Vaskadar
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Posts posted by Vaskadar
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this reload mechanic really doesnt work with warframe IMO :/
I don't really have a problem with it. Seeking Fury (obtainable by just about everyone) makes it a breeze.
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The Harpak
-Cannot use punch through and retain the ability to grapple/drag opponents. Same issue with the Paracyst. Drag-line functionality would be great.
-Recoil is fair, but the secondary's damage is sub-par and its utility, while handy, isn't really justifiable. It is effectively a Paracyst clone while not bringing much new to the table.
-Distinguish it from the Paracyst by making it full-auto. Its description says 'automatic'. It'd better be 'automatic'.
The Kulstar
-Really fun weapon to use! Nothing to really say here, other than its air detonation should send projectiles in every direction, not just upwards, so as to make better use of the explosive devices.
The Grattler
-Sub-par projectile speed in space. Makes sense for submersible missions, but it's otherwise pretty poor for doing what it's supposed to do. It should move faster in space. It needs to saturate an area with flak.
-Projectiles still don't seem to have an AOE effect to them.
-Underwater explosion sound isn't muffled enough and doesn't have bubbles as an after-effect. The explosion seems incomplete and imperfect.
-Magazine size is also puny. Needs to be doubled.
Twin Grakata
-Effectively stat-creep. Reduced proc chance is fair, as is the reload times, but it's pretty strong thanks to the differences in pistol mods and rifle mods. Slight decrease to crit chance would make up for the drastic DPS increase.
Ack & Brunt
-Basically a better Silvaegis, the stats should be revisited on the Silva and Aegis, I think.
-Makes good use of critical mods, and is great with the changes to the stamina system.
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The added utility of punch through far outweighs the extra couple of shots in the magazine. I'd rather be able to damage 6 enemies at once with one shot, than damage 6 enemies individually, with six shots.
I'd even go so far as to forgo seeking force (if fighting humanoid enemies) and trade it for Seeking Fury. That tiny bit of extra reload speed will make things easier in the long run.
It's also absurd not to run Tigris without a punch-through mod. Seeking Fury is the go-to now.
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A lot of the time after performing parkour or abilities, it'll get disabled.
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Not once did I say it was terrible. It was implied that the secondary needs work. It would be a hell of a lot better if the secondary worked with punch through enabled.
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Punch through.
If you put punch through on the weapon, the harpoon component becomes useless, little more than a secondary shot. It does not drag or pull any opponents any longer after that. It needs to be reworked to function with punch through, so as to allow us to drag-line enemies, or at least single targets while still retaining the primary's strong point.
Primary vs. Secondary damage and utility
The primary fire is fine on its own, but the secondary fire should be substantially stronger to compensate for the time you have to charge and aim it. Same exact issue with the Paracyst.
It's also a 3-shot burst rifle, and is incorrectly described as 'automatic'
I'd forgive this if it was made a tad different from the Paracyst. It's effectively a reskin of the weapon at this point, and as such, isn't worth the platinum (which I thankfully didn't spend on the bloody thing).
It's unfortunate that such a cool-looking weapon doesn't live up to its potential.
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As the header says, this issue crops up frequently after performing specific actions like switching weapons, ziplining, wall-running, and even switching out of your equipment.
This issue has been around for a long while (even since early beta) and still pops up. This can be disabling or crippling to certain Warframes whose powers depend on being able to melee, (valkyr, excalibur), but I've seen it much more frequently since U17.
There's no way to fix it other than to exit the mission currently, and there are no workarounds. You simply have to deal with it until the mission is over.
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The Bad:
The Hoppy new Wallrunning, you took a simple mechanic(the old wallrunning) and made it more nitpicky and complicated to control, especially on some of the old Spy segments designed to facilitate the old wallrunning. It doesn't look good, it's janky and granular and not a smooth motion. I understand the desire for verticality, but with the addition of wall cling, couldn't you have used that to 'transition' between running up and running sideways? As it is, I practically never wall run unless I have to now, as I find I am often flung in directions I entirely do not wish to go.
Summarizes how I feel about the new directional wall-hopping. It's not grounded as it should be and momentum from jumping off the walls is janky and requires a lot of effort to perform what was once a simple maneuver to jump backwards into this complex and awkward rotation of the camera.
Wall-clinging has a lot of camera issues currently.
I'd like to illustrate how in a later video or something. Currently it's just weird.
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While your spelling is horrible, OP, I agree with you.
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Been getting this a lot.
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DE Please fix!
This is killing my desire to play the game.
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I'm getting it still. Really frustrating...
Hopefully it's fixed soon. I'm missing out on precious booster time because of this nonsense.
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Not letting it get archived.
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Innate multishot.
3 shots coming out at once.
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This isn't a nerf thread, dude. It's a 'fix what's broken with slash dash' thread.
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YES for a SUPRA Buff
"1.Make it fires 3 bullets per shot! Supra does has three barrels, right?
2.Self-regenerate ammo like Archwing guns."
YES YES YES
NO for a change in :
- fire rate
- accuracy
- recoil
- bullet speed
- sound
because it's what makes me like the weapon so much.
"let's triple the damage" I once heard in a devstream. Sounds fair enough
I've been suggesting this for a while, too, lol.
Innate multishot at no extra cost! WALL OF BURNING HOT PLASMA!
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Since we haven't raised enough of a stink about it, we gotta do it again...
And again...
And again...
Probably until someone makes a rule about not asking them to buff old clantech weapons and outright banning anyone that does, or we get a nerf on the Supra, just to get out heads messed with. The former more likely to happen.
As long as it's not rude or vitriolic, we should be fine.
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No. 2-4 is fine.
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I really hope this is in the next update.
I'm so disappointed that they haven't even done it yet.
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Uh, yeah. Agreed 100%.
I have way too many T1 survival and defense keys that I'd like to rid myself of.
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WE BOUGHTS IT FOR THE SHINIES.
For reals.
Prettiest Gorgon for all the things.
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Kitana wins.
Also: Pile Bunkers, when?
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Damage doesn't need to be tripled, but weakspot shots should be amplified.
Critical hits on weakspots with snipers should ignore armor.
They should also ignore nullifier shields in special cases. A specific 'overkill' gate.
The Year Of Quality: It's About Time To Fix Burst Fire.
in Weapons
Posted
Weren't they all (semi-auto weapons and burst weapons) limited to a fire-rate of 10? If so, that's also another major gimp to an already weak weapons class.