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ReinAxefury

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Posts posted by ReinAxefury

  1. 1 minute ago, moostar95 said:

    Let guess, you looked at nidus and drew to that conclusion. You are right about that as when you do get stacks going. He has damn near infinite hp. I just not a fan of his playstyle. I feel in my opinion inaros gets to the point of being immortal and tanky much more faster.  Im also a fan of melee.

    Ehh.. wrong, Nidus isnt even the one with highest EHP (but i agree he is really high), but it's true he can just go as high as he can kill enemies, but same applies for stealth frames, at that point health or EHP doesn't matter at all. My point was that Inaros health pool is fine as it is, which still stands as Inaros EHP is fine in comparison to other frames with damage reduction skills to compensate.

  2. 2 minutes ago, moostar95 said:

    Thats like your opinion man. Havent died at all with umbra mods unless i left the game un pause. Also i dont use these but arcane grace adds an extra amount of survivability to him. 

    It's not an opinion or a matter of skill, it's actual numbers. I invite you to read what EHP means, how it works and see it for yourself. Inaros is good and i like how it is, just pointing out how other frames have an actually higher pool than him and that's why it's health isn't an issue nor it's overpowered in comparison.

  3. Honestly, Inaros is fine, i would like Sandstorm to get the Zephyr tornadoes treatment and maybe a little less of energy cost (just a little), but nothing more as everything else from Inaros relies on actually knowing how to play the frame. Devour is fine, as it's purpose is to be slow, which makes the one using it invincible, not specifically for inaros but for allies in need as not everyone is fond of using operator mode for that specially channeling frames, killing enemies on devour with sandstorm is the ideal way to get healing and minions fast. Most people who argue Inaros doesn't have anything like Roar or Blazing Chakram are wrong as enemies open to finishers by his 1 also receive a stealth multiplier on damage, which doesn't apply only to melee (i often use this to push weapon damage further), so not only it makes enemies CC'd it also makes them weaker, not to mention how his 4 is also a team healing skill and CC at the same time. Inaros has Tankiness, CC, Healing, Debuffing and protection for allies.

  4. I think they just made this as some kind of "gift" for founders, so they could reach mr26, so i assume it's just an exception that's not gonna happen again. But, if that wasn't the case and we see more weapons like this, i would be okay with it, as long as it's not frequent, like, 1 or 2 per year it's enough and i hope those included rank bonuses too, but more would be too much imo. About polarities, i like to think this extra mod capacity is there just so people can even equip mods in the wrong polarities, at least for now, but more primed mods are a posibility too.

  5. If you want to heal teammates there are other ways that not imply using healing frames, furis augment is there for self healing the same way life strike and healing return. Also, talking about healing AoE weapons, the only one currently is Sancti Magistar, which is really good for that if properly modded, yet going with Vazarin for heals is even better, but there are a few other options.

  6. 1 hour ago, Nazrethim said:

    Not since the nerfs it received. It now only works on Players, no longer on NPC friends like Defectors, Lures, Operatives etc. Nerf that didn't get ANY mention whatsoever on patchnotes.

    Just asking, has been mentioned in any place if it was intentional? Maybe it's just no one at DE paid attention to it.

  7. I don't do eidolon hunts anymore, but i used to play trinity and carry pubs, as i would get the lures, damage eidolon shields and shoot the synovias (my lanka riven helps), so i get what you say OP, but on my case i see it more as something i choose to do more than being a "slave", later i changed to volt, which helped on making the whole thing faster. Playing support is not for everyone, as the reward is mostly being helpful which if you don't like the role isn't even rewarding as you don't get anything else from it.

    About your team, it's sad when people cant even be bothered to even give 1 archwing charge at least or even read the chat. Iirc archwing charges are going to be unlimited now (well, i hope that's the case).

  8. I had this happen to me as well, some times past the 40 min mark on survivals as everything just dies so easily, sometimes i think why DE wont just allow people to start missions on higher levels on Solo/Invite Only? If the issue is just how troublesome would that be for matchmaking (public) then just allow it for pre-mades and let public as it is. Matchmaking doesn't get affected and people play at the level the want. Maybe add other modifiers like more eximus or something.

  9. Whenever i see threads like this, i like to remind people of multiple stacks (as this is a coop again on first place), just for fun. If we talk about how tanky can a WF be, a Trinity with 150 p str bless (75%) + Link (75%) + Gara's Shatter Shield (90%) + Nezha's Warding Halo safeguard augment (90%) + Another Blessing (yes, multiple blessings stack i've tested it, 75%)+ an Ancient Healer Specter(another 90% damage reduction). so.. 75,75,,90,90,75,90... ((100/4^3)/10^3 ) = ((100/64)/1000) =  0.0015625 or  99.9984375% damage reduction before applying armor. to put a top on the cake, add 2 arcane guardian sets, thats 1200 armor + 15 base, thats 80.1~% damage reduction from armor, lets round it to 80% = 1/5. So (0.0015625/5) = 0.0003125% of total damage received on health, that's 99.9996875% of damage reduction.

