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Scherhardt

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Posts posted by Scherhardt

  1. An4Hk7F.jpg

    Can be temporarily fixed if you are playing in windowed mode by clicking maximize/minimize button until it goes out, but motion blur is still buggy leaving trails of bright colored parts of your frame/environment.

    Started after Silver Grove 3 Ayatan update.

    This is ran on very old hardware so i highly doubt that this is a driver issue. GPU is no longer supported.

    Specs if needed.

     

    Intel Core2Duo E7200@3Ghz

    Powercolor 4670 HD OC Edition

    3.25GB RAM

    Windows XP Sp3

  2. 2 minutes ago, Naftal said:

    Punch through is already one of the strongest mods and mechanics in this game. It should not be made stronger.

    Punch through mods are already staples for most weapons.

    It is strong i agree thats why there should be a set amount of punch-through before you can pierce the bubble. The staple mods you say are probably shred and seeking fury which has less punch-through to pierce the bubble assuming it needed 1.5 meters.

  3. 19 minutes ago, p3z1 said:

    1-1.5 meters. 1.2 is between that range. Set it to 2, then we can really talk properly (because 15 drain punchthrough mods cap at 2.1).

    Because innate punch-through is more than 1-1.5 meters? Fine, I admit I was wrong with Kohm and its 1m punch, but how about my other examples? Don't they count?

     

    They don't count? Values are always imaginary when you discuss something. They can be changed its not like when i say 1m then its going to be at that. If the said mechanic is somehow approved they can change it so it fits. *facepalm

    What other examples? 10m Lanka? Yea it should work that way. Other weapons that are modded to pierce through that bubble is fine. You don't want a specific weapon to counter the bubble. You want it to be viable to every weapon out there for a cost of a mod slot thats how things should be. Not all people want to play the sniper or bow.

  4. 32 minutes ago, p3z1 said:

    I did make a valid excuse, you just ignored it.

    Hurting my favorite weapon? So you want all weapons with innate punch through more OP? Because Kohm is a pretty strong weapon with innate punch-through. Redeemer also exists with its innate punch through. Sarpa as well, but it bursts anyways, popping bubbles fast.

    Sniper-only sortie ? Lanka with 10m innate punch-through.

    Consider what you say before jumping to a conclusion.

    Edit: I mod my Sancti Tigris with Seeking Fury (because I find it mandatory). Now it can kill nullifiers without a risk.

    Nice, do you really read? Before my title got changed it said, "given we have enough punch-through maybe 1-1.5 meters".

    Redeemer? Sarpa? Kohm? Who jumps into conclusions now. WOW seeking fury 1.2 punch-through

  5. 1 minute ago, p3z1 said:

    Examples:

    - Opticor + Shred
    - Tonkor + Shred
    - Synoid Simulor + Shred

    Swapping a damage mod in tonkor will be difficult. I play with Shred on Opticor, and it is glorious. We all know what Synoid Simulor can do, what's a small sacrifice if you can melt enemies through bubbles?

    Better than not being favored at all (although I do have a fully-built Vulkar Wraith).

    Allow change to set in and adjust accordingly.

    I'm outta here. Circlejerk incoming. This forum community doesn't even make valid excuses anymore.

    Its always "I don't support this coz it hurts my favorite weapon". Hate it when DE changes weapon meta by just introducing more powercreep. Ugh

  6. Just now, p3z1 said:

    Just allow Snipers to punch-through Nullifier bubbles in general, and not be dependent on mods.

    I'm afraid that if this is implemented, other weapons would be favored still over snipers.

    All players are already dependent on damage mods, whats the difference if you add punch-through in the mix.

    Yea be favored vs the corpus not everything in general. 

  7. After playing sortie 2 i've come to realize this. 

    DE can we please allow us to pierce through nullifier bubbles given that we have enough punch-through(mabye atleast 1-1.5 meters)?

    This would make snipers a good choice when fighting nullifiers. 

    And so player would actually include punch-through mods in their builds.

    Make punch-through work like this. Please. 

     

    NovusNova made my title abit more confusing thanks would be nice if he PMs me first so i can change it appropriately.

  8. I feel the same way but I know many people won't and its sad that those people demand new content to keep things fresh.

    What i want to happen in this game is to improve the meta abit.

    I don't want to advertise threads but heres what i am talking about https://forums.warframe.com/index.php?/topic/562435-status-20-what-if-elemental-mods-dont-give-additional-damage-but-instead/. I honestly think that this a big leap towards making the games meta good.

     

    Been on and off with the game for the last 3 years since cbt for this reason and I've always felt nothing much has changed *(modding-wise).

    Parkour/melee 2.0 we're great and I want those trends to keep up since it makes the gameplay much much better.

    The game isn't in beta anymore so please.

  9. To the OP, this just reminds me of Damage 1.0 where procs were 100% always. And... I say No thank you.

    Huh? Its nowhere near the same as damage 1.0.

    What are you saying? You can choose to have 100% status if you so desire but you will be sacrificing damage.

