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(PSN)CommanderC2121

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Posts posted by (PSN)CommanderC2121

  1. Can we not? Making atlas have a moddable landside would gut his damage since he would lose out on rivens and weapon augments as a form of bonus damage, and unless his base damage and crit were massively buffed in return it would just make him weaker. 

    • Like 1
  2. On 2020-04-30 at 3:23 AM, NovusKnight said:

    buddy. I do 3D modelling on a level that insults the industry, and it takes me dozens of hours to model, map, and texture a single complex character. 


    unrelated question, if someone might have interest in trying to learning computer modeling and such, and only has experience with engineering modelers like solidworks and Fusion360, what should I try/learn for other projects? 

  3. Kinda what @Drachnyn said, the issue isnt the base values of the drain but moreso that the drain speed grows exponentially. If he instead had no exponential energy drain increase, even with slightly higher base drain values, he would be perfectly fine

  4. Ah yes, the gamemode that literally less then 2% of the playbase played is soo necessary to be brought back. The gamemode that was always buggy (looking at you JV) and was a 30 minute bore otherwise. 
     

    no, we dont need those raids back. 

    • Like 4
  5. 2 minutes ago, (XB1)XG1anBl4derX said:

    Man, you can barely hit 200k with the arcanes (you could before, easily), because they actually nerfed Arcane Tanker. Frames like Nezha/Nidus can reach 90k+ before adaptation, Inaros can reach 50k+ before adaptation and all of that while having access to passive sustain. 200k is mediocre asf.

    200k is far from mediocre. Only after about level 400+ do you need more ironskin then that, and at that point enemy density is high enough you can easily get a even higher ironclad armor buff

    2 minutes ago, (XB1)XG1anBl4derX said:

    Ahm...no, bro, do the calculations and actually test things before claiming anything, 50 extra base armor is a lot in this setup, specially because Rhino would already have access to high Iron Skin EHP without even using it. And it also is affected by strenght.

    no, its not. Unless you give rhino a massive armor buff (In which case current ICC is still more effective due to it being a percentage), or neuter the calculations, in no world does a flat 50 armor give more for the scaling amount. Rhino prime has 275 armor, 50% of that is 137.5. Explain how a flat 50 armor beats 137.5

    2 minutes ago, (XB1)XG1anBl4derX said:

    Okay, show me a Rhino that can tank properly with only armor mods, no strenght. Then a Rhino with only duration, no armor or strenght. 
     

    Why would you not build strength? I keep seeing you act as if building strength is a bad thing. If you want a lazy tank, then pick inaros, who falls off earlier then rhino but hey, guess what, he doesnt need strength so there you go. 

    2 minutes ago, (XB1)XG1anBl4derX said:

    Do you really think your mere 50k Iron Skin resists at high levels? Lol 

    it does a fair bit yes

    2 minutes ago, (XB1)XG1anBl4derX said:

    Have you ever gone beyond 50 minutes on arbitrations?

    Have you? Ive gone multiple hours with rhino (without the 300% strength buff mind you) and had no issues surviving. 

    2 minutes ago, (XB1)XG1anBl4derX said:

    They nerfed Arcane Tanker, you already have an answer btw.

    They nerfed double stacking arcanes. Granted, using armor arcanes was, as already stated, not essential and more so memes then anything else, but if you want to keep crying about that, feel free. Im frankly enjoying my buffed arcane tanker with a buffed arcane ultimatum. 

    2 minutes ago, (XB1)XG1anBl4derX said:

    Still, you have to elaborate your points, just pointing out won't get you far.

    I do elaborate my points. You coming up with poor ideas to change frames based on a incorrect assumption of a frames usefulness will not get you far either. 

    • Like 1
  6. 16 hours ago, (XB1)XG1anBl4derX said:

    My purpose here is not to completely trash on the current Rhino, I want to maintain his thematic but improve his overall feel. I will also change how Iron Skin works, and make it less dependant on arcanes and niche combos to make it work (like health conversion +arcane tanker (which was nerfed btw)).

    Rhino doesnt use arcanes for anything other then meme levels of armor. His main combo is Ironclad charge/iron shrapnel, anything more is overkill. Honestly you dont even need Iron shrapnel, but its a very nice QoL that honestly should just be part of ironskin, the reseting portion, not the damage portion. 

    16 hours ago, (XB1)XG1anBl4derX said:

    A recent post made by another guy inspired me to do this. 

    New passive: Adrenaline rush - Rhino has a special bar shown on the bottom right corner (it's a rhinoceros face), this bar fills every time Rhino receives damage on Iron Skin or when he kills enemies, he also slowly generates adrenaline whenever enemies are close to him (1% p/s whenever there's an enemy on a radius of 20 meter from him, they have to notice him btw). Generates 2% Adrenaline for every hit received on Iron Skin, generates 3% for every enemy killed.

    As far as passives go, this isnt bad

    16 hours ago, (XB1)XG1anBl4derX said:

    This Adrenaline meter will be used on Rhino Charge, Iron Skin and Roar, instead of energy. 