    If anybody finds any error on this, i will correct it with the corresponding credits.

  10. 1 hour ago, Julian_Skies said:

    Would DE allow us to have an easier time managing that downside? I seriously doubt it.

    Im not sure about that, at some points DE has tried to do things to make people go back to some weapons, good examples are recent weapon reworks and beam weapon changes, even if right now they may not be interested in doing something like this, we don't know if on the future they will. Hah, or even they could take this idea and make it a gimmick for a future weapon/arcane/skill, who knows.

  11. 2 hours ago, AlienWarm said:

    i dont wanna change my name here

     

    i wanna change on the market too the same name here.

    The "market" warframe market is another site, DE (Digital Extremes, developers of warframe) doesn't have anything to do with it. If you want your name changed there, you should re-verify your account there, the same way you did the first time. The indication on how to verify your account is on the "settings" on warframe market site.

  12. 1 hour ago, Julian_Skies said:

    The thing, however, is that your suggestion isn't going to alleviate your problems. Why? Because DE is likely to give the Supra Vandal a x1 ammo modifier, while giving the Tiberon Prime a x3 modifier, because the point of those weapons is having bad ammo economy.

    Well, it's not a point, it's a downside but you are right on that, supra and the vandal variant have that as a downside and i don't expect DE to change this. However, the main point of this thread is more in the lines of making that downside more manageable to deal with (i think i should have been a bit more clear regarding this), as removing it entirely would be really broken IMO. Now, about your assumptions, i agree that DE has took some "weird" design decisions, some of them leading to high power creep weapons. But they are not stupid, they know why they do those things, even when the community doesn't get it at first. IMO i would expect a low modifier on the Supra, but not as low as x1. And anything above x1 is better than nothing.

    Also, i like @Ada_Wong_SG suggestion too (maybe a little bit more than mine), i think many weapons could benefit from it.

  13.  

    1 hour ago, Jivy said:

    it would break the lore

    Ordis: Operator, my scanners have detected a Grineer ship on their way to the earth. Based on intercepted communications, they have discovered remnants of ancient civilizations predating the Orokin era...? This is terrible! I.. I found an intercepted message you might want to see.

    Tyl Regor transmission: Councilor, after some research on the 'findings' your men found, it seems like this is the resting place of thousands of years old human civilization! This thing... this might be the cure we need, the DNA samples from old humanity may be what we need to stop the degradation of our own. I'll be on my way to earth right now, i assume you keep their data as we agreed. Keep it safe from the tenno.

    Ordis: Operator, we need to get this findings before it's too late. I already set the coordinates for landing, you'll need to extract the data before Tyl Regor can use them.

    ----A Spy Mission Later and back to ship----

    Ordis: This things... this data reveals old human ways to make... clones?! This is an INCREDI-terrible finding! My old data says cloning wasn't possible before the Orokin Era, i was wrong. Operator, if the Grineer had put their hands on this data, they might be able to restore their DNA, this data must be destroyed. Oh... and with this data there where other two unrelated TRASH-things, i put them in your inbox.

    Spoiler

    Transmission with Steve's Voice: -Day 245, the proyect is going fine. The augmentation system still requires some tunning, but the imbuing process works. The team was so excited about this, they wanted me to test it, so i said 'Why Not?' But i would never had expected they'll use that picture... oh my god, but i agree it's funny.

    -Day 546, the other team seems to be working on something related to genetics, i'm not sure and the higher ups won't answer my questions about it, like it's some kind of secret. Oh... and the Augmentation System would be ready 'soon'.

    -Day 700, finally the augmentation system is done. With this the 'Modular Oriented Data' implant proyect is finished. But still i don't understand something... why? Where are they planning to use this.?

    ---END OF TRANSMISSION---

    With the transmission, a mod that can't be equipped, upgraded or anything was attached. Looks like a prototype for the current mod system, but has no real use.

    11kuvyg.jpg&key=ba100988dd7f5397bdfc2499

     

  14. 12 hours ago, Ada_Wong_SG said:

    I suppose it make sense to make lighter units drop the current ammo, but enemies like Gunner and Crewman who is suppose to be a "machine gunner"
    should drop a bigger ammo/ drop more ammo. Also as reward for killing heavier units. 

    Since the usual case is heavy units are harder to kill and burn more ammo.

    The thing is with magazine capacity of 40 - 100 rounds, rifle ammo drop is 20, 
    it might be good if ammo drop is scaled to "50% of the rifle's  original capacity"
    and capped at 20 rounds (anything under 40 rounds capacity will be hard capped)

    Using capacity mods will not increase the ammo pick up, but weapons like Soma Prime where the base capacity is 200 rounds
    will be getting 100 rifle rounds instead of 20 for the drop.

