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SprinKah

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Posts posted by SprinKah

  1. This is probably more on the...less-looked-at side of things but it really got my attention. while I do very appreciate the new shields that Kuva and Tusk shield lancers now have, They kinda made the shield lancers in PoE and Tusk rather very vulnerable, more so than the ones in other Grineer tilesets with the crude and rectangular shield that covers every part of the wielder. 

    I'm aware that majority of players probably don't really care too much about these things, maybe I'm in a big minority but since the shield change to the Tusk and Kuva shield lancers, they have kinda lost what make them shield lancers, they don't charge at you to bash you anymore , their shield does not offer any sort of protection (much like Nightwatch Brunt Lancers). So very much so, they are big downgrades of the normal shield lancer.

    I don't know if it's intentional or not, maybe DE just didn't focus on those details when they switched out their shield. I feel the best way to fix this is to apply the same hitbox of the normal shield lancer's shield to the TUsk and Kuva shields, or just change them back to their original shield. 

     

    I don't know about you but this particular thing bothers me quite a lot, it's probably not even important because when you reach a certain level these things become less noticeable. But to me as someone who's been sticking around with the game because of the cool enemy factions especially the Grineer as a big reason, these little details are pretty significant to me. 

    Here's a video showcasing my point:

    I feel like even if the Tusk Shield Lancers's new shield is changed to make it blocks all damage done to every part of the mesh, it still is quite inferior to the Normal shield, it doesn't cover as much, has a gaping hole in the middle that's saying "hey shoot me". I love the design but man...I hope they give it the same hitbox like the normal shield, just slap it right onto it. 

  2. 21 hours ago, I.Karma said:

    Okie I'm making this ticket as I just died at a single thrown grenade by a corrupted level 30 crewman.
    This is quite OP I'd like to ask that enemy firepower be nerfed a bit.
    Also those laser corpus soldiers killed me in 1 second on level 52
    I can assure you my mod builds are not that pathetic.

    what the...

    I can already just stay still and do nothing in those missions and not get killed, Please go and revise your build. 

    • Like 1
  3. 9 hours ago, megamino said:

    I see, how about this? Since wolf has escaped the prison, he takes over control of saturns node... (now the story has come out, so this might be a no no but whatever) and sargas ruk retreat to the other planet.

    Now as i said, i am not saying to REMOVE, i am saying to replace... it's the other way that how we can enjoy the tankiness of the wolf itself. Y'all still point out some lore related that is not my point, where the point of "random boss" character that should not be tanky AF to begin with. It's more appropriate for boss node, hell if there's a raid, it should be on raid with that kind of tankiness and annoyance of napalm thrower invulnerable 3 idiots that hanging with wolf.

    Got it?

    bet Sargas would kick the crap out of Wolf if we don't take into accounts how they are in missions. Sargas didn't get to the rank of General by doing nothing :V

    then again, Sargas's my favorite grineer character so I'm biased. 

    Also, I'm glad Wolf was tanky, pretty bumped that they nerfed him, nothing can kill me or tickle me bones anymore in warframe, finally something came out that can make me run for my money a bit, that I can unload a single mag of boar prime into without hesitating and not die. All gone within a few weeks. I guess I sorta get it cause even newbies can get him to spawn. 

  4. This is by no means too significant but it peaks my interest a bit. while I do very appreciate the new shields that Kuva and Tusk shield lancers now have, They kinda made the shield lancers in PoE and Tusk rather very vulnerable, more so than the ones in other Grineer tilesets with the crude and rectangular shield that covers every part of the wielder. 

    I'm aware that majority of players probably don't really care too much about these things, maybe I'm in a big minority but since the shield change to the Tusk and Kuva shield lancers, they have kinda lost what make them shield lancers, they don't charge at you to bash you anymore , their shield does not offer any sort of protection (much like Nightwatch Brunt Lancers). So very much so, they are big downgrades of the normal shield lancer.

    I don't know if it's intentional or not, maybe DE just didn't focus on those details when they switched out their shield. I feel the best way to fix this is to apply the same hitbox of the normal shield lancer's shield to the TUsk and Kuva shields, or just change them back to their original shield. 

     

    I don't know about you but this particular thing bothers me quite a lot, it's probably not even important because when you reach a certain level these things become less noticeable. But to me as someone who's been sticking around with the game because of the cool enemy factions especially the Grineer as a big reason, these little details are pretty significant to me. 

