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Lone_Dude

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Posts posted by Lone_Dude

  1. Equipped it recently, used the stationary combo - thought I forgot to put on an attack speed mod on it because of how #*!%ing slow it was. Not a fan of the change. But hey, perhaps it will put off so many people that its riven dispo won't tank for a long time lmfao

  2. 19 hours ago, (PS4)Pragmatic_2015 said:

    Is current melee final ????

    Not really. Devs have promised that they'll add some ULTRA COOL CHANNELING mode later on, as well as dual-wielding(melee+secondary). Maybe something else as well. I wouldn't get my hopes up. Seeing how they butchered Wise Razor and then seeing how they "fixed" it - I'm just hoping they won't make it even worse.

  3. 100%<11% - everyone at DE and a #*!%load of people on forums, probably.

    Frankly, I don't even feel like using most shotguns now. They feel bland. Its Exergis and Vaykor Hek only for me, but before that update I used Tigris, Sobek, Strun Wraith, Plasmor, Mara Detron and Brakk.

    Currently, the huge nerf that was the "shotgun rework" is overshadowed by another huge nerf - rework of armored enemies. I noticed that I don't even need status for majority of content - I tear through things with raw damage alone. And this how DE probably tested things. What's the point of using Tigris if Hek is more versatile? What's the point of 2 barrels if Exergis achieves better results with 1 shot?

    The whole thing reminds me of the time back when original Tigris JUST came out. You would spend more time running away and reloading than actually using the damn thing. 100% status build nowhere in sight. Scott said during a devstream at that time that a double barreled shotgun should hit like a truck. Thanks to armor and status reworks most decent weapons hit like a truck now and allow maneuverability of a sport car. Tigris is eating dust behind them, slamming into every turn, attempting to hold a relevant position in that arms race.

    • Like 1
  4. "We at DE value your opinion on the subject of [melee weapon holstered position] and will certainly address this problem as [soon] as possible. Currently we recommend you another solution to your problem - additional appearance slots for your [melee weapons]! Why limit yourself with just 1 or 3 [holstered melee positions], when you can have 6! Better yet, why switch waframes and weapons manually when you can switch the loadout as a whole? Additional loadout slots will bring you the comfort you desire. Experience the full power of customization today!"

    *Additional appearance slots come at 10 platinum each.

    **Additional loadout slots come at 20 platinum each.

  5. I almost never use his 4. Don't even bother with the augment for it, really. My normal melee does the job, also allows me to be more versatile overall. I can also just shoot enemies far away from me, instead of wasting energy on lazor sword beams.

    Don't use his 1 much for the same reason. I don't care about its invul window because operator mode, blind, rolls, bullet jump and blocking exist. Its too limited to be of use.

    His 3 is only worthwhile because of the augment for it. Still get more joy out of racking up crazy bonuses from it than from his 1 or 4.

    His 2 is great CC, gives finishers and even more melee damage. Ever since devs made it so that finishers have a separate button it became even better.

    Good ideas for the most part, easy to implement. Too bad excals potential is limited by his own image. Can't have a frame to be too "difficult" lmao

     

    • Like 1
  6. Sometimes I think that DE just dislike slow firing non AoE weapons. Players had to beg them for bow and sniper improvements. Shotguns for a long time were riven baits, some of them being just short from the golden 100% sc. Now they got nerfed. Slow firing weapons such as Lex, Latron and Veldt are in the dirt compared to other meta stuff.

    Split Flights is a great mod for bows, I myself have no problems with it. Spool up process is kind of bothersome but end-results overshadow the negatives. And hell, that's how this mod is supposed to work. It's less effective on normal bows(which I find extremely boring and don't use), especially Daikyu(that one being an exception because its cool), than on gimmicky Cernos bows. This mod received no tweaks aside from WHOOPS CANT ALLOW YOU TO USE IT WITH AOE TEEHEE, as far as I know. So I think it could be great if devs added a slight delay on the timer depending on the charge rate of the bow its used on. With slower charge you can take your time to aim, but your max KPS and DPS might suffer.

    That being said, this mod alone is not supposed to be considered the saviour of all bows and treated as such. As many people pointed out here not every weapon and mod are supposed to be equally great. Sadly, as I stated in the beginning, normal bows sadly fall into the "non map clearing" category.

    The mod slot issue is one of the core problems Warframe has. There really is no way around it, aside from just not using some mods or once again hoping that DE do something about it(and providing them with a possible solution).

    And OP, you don't get to call people dumb, when you are the one derailing everything, flinging around "no u"s, all while being cornered by your own words by people who have a civil and informative conversation. You're about as bright as the hole you fell out of 12 years ago(judging by your behavior), don't kid yourself. Be thankful that people that replied before me are kind(or afraid of mods) enough to keep you in the dark(pun intended) about it. You should probably direct all that energy on coming up with better insults(I think being toxic is great if you can make it look fun enough) or on writing some thought through ideas to get rid off the source of discussed issues.  