    (Altered) Rhino Charge: energy cost removed. Costs instead 10% adrenaline, 5% for each subsequent charge. 

    -> (altered)(augment) Ironclad Charge: each enemy hit increases Rhino's base armor by 50 (not a percentage, affected by strenght) for 25s.

    and you just killed Ironclad charge, took its corpse out back for another shooting and threw it under a bus. In no world does gaining 50 armor (even scaling with strength) compare to gaining 50% armor (scaling with strength). My current build for rhino has 300% strength, so with ICC i get 150% bonus armor per target hit, and that value is multiplied by any armor you have at the time, base and additional armor. I can easily hit 50k with just 2-4 enemies, and thats before I even bother memeing with arcane tanker/ultimatim/heath conversion combos.  

    16 hours ago, (XB1)XG1anBl4derX said:

    (Altered) Roar: energy cost removed. Costs instead 20% adrenaline. 

    (New) Iron Skin: Rhino creates a protective skin that works like a 2nd health bar, just like now, but it has different mechanics. Costs 20% adrenaline. Recasting costs 25%.

    Time invulnerable: 3s (affected by duration). Damage received during this time work as temporary armor for Iron Skin, the duration of the armor buff is equal to (time invulnerable)×(6,5 + duration mods).

    While it would be nice, generally DE doesnt allow abilities that gives Invincibility to scale with duration, barring Harrow 4. 

    16 hours ago, (XB1)XG1anBl4derX said:

    Iron skin health: (500×(1 + health mods))×(1,15 + strenght mods).

    Armor for Iron Skin: (base armor + armor mods)×(2,5 + strenght mods)+ health conversion + arcanes + any armor buffs (they don't go together with the multipliers, or else Rhino would become nearly invincible).

    -> (altered)(augment) Iron Shrapnel: Iron Skin reflects damage as puncture damage with a 300% increase (affected by strenght), but each hit you receive with Iron Skin reduces adrenaline by 1%.

    reflected damage is useless, especially if its puncture. 

    16 hours ago, (XB1)XG1anBl4derX said:

    Why those changes? 

    Answer: if you look closely and analyze the details, you can now tank with him effectively using: strenght, armor or duration.
     

    You already can

    16 hours ago, (XB1)XG1anBl4derX said:

    You can have a little bit of all 3, or just focus on 1 of them. There is almost no way to not tank effectively with Rhino now, you don't need to exclusively focus on power strenght or armor arcanes

    Power strength is amazing on him, so no reason NOT to spec it, and you dont need armor arcanes to be tanky with rhino

    16 hours ago, (XB1)XG1anBl4derX said:

    . Therefore, my changes actually increase the number of viable ways to tank with him, something that is a problem currently because Rhino is extremely dependant on some quite questionable synergies (I really think DE didn't intend some of them, and they're probably going to nerf him as soon as they bat an eye on him).

    I doubt they made ironclad charge while simultaneously not expecting rhino’s Survivability To skyrocket

    • Like 1
  7. 7 minutes ago, (PS4)Hopper_Orouk said:

    I can't notice his passive all that much

    Passives arent supposed to be super noticeable. They are small scale buffs that either help the frame synergies with some abilities or give the frame some flavor based on their design/concept. You have passives like Saryn or Ash which are amazing but hardly noticeable unless you try hard to see it, and passives like rhino/Trinity that arent amazing but fit their respective themes

  8. 15 hours ago, (PS4)Hopper_Orouk said:

    Too fast because it's NOT easy to trigger

    You have to finish ALL four combos of a stance 

    And too fast because it's also not affected by anything

    Ok, literally pop into mission, pull out sword and 4 seconds later youve got the passive buff active.  it is quite easy to trigger. 

  9. 8 hours ago, MonsterOfMyOwn said:

    Gauss is fun and he's also a melee monster (damage reduction, increased speed, increased damage, freeze...)

    But he's a solo frame, with no teamplay abilities (appart perhaps from the heat / freeze proc)

    Also if you like going fast, tanking, some aoe cc and damage buff, why not playing Nezha too ?

    #*!% those teammates. When did they ever do anything for me xD 

  10. Personally my head cannon lore is that the frame Operator lost a fight/battle/skirmish, and due partially to the consequences of losing, as well as actually losing, the operator lost their sense of self, and as such started using whatever was nearby to reassemble themself. The closest things were other fallen frames, so that explains the physical appearance. Ill elaborate more when I submit my ability suggestion, but a core part of the frame is that ANYTHING, ally enemy or self can be used as a weapon or  tool. It only makes sense that someone who cant tell friend from foe would use either to rebuild themself. 
     

  11. 18 hours ago, (PS4)BY-51 said:

    Pressing one over and over isn’t fun. Atlas has an identity crisis. He say “ I don’t like that guy! I think I’ll go and punch him” then he says “ Whoops I’m a carpenter” * builds wall* then he says “I’m really in to Greek Mythology *Medusas* Then he says  “I’m lonely maybe I could make some buddies outta rocks. They won’t help but at least I’m not alone. *Rumblers*
    Atlas was supposed to be a survivalist Warframe right? He doesn’t do any of that.

