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L4UR1

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Posts posted by L4UR1

  1. When you inevitably get a riven mod for an awful weapon like the Attica or the Laser rifle, what are you supposed to do with it? You won't obviously get any use out of it, no one in the trade chat wants to buy it so your only option is to sell it for a pathetic 400 endo. So i just did a sortie for 400 endo, which i could've easily gotten in three minutes in an excavation mission. That's not right

  2. 2 minutes ago, --Q--DeineMudda said:

    I hope you understand the answer why its weaker.

    Tbh u comparing apples with bananas as we say in Germany lol

    Yeah, let's just forget that the Twin Rogga has a higher mastery rank requirement and arguably more build requirements since Lex Prime parts are incredibly easy to farm but whatever. Besides, with that argument why is Tonkor the best weapon in the game?

     

  3. What pisses me off the most is the fact that these new changes are only for fissure missions. Problem is that the fissure missions are entirely randomized so sometimes you can't even play a endless fissure mission. And since they're randomized, i don't really see the point in increased resource drop rate when you can't even choose the planet and the resources you want in the first place!  

    Besides, the rewards aren't good enough i mean really? 50 minutes of survival just to get a random flawless relic? That's just weak.

  4. The standard lenses are pretty much worthless because 1) They give you a pathetic amount of focus xp 2) The amount of luck and effort you need to even gather 4 lenses to craft an actually useful greater lens is insane.  

    I'm just wasting my time every time i get these from sorties so it would be nice if they could be replaced with greater lenses and maybe given a decreased drop chance or something.

  5. 1 hour ago, Bobtm said:

    Rather than immediately jumping onto the "buff a thing" train of thought, take a step back and look at the various parameters on the Sarpa and on the Redeemer.  Look at the stats of each and how they compare across each other.

    Redeemer

    • 60 total Physical damage at base.
    • 0.833 Attack speed, semi-low attack speed for its class.
    • Very tight spread on its shots.
    • Has a very metered feeling/timing on repeated charged shots.

    Sarpa

    • 70 total Physical damage at base.
    • 1.0 Attack speed, average attack speed for its class.
    • Very wide spread on its shots.
    • Has a very fast and spammy feeling on repeated charged shots.

    Right now the Sarpa feels close to a proper sidegrade to the Redeemer, which would be the best outcome of sorts.  However given the pretty buggy feeling nature of Bullet Dance as a Stance and any other possible anomalies that may have arisen from TSG, it would be a good idea to wait a bit longer to fully try and evaluate the differences between the two weapons.

    If nothing else, the Sarpa is both stronger and faster than the Redeemer outright.  It can't also be just as suited to all other things as the Redeemer otherwise it's just another case of powercreep.  That doesn't mean I'm saying it's perfect in its current iteration necessarily.  But if nothing else it cannot be made comparably accurate to the Redeemer, unless we look at lowering another stat on the Sarpa to compensate that change appropriately.

    Better damage and attack speed is all well and good if you could actually hit anything. Even at almost point blank range, it has a frustrating tendency to miss somehow and the stance that makes you jump around like a rabbit with adhd certainly doesn't help. What's the point of having a gun and a sword together when the former has pretty much the same range as the latter?

  6. At the moment Sarpa is only good against nullies and nothing else. The spread is absolutely horrible to the point that you might as well just use melee at the range where it can reliably hit something...

  7. 1 hour ago, NocturnalVahey said:

    horrible idea, the point is she is slow so its not super op. allowing her to move quickly in some other way makes the speed reduction pointless

    How would it be "super op"? Wukong can do the exact thing expect he can actually run, slide, jump and he uses less energy. Plus the damage and range of absorb is terrible as well.

  8. She's just way too slow and you can't do anything to make her faster. It would be great if you could use power strength to decrease the walking speed penalty. Or at least give the ability to block with a melee weapon while in absorb so you can use the "lead tango" combo with the new gunblade to dash trough rooms or something...

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