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trndr

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Posts posted by trndr

  1. The worst bugs get added to the 1st possible patch fix on consoles. 

    Unfortunately console updates have to be reviewed by the console companies, which is part of the reason why you don't get the patches as fast as PC

    The review takes time and cost money which is why big changes take longer to get sent to review.

    When it gets sent to review is hard to tell, but it'll probably happen as soon as the PC is considered stable.

  2. On 2020-03-02 at 3:43 AM, Revenant0713 said:

    Third, most people use projectile weapons anyway. The Ignis, the the Lenz, the Catchmoon, the Boltors, Corinth... so I don't think it would make anyone particularly mad just because they had to aim a little bit more for the sake of actually challenging gunplay

    You know this isn't the case. 

    1 Ignis is not projectile, it's beam with aoe. 

    2. Catchmoon is barely used after getting nerfed into the ground. 

    3. Boltors haven't been seen in the wild for 4 years. 

    5. Corinth is not popular and never was. 

     

    Khom on the other hand is a weapon that got changed from projectile to be hits can and is popular at the moment and has been so for 4 years.

     

    Just because you like projectile weapons doesn't mean everyone does. 

    Having diversity is good, most weapons have their tradeoffs given their minimum MR requirements. 

    My Supra and my Gorgon should be different. 

  3. 3 hours ago, (NSW)negazina said:

    For example Jackal in Venus is notorious for hard destroying new players and Interceptions are almost impossible for an inexperienced solo player. Both these things are hard requirements to progress some sort of the Star chart. Myself, It took 2 hours of my life of endlessly totting at Jackal before giving up.

    If Jackal is a problem, what are you going to do on pluto sedna and eris?

    The only bosses which are easier are The Sargent and Phorid. 

    • Like 1
  4. On 2020-02-29 at 8:20 PM, DrBorris said:

    Now we get to the health scaling formula. Current Health = Base Health × ( 1 + ( Level ) ^ 2 × 0.015 )

    Seems you're forgetting health also will be on an s-curve. 

    How much of a difference these changes do, only time will tell, but worst case is Corrosive Projection + Gas weapon required for both grineer and corpus. 

    • Like 1
  5. 3 hours ago, [DE]Rebecca said:

    Greater than 100% Status having meaning. 
    Years ago we added Orange and Red Critical Damage numbers when you land a Critical with greater than 100%. For years, Status being greater than 100% has done nothing except guarantee Status - which is good, just not an added incentive to go over 100%. We are changing that this update. 

    When you hit a Status Chance greater than 100%, a single damage instance will be able to create two Status Effects. This means if you have a Shot with 200% Status Chance modded with both Blast and Toxin Damage, that single shot will result in both Status Effects!

    In addition to being able to achieve two Status Effects on a single shot, we are also adding new meaning if you get a duplicate Status Effect on an enemy. For example, AOE knockdown would occur on a second Impact Status on an enemy already inflicted with one! Stay tuned for the full breakdown of each Status’ enhanced effect in the Patch Notes! 
     

    It is worth noting we are fixing a UI inconsistency that is ‘Display Only’. Right now the Arsenal shows Status Chance affected by Multishot, which makes reading the new >100% value confusing. For example, the Arsenal might say 120% but really the Status Chance is 80%. We don’t have Multishot affect any Critical Stats (Chance or Multiplier), so we are fixing this display inconsistency. Multishot now has its own Stat. 

    Shotguns have a unique Role here based on a very patch-work history with how they interact with Status Chance. A Shotgun that shoots 99% Status Chance would give you 35% (roughly) status per pellet. 100% Status Gives you 100% Status per pellet. This huge jump in performance happens with just a 1% gain - why? Well, to answer that we have to look at our choice to make what the UI conveys reality. It would feel broken to shoot a Shotgun with 100% Status and not see a perfect spread of Effects. In reality, to make Status consistent we have to treat Shotguns as a special case.

    Shotguns as a special case means we have buffed the Status Chance of all Shotguns by x3 or greater. The UI now behaves to show the reality that you are determining Status Chance per pellet. 

    In further additions, previously unstackable Status Effects (Puncture, Cold, Magnetic, Radiation, Viral) will now have stacking effects. We’ll have more information on this later as it develops!

    Why: Critical has long been king - and while we are leaving Critical as is, our goal is to bring Status into the Arsenals in a new light for all Primary, Secondary, and Melee weapons. 

    Don't forget beam status, it's been useless since last time status was considered too good, would be nice if beam weapons could be brought back out of the crypt.

