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Vali

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Posts posted by Vali

  1. 3 hours ago, NoLazyShadow said:

    Just shove a riven with +magazine size and rattleguts should be fine. Plus we got wildfire - bigger mag size and fire damage

    Rivens should always be optional, not the solution to a problematic weapon. Wildfire is a terrible mod. 20% Magazine Capacity, really? You lose out on so much potential damage for using utility mods. +Magazine just about never worth using for increasing DPS.

  2. Crosspost from Reddit: https://www.reddit.com/r/Warframe/comments/hbgbs5/a_quick_review_on_primary_kitguns_post_2805/

    Primary Rattleguts

    Rattleguts received a good increase in DPS last patch, but still suffers from terrible sustain due to its high fire rate matched with low magazine capacity. It also doesn't have any special mechanic to justify crafting it over a secondary version which usually beats it in burst and sustain DPS. It's higher fire rate also matters little in terms of status application since it matches secondaries due secondaries having Lethal Torrent.

    These guns really needs a magazine size increase IMO.

    Primary Tombfinger

    Was buffed / nerfed last patch depending on your build. IMO the increase in charge time is a little too high, maybe should be toned down to 1.25 / 1.05 for Tremor / Steadyslam. One change I'd like to see is increasing the explosion AoE based on the Grip to further customization. Still good, might need fire rate for higher damage builds now.

    Primary Catchmoon

    Got slight damage increase and massive range increase, but its still extremely weak. My opinion on it has only soured the more I use it. The massive increase in range also doesn't really matter since it still gets a horrible 95% falloff at 40m, but now starting at 20m. It doesn't have pellets for status application, it's tied down to Shotgun mods which rely too much on the base weapon being good to compensate for low values, it has ludicrous recoil and worst of all, it has the same low damage/low magazine/high fire rate problem that Rattleguts has. Just FYI, the highest magazine you can get for a Catchmoon Kitgun is 13. You'll pretty much spend 50% of your time with this gun reloading no matter how you build it. Also, did you know that Pax Charge only regenerates 5 ammo/sec for Catchmoon? So even with maximum reload, you'll have a ~3 second downtime when using the Arcane. All this combined makes the Primary Catchmoon an unwieldy, weaker version of its secondary cousin.

    This gun needs a recoil reduction, falloff reduction and magazine increase, like triple its magazine size. (Maybe increase Pax Charge regen too?)

    Primary Gaze

    Its range problem was fixed pretty quickly last hotfix but after playtesting this vs other beams, I'd still rate it somewhere under most common beam weapons. It isn't as good as an Atomos or Amprex and its 'AoE bubble' gimmick just doesn't really justify crafting this over its more reliable secondary version which has beam chaining. Sure it has better ammo economy, but that's what Pax Charge is for. Gaze has always been an underwhelming gun compared to its competition, and Primary Gaze sadly doesn't deliver enough to bring it into the spotlight.

    I'm not certain on how to buff this gun, since it can easily become the best-in-slot beam if it was buffed too much. Maybe a change it its bubble gimmick? Like increase its size the longer its held or something, and change the base AoE according to the Grip used.

    ----

    Feel free to share what you agree and disagree with.

  3. Crosspost: https://www.reddit.com/r/Warframe/comments/g6mb7i/i_think_i_just_made_a_pretty_major_discovery/

     

    After realizing that Shedu was able to be infinitely fired with Primed Fast Hands since its reload speed was faster than its fire rate, I did a number crunch to see if any other battery weapons were able to achieve infinite firing.

    To my surprise, there was only one other potential candidate; the Basmu. After last night's fix of Basmu's unintended nuking, I took the opportunity to obtain a heavily discounted riven for it, and began rolling for reload speed. A few rolls later, I gave up and just bought another Riven with reload already on it.

    I was pretty confident in my calculations, and even took into account the possible inaccuracies due to arsenal stats rounding off values. So I put on my Riven, Primed Fast Hands and a Rank 2 Vile Precision to reach the theoretical threshold of unlimited ammo. Moment of truth; I fired my weapon, and it didnt work.