    • Like 1
  7. Vaubans CC options don't restrict weapons, same goes for Hydroid, same goes for Nyx and for Excalibur - the list goes on. It always felt weird to me, that Hildryn is forced to just float around while the ability is active unless you equip Balefire. Opposing the idea of allowing us to use weapons mid Aegis Storm would actually make more sense if she couldn't use Balefire in that state. I guess DE just never cared enough to tweak her. I wonder if she still strips 100% shields off of MOA units lmao

  8. Would be nice if DE paid more attention to gimmicky mods and utility mods. It took them several years and a major status rework to boost common status mods.

    Oh well, maybe they'll decide to be nice once again in a couple of months and release some kind of mod rebalance along with new modding UI that they were threatened us with

  9. I hate the idea of giving ultra-techno-magical properties to fist weapons. I don't use them to create all-consuming wormholes by farting on my knuckles before each punch. I don't use them to have every enemy around me explode and die without me even striking them. We have 20 other meta-worthy weapons for that. I use fist weapons to PUNCH S#&amp;&#036;. WITH MY FISTS. I don't want my favorite weapon type become a pathetic explosion primer.

    And you know, I couldn't care less about such a mod existing if it wasn't for the DE nerf-policy. I do understand, that I can just ignore a mod that I don't like. However, if such a mod brings fist weapons to meta-status, nerfs surely will follow. Rivens will go to crap, thats for sure. Something insane like nerfing fist weapons themselves might follow. After the Khora "fix" I expect any kind of idiocy to happen. That mod will damage core of fist weapons for the sake of adding another AoE specimen into the meta-horde.

    What's worse, DE will have a reason to ignore fist weapons instead of giving them a proper rework. "Well, uh, on this graph here it says that a lot of people use fist weapons hehe - so its totally cool and there is no need to fix anything".

    As you said, their cleave ability is lacking. And I think, it should be that way. Punches are not supposed to kill 20 people per one "swing". Punches shouldn't have 10m reach unless you use something like Knux or, once again, add some weird-ass TECHNOMAGIC into the mix. Having stuff like that in the game won't help with the "oompf". Said "oompf" irl comes from the feeling of your own speed and sensing recoil going through your arm as you thwack someone or something. So obviously, DPS for a single target would fit fists better than high KPS. Giving fists increased mobility during combos and better gap closers would help with reach and KPS - staying stationary while in a fist-fight is one of the most ridiculous ideas, unless you're hella good at dodging, both irl and in video games. Additionaly, I don't know why some genius at DE removed the multihit punch-barrage combo from Gaia's Tragedy, but stuff like this can certainly help any weapon thanks to increase in the amount of strikes per combo. Maybe bring back an ability to pull off finishers by staggering opponents with certain combos - don't know why they removed that as well, after giving us a separate button just for finishers. And obviously there need to be better sounds for punches. Some AoE should come from all the slams that combos provide - animations for that are already in the game, they look strong enough to not feel off, but for some reason deal next to 0 damage.

    TL;DR - I'd rather have a proper rework of fist weapons/stances than a bandaid mod that imitates 30 other weapons that are already in the game.

     

  10. His design reminds me of a 40-something dude that likes to drink beer, never lifts anything heavier than a pencil and has that stanky ponytail and virgin stache to show how "wild" he is.

    I hope there is a deluxe skin in the works that will completely rework his whole model into something less atrocious.

  11. 1 hour ago, Cubewano said:

    I don't think I know a single mode outside ESO perhaps that requires aoe kills to be finished, even efficiently. What modes depend on being able to clear entire rooms as a single person in near an instant? Capture doesn't need it. Assassinations don't need it. Mobile Defense doesn't. Spy doesn't need it. Interception doesn't need it. Survival doesn't need it. Defection doesn't need it, so on and so forth. Heck even exterminate -the mode about solely killing- doesn't need that kind of rampant clearing because of how spawns typically work in relation to the kill counter. In my 6+ years with this game I don't think I've ever run into a place where I had to hang up my frame of choice and pick up a nuke to get the job done, or even feel disenfranchised for not using them, with the sole exception of other nukes who can create a very isolating atmosphere in co-op environments since they don't really leave much room for others to play which is very clearly a self induced problem by not augmenting aoe clear rates. 

    Frankly a lot of the core aspects of this game were designed well before we had the kind of aoe clear we have now so it's already suited for a non-room clearing kill rate, it struggles more with facilitating room clearing than it does not, as with the whole not enough combat availability for multiple players in a multiplayer game. 