  6. 7 hours ago, Dubroson said:

    Add visual indicators to limbo's banish so that both the limbo player and his squad could tell what or who is banished

    There are indicators of all buffs (including banish) on the player list.

    Only npcs are missing an indicator, but it's hard to tell where it should be placed. 

    7 hours ago, Dubroson said:

    Add an aura or anything visible around the target

    There is a faint aura, but it takes colour from energy and is more transparent than bubble. 

    8 hours ago, Dubroson said:

    Why is it that nullies can pop limbo's bubble?

    Bubble is classified with frost globe and bobben baselisk, and wisp buffs. 

    Placed abilities get popped.

    AOE abilities go round. 

  7. 6 minutes ago, --Brandt-- said:

    They should just fix the ping limit. Set at 200 limit, proceeds to get stuck in a match with 300-1700 ping because the split second at the beginning is below the set ping limit.

    This is caused by host hardware not being able to handle the AI and some graphics while processing network traffic.

    Hard to fix without increasing minimum hardware and or allowing people to chose not to be host. 

    Choosing not to be host gives problems in public games where host starts and the rest join later. 

  8. On 2020-01-24 at 9:33 PM, [DE]Pablo said:

    End of mission: There will be item counts just like in any other grid, the mock is essentially just saying, space for 10 things. Also a title and whatnot, the mock is still WIP and generally they also change as we implement. In both sections we would have sorting, so if you got Intrinsics that would be sorted to the top of progression, if you were doing a Simaris daily his rep would sort up, but if you jsut scanned a few enemies it would be lower down. So hopefully with this, 6 slots is enough to show you the important stuff you got that mission.

    6 Slots are not enough. 4 are needed for "normal" syndicates 1 for simmaris, 5 for equipment and 2 for gear. 

    This is what we want to know, we don't care about what our team mates look like, we have seen them for 1 hour.

    Having team mates rendered above stats makes sense to know which player is which.

  9. If armor got removed there would be more consequences than just grineer would be easier to kill.

    1. Corrosive Projection would become useless. 

    2. Corrosive proc would become useless.

    3. Heat proc would be worse than before it got armor reduction, recent addition with damage tick reduction. 

    4. Frost globe would become weaker. 

    5. Valkyr would become paper.

    The list goes on...

     

    Having just grineer lose armor would frankly make them too easy, and it would make no sense for frames to keep armor if the enemies lose their armor. 

    • Like 2
  10. 6 minutes ago, Bipp said:

    I bet those are players who simply don't know how it properly works and just how bad it hurts status on shotguns.

    Mate it helps shotguns. If they don't work like this, they'll never get 100% status.

    Are you one of the players who doesn't have a 120% kohm riven and therefor noone should have 100% status?

  11. 3 hours ago, (PS4)Black-Cat-Jinx said:

    So. Has DE EVER said why they're doing it this way when absolutely no one thinks it's a good idea?... Or I'm sorry, like, a few people will think it's a good idea... because there's always someone. At this point I'm not asking them to fix it im just asking why this is a thing in the first place...

    There was a short time where it was changed. But to "ballance" the status got nerfed so bad, there was outcry and the stats and function got reverted to what it had always been *since first change and is now.

    **The why is a probably a matter of implementation, ie it's the shot that has properties and not the weapon. 

    **The weapon only sets what type of shots and the count.

    I've never met any player who disliked the way it works. 

    **If anything should change, it's the ui to just say the pellet stats with a massive x24.6 or whatever the pellet count is after multishot mods.

    1 hour ago, NinjaZeku said:

    Mechanically, Shotguns could be changed to the "instant burst" thing that e.g. Quartakk uses,
    with normal Status Chance per pellet rather than it getting spread thin, just make the burst only consume 1 Ammo.

    **That just changed the ui, and the stats were also changed to not be garbage.

    Original status chance on quartak was 2.5ish% per pellet.

     

    **brain fart. Confused with original implementation where a 30% status shotgun couldn't get to 100% status as the mods worked per pellet. 

  12. 9 hours ago, Cerikus said:

    Railjack is an amazing content for me, but what is a big problem is the fact that only the host can direct the next mission. 

    I just got stacked with a selfish and very annoying person who draged us into a mission with a very low level railjack and then he was basically afk and waited for us to finish the mission. We didn't want to disconnect so we did the mission and he immediately started a new one even tough we asked him to go to drydock. 

    Please DE do something about this, because players sometimes get hijack by selfish idiots and it kinda ruins the enjoyment. I don't have friends that play Warframe so I must do public squads and this is very annoying. It is not frequent, but it still happens...