     

  5. 7 minutes ago, BeldarTheBrave said:

    They are the same as most of the lancer Grineer I've fought then. If you have Loki modded up, then yeah you could tank for a while on Uranus. But with a mostly unmodded Loki, no, he has virtually no armor and you aren't tanking with him.

    well...I do a lot of playing around in simulacrum, their damage output is...quite behind their outher counterparts. like if you compare Normal Lancers, Elite Lancers, Arid, Frontier, Kuva or Tusk and what not...at maybe level....50-60. They kinda are very much behind in terms of...lethality. 

    Loki tanking is an exxageration, but I assure you if you put Loki against like....1 drekar elite lancer in the uranus sea lab, at maybe level 20, compared to a normal Elite Lancer, at that level....he kinda..tanks. 

  6. I don't know if alot of people care about this sort of thing but honestly, it's been bothering me so much, since day 1, why are the Drekar Grineer so...agonizingly weak?

    I mean, not entirely but the Elite Drekar Lancers, which form the majority of the enemies in the Uranus Sea Lab, with their projectile harpak pea shooters, you can even tank them with loki, standing still, letting them shoot you point blank. wouldn't even able to get pass Loki's measly 225 shield because of their terrible, projectile bullets that miss everywhere. 

    Even the Draga enemies underwater, even worse, they also use harpak but they shoot like 1 bullet every like...2 seconds. 

    I dunno, just a bit of frustration on my part. A few number changes should make a difference. 

  7. Tbh, it's bothering me that it looks like DE will be using the old, cheap looking Stalker model, the one with Excal chassis and stalker helmet combined. I really like the new, Umbra-lookalike stalker from Second Dream, I think it's about time DE updates pre-Second dream stalker with the new Stalker model but without the Pakal armor and War, using Dread, Despair and Hate. It'd just feel less recycled and cheap 😕

  8. So I've been testing GRATTLER in Simulacrum and I noticed that the GRATTLER rounds do not seem to explode on contact with the enemies.

    As you all may know, GRATTLER deals around 300dmg something but not in one burst but 2, 125 something from the bullet and 105 from explosion.

    But as far as I've seen, GRATTLER rounds seem to pass through enemies like they have innate punch through, that means the rounds only deal damage from the first burst and the second burst explosion happens way behind the enemies' back

    In order to deal the full damage, you have to either make sure to shoot the enemies and make sure the flak rounds come into contact with props or terrain or the ground to explode. Or be far away enough for the flak rounds to explode within the AoE and hit the enemies as well which is not very viable. 

    It would be nice if the GRATTLER flak rounds perform like other explosive weapons like Ogris, explode when the rockets hit the target. 

  9. So I jusst noticed that GRATTLER seems to have innate punch through, which seems to be a very bad thing for such a weapon.

    GRATTLER's stats say that it deals around 300 or so damage, but it's actually divided into 2 bursts of damage, 1st is from the impact of the round on the target and the 2nd is from the explosion from the round. But as it is right now, it's only really capable to do the first burst of damage because of the...supposedly innate punch through. 

    I wouldn't exactly say that the GRATTLER has actual innate punch through, it still explodes when it comes into contact with terrain like thin doors and such but when it comes to normal enemies, the explosions seem to not initiate upon contact but way behind the enemies like it just warps right through them. The only way to actually make the most of the damage of the GRATTLER is to shoot the floor where the enemies are to make rounds explode. 

    This also means that we won't be able to deal any headshot damage though.

    All in all, I think the bottom line is that DE should fix this bug if it really is a bug, or just make the rounds explode on impact with the enemies. 

  10. I had a lil thought just now, nothing crazy. a bit stupid, about how Cetus and Fortuna affect the story chronology on the star chart. 

    Because as we all know, Cetus and Fortuna are located on 2 starter planets, Earth and Venus, accessible but mostly everyone, vets and newbs. Of course, I fully understand that they, are by no means newbie content, but more towards mid and veteran content.

    Since Orb Vallis Profit Taker fight update, I noticed that during, Phase 2 mission, you get to fight 2 Terra Ambulas. I wasn't surprised at first, because I've fought Ambulas boss fight several times already on Pluto. Slowly, it dawned to me....why are the Ambulas's here? in Fortuna? on Venus? when the real Ambulas boss fight is on PLUTO?

