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BadAimbot

Hunter
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Posts posted by BadAimbot

  1. Chargers: 30 scans

    Electric Crawlers: 30 scans

    Ancient Disruptor: 5 scans

     

    There are plenty of cases where scan count makes no sense.

     

    Grineer Lancer: 20 scans

    Arid Seeker: 20 scans

    Heavy Gunner: 3 scans

     

    I could do this all day.

     

    Crewmen: 20 scans

    Sniper Crewmen: 20 scans

    Shockwave MOA: 5 scans

     

    Well, not really. But there are a lot of discrepancies.

     

    Napalm: 3 scans

    Bombard: 3 scans

    COmmander: 5 scans

  2. Ability scaling is an issue, but really only in endless game modes. Fixing abilities to work properly across all enemy levels would be the elegant and future-proofing solution, but that's too simple. It's more likely we will get band-aids in an ever-growing power creep until a rework that will painfully rip them all off and send the community in a rage of "they changed it, now it sucks" and "how dare you nerf my 'Frame".

  3. I play the frames that I have most fun with. I'd guess there's some frame that under some circumstances could hinder a 4 man team but their abilities would have to pretty bad to bring the team to fail all by themselves.

     

    Easy content yes, hard content no. Warframe abilities are vital to succeeding in difficult content, and using a Warframe who is outclassed is like using a starter weapon; you're making it harder on yourself and more importantly your team. Although, there's a fine line between making things harder for your group and being responsible for failure, but you should try your best when your best is what is needed.

  4. Booo how would you think this about Excal I have a build that can survive with the best of them and it is centered around radial blind sucks that people keep thinking excel is worthless or something jeez.

     

    Excal is far from worthless. Radial Blind is pretty damn good as illustrated by the discussion going on. That doesn't help his other 3 abilities being meh though, but hey, sometimes one ability is all you need (cough Frost cough).

  5. 1: It should deal Gas damage because it makes too much sense.

     

    2: Damage output should be about a third the damage of the Ogris or Penta per second. Keeping enemies inside your shots should be rewarded, but since it's a lower Mastery rank than the aforementioned weapons it should be weaker unless you can keep them in for very long periods of time, which rewards planning of your shots.

  6. I think the idea behind health orbs being relatively rare is to encourage use of cover and tactical retreat - after all, we do have regenerating shields, which is kind of an infinite "health" pool if you play it right.

     

    This is actually a bad thing. The fact that Shields regenerate means that in content where the enemy can't pierce through the Shields we are invincible, and when they can actually break through it it becomes very difficult very fast because HP recovery is so scarce. If anything we should be taking more damage to our Health and have more ways to recover it, so we don't move between 'hey we can't die' and 'oh god why am I bleeding so much'.

  7. Damage 2.x is supposed to make all weapons more viable, however it clearly fails to accomplish this task.

     

    Actually, it was supposed to make elemental damage more interesting (they could have easily fixed Armor Ignoring with the old system). There are very few weapons in the game that are held back by their damage type. The direction I would like to see with weaknesses is the same as yours though; less emphasis on damage, so we can have more emphasis on procs.

  8. I think that you should at least be able to do this with single element weapons, because right now they're the least versatile weapons for beating weaknesses. As for using the same mod over and over... no, instead we should get more dual stat and corrupted mods instead.

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