    Did you just read the title and not the content inside? What the hell man.

     

    Nah I like my extra damage. This would be a huge nerf to all weapons and builds. However, the idea is cool, and the evolutions are pretty cool in concept.

    When every build you have is focused on damage, we have no diversity.

    What this game needs is diversity. Diversity is fun. Diversity means a lot more playstyles, more builds to experiment on. 

     

    If you're going debate just dont say "i like my extra damage". Say why do you like damage what good does it do to the game.  

    Sooner or later we will need damage/armor 3.0 to change the meta we're having for almost 2 years. I don't want to use the same thing, same builds for that long. We need fresh mechanics that will make the game fun. This concept is just a step to making things better.

  10. Convert an element to your weapon(by this i mean converting the highest base element e.g. from slash > ice)OR convert the base damage entirely.

    Instead of giving damage on mod rank they give additional effects on procs + higher proc rate of those added effects.

    Example:

    Rank 1 Cold

    -Adds cold element

    -Lv.1 Effect Slow(50%)10%

     

    Rank 2

    -Adds cold element

    -Lv.1 Effect Slow 15%

    -Lv.2 Effect Freeze(1.5 second)4%

     

    Rank 3/4/5

    -Adds cold element

    -Lv.1 Effect Slow 20%/25%/30%

    -Lv.2 Effect Freeze 8%/12%/16%

    -Lv.3 Effect Shatter [instant Kill(If target is a regular mob, If its a heavy, will only instakill if below 40%)] 2%/4%/6%

     

    Other elements

    Rank 1 Heat

    -Lv.1 Burn(60% of heat damage,  5 seconds. Reduced by armor) 

    -Lv.2 Ignite(80% of heat damage per second, causes panic on the enemy, leaves a trail of fire dealing damage)

    -Lv.3 Incinerate(80% of heat damage per second until target dies, leaves the corpse burning for 10 seconds dealing damage,5m radius)

     

    Rank 1 Electricity

    -Lv.1 Stun(.6 seconds)

    -Lv.2 Electric Discharge(80% of electricity damage 2.5m around the user. Stuns for 2 seconds)

    -Lv.3 Chain Lightning(80% of electricity damage, 5 Jumps. Stuns for 1 second)

     

    Rank 1 Toxin

    -Lv.1 Panic(Makes enemies run away)

    -Lv.2 Poison(50% of poison damage, ignores armor, 7 seconds)

    -Lv.3 Toxify(Reduce max hp by 50%, 50% poison damage, 9 seconds)

     

    Combined Elements

    As for combined elements, the proc chance follows the first mod and only have Lv.2 and Lv.3 Effect.

    Corrosive

    -Lv.2 Corrosion(25% armor reduction, doesn't stack, 4 seconds)

    -Lv.3 Break(30% armor reduction, stackable)

     

    Radiation

    -Lv.2 Confuse

    -Lv.3 Mutate(Alters the enemy, doubles his stats but triples affinity when killed.)

     

    Magnetic

    -Lv.2 Disrupt(Also stuns for 1.5 seconds.)

    -Lv.3 Attract(Make the target enemy pull nearby enemies while slowing them by 70%, 6m radius. Duration for as long as the enemy corpse is there)

     

    Blast

    -Lv.2 Knockdown.

    -Lv.3 Explode(100% of blast damage, 12m radius, 50% to make enemies drop extra loot if killed with it.)

     

    Viral

    -Lv.2 Virus(Reduce speed and accuracy by 30%,4 seconds)

    -Lv.3 Infection(Infected enemies will pass on its status effects on every enemy it comes incontact within 2m)

     

    Gas

    -Lv.2 Gas Cloud(50% of gas damage, 3m radius, 7 seconds)

    -Lv.3 Suffocate(50% of gas damage, 7m radius, 10 seconds, causes panic inside the cloud.)

     

    Then these proc effects get multplied by the amount of status chance you have.

    Hence pure status chance build becomes viable as utility.

    Ofc this would only work if enemy scaling changes with it.

    Values are imaginary.

     

    I also want to add proc priority in the arsenal. Pick which element your weapon procs!

    Just some random thoughts from a lurking player. What do you guys think?

     

    ~Repost from GD a few months back.

  11. Convert an element to your weapon(by this i mean converting the highest base element e.g. from slash > ice)OR convert the base damage entirely.

    Instead of giving damage on mod rank they give additional effects on procs + higher proc rate of those added effects.