     

    I like those ideas too, making ammo drop dependant on base magazine size could work really well.

  15. 2 hours ago, Ada_Wong_SG said:

    I am afraid with the increased ammo pickup multiplier you are still ends up going to not have enough ammo
    on long runs/ endless play.

    I agree and im okay with that, at some point any weapon is going to fall off to a point where ammo economy can't be sustained (unless they don't spend ammo ofc) and i don't pretend to change that, however, there are some weapons that spend ammo too fast (regardless of how much ammo they have), and as you said it's true that can be handled in many ways, including ammo restores, punch trough, mods, swapping weapons, etc. My suggestion is more into making it a bit less of an issue than it is now rather than a total "fix", as it's not my intention to make ammo economy trivial, just to make it less of a pain to bring certain weapons.

  16. I. Introduction

    (if you only care about the suggestion, skip to points II and III).

    I've been thinking this for a while, and the thing is some weapons really lack on the ammo economy department, and while is true that you can affect this by using ammo mutation mods, ammo case and even scavenger auras, those things are a really high price to pay to deal with a downside for a weapon (except for ammo case), specially the aura slot. This is why i thought "why on first place a bullet hose like supra gets the same ammo from ammo drops than an efficient weapon like ferrox? why a twin grakatas get the same ammo from drops than a semi auto weapon like Lex?", and i know there must be balance reasons, but i don't think that's a good way to deal with it, specially for high level missions since ammo economy plays a big role on what weapons are played. IMO if done well, this could be fixed and lead to high fire rate weapons like rifles to see  more use, same for weapons that spend a lot of ammo on single shots.

    II. So, how this could work?

    I have 2 ideas, both imply adding an "Ammo Multiplier" but in different ways:

    II.A) Ammo Multiplier on weapons: Let primary and secondary weapons get a stat called "Ammo Multiplier" that could be seen along other stats on the arsenal and weapon description, this value will be a multiplier for the base value of each ammo drop, the same as scavenger auras, but directly on the weapons. The good thing about this is that it could be tweaked for each weapon, leading to a better handling for ammo economy overall. IE: right now, supra needs 15 rifle ammo drops to fill a single magazine, but if instead it had Ammo Multiplier of x3, it would take 5 drops (60 ammo per drop), if it was a Multiplier of x5 it would take 3 (100 ammo per drop). Note: Im not asking for those values in particular, they are just an example and nothing more.

    II.B) Scaling Ammo Multiplier by Enemy level: If enemies require more ammo to die, what if they started to drop more ammo as well? Im not sure about the best multiplier for this to work, but still could be an improvement, not talking about anything crazy like 1000 ammo from one enemy 100, but maybe after every 50 levels or something add x0.5 extra ammo from enemies. If it worked like this as an example: a lvl 20 enemy would drop 20 rifle ammo, a lvl50 will drop 30, lvl100 will drop 40, and so on, a lvl500 would drop 120 rifle ammo.

    III. How this will work with ammo mutations?

    There are two ways, and im okay with any of them:

    1. Multiplier affects only the ammo type used by the weapon: this leads to get normal ammounts of ammo from other ammo drop types, like we currently do.
    2. Multiplier affects all ammo types: this will mean you get the result from ammo mutation multiplied too! This could be compensated with lower multipliers than option 1.

     

    Lets be clear im not asking for weapons like Supra or Khom to have the best ammo economy, but i would be okay with any improvement to make bullet hose weapons a more viable choice for long runs.

  17. 10 hours ago, watusaytomepnk said:

    rivens (especially those with a single specific stat) need to not be a required bandage on a weapon

    This is something many people complain about, but sadly is one of the main reasons why they exist, DE just found a way to "fix" their weapons without doing too many changes to them and get to sell plat at the same time. I use a Supra Riven without status chance, just damage and multishot (and less crit chance ugh) with 4 dual mods. Corrosive/Explosive tends to do well for most things, actually kills enemies higher than where i would take the weapon anyway because of ammo economy.

  18. umm, entropy burst gives status, not crit. Also, it gives a 20% flat increase (works the same as shattering justice for sobek), not base. I'd say the real issue is bad wording of how it works.

    without the mod you need ((100/30)-1)*100 status chance to reach 100% (233) = 4 dual (unless rivens)

    with the augment you need ((80/30)-1)*100 status chance to reach 100% (166.7) = 3 dual (unless rivens)

    TL;DR: Imagine is like dual mods, but gives 66.3% and the proc. You can use this augment + 1 dual + a status chance riven to reach 100% status and use pure elementals for higher damage (plus more chance to proc desired elements).

  19. Not bad, i don't have issues while aiming most of the time, except while gliding. for some reason if you try to aim while gliding your warframe gets in the middle, at least for me that's the case, so a change like that would be welcomed, but still i rather just have the wf moved to a side, so i could actually see my target and my warframe.

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