     

    Atlas’ theme from the get go was a earth bending brawler. He was never intended to be a survivalist, and it seems you are already jaded about what you think his theme should before before you even logically think about his kit. 

    18 hours ago, (PS4)BY-51 said:


     

    1. His punch is good I guess but it’s boring. Like its supposed to be an ability but really it’s just a melee attack?

    it is one of the, if not the, highest damaging first abilities in the game. Its still an ability, it just scales off melee mods like khora’s and gara’s first ability

    18 hours ago, (PS4)BY-51 said:

    2. His wall is just bad. Like really bad. Kind of just an after-thought ability. Not useful except in tight corridors but even then only to a certain extent. Gara does impenetrable walls so much better.
     

    I agree. His wall is something that needs to change, or at least improve. Either let it scale with range, provide allies who pass it some kinda of team buff, somethinf

    18 hours ago, (PS4)BY-51 said:

    3. His petrify is good but you can’t use it often unless you’re Zenurik. Or build for efficiency 
     

    The main build for atlas is an efficiency/strength build very much because of this. If they lowered the cost to maybe 50 or even 25 then atlas builds would be more diverse. 

    18 hours ago, (PS4)BY-51 said:

    4. His 4 is just not even an ability. Used to create rubble I guess but it just needs to go. 

     

    Yea his 4 needs help too, albeit less then his 2. Honestly, Is love for them to combine his 4 and 2 into a quiver-like ability akin to ivara, where you can choose to earth bend different things, either a wall, stone minions, or something else like a pillar that buffs melee damage or armor for you and allies. 

    18 hours ago, (PS4)BY-51 said:

    Think of this: Inaros is just hands down better. Creates better minions more efficiently. Heals himself in a meaningful way and armors himself in a meaningful. Inaros can even CC way better with sandstorm. 
     

    Inaros does not create minions better. Sand specters are wholly unreliable in every capacity, and since you need to eat them with devour to gain a sand specter, you are often stuck for up to 30 seconds monching on an enemy past level 70. Atlas just hits one button. 
     

    For healing its give and take. Inaros’ kit was designed to allow insane healing due to having nothing but health, so his passive finisher lifesteal and lifesteal from his 4 second cast are quite good. Meanwhile Atlas’ healing was an afterthought, and it could use some work. 
     

    finally for CC you’re crazy if you think sandstorm is better CC then petrify. Sandstorm picks up enemies, makes them a pain to hit and does no damage to boot, whereas petrify stops them dead in their tracks and increases the damage they take. 

    18 hours ago, (PS4)BY-51 said:

    Atlas has no niche.
     

    His niche is punchy punchy man

    18 hours ago, (PS4)BY-51 said:

    He can’t survive at higher levels.

    This is also patently false. Due to his 1 giving him invincibility during the cast he can survive a hell of a lot longer then most frames.  

    18 hours ago, (PS4)BY-51 said:

    He Dps averagely but even that’s only if you build him one particular way. He isn’t good at defending much other than a Kuva Siphon. He doesn’t cc very well. Mass Vitrify is hands down better. 

    Even counting his 2nd ability, he isn't a defensive frame.He Is an offensive frame with a (weak) defensive ability. 
     

    We’ve already established that he  does CC well, but comparing his 3 to gara’s 4 is unfair, and not only because they are different in utility. Frankly Gara is overturned and loses in no category to any frame, but thats another matter. 

    18 hours ago, (PS4)BY-51 said:



    Even his rubble mechanic is bad.

    Because it was slapped on in a mini rework. I dont agree its Bad, but it does need a few tweaks before its great. 

    18 hours ago, (PS4)BY-51 said:

    Atlas NEEDS new abilities entirely.Those of you who love his one I get it but what could happen is Replace 1 and 4 with exalted fists. People would at least be okay with that. There is your 4. 

    This is a stupid idea. Atlas’ Landslide is not an exalted weapon. It is an ability. Truing to shoehorn it into an exalted weapon ruins the flow of the gameplay loop for atlas, adds an unneeded energy drain for having it active (we all know he wouldnt get the ivara treatment) and ruins the unique modding opportunities that come with using statsticks. 

    18 hours ago, (PS4)BY-51 said:

    Atlas then needs basically a new 1 2 and 3rd ability. To what those should be I have no idea but he neeeeeds these changeS.

    Atlas’ 1 is perfect, his 3 needs a slightly lower energy cost. His 2 and 4 need to be combined into a quiver like ability while gaining one more add on that buffs team play. His 4 needs to be something new focusing on defense or a mix of offense and defense, although what this ability would be Im not sure at the moment. 
     

    next time you want to complain about atlas, at the very least understand his core theme and gameplay. It seems obvious you don’t know either of those, and therefore I doubt you really play atlas. 

  12. Yes atlas needs help, no its not his 1 that need help. 
     

    id rather they combine his 4 and 2 into one ability that lets you rotate through options (and throw in a third thing that has some team buffing ability, either armor or melee damage or something) and give him a new 4. Oh, and reduce his 3 cost a bit. For how integral it is to Atlas’ play style 75 energy is too high. 

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