    I tried a Rank 3, Rank 4 and Rank 5 Vile Precision. Nope, even though the recharge rate now exceeds the fire rate by a pretty big margin, its still not working. Then I tried adding a Rank 1 Critical Delay, and it worked; but only after emptying a magazine and reloading.

    So I got suspicious. I redid the math and it still didn't like up with what the game was telling me, so there had to be an error with how the game was calculating the reload. A memory then sparked in my head: Years ago, a prevailing bug was allowing Mesa's Peacemaker to fire faster with higher FPS:

    https://www.reddit.com/r/Warframe/comments/5wak5s/how_come_is_mesas_peacemaker_being_tied_to_fps/

    I changed my FPS settings to 120HZ, and then it suddenly began working with just a Rank 5 Vile Precision. I changed my FPS to 240HZ, and now it can do it with a Rank 4 Vile Precision. I tried tuning my game down to 30HZ and the Rank 1 Critical Delay + Rank 5 Vile Precision stopped working.

    So moral of the story is: I have too much time in quarantine. Fix ur game DE, I want my infini-basmu 😠

    • Like 6
  4. Hey Pablo, 

    I do understand the want to better streamline how information is presented to the player and prevent overloading stats, text and numbers to newer / mid-tier players I also somewhat agree that the proposed post-mission screen is able to achieve that. However, this simplification comes as a detriment to more experienced players who are capable of understanding the vast amount of information presented to them. Hiding information does help newer players ease into the game, but veteran players don't need that.

    Having two entirely different sets of UI's is impossible to upkeep, but some small changes could help tremendously with click fatigue for veteran players.

    For example: 

    - Removing 'about' menus in the weapon screen, having all the information presented to the user directly.

    - Hiding the splash screen in the proposed post-mission reward screen, further extended reward information instead.

    I hope this is taken into consideration.

    (And also no, prime parts all share similar icons, making it impossible to tell the difference between them in relic missions. Avionics and relics are also near impossible to tell apart.)

  5. Source: 

     

     

    1. Death Blossom: Drops From Exo Taktis

    2. Zetki Forward Artillery: Drops From Exo Cutter

    3. Zetki Maxima: Drops From Exo Flak

    4. Zetki Predator: Drops From Exo Taktis  

    5. Battle Stations: Drops From Elite Kosma Taktis

    6. Countermeasures: Drops From Elite Kosma Cutter

     

    The Exo enemies stated above do not spawn due to Veil Proxima being too high leveled for them to generate, causing only their Elite versions to spawn.

    The Kosma enemies stated have the reverse problem, where Earth Proxima is too low leveled for them to generate, causing their Elite versions to never spawn.

    • Like 1
  6. Just now, EDM774 said:

    I just got one gold mod out of them but since they share their drop tables with regular amalgams the mod that dropped was one I already had. so just a really bad case of RNG there for all of us.

    I doubt it, I think nobody actually owns these mods yet. There's no listing for them in warframe.market and nobody has a picture for its wiki entry. 

    I think the non-set mods added this update (aside Repair Kit) cannot be obtained.

  7. Preface:

    Pax Charge has a fixed regeneration rate of the following:

    - 20/s Rattleguts

    - 20/s Gaze

    -10/s Tombfinger

    - 5/s Catchmoon

    With the regen delay being the reload speed of the weapon.

     

    Problems:

    1. High capacity Kitguns such as Rattleguts and Gaze take between 2-4 seconds to fully reload.

    2. Reload speed does nothing since it only reduces regeneration delay. Additionally the 50% regeneration delay reduction uses the Reload Speed formula for mods, so its actually 33% lower delay at the cost of 90k standing, which is not worth it in any way.

    3. The most effective method of building for Pax Charge would be to maximize per bullet damage, maximize reload speed and minimize magazine size. The problem here is that this archtype is efficient enough to function without Pax Charge. This is made worse due to the fact that its competing with the other two Pax Arcanes.

     

    Suggestions:

    1. Change Pax Charge's formula to (magazine/2) per second, so it will always be a 2 second regen time regardless of magazine size while still giving a slight advantage to faster reload kitguns.