    Example:

    Rank 1 Cold

    -Adds cold element

    -Lv.1 Effect Slow(50%)10%

     

    Rank 2

    -Adds cold element

    -Lv.1 Effect Slow 15%

    -Lv.2 Effect Freeze(1.5 second)4%

     

    Rank 3/4/5

    -Adds cold element

    -Lv.1 Effect Slow 20%/25%/30%

    -Lv.2 Effect Freeze 8%/12%/16%

    -Lv.3 Effect Shatter [instant Kill(If target is a regular mob, If its a heavy, will only instakill if below 40%)] 2%/4%/6%

     

    Other elements

    Rank 1 Heat

    -Lv.1 Burn(60% of heat damage,  5 seconds. Reduced by armor) 

    -Lv.2 Ignite(80% of heat damage per second, causes panic on the enemy, leaves a trail of fire dealing damage)

    -Lv.3 Incinerate(80% of heat damage per second until target dies, leaves the corpse burning for 10 seconds dealing damage,5m radius)

     

    Rank 1 Electricity

    -Lv.1 Stun(.6 seconds)

    -Lv.2 Electric Discharge(80% of electricity damage 2.5m around the user. Stuns for 2 seconds)

    -Lv.3 Chain Lightning(80% of electricity damage, 5 Jumps. Stuns for 1 second)

     

    Rank 1 Toxin

    -Lv.1 Panic(Makes enemies run away)

    -Lv.2 Poison(50% of poison damage, ignores armor, 7 seconds)

    -Lv.3 Toxify(Reduce max hp by 50%, 50% poison damage, 9 seconds)

     

    Combined Elements

    As for combined elements, the proc chance follows the first mod and only have Lv.2 and Lv.3 Effect.

    Corrosive

    -Lv.2 Corrosion(25% armor reduction, doesn't stack, 4 seconds)

    -Lv.3 Break(30% armor reduction, stackable)

     

    Radiation

    -Lv.2 Confuse

    -Lv.3 Mutate(Alters the enemy, doubles his stats but triples affinity when killed.)

     

    Magnetic

    -Lv.2 Disrupt(Also stuns for 1.5 seconds.)

    -Lv.3 Attract(Make the target enemy pull nearby enemies while slowing them by 70%, 6m radius. Duration for as long as the enemy corpse is there)

     

    Blast

    -Lv.2 Knockdown.

    -Lv.3 Explode(100% of blast damage, 12m radius, 50% to make enemies drop extra loot if killed with it.)

     

    Viral

    -Lv.2 Virus(Reduce speed and accuracy by 30%,4 seconds)

    -Lv.3 Infection(Infected enemies will pass on its status effects on every enemy it comes incontact within 2m)

     

    Gas

    -Lv.2 Gas Cloud(50% of gas damage, 3m radius, 7 seconds)

    -Lv.3 Suffocate(50% of gas damage, 7m radius, 10 seconds, causes panic inside the cloud.)

     

    Then these proc effects get multplied by the amount of status chance you have.

    Hence pure status chance build becomes viable as utility.

    Ofc this would only work if enemy scaling changes with it.

    Values are imaginary.

     

    I also want to add proc priority in the arsenal. Pick which element your weapon procs!

    Just some random thoughts from a lurking player. What do you guys think?

     

    ~Repost from GD a few months back.

  12. Because i hate how its only exclusive to the kamas and it doesn't really justify the price i payed the bundle for.

    Make this my christmas present. 

     

     

    I would not care if i have to buy them again seperately.

    I just love the skin so damn much, I cri everytime i see it only usable on the elusive kama prime or the so-bad kamas.

  13. The original idea was wayyyyyyyyyyy better than this. 

    I wonder why DE decided to hold back on that then release them as seperate systems namely augments/arcanes and now the flawed focus system.

    The game could have had so much depth if the original focus was implemented.

    Can someone please enlighten me why they scrapped the idea and decide to make them seperate instead? Or is it just some DE longevity tactics.

     

    And to OP. The system isn't useless. The ability mastery(CD reduction)just needs a buff.  

  14. Stop bumping. There's no shame in having a dead thread, and even less shame in having a dead thread where you didn't get the answer you wanted

    I'm not expecting answers. I'm expecting support better if they make arguments about it.

    If no one even comments how the hell could this thread get read by other people as it get buried by S#&$posts in GD.

    FYI I'm not ashamed. I just want this to be read by as many people as possible.

     

    Just.

    No.

    Oh look.... another one of those guys who don't want to change the bad things about this game.

    Says no and he's not even stating why not.

     

    P.S. I could be rude to anyone,  like i care if i get banned.

    I have quit the game already.

    I'm just here to contribute some ideas to make it better to come back to if ever this idea gets some love.

  15. Skimmed.  Would be interesting.  Unfortunately if we started removing damage based mods we'd have to re do how weapons scale with damage especially when it comes to endless missions.  We'd also have to re scale enemies with their damage and resistances so we don't get steam rolled.

    The only thing that needs rescale is armor(Lv.40+ enemies), tweak resistance but damage doesn't need to be touched. 

     

    Sorry talking before thinking.

     

    But what could i do if i want physical and elemental damage while having a nice status.

    And still i guess crtical will need a rework. Yes buffing the damage but also giving a better statut effect when you proc.

    Making precise shot to weakspot incredebly rewarding.

    You can always go for a balanced build but ofc that hinders full potential of a pure damage/status build.

    What you can do is build a pure status secondary/primary while the other is pure damage. So you can switch out which one is situational.

     

    And yes critical would require a minor buff.

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