Jump to content

Huanthus

PC Member
  • Posts

    219
  • Joined

  • Last visited

Posts posted by Huanthus

  1. 8 hours ago, _Augustus_ said:

    Woban is the only warframe that does not have its own ability, it only has gadgets like Batman, in other words, the only person among the super-people or a stranger among his own

    Na na na na na na Vaubaaan!

    I'll Start playing Vauban with a Kestrel to say im throwing out a Vauba-rang 😂

     

  2. 41 minutes ago, Dojutrek said:

    Coming from a Programming background, I can tell you that this is WAY too complicated of an interaction to warrant the amount of time invested to build such a combination set

    I do come from a programming background also and  these are just cases synergy between abilities are not that diferent that those of oberon:

    If using Reckoning on hallowed ground it strips armor is not that different from if throwing any of the abilities  near the area of the turret ability gets its properties modified (enhanced or simply changed).

    Given that the AI for the turret is already ingame is only necessary to reuse code.

    Or what interaction do you think is too complicated to code?

  3. 1 minute ago, (PS4)ForNoPurpose said:

    turret turret turret turret.

    you already have your turret. you can charge it now.

    its called Tesla.

    Edit that ability if you want a better turret.

    Useless on anything higher than lvl 15 also electric damage does not scale well with anything other than machinery, if you have better ideas I'd gladly read them out and give constructive feedback about them.

  4. 11 hours ago, nameomnz said:

    I would like it to explode with a damage of the health of enemies that died inside it.

    We have several weapons for that:

    Jat Kittag

    Sobek

    Detron 

    They al do what you want and IMHO they are pretty efficient on that

  5. 19 hours ago, Dojutrek said:

    And now for something completely different...

    I mean, just an odd thought...We have the charge mechanic on Tesla...why not have it on a Combined power Vortex and Bastille?

    So here's the thought, Combine Vortex and Bastille together to form one ability. The Tap on the ability would basically throw a Bastille with the same mechanics as it is now, however a Charged Hold would compress the Bastille down to form a Vortex (Sort of like a Black Hole levels of compression). This would open up the door for a new 3 or 4 depending on where this power resides.

    Please Discuss? Give it a name?

    Dojutrek - The Vauban Enthusiast

    Well i actually believe that vortex or Bastille do have differences on usage, keeping enemies away to protect an objective and clam them up to make it easier to dispatch with good aoe weapons.

    As for what would i do to make Vauban Great again it'd be something like this:

    Instead of giving utility to Minelayer I'd replace it  completely or just  put it as ability #1 discarding Bounce and Trip Laser, and adding Tesla to it, also enabling charge ups fot Concuss & Shred to achieve greater effect not needing that much PS to make them viable.

    Adding a turret as his #2 and using it as  a pivot to synergize better with other skills i.e

    Putting Bastille on the turret makes the turret lock on on headshots on suspended targets and provides crit chance and crit multiplier to manual headshots (squadwide)

    Putting Vortex on the turret gives increased range to the ability also providing punchthrough to the turret shots.

    And given the innate weaknesses of our enemies :

    Using tesla on the turret would be effective against corpus due to electric damage being added to it.

    Using Shred would change turret dmg to corrosive to deal with armored targets.

    Using Concuss on it would change the dmg to radiation which if i remember correctly is effective against infested.

    In my mind the default type of damage dealt by the turret would be Explosive since is the most neutral dmg there is.

    And finally as a bonus the current tesla augment couod be thrown into Vortex staying at its edges creating a bunch of razor lasers to deal a lot of Slash damage.

    All of this to fullfill the fantasy of an engineer frame that uses ingenuity to cope with each situation

  6. On 2018-08-11 at 11:48 PM, Kasiosh_T_Laios said:

    Tesla > Exalted Turret: A moddable turret that can switch fire mods: normal assault rifle mode, Shotgun pallets mode and beam mod.

    Minelayer > Utility gadgets: 

    1.  Bounce> Healing Tower: a tower that heals...
    2. Trip laser> Exalted Drone: Vauban deploys a Drone that grants him overshields and instant shield recharge, attacks approaching enemies with electricity bolts(Like Tesla but more rapidly) with 100% status chance and shocked machinery become allies (Get hacked for a duration) with a set cap, when recast the drone rushes and explodes where the cursor points to, dealing some sort of elemental damage.
    3.  Shred: Strips a percentage of the total base armour of the enemy.
    4. Concuss> no need for a fourth ability.

    I've also been thinking about it but in my mind instead of giving utility to Minelayer I'd replace it  completely or just  put it as ability #1 discqrding Bounce and Trip Laser, enabling charge ups fot Concuss & Shred to achieve greater effect.