    Despite this, I'm well aware that I shouldn't think about this whole thing...too deeply, I mean, Hyenas and Raptors are in Fortuna as well, despite the fact that you only get to do their boss fight when you reach Neptune and Europa or so. And I understand that Fortuna is, in terms of story chronology, takes place way after the whole Ambulas boss fight. 

    Still, I sometimes think, what if some new players, not all, would rather play Fotuna more than other planets and reach the top standing of SU, wayy before they reach Pluto? There are probably a few, who would maybe use plats and stuff to reach a better power level above their position (haha), I mean, there might be players like that.

    And so they fight and encounter Ambulas (Terra Ambulas to be more precised) way before reaching Pluto. I doubt not many would think much on it....but yeah

     

    It's just a thought really, I am not asking anything to be changed really, and also it's just something that can't really be helped...I mean there are a lot of...checkboxes and requirements for that particular scenario to come into fruition but it is a possibility, not a conventional and welcomed one, but it is....possible. 

    I uh...yeah, it's just a little thought, not something too meaningful, this topic is, and I guess I'm just bored

    Again, can't be helped. It'd NOT be fun if DE makes it that players need to reach Pluto before being able to come to Fortuna, that'd hurt the game a lot haha. 

  11. On 2018-12-22 at 10:36 PM, --DSP--Jetstream said:

    we have enemies with strun looking shotgun that shot laser pellets, convetrix looking gun that not shoot like convetrix, jetpack crewmen where the jetpack is just 2 opticor model strapped together, theres ship engines that just oxium cannister resized, little duck use a lanka with rubico sound, etc

    its called reusing assets, easier than have to make a whole new model for stuff

    they can use whatever model and theres no logic

    10

    while I agree wit you on thhe reusing assets thing, I mean....the shoulder guards of the Terra Mankers are literally two white Corpus Ospreys, clipped into their shoulder and many different things

    But I mean, in this case, if the Fluctus is actually a Tenno weapon yeah? it'd just...not make any sense for them to use it. Sure they can reuse any assets they like but I feel like there should always be a bit of logic put into reusing assets. I think it'd be really stupid if DE releases an enemy that is illogically built with existing assets, for example....a Corpus enemy equipped with a Tenno weapon, with Grineer, Tenno AND Infested accessories put onto them....it'd make 0 sense, lore wise and completely out of place. 

    Grineer should use grineer assets, Corpus should use Corpus assets. It'd be a mess of different....aesthetics. 

    WOuldn't it be bloody odd to see Corpus consoles in a Grineer tileset, Grineer lockers in a Corpus Ship tileset, etc...? 

    1) strun looking shotgun that shoot laset pellets. I assume you're talking about Void Tower missions' corrupted crewmen. I feel like that at least makes...just a bit of sense, cause the Corrupted enemies are...well, mind-controlled zombies from many different factions, mingled, mixed up together. So it makes sense that there'd be different assets.

    2) Convetrix looking gun that doesnt shoot like convectrix, I assume you're talking about Terra Overtaker, it's still a corpus weapon, maybe they just...use different ammo. 

    3) Jetpack Crewmen in archwing missions....at least they're corpus assets and don't stand out a lot. 

    4) Little Duck using lanka with rubico sound: She's a rebel, not affiliated with any specific faction so she can use whatever she wants really, as for Rubico, I'd have liked it if it's the Lanka soiund but at least it's not something....physical. It's probably just because it's a more impactful sound for the purpose of indication. 

    What I'm trying to say is that DE, they've done well to hide the reused assets...that's not the case with Terra Manker, cause the Fluctus is the part that stands out the most.about them. Like Corpus using...Tenno lisets as troop transport instead of the Corpus dropships, Grineer using Corpus dropships as troop transport. That'd not be a proper way to reuse assets, that'd just be....laziness, I'm sure many people don't give a damn about things like that but a lot of people still do. Aesthetics are quite important. 

  12. 4 hours ago, ant99999 said:

    It seems to me that Tenno as well as Orokin has some irrational fear of using high tech or energy based weapons (probably a consequence of the Old War). So it always felt somehow wrong to see Fluctus among Tenno weapons. Either it is Corpus Tech entirely or reverse-engineered from it.

    huh...yeah...I suppose when you think about it, I don't exactly recall any tenno/orokin weapons that is not ballistic 😕

    also, dunno about the archwing railgun sniper thing. 

  13. This is the....third (or fourth?) time that the patch notes state that this problem has been fixed, Now I find it pretty hilarious honestly.

