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neKroMancer

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Posts posted by neKroMancer

  1. I think of it as a venomous shotgun instead of a burst fire rifle, done.

     

    A. I love toxic damage.

    B. The fact that you can't aim means getting closer is essential hence the shotgun comparison.

    C. Yanking means shutting down a target - nullifier, heavy gunner, bombard - GET OVER HERE. Finish them off with melee weapon without wasting bullets.

     

    It's certainly not top-tiered in term of DPS but it's a cool weapon. 

  2. It's one of the old radial ability that really, really, annoying to use since electric CC is pretty pointless (shock does that better with chaining) and poor overall damage to anything above 30. Also, the stationary animation can kill you if you're not careful about where you cast it. Since radial ability needs to be at the center of the horde to be effective, that's a death sentence at higher level or you deal half effective damage from one side of the AI platoon.

     

    Why not deploy something like multiple modified Vauban's Tesla orbs around Volt instead? Deal electric damage overtime and CC the hell of of anything that come close. Can be used strategically to trap advancing enemy as well as protect certain location in defense mission.

  3. If we are going to compare punch through mod to real life ballistics then I say it should deal less damage to second and third targets, not more. Each time the bullet penetrates the body, it loses certain amount of kinetic energy and therefore, less damage to next target.

     

    Bullet that stays or fragmented inside the body is most dangerous, medically. Ever see lead snowstrom in X-ray from high velocity bullet fragmented inside the body? That's one nasty piece of work. 

  4. I have to say that most of the chart are desolated wasteland with no player playing anything whatsoever. Shrinking is needed since these 300 nodes are doing almost nothing and offer nothing to the game.

     

    All we need are one mission type for each tileset (or certain mission type specific to certain tileset like hijack and spy) and spread the loot to all of them.

     

    Loot will be more concentrated, new players will have easier time teaming up with veterans, wait time will be shorten, 

  5. I see no harm in adding sentinel repair kit into our equipment similar to team health/energy/ammo regen - if it dies from unblockable AOE attack which is pretty cheese tactic from the AI then there should be a way to bring it back to work (or to die again from the next wave of fire from arson eximus).

  6. I think most bosses use the same mechanic, damage immunity and weakpoint, too much and that sometimes turn boss battle into a waiting game which is far from fun. If the boss use multi-phase combat then it should be more obvious about which phase one is in during combat. Moreover, the boss tile should be specific to each boss and allow the boss/player to utilize the tile-specific function to fight against each other.

     

    Archwing needs a major revision, imo. Control, targeting, warning, and UI need improvement to make the control more fluid and targeting more responsive. The mission itself lacks the epic factor that can be found in many games - taking down/protecting ports, escorting transport, fighting against a destroyer, etc. The missions themselves have to be more fun first before putting loot in them.  

  7. Used to use the Baguette gun, the fire rate was awful, five round burst was too slow, need penetration mod in order to preventing wasting rounds on dead bodies.

    I mean, yeah, it's fun to play as an alternative to other DMR but hell, it's awfully hard to use properly and the damage output isn't that spectacular.

    I agree, it needs love.

  8. 21 pages of discussion - pardon me for not reading.

     

    Based on my build so far, I have to say that pure damage mods (serration and split chamber) are mandatory for all weapons - that's not good since it limits variety of builds severely - you have to put them in all your weapons in order to compete with AI scaling and that means losing 2-3 mod slots for them.

     

    Which means they aren't meaningful choices but mandatory ones.

  9. Because youre taking new things, and tweaking them to match things we already had, isntead of being fresh and interesting, youre getting a reskin of thing 2.0. How is that not stale? Also guns aren't balanced to enemies, since we're capped at a certian level we can deal with, and enimes level can keep going up. So by that logic, shouldn't you be fighting for buffs instead?

     

    uhh..... How does Tonkor similar to Ogris in term of mechanic?  