    About the turret it would be nice to make it synergize better with other skills i.e

    Putting Bastille on the turret makes the turret lock on on headshots on suspended targets.

    Putting Vortex on the turret gives increased range to the ability also providing punchthrough to the shots

    And given the innate weaknesses of our enemies :

    Using tesla on the turret would be effective against corpus due to electric damage being added to it.

    Using Shred would change turret dmg to corrosive to deal with armored targets.

    Using Concuss on it would change the dmg to radiation which if i remember correctly is effective against infested.

    In my mind the default type of damage dealt by the turret would be Explosive since is the most neutral dmg there is.

    And finally as a bonus the current tesla augment couod be thrown into Vortex staying at its edges creating a bunch of razor lasers to deal a lot of Slash damage.

  7. On 2018-06-19 at 1:27 PM, DjKaplis said:

    Hi!

     

    Could someone clarify this - Sarpa with shattering impact mod equipped seems to not remove eidolon armor anymore. Is it just me or it was changed at some point?

     

    Thanks!

    Only the Host can see if it has been removed or not if you join other player's game you wont be able to know

  8. 3 hours ago, Anthraxicus said:

    Only if they move augments such as Chromatic Blade to the weapon slot. In the event, which I don't think will ever happen, that they decide to add weapon augment mods to Warframe abilities, which what exalted weapons are, such as, for example, +200% bleed damage proc and +50% status chance for Exalted Blade, then I would have to re-forma everything with I wanted to switch from Chromatic Blade to the new augment.

    That is a given there would be mods that affect the abilities per se i. E Valkyr's Histerical Assault or Mesa's Vals would remain as a wf aug but  ones like Chromatic Blade or Ivara's Explosive Arrow should be tied to the weapon

  9. 2 minutes ago, Anthraxicus said:

    There are augments for exalted weapons right now, in case you haven't noticed it yet

    Those are wf augments i meant augments like the obex or the furis one what i meant is that you can have a new effect on the weapon without needing to use another wf mod slot

  10. On 2018-06-17 at 5:27 AM, Marthrym said:

    Maybe Umbra mods are supposed to be only available for Umbra frames, and right now it's a bug that allows other frames to use them. I mean this update has a few nasty bugs, some of them are litteral zombie bugs. If this is the case we might not have any way to polarize non Umbra frames with Umbra polarities. It would make sense too, special mods for special frames. Other Umbra frames are on the way after all, Excalibur is just the first. Guess we'll know soon enough, hopefully the devs will fix those bugs fast and tell us what they intend to do with Umbra mods and polarity.

     

    Only Umbra frames are sentient beings from the start though, so I doubt we will "awaken" regular or even Primed frames to Umbra frames, since we know that these are just "meatsuits", there weren't "grown" on a Dax soldier. We might just get more quest related stuff to unlock the others, with small material requirements like with Excalibur. I really hope they won't go the "we end up putting key characters from the past's minds in regular frames to create more Umbra frames and reveal lore" route, it would be ridiculous and nonsensical to me, I'd rather see more Umbra frames with a similar origin, someone "contaminated" with a specific strain of the Technocyte/Infestation created by Ballas ending up becoming an Umbra, maybe by accident. But this is just hopes and speculations of course, we might end up having to do exactly what you say.

     

    Primed mods have nothing to do with Umbra mods, that's a false equivalency right there mate. And "sacrifice" is an obvious link to Umbra Excalibur to me. It's pretty evident from the quest. That being said it doesn't mean Umbra mods are supposed to be specific to Umbra frames, yes, but I wouldn't be surprised if our ability to use them on other frames is just another bug of this update.

    The answer for all your umbral prayers is named Helminth as stated on the lore of the quest,  i suspect that the infirmary will have a lot to do on modifying our current warframes to fit umbral mods or. Any kind of new mod that appears on other updates. 

  11. I believe it is a step On the right dirrction for build diversity

    PROS 

    Independent of weapons

    Doesnt need duplicate mods to get the stats rolling

    Could be  another way for ptime warframes to differenciate from.normal ones i. E.  Primed Regulators have 10% more status and crit chances than normal regulators and so on

    In the future there could be augments for exalted weapons

    CONS

    Heavy forma dependant

    Bit time consuming to  level up if you are not doing it in ESO or SO

     

    Still pros outweight cons IMO

  12. 36 minutes ago, EinheriarJudith said:

    HP restore is off while active im guessing but it can be scrapped as having them reform invalidates the need for them to be healed.

    Instead health degradation would be halted while active so hp restore would. Not be needed

  13. 25 minutes ago, EinheriarJudith said:

    dont need to heal them. when they die they reform as op suggested.

