the sentinel, they could have very shield specific aspects to them (and fit in the one given polarity slot of course).

     

    Personally I like the idea of just getting rid of the ammo mods in the conversion process altogether, feels a tad too surreal or forced.

     

    Shield Depletion is an interesting concept of course (no idea why my cognition failed to process ENERGY shield but heyoooo), a slight stagger on initial break might be necessary, otherwise people might just swap immediately on the 2s CD.

     

    Balance is key, for every benefit you must have something that you are giving up in order to use it. Otherwise everyone will be running around with shields, not fully utilizing weapon variety. 

  3. I was just trying to find a unique new way to incorporate mods ad make it well.. unique. But you have a point, as I dont want move ment speed messed with something has to give.

     

    Suggestions:

     

    -a base charge time of 3 sec. and the charging is similar to the lanka and orgris.

     

    -The elemental mods only affect the resistances and only serration, armor peircing, and perhaps a weapon specific mod would affect dmg.

     

    -Any other suggestions?

     

    If this is to be put in its own slot then It will have a new set of balanced mods worked out for it but I doubt that will happen.

    Hmm well DE has voiced concerns over their lackluster blocking mechanic in game, so who knows.

     

    With that charge time aspect you put forward, it really could make use of fire rate (to increase charge speed) and reload speed (speeding up animation before you can begin a static discharge attack again). Still lost on what mag increase and ammo max could be used for though. 

     

    I like the idea of being able to block but not discharge while in motion though. Sprint in shield up, *smash* (has a cool feel to it). Seems to have a decent balance, though probably a nightmare for the animation team. ;)

  4. I fail to see how this Op's title is missleading, but whatever. 

     

    OP - Interesting concept for a weapon. Any idea how you could make this a bit more balanced? Like a couple have mentioned Shield + Elemental Resistance + Static Discharge damage (with elemental mods) seems to be a bit overpowered. A simple knockback would be good, but if you throw too much damage in the mix, I feel most, if not all would feel the need to bring it.... just because it's extremely good at higher level play. 

     

    Also if you are tying it to a weapon slot you must consider how it would be affected by other mods, would reload speed affect how quickly you could bring it up, how does penetration come into the picture, fire rate? etc... 

  5. You love your instant gratification, don't you? Working for benefits must be soooo stupid. Let's just give everyone infinite capacity right away. That would be nice for new players, right? Who needs progression anyway?

    And those people who invested into the game? Yeah, screw those guys. Their problem.

    Honestly, just die.

    Oye, that type of thought anywhere is unacceptable.

     

    And I fail to see why you consider this aura change detrimental, just means you can push mods even further on some of the frames you haven't min/maxed/formed multiple times. You do not lose a thing, nor is anyone else penalized for trying to run a group buff. As was mentioned it gives you a massive amount of leniency, even on a frame that has 3+ forma run on it. 

  6. Pretty straightforward explanation, I was running the Deception mission Mantle on Earth. As the screenshots show there was a new interesting (read that as shiny) room that I had not seen prior to Update 9. However, during my exploration/screenshoting of the room, I was seen and subsequently locked out.

     

    FQgH8Zd.jpg

    UHNDvqN.jpg

     

    While this room is quite lovely, it does not have any control console panels, so I was left to enjoy the room for a tad longer than I would have liked.

  7. a lock bug perhaps.

     

    well, to overcome this problem you have to turn back, trigger the remain of living enemies, wait for lockdown from them.

    hack it.

    the locked door shall open.

    Exactly this, just hope you aren't in an exterminate mission where the enemies are on the other side of the door. Then you are boned.

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