    2. Buff the charge rate on Gaze to 30/s and Rattleguts to 35/s

    3. Set the regen rate to 10/20/30/40 at rank 0/1/2/3 of Pax Charge, differing per Chamber type.

    Reddit crosspost: https://www.reddit.com/r/Warframe/comments/a6c8dg/suggestion_pax_charge_is_still_really_bad_for/

     

  8. 2 hours ago, Peter said:

     

     

    How about use a Pax Seeker? I see no point in wanting to face waves of enemies with a purely single target weapon without any AoE dmg.

    That's a pretty bad argument. Instead of fixing Pax Charge, use Pax Seeker instead? 

  9. 5 hours ago, JohnKable said:

    the purpose of the arcane is both to never run out of ammos and to passively recharge the weapon when you dont fire with it for a fraction of a second.
    it works really well at max rank, the recharge starts after 0.5-0.7 seconds without firing. It feels really good, but like many other arcanes it need rank 2 or 3 to really feel good.
    Feels best on tombfinger or catchmoon because you dont fire those too frequently and usually you have leftover shots in the clip granding you usually feel like you dont ever have to actually wait for it to kick in. the other 2 weapons sometimes can empty their mags so sometimes you feel that delay but its still very fine to me

    The Tombfinger / Catchmoon only needs 2-3 seconds to reload with this Arcane.

    Gaze and Rattleguts need 4-6 seconds, which really needs to get buffed.

  10. 12 hours ago, vFlitz said:

    but it's not supposed to be faster as you get a slew of other perks

    The problem is how its completely counter intuitive with maximum magazine min reload Kitguns. It takes approximately 4 seconds to reload a 67 Rattleguts magazine on top of the 1.7 recharge delay, which is triple its initial reload speed. The difference in a rank 0 and rank 3 Pax Charge in this case would be knocking down 5.7 second reload to a 4.85 second reload, barely half a second off for the cost of 90k standing. Not to mention that at most Kitguns have a 1-2 second reload speed, so at most that 90k extra rep spent will at most reduce the effective speed by 1 second.

    IMO Pax Charge should at very least cause the effective reload to be double what its base is, not triple.

  11. As it stands, using Pax Charge pretty much ups your reload time from 1.3 - 2.3 seconds to a whopping 6-7 seconds. The recharge delay on it seems to be about 2-3 seconds, so maxing the Arcane only actually improves the reload time to 5-6 seconds, which is terrible. 

    IMO, the charge rate should scale along with the rank of Pax Charge, since as it is, its incredibly slow.

  12. Roll Guard is actually pretty good, allows for explosive weapons close range and synergizes with Limbo going out of rift for 3s of invul for banishing. 

    Power Donation is good for Speed Nova and non-str based frames like Loki, Inaros and Nyx who can use these mods as support.

    Vigorous Swap depends on whether you have the auto-reload holster mods or not to be effective.

    Sharpshooter is gonna be nice for sniper fans too.

  13. 3 minutes ago, Zandermanith222 said:

    That's quite simply just the nature of Primed Mods! Whether from Baro or from Tributes they're high cost, high mod capacity mods designed for multi-forma maximized builds.

    The problem is some mods DE has chosen to Prime just serve absolutely zero return for investment, like Sure Footed here. I'd reconsider (If only for the fun of it) if it was Primed Handspring instead of Sure Footed. I mean I think regular Handspring's recovery animation is faster than the blocking animation Sure Footed replaces knock downs with.

    Knockdown resist does have distinct advantages over knockdown recovery, namely hook immunity, knockdown proof-reloading, bullet jump momentum plus it actually does have a faster animation than Handspring.

    The problem is that the 16 capacity cost of equipping it adds another 1-2 Forma to the build, which seems improper for a mod that requires 900 days of login plus a 40k endo/2mil cred investment.

  14. Given that it costs 16 to slot in, it isn't exactly usable in most builds unless you invest another 1-2 Forma, which also could mess up your mod configuration for different builds.

    It's a day 900 reward which is alright and costs 40k endo and 2 million credits to max out, but becomes unusable due to its high mod value. If its cost was was lowered to match the level of other Exilus mods (preferably 11), IMO it would see more use.

  15. Historically, Vauban and Nyx were considered decent CC-frames in a meta where CC was a key element to complete game content and during a time where weapon damage was severely outpaced by enemy health.