    Survival oxygen drops depend on KPS. No one will spot you during Spy missions if everyone is dead. Length of waves during Defense missions is affected by your KPS. Length of Extermination missions follows the same logic. Most of the time having high KPS gets you to the end of the mission faster and makes completing the objectives easier. I could continue the explanation but its pretty obvious if you use your brain a little.

    I don't use nuking loadouts, I hate them, really, but I hate those who complain about them just as much. It limits your co-op experience? Boo-#*!%ing-hoo. Play solo, recruit fellow non-nukers from the chat, play with friends. It is a viable playstyle that gets the job done.

    That being said, my original reply wasn't meant to be a defense of AoE frames or weapons. What I meant to point out is that Warframe is rather shallow when it comes to combat encounters and missions. You kill everyone and you're done - that's about it.

    Slowing it down by adding something as stupid and simple as "LMAO DR" won't fix the problem. Adding enemies that require you to be skillful, fast or knowledgeable - thats the way to go. One of the best enemy designs is Nox(aside from toxin damage that bypasses shields and thus is a hard counter for shield frames) - has DR on his body, and an obvious weakness, a CC tackle move and a great audio and visual design that allows players to spot him right away.

    Everything has to be deeper for the game to feel fun and challenging. Slapping flat values onto everything won't work - because this is what got us to the current situation.    

    • Like 2
  12. Waframe is a game about having a high KPS. Many modes depend on you killing enemies as fast as you can.

    To fix the reliance on AoE and KPS you'd have to make many changes. Weapons, warframes, missions and objectives, enemy values designs and even map design would have to be changed. Simply adding DR to everything is a bad idea. One of the recent updates toned armor scaling down for a reason.

    • Like 1
  13. 40 minutes ago, LascarCapable said:

    And here I am missing the good old ragdolls on slam. 😞

    And I wish I didn't lose 100% of my DPS because enemies fly away from me while I'm trying to use melee. Weird kink, huh?

    • Like 1
  14. I remember playing a game called "Defiance" and it had 2 types of reloads for shotguns - a mag reload and shell by shell reload. You could boost your reload speed to make shell by shell reload look ridiculous - imagine loading 20 shells in 2 seconds lmao. To deal with that devs made it so that shell by shell reload gains increased amount of shells loaded per animation cycle. So you don't load 20 shells in 2 seconds one by one, but instead you load 4 shells per 5 insertions in 2 seconds. Doesn't look as weird, works great.

    Considering that the whole 20 shell mag they use for Corinth prime is directed to offset the amount of ammo its alt-fire consumes, not the primary fire mode, DE could implement the same system. Alt-fire would still consume more ammo than buckshot, require you to reload more often and buckshot would get a nifty buff even though damage stats are pretty much the same. If they wanted to make it comfortable. But seeing how Corinth Prime has reload duration of 3 seconds, its obvious that they instead wanted to make it as painful as possible.

    • Like 1
  15. 2 hours ago, (XB1)KayAitch said:

    Yeah, but none of these are really worth the amount of time it takes to execute the finisher on one enemy. Generally you're better with a finisher-opener (like Inaros or Excalibur's) and a regular finisher.

    Whether its worth it or not depends on the situation and your equipment. Not every frame has an easy access to finishers, thats the point of impact - you can get benefits via just using your gun, you don't have to pick a specific frame, weapon or focus school. Before it wasn't so bad because a lot of melee had access to finishers, but now its replaced with AMAZING "lifted" status, so its ass.

    That being said, speed is certainly a big problem of the parazon - DE are trying to have a cinematic experience where its not required. It feels to me like Mercy kills were supposed to have the functionality of DooMs Glory Kills. But where id realized that these "cutscene kills" have to be fast, DE instead did their best to show off.

    2 hours ago, (XB1)KayAitch said:

    The enemies where you would really want that chance of a mercy kill are the really hard targets, the problem is that most of those (for instance Demolysts) are immune to status. If I needed mercy kills to help with rank and file enemies I'd have other problems.

    Again, Mercy itself is not the point of the impact proc(sadly), its the benefits you gain from it that matter. An energy drop, additional armor, radial blind or a parkour velocity increase are rather important for off-meta frames that DE refuse to rework. You could say that impact proc is another bandaid that we can apply to a gushing wound that devs refuse to deal with.

    The problem of status-immune enemies is its own beast entierly and DE finally seem to realize that they can't just smack "IMMUNITY" on everything, claim that its good design and call it a day.

    2 hours ago, (XB1)KayAitch said:

    Maybe if they significantly boosted the buffs you could get for a mercy kill. Maybe.

    That certainly needs to happen. I mean, they introduced a whole new piece of equipment, yet all they did is dish out a couple of nerfs and fixes.

    2 hours ago, (XB1)KayAitch said:

    I'd still rather kill the enemy though.

    Problem is - to do that comfortably as certain frames, you also have to think about staying alive.

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