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Henrik

Hunter
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Posts posted by Henrik

  1. Looking to purchase a few prime pieces, both weapons and Warframes. 

     

    Warframe Parts:

    Ember Prime BP

    Ember Prime Chassis

    Ember Prime Systems

     

    Rhino Prime BP

    Rhino Prime Chassis

    Rhino Prime Helm

     

    Loki Prime BP

    Loki Prime Chassis

    Loki Prime Helm

    Loki Prime Systems

     

    Weapon Parts:

    Boltor Prime Barrel

    Boltor Prime Receiver

    Boltor Prime BP

     

    Braton Prime Stock

    Braton Prime Receiver

    Braton Prime Barrel

     

    Dakra Prime Blade

    Dakra Prime Handle

    Dakra Prime BP

     

    As I generally run the game in the background while I attend to other things, sending me a pst in game with the price of the piece you have is your best bet, though be aware I may not be there to immediately respond. Also, full sets or separate pieces are fine.

  2. As a fan of the Dark Sector game, the only question I'd like to ask is:

     

    Since we have the suit worn by Hayden from the game already implemented into this game as a nod to your original concept of the game back in early 2000 (the actual name for the suit from DS escapes me and will just be hereby dubbed the Excal suit) are there any plans down the road to implement a design based around the Nemesis suit, the one Nadia wore from the prologue/near end of the game? The look and detail of it was amazing and I'd love to see what it would look running on the graphics Warframe can run with. Also, the sword wielded by it. Do want.

  3. A lot of the questions I was going to ask have been brought up by a majority of the other posters, kudos to you all for coming up with some good questions that I hope get answered at some point either on the livestream or from forum posts by the developers.

    The two questions I have is:

    1) Now that rare mods from defense missions (I know these are only one small portion of where you could get rare mods, but easily the most farmable of the missions we had to obtain them; so I am going to use them as a single reference) have been decidedly made rare with the 7.7.1 hotfix/patch released today and are no longer the credit cash cow they once were, has there been any discussion amongst the staff about adding credit rewards to these missions on a sliding scale in a way similar to how mod rewards work after every fifth wave? As it stands now, it is the only mission type that doesn't give any type of credit reward once finished no matter if you end at wave 5 or end at wave 95.

    2) Regarding the contacts and playing with friends/people. Is there a votekick or remove from party function being implemented into the game anytime soon/some kind of idle kick system? I only ask because it is often times impossible to finish a mission if one person is away from their keyboard for an extended period of time and or start one without the entire squad in attendance. (Defense missions, some boss missions if not all. I believe there was a post a month or so back where a player inadvertantly fell asleep or got called away and it locked the mission out for quite a lot of people forcing them to have to abandon and hope they didn't get put back into the same squad.)

  4. I agree with this, almost 100%. Maybe around 95%, but I agree still.

    I will agree that for a shotgun, I shouldn't be sniping targets down from the other side of the room whether I am in iron-sights or not. That much is for certain and I do agree that accuracy for the weapons should be lowered based on target distance relative to your own when firing.

    The last time I checked, a shotgun was a lot more powerful than a handgun in real life and certain rifles, especially at close range, (excluding elephant guns and rifles of the sniper family) unless said handgun is a .50cal Magnum and is quite capable of putting a hole through just about anything at close to mid range depending on the type of round. I'm only adding mid-range to that simply because shotguns are used in Skeet shooting and can hit a target moving away from the wielder with reliable accuracy. (I.e: the shooters ability.) If anything, what needs to be done is either the mods for the shotgun need to be tweaked a bit more to lower the huge damage we can tack onto them, or the rifle mods need a bit more tweaking to bring them up to a somewhat acceptable level.

    As it is right now, I can bring up a shotgun AP mod to a 50%+ status, or a damage%+ mod, or even a multi-shot% mod up much faster than I can a rifle mod. Same for some pistol mods. If I can bring up a Pistol mod to 80% damage and 60% multi-shot in only a few cards or a few fusion cores, or a damage 50% shotgun mod up in the same amount, why is it that rifle damage%'s are either few and far between, or cost hundreds of thousands of credits to get to the same level? It's not the weapons base damage that is making it obsurdly effective, it's the stats on the mods we put on them that are much higher than what we can put on anything else at the moment.

    So I'm more partial to believe it is not the weapons balancing, it's the mod balancing. You said it yourself. You brought a level 11 Hex to a high level area and were killing everything in 1-2 hits with those mods. I'm fairly certain that going to that same area with the same shotgun, with mods half those or even less would not put out the same result. Then again, you're also fighting Corpus (there are no Grineer in the Pluto system) and Infested, who are classified as light armor (everyone also should know, at least by now, that the shotgun is king for any kind of infestation missions), so maybe going in with mods half the % described would give the same result.

    In conclusion, I will be that guy who openly says it. The accuracy through distance on shotguns needs to be nerfed. We should not be sitting on a perch with our Hex's or STRUN's and sniping things in the head or even chest for that matter from the other side of the room. We should, however, be destroying everything 2 to 10 feet in front of us without much of a problem. Except Grineer and Ancients, and then only should we be doing that if armor penetration is stacked to absurd levels. (Again, if we are in their face just about.)

    -Either nerf the extent we can bring certain mods on the shotguns up to, or raise the amounts on other weapons to bring them up to acceptable levels. And when I say acceptable I mean, why is my Serration mod only 10% base, whereas Point Blank is 15%, especially given the base damage difference in general on weapons? It should be much, much higher. Another example is the pistol damage mod: Hornest Strike, which has a base of 20%. Before anyone throws a fit about comparing a pistol to a shotgun to a rifle, some base pistols have a better base damage than some of the rifles do with just a slower fire rate but better overall accuracy and even then most people can just write a macro depending on their mouses software to turn some of them into automatic weapons.

    -Give us all whiffle bats instead of guns and swords and make the enemies throw plastic balls at us.

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