    However, with the removal of raids and addition of support+DPS oriented content (Onslaught / Eidolons) plus the ever increasing power of our weapons, CC has completely fallen out of favor.

    So now we're at a point where many CC oriented abilities have lost their value. So I'd extend this question: Should content be changed to have CC-viable usage, or should CC-based frames be reworked around existing content?

    In supporting the content designed for Warframes, the Plains of Eidolons increased the viability for Sniper usage and increased the viability of all mobility powers (Tailwind, Wormhole, max range Slash Dash, etc). The addition of Eidolons made using buffs more purposeful, primarily Vex Armor, Roar and Volt Shield which are usually overkill in regular content.

    In supporting Warframes designed for content, the recent Hydroid and Oberon reworks tweaked their kits to have better DPS capabilities from their previously CC-oriented kits. In Hydroid's case Undertow deals incremental damage the longer an enemy is submerged and distributes weapon damage when Undertow is shot. Oberon received a flat scaling strength to his Smite and Reckoning was given armor stripping to better conduce with modern armor scaling. This has also increased their viability somewhat or in specific niches.

    My personal opinion would be to start designing for more CC-viable content to give more variation in combat other than pure damage-rushing DPS.

    So what are your thoughts on the subject? Which path should DE take in handling this problem? Is the problem with game content or the Warframes themselves?

  16. 2 hours ago, Ocriel said:

    Suggestions for T3 buffs: 

    Granmu Prism: Grenades gain increased splash radius and potentially damage the further they travel, promoting a long-range bombardment playstyle while also making them less of a hassle against Vomvalysts.

    Klebrik scaffold: Damage/fire rate ramps up over time when focused on a single target, similar to your Rahn proposal. Beam FX should widen to signify this.

    Lohrin brace is all good, just wish the Void status effect did something more. 

    I really like the Granmu suggestion you put there, makes use of its arching projectile to create some challenge in using it, similar to Exodia Contagion or most Bows. 

    Not a fan of the Klebrik suggestion though. IMO its fine as a utility tool since its lock on makes it stupidly good at Vomvalyst killing.

  17. Problem:

    In Eidolon hunts, all Amps function identically, being that you hit the Eidolon anywhere until its shields go down. Because of that, players have opted for the highest damage Amp (Shraksun Scaffold) and completely disregard every other component. I propose adding extra mechanics to these Amps to increase their statistical capabilities while providing new gameplay styles. 

     

    Tier 1:

    Raplak Prism - Deals 2.5x damage to Broken Synovia spots. Deals 15% more damage per broken Synovia.

    • Reasoning: Creates sharpshooter like gameplay suiting for the Raplak's high accuracy. Weakspot bonus placed at 2.5 since headshots already give a 2.0 bonus. Makes Prism more preferable in later Eidolon stages, so you will be swapping from using your Scaffold to Prism.

    Pencha Scaffold - If not moving after 2 consecutive shots, next shot does 1.75x damage. Resets upon moving.

    • Reasoning: Creates a risk vs reward situation since the Pencha has a charge time, making the player require spacial awareness to use effectively. Usable by those with high Operator Arcane/Waybound investment while still being decent for newcomers to hunts. 

    Clapkra Brace - buff to 60 more Amp energy.

    • Reasoning: It's effect on DPS isn't as mechanically significant compared to Juttni / Lohrin. Provides synergy with Rahn Prism.

    Tier 2:

    None of these parts need buffs. they're good already.

    Tier 3:

    Not sure what to buff here.

    Tier 4:

    Rahn Prism - Each successive shot deals a compound 0.5% more damage. Resets upon releasing trigger.

    • Reasoning: Makes +Ammo max / Faster energy regen builds more viable instead of relying on raw damage and Critical stats.

    Phahd Scaffold - Added effect: Multi hit on Void status effects similar to how projectiles function with Mag's Magnetize. Final explosion deals x2 damage on Eidolons.

    • Reasoning: These status effects often appear on Eidolons without any actual benefit. Why not make a small gameplay mechanic out of it?

    Ansphata Brace - currently bugged, no suggestions until fixed.

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