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(PSN)Broonfondle

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Posts posted by (PSN)Broonfondle

  1. I've noticed since the Plains update that Mirage's 2nd ability has not been triggering the corpus tileset laser grids to become allied and grant energy. 

    No mention of the change in patch notes or wiki. At first I assumed it was intentional but all sources I've found has not confirmed this for me. Also enemies are not really responding to lockers and crates as frequently but that might be simply them prioritising the new traps (pls why did you not keep them as presents instead of these bland energy packets?? :sad: )

    I know I'm one of the very few who love this ability and Mirage as a whole (not just a gun spammy gimmick) so pls look into it.

  2. My own initial feedback after a few quick games. Overall positive.

    I like the new way he can combine his abilities, some nice synergy.

    On quite a few occasions Smite's projectiles will not target anything, they seem to prioritise the initial target (not necessarily a bad thing in itself) and often just fly away randomly and do nothing otherwise. I also see them very often circle a defence pod for no reason. After all, it is an ally so that behaviour is very odd indeed.

    Little gripe with the UI in the Arsenal saying the ability radius for Hallowed Ground is increased by just over 10% instead of the expected 45% (15m  -> ~16.6m) from a max rank stretch mod. Have not really played around without the mod to see if it is translated in game but the size seems just about usable with the mod active. Personally I would like to see this sort of range more default but like I said if there is a problem with the mod not translating the correct range then ok.

    I quite liked the changes to Renewal. I need to play around finding the times and ranges to buff teammates but I enjoy being an active healer who has to anticipate damage and then mitigate it rather than a burst healer like Trin. I really like the option to continue a heal even after the ally is back to full health and found it really easy to keep my own energy topped off with the capacity increase. Can't wait to try it out with Phoenix Renewal. I found it really strong to flick the ability on when an ally was close and on Hallowed Ground just to add the armour for such a low cost. 

    What can I say about Reckoning.. Well i guess the best praise I have is that I actually found myself using it for once. To be honest I forgot he even had it. At first I thought nothing much had changed but when coupled properly with other abilities the damage and CC was surprising. I liked it a lot. That said base 100 energy for an ability that needs pairing with other abilities is a bit steep. Perhaps an energy return similar to Nidus's 1? just a thought.

  3. Its worded a bit strangely but how I understand it is like this:

    The skill Reflects 75% of damage taken

    100% of the damage you take is reflected - all damage you take (even friendly / self, including status effects) will be be reflected. 

    i.e. every time your hit it will always reflect back to enemies, but you will still take some damage. The reflect 'proc' is 100%

  4. While using the new Sarpa it highlighted for me what was always a problem with these weapons and console controls - we have to release our thumb from the R3 stick to press the melee button. For normal weapons this is no issue but the gunblades, particularly with the new Bullet Dance, it makes attacks much harder to aim when we have to release control of our aim to fire (compounded with delay on charge attacks, enemy movement and the mobility of Bullet dance its quite a handful)

    I went through the control settings and I can find no easy way to alleviate this without changing the trigger buttons (limiting power controls / normal shooting ability)

    So my suggestion is simple. I'd love to be able to bind the R3 depress to melee and give that a try. 

  5. bullet spread is kinda nuts for the Sarpa. Yes there is definitely a console issue in regards to keeping a target in sights while charging but even while I was leveling my Titania and firing on completely crowd controlled targets at fairly close range most of the shots failed to hit due to spread. I also noticed a delay to damage on occasion but will need to test more. 

    When I first heard of a burst fire gunblade I imagined a cross between a Redeemer and Burston. Nice even vertical spread to promote single target accuracy but lacking Redeemers ability to clear corridors. Instead its small pellet count + high scatter shotgun effect which struggles to hit anything. 

    What I'd love to try is the ability to bind melee to R3 depress and normal vertical recoil

  6. Put it this way-
    When the DE team went back through the statistics on most popular weapons it was all fine and good, usual selection of weapons ect, that is until it came to the console players.

    "Most popular weapon for PS4 - Mk1. Paris"

    Why? because so many players were making alt accounts to cash in on login bonus mods because the system is so easy on the console. That's how bad the problem was.

  7. My guess is that one of 2 things happened:

    1. Sony hasn't got back to them yet

    2. They got the go ahead but didn't want to release today because of Baro and Prime Pressure Point - Seems reasonable considering how its a new acquisition and the could upset some players who couldn't unlock the planets in time (though a simple solution would have been just send him to Strata / Vesper Relay but guess they couldn't work around it)

    Either way, out of our hands and not worth stressing about. 

  8. Me and my clanmates have had a lot of problems with perspective in Orokin Moon missions. 

    Just to clarify: Lighting effects not being seen by all players in the team. Notably the 'Executioner Room' hologram only being visible to 1 member and problems we've had with all the memory based light pattern puzzles - e.g. The organ puzzle which reveals a special loot crate (beautiful music by the way, I love that tile) and the giant buttons near the end of one of the spy vaults

    This is how the puzzles present themselves to us: One member starts the sequence and calls out the pattern to the other players. We start the sequence but either instantly fail despite copying the sequence perfectly, or the players activating the sequence get audio and visual cues telling them the sequence has failed (the caller in this instance sees and hears none of this and to him/ her it works perfectly) but if they continue on regardless the event is successful. In fact the other players see a totally different pattern entirely.

    In the end we found out the culprit for this strange inconsistency. Only the host of the team can see these effects and see the 'true' pattern for these puzzles. All the other players are presented with their own pattern which is incorrect if they attempt it that way. Needless to say this bug really hinders team play and can be really frustrating for the host since we cant help them if they are struggling to remember the patterns.

    I have not seen this issue posted (at least I couldn't find any reference to it) but it is a consistent problem for our group and wanted to share it in case others were also experiencing this but were perhaps using the other methods to get to the goal. Hope I'm not wasting anyone time and thank you for reading.

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