     

    Being fresh and interesting is based on new mechanic or variation of existing mechanic. Adding Soma3.0 with the same mechanic and increase damage/crit isn't interesting. Adding more damage will allow player to tackle level 50 AI then they will ask for more, next week it will be 60, next month it will be 70, a year from now we will be fighting level 10k AI.

     

    Purely powercreep. Pointless in term of development.

  10. Beta tag is still up and running, no point arguing it's or it isn't beta. However, I fail to see that beta tag shields the game from criticism since it has always been criticized, patched, reworked, 2.0ed for two years straight.

    As long as they keep adding/changing stuff into the core gameplay (parkour 2.0 incoming), I doubt that the game will ever be fully finished. I will always be partially beta whether you like it or not.

    We are the playtester. We are playing the game in the rate that no QA team can match (steam Warframe concurrent players are about 5,000-20,000) and a portion of it return with feedback faster and more efficient than any playtester team can possibly do.

  11. To be honest, limitation forces creativity. If players have enough space to cram everything they want into the kit, they will do it. Playerbase have been asking for more mod slots and/or more mod points in every version of the game thus far.

     

    DE probably add more slot specifically for augments in the future if they manage to pump 4 or 5 augment mods for each ability (think D3 customization). It's not going to be any foreseeable future in this case based on what we have seen thus far. Moreover, each augment works well with different mod setup - it's particularly no-brainer that equipping more than one or two augment at the same time will be futile due to lack of maximization.

  12. The current energy system is a bit randomized based on blue orb drop rate. However, the universal cooldown system similar to Mass Effect will conflict with power design (mostly due to how ultimates work). This means either ultimate will make player waits for a very long cooldown or ultimates use another resource instead of cooldown.

    To make energy more reliable, I think action-based resource combined with CD for ultimates probably better suit Warframe. Think Diablo 3 instead of Mass Effect.

  13. Without serration , there will be other base stat mods like heavy caliber/elemental damage to take its place since Warframe relies on mod as progression system. In order to completely make mods a customization tool, we need two changes.

    A. A way to give player progression that is not mod.

    B. Mod design that works as a customization tool.

    In fact, this means a major change for the game. The only possible way is to turn weapon into progression tool and allowing weapon to grow with the player through mastery rank while turning weapon into drops like the Kril/Vor boss fight reward but with tier. And limit mod we can install based on category of damage/support/utility without stacking.

    Big changes if we really want mods to act solely as customization.

  14. Stop the useless, tired line of accusing others if you disagree with them - that is absolutely useless and makes you look bad. Start treating hearing others' opinions as an experience.

     

    TBH, I think the idea of having normalized reward across all difficulties strange and rather counterproductive. The reason player actually plays in higher difficulty is the fact that they can get stuff faster or better stuff. If the gain is the same across the board then why should we play in higher difficulty? Incentive is required to make player improve himself and customize his build further in higher difficulty.

     

    Gaining the same loot across all difficulties makes difficulty itself pointless (apart from enlarging your ego). Call me player who plays for loot but Warframe is a loot-based game and I treat it as such.  

  15. You got credit for posting extra credit but I fail to see any relevance between 'perfect imbalance' and Warframe. Perfect imbalance is practically an elaborate way to describe rock-paper-scissor design that no character is truly good at everything or out right bad at all thing. Player can choose skill/equipment to counter the opponent if one is flexible (or experienced/intelligent) enough.

     

    I disagree with mod being moved toward a good direction. Mod system was implemented to give us flexibility and customization. Look at what we have now - all weapons are about serration/multishot/1-4 elemental damage mods (which is usually corrosive + something to deal with armor).  We waste four mod slots at minimum to make it works. Left us with another four if one doesn't decide to give more damage to the weapon. Frame suffers identical fate but to a lesser degree.

     

    The presence of bandaid mods alone is a bad sign. You design something and put it into the game only to see no one uses it. Not good at all.

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