    I think it's probably because they only fixed the NON-ELITE varients of the Trenchers and Provisors getting stuck mid-air and didn't take into account the ELITE varients. Pure speculations, I'm a veteran so I haven't played the bounties below lvl 30 in Fortuna yet. 

    Also, normal Provisors still shoot their signature visor mounted laser while the ELITE varients do not. It's definitely a bug but if it really is intended that way, I dunno what the logic behind that is ://

    I really do hope DE gets this problem fixed soon because while it was amusing at first to see Trenchers moon walk in place and get frozen midair and stuff, it's become ridiculous, I do wonder what exactly the dev team fixed when they stated it in the patch notes 😕

  14. 1 minute ago, Ailyene said:

    I can confirm that, I am experiencing this as well. 

    Not as bad as before; where I'd have to quit runs because of it, but I still see Trenchers in the sky in my games.

    dunno about it being better than before, trenchers still run in place on the ground, still get stuck mid-air, every single one of them get like that as far as I've seen

  15. Title is self-explanatory. 

    " Fixed dropship passengers getting frozen mid air. " from 24.1.3.1's patch notes. 

    Also, Elite Provisors seem to not use their visor mounted laser, normal Provisors do but the ELite ones don't, hopefully this gets fixed soon, along with the dropship enemies getting frozen mid-air bug. 

  16. I'm pretty sad because there's a lot of old content that I really want DE tor revisit and actually make them functional at least. Like Rathuum, there're so many bugs there that it drives me nuts that DE would just leave it to rot like that, i know it's not anything crazy but i thoroughly enjoy playing it from time to time, it's a shame. 

  17. So I've been noticing that after lvl 30, the Terra Provisor is replaced with their Elite varient....to my surprise, from that point on, they have NOT used their Visor Laser Beam AT ALL.

    The non-elite one uses it quite frequently but the elite one does not at all, it....just doesn't make sense, I mean, how can an elite be worse than a non-elite? Wasn't they supposed to make higher level Orb Vallis harder to play!?

    This must be a bug, I can't imagine DE would do this on purpose. I hope I chose the right category to write this feedback. 

  18. 1 hour ago, Firetempest said:

    Quick easy visual identification for a game as the silhouette is reused constantly.

    Real camo in the open roam would be horrible as it already is in PoE. The engagement range is already incredibly far in a visually busy game. Takes forever to pinpoint a grineer taking potshots from over 100m through the bushes. VO is a lot less problematic.

    honestly I'd agree if the Elite and non-elite would be put together, but no, the Elite dudes replace the non-elite varients after lvl 30 entirely so yeah. 

    about the camo point you made...isn't that supposed to be the point of camo, to make things more challenging for us, wasn't that their intent of adding the "Elite" varients in. 

    But really, i just absolutely hate the yellow tone they used. 

  19. 9 minutes ago, trst said:

    Well the Corpus aren't exactly known for their fashion sense I mean their leader is a walking ATM after all.

    Though changing the yellow to blue does put them in line with the color difference between standard Crewmen and Standard Elite Crewmen. Literally just tan to blue suits with the same accents being black while the only difference between standard Crewmen and Terras is the additional light blue accents.

    well, hey, the big boss guy isn't one to go out and shoot stuff after all, gotta look like you're above others, that Nef is. 

    And yes, I agree with you...if I interpreted you correctly, i'd love to just have that....light blue accents on the shoulder, elbow and knee paddings to be a distinctive feature for the Terra Corpus enemies....I mean, it was for the non elite Terra Crewman, with the most of the suit being the same light skin color like normal Crewmen on normal Corpus missions (maybe just a slight, unnoticeable difference in tone ), with only the protective paddings being blue instead of black. 

    I really wish the Elite Terra Crewman would  be the same, with only the skin colored part of the suit, change into dark blue like normal ELite Crewmen while still having the blue colored paddings. 

  20. 4 minutes ago, ---Merchant--- said:

    I m not angry that you reply to me twice,but i admit that i do not understand why did not you not just edit the post (maybe to bump thread?)

    Yeah,I like it you do not,we will never agree lets move on. :heart:

    yeah it was like a bump thing, cause I doubt you would've revisit to see if I editted something, so I apologize for that, wouldn't blame you if you were mad. 

    But yeah, you're right, can't say anything about preferences.:heart:

    it's still irksome though. 

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