    Most likely it starts draining your energy and when it is not toggled the shadows would start to decompose which also would solve the the problem of the shadows draining oberon energy too quickly

  14. 3 hours ago, sLuGHelge said:

    Hi ya 🙂

    I know the Panthera aint used much and may not be worth time tweaking.. but i'd really like to see the secondary fire mode switchable, like Hystrix or Tiberon Firemodes.

    This is a reaaallly minor thing and not worth the time... but the secondary firemode is so cool and it would be so much more handy with LMB instead of MMB ^^

     

    Just my thoughts, thanks for reading 🙂

    sincerely me

    Hmm IMO the weapon actually performs really well  and synergizes with nekros also provides a good ammount of dmg maybe you dont know this interaction but if equiped with combustion beam and a fair ammount of status you can  shot one or 2 blades per enemy and the bleeding  kills em and triggers the explosion also if equiped with punch through and viral it does get a lot of kills 

  15. 14 hours ago, Hyro1 said:

    So make her the same as saryn

    Kits and energy costs are completely diferent so you cant say they are the same,  im just saying to apply the same anti afk treatment to Saryn's AFK ing skill

     

    11 hours ago, (PS4)Ragology said:

    So it'd be like Banshees sonar augment except it releasess a mini quake upon death instead of a mini sonar?

    Similar but that is one synergy that im wanting to see even though due to the range difference you would need to still recast sonar every time you change locations

  16. 1 hour ago, NezuHimeSama said:

    The silence passive is new, and isn't actually that effective, as you'll find out if you try to use it. Her stealth is novel tier at best.

    Granted,  update 18.something but still is an step forward in terms of stealth being only invisibility

  17. 8 hours ago, NezuHimeSama said:

    Banshee is not supposed to be a damage dealer with stealth capabilities. She's supposed to be a CC/damage multiplier with some mild area stealthification. Resonating Quake was directly opposed to her initial design goals because nobody played banshee, and it should have never been the damage solution it was.

    Resoquake should just leave behind a fixed duration quake that doesn't require banshee to be fixed in place but doesn't stagger often enough to keep the map locked down completely.

    she actually is a stealth DD, because of her passive you could do stealth finishers or kill mobs without being noticed from afar due to her built in silencer

  18. 4 minutes ago, Huanthus said:

    After the Saryn 3.0 rework something started brewing up in my mind regarding banshee,  the thing is that resonating quake does help afk - ing and does not promote a interesting gameplay not for the banshee player nor for the rest of the squad playing with the banshee,  so why not give it a Saryn Sporelike treatment,  how? 

    1. Lets keep the current energy cost,  the one that was nerfed in this patch. 

    2. Every target affected by the cast is "marked"  and will "replicate"  the quake after death. 

    3. All the damage done to a marked target is stored and released per death giving it a scale sense to it like spores due to all the damge done to the first target being replicated and stored on every other "marked"  target

    Now why would the change being done? 

    1. Banshee is supposed to be a damage dealer with some stealth capabilities. 

    2. Synergizes well with all of her other abilities. 

    3. Encourages casting other abilities and playing the game. 

    4. Other players doing damage actually helps the ramp up of banshe damage hence cooperation. 

    5. Even if you nerfed the initial damage of the ability to the ground it would be viable and give  banshee a lot of builds options. 

    6. Earthquakes do replicate irl which actually is more dangerous than the first quake. 

    Looking forward to your feedback on the topic. 

     

  19. After the Saryn 3.0 rework something started brewing up in my mind regarding banshee,  the thing is that resonating quake does help afk - ing and does not promote a interesting gameplay not for the banshee player nor for the rest of the squad playing with the banshee,  so why not give it a Saryn Sporelike treatment,  how? 

    1. Lets keep the current energy cost,  the one that was nerfed in this patch. 

    2. Every target affected by the cast is "marked"  and will "replicate"  the quake after death. 

    3. All the damage done to a marked target is stored and released per death giving it a scale sense to it like spores due to all the damge done to the first target being replicated and stored on every other "marked"  target

    Now why would the change being done? 

    1. Banshee is supposed to be a damage dealer with some stealth capabilities. 

    2. Synergizes well with all of her other abilities. 

    3. Encourages casting other abilities and playing the game. 

    4. Other players doing damage actually helps the ramp up of banshe damage hence cooperation. 

    5. Even if you nerfed the initial damage of the ability to the ground it would be viable and give  banshee a lot of builds options. 

    Looking forward to your feedback on the topic. 

  20. Why not ones for braton/lato due to the resurgence od these kind of weapon due to vandal being brought back

    Something like braton gaining 6 secs of scalable base critical chance per headshot i. E. 6 headshots = 120% of base  crit chance for 6 seconds. 

    Or lato shots  revealing vulnerabilities on enemies armor/shields for 6 secs

×
×
  • Create New...