    We need something like votekick please :)))

     Vote kick wouldn't work here.

    If host DCs, "clients" still can't use navigation terminal so you would be just as stuck. 

  13. 24 minutes ago, icexuick said:

    I've talked to some end-game players and they also still have weird problems with INDEX.
    It was bugged from the start, but it still is.

    I'm frustrated that releasing the RJ, which practically is 'linked' to the INDEX runs because of the insanely high credit-cost, but that INDEX isn't fixed at all.

    And non of the end-game players you talked to mentioned Profit Taker?

  14. 13 hours ago, NigglesAU said:

    Has anyone asked them during devstreams about this?

    Thi was asked, Steve said it won't come back, which is kinda hilarious as this was right after 1 hour of railjack where the actual railjack has roll.

    So big ship can maneuver, small wing can't.

    10 hours ago, Steel_Rook said:

    Neither the Railjack nor Archwings are fighter aircraft gameplay and you're doing yourself a disservice expecting them to be.

    If roll is what defines fighter aircraft, then one of them is, but it's beyond dog egg logic. 

    • Like 2
  15. 21 minutes ago, Oreades said:

    I can just as easily argue that just because someone wants to live the "realistic" space dream that there is no up or down, that we should all be forced to "LOL ur upside down" every time we want to turn left or right.

    The thing is, turning radius is larger without momentum and forced down. 

    In addition it's impossible to track targets going over and under you. 

    Experimental flight was default off, except in plains where it was on without toggle.

    And let's be honest, since JV got killed for the last time, noone has used their AW except when forced in shark wing or to speed up movement in plains/orb. 

  16. 15 hours ago, Oreades said:

    So are you saying they finally removed experimental mode or that they're just not cramming it down everyone throats by default?

    They killed it this time, no option no nothing.

    Now we are forced to crash into walls and have 2 useless keys, just because some people don't have the ability to think in 3 dimensions.

    The worst part is they didn't even bother to mention they killed it in the patch notes. 

  17. On 2019-12-01 at 11:23 PM, Loza03 said:

    That having been said, 2FA, what everyone is suggesting, is the quickest and easiest means of resolving the conflict.

    No what everyone who knows security is suggesting is real 2 factor authentication.

    What DE call 2FA is not  as the 2nd factor is the same email as is used the password, so there is a single point of failure.

    • Like 1
  18. On 2019-12-02 at 6:33 PM, Drasiel said:

    A bad player in a rank 0 is more damaging than a bad player in a rank 30 frame.

    Considering how nice of a time I had with a rad proced chroma yesterday, I will disagree.

    I have an odd suspicion a rad proc is what started this entire thread, considering my chroma thought it was our fault, as he & his lich took no damage, and he had like 90% damage done, when he went to evac.

     

    PS if your gram has bigger range than your vex consider your priorities. 

  19. I would prefer if we could have experimental flight back with roll, without roll you can't have the up you want/need.

    The new/nonexperimental flight has a higher turning radius when afterburners are on, which they almost always will be. It doesn't allow for tracking enemies over and under you.

    But worst of all it removes any hope of getting JV back in any form.

    Without experimental flight archwing feels like a truck simulator, which isn't helped by it Itzal getting hypernerfed to the point where it's just barely faster than Amesha.

    • Like 1
  20. 55 minutes ago, Smartiik said:

    Happened to me twice in a row on the Incarnadine variant just now.

    Incarnadine ignored the first tranq hit and went underground after the 2nd (described above).

    Vallis slept after 1st shot.

    Incarnadine ran off after the 1st tranq hit, I spammed sleep arrow on him while he was mid running away and quickly switched to tranq him a 2nd time. He was going to ignore it too and while in the middle of the jump animation to bury himself underground he finally went to sleep from the tranq. Totally broken.

    That's not a bug, it's sadly a feature.

     

    Kubrodns have ability effect reduction and require 2 tranq shots.

    I get 4ish seconds with a high duration sleep Equi.

  21. 10 hours ago, Flan-Flan said:

    Lutris is nice, but I'd rather an official release of... something. I know the typical outside scope, too complex, too much effort, not enough players argument, but even something as basic as porting the launcher. That's the problem component after all. DXVK, esync, Proton, whatever, they can take care of the rest if Digital Extremes isn't interested in working on OpenGL or Vulkan ports of Warframe.

    Maybe I don't really get it, but that's how it looks to me.

    It's highly probable someone who eighter directly or indirectly works for DE has to take care of DXVK. Switch does not have directX support.

    But fixing the Launcher shouldn't be rocket surgery, and that's all thats needed.

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