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trndr

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Posts posted by trndr

  1. 36 minutes ago, (PS4)sack_shot01 said:

    It was never good with corpus units but now with the buff maybe you could use hunter munitions but idk how good it would be 

    I've never had a problem with corpus units, partially due to most corpus units being made out of shielded paper, and partially due to supras firerate.

    Only corpus units that are any threats at decent range are nullies.

    Personally I find hunters useless on sub 100% crit chance, so it won't go near any of my Supras, even if the crit chance is increased to 20%.

  2. Alternative passives I can think of fitting with Mags theme are:

    Increased Overshields (taken by Harrow)

    Shield gating (unlikely)

    Magnetic resistance (situational)

    Increased Magnetic damage (would'nt be all that welcome on release even if it was OP)

    Increased energy from orbs (probably too good)

    Shields/Overshields from energy pickups (probably too good)

    Balancing passives is hard and just saying the current passive is bad, without giving decent alternatives, will get us nowhere.

  3. As a player with both Supras on my top 3 used primaries, I'm still unsure how I feel about the proposed changes.

    Yes, it's a damage increase by about .5 dmg per shot. The firerate will smooth out the crits.

    Last I checked nullie bubbles did reduce per damage done, and don't take crit damage. Other things that don't take crit damage are arctic globes and deathorbs.

    Increased status will be good against grineer and infested. 

     

    So all in all, buffed vs Grineer and Infested. Nerfed vs the most evil Corpus units.

  4. It explodes a fixed time after shooting, not fixed distance.

    Some of us like having it shoot when we click the button, if something gets inside of the distance traveled you have primary fire.

    Without any flightspeed mods the closest point of the explotion radius is 12.6m away from the shooter. The start of the primary fire damage falloff is 18m from the shooter.

     

    If you only want aoe there are Lenz, Ogris and both Pentas.

  5. 2 hours ago, (PS4)Lei-Lei_23 said:

    Does a Turbulence spec Zephyr force explode the Corinth’s Air Rounds on impact? I haven’t tested this yet, but I’m curious.

    No it increases the distance the projectile travels before it blows up.

  6. There could be a database issue depending on implementation.

     

    However implementing a 3rd party script, changing a loadout to specific parameters, shouldn't be that difficult.

    It would be nice if we could get DEs oppinion on this apporach.

  7. Considering you want stamina bar added and bullet jump removed, I'd guess you're quite new to Warframe.

     

    History time kids, a long long time ago we were hindered by stamina, sprinting ment using stamina, melee jup you guessed it stamina. Now considering we didn't want to hang arround moving at a snails pace, some genious found out wall latching jumping and using melee caused the frames to go flying. This marvel was called coptering due to the animation and effect.

     

    Now how long do you think it would last before we would figure out how to move fast again, if your proposed changes would go through?

  8. 18 minutes ago, elpeleq42 said:

    Or you guys think that as long as i've under 100ms, it's fine to host even using 100Kbps connection?

    If we assume a gametick rate of 60 ticks per second (guessing it's lower or variable) 32 bits per coordinate (probably lower) 32 bits per rotation angle (probably much lower) 32 bits for timestamps (way overkill) and 8 bits for action flags the needed data per object is 32×6+8=200 bits per tick per object or 12000bits=11kbps per object. without compression. So yes if there are only on average 9 moving objects.

  9. Upload speed dosn't matter much for the simple reason, there isn't much data to transfer.

    All the needed data is the tiles position and orientation (on dynamic maps) on load.

    Positions, orientation and action of objects while the mission is running.

    Host has to check validity of data recieved, calculate all shots including bullet curves and run the AI, before it can send the state of the world back to the clients. If host is hosting with a potato, it can't calculate the world state fast enough, and you'll see lag spikes with ping going up and down.

    If host is using WiFi and there is interference on the frequency, host will lose packets, and again there will be jitter.

    As others have mentioned cross ISP negotiations and failing routes also introduce jitter.

    Last I checked Warframe used UDP for host client communication, and some ISPs dislike P2P UDP.

  10. The problem isn't so much how status is applied to shotguns,but more how the stats are displayed.

    The status chance shown is the chance at least 1 pellet procs, this is true for all multishot weapons.

    The calculations for the probability at least 1 pellet procs is 1-[the probability no pellets proc] so 1-(1-[per pellet proc chance])^[pellet count].

    Tigris Prime has a base status of 30% and 8 pellets per shot, so the status per pellet can be calculated as 0.3=1-(1-x)^8 => x=0.0436051

    The second part of why increasing the status of the weapons doesn't work as expected, is the number changed isn't the per pellet number but the chance at least 1 pellet procs.

    So the expected status after adding 60% status chance isn't 1-(1-0.0436051*1.6)^8=0.439 but rather 0.3*1.6=4.8

    Graphed Tigris Prime calculated "right" would be the blue line, and calculated as-is is the yellow line.

    8yft0AN.png

    So unless all shotguns got a major base status buff, i.e from 4% per pellet to 25% per pellet, along with the calculation "fix", it would be a nerf worse than beam status, and status shotguns will be a thing we remember, but won't touch with a ten foot pole.

  11. I can't see the problem with new players entering high level bounties.

    The only way to see how scaling works is to see it in action.

    They can already do fissures, getting downed and revived repeatedly on PoE is a much better/shorter learning experience, than to accedentaly end up in an Axi sur with less than 5 min on the timer.

  12. I'd be happy if DE just changed sabotage fire back to what it was originaly. i.e damage ticks and countdown timer.

    As it is now there is no point in going the cold or magnetic route.

    As for hacking the console to make friendly moas spawn, it could be intiresting, but in the long run, having less than half a faction fight you, and the larger half helping you, would make the mission rather booring.

  13. 11 minutes ago, marelooke said:

    However, I'm not sure a tutorial would work since arguably this behaviour (or rather, the behaviour I would like to see maintained) is part of Warframe etiquette (like people holding elevators which becomes rarer and rarer as well), but perhaps an etiquette tutorial or introduction would work after all.

    Perhaps a new forced tutorial with defection rescue targets on a lift filled corpus tile set. Would help reintroduce the tenno etiquette.

    Players helping each other has been the main reason I've prefered Warframe over other games.

  14. Perhaps you should rather ask why prior to Hunter Munitions why was noone using high firerate crit weapons like Soma for about a year.

    Crit based weapons were only superior if you can get headshots.

    Crit based weapons do less damage to enviromental items like death orbs and nullie bubbles (not the drone).

  15. I've seen MR 15+ run out of revives on JV due to abusing press X to instarevive on stage 1 and 2, so I can't see how MR locking the option would make a difference.

    Any change to the revive system introduces some bad habits to some players. I can still remember the good old 4 revives per frame per day, where waiting for others at the lift wasn't just the galant thing to do, it was a necessity to allow you to play the game or pay to get revives.

  16. While I disliked the rework when it got implimented, as I was one of the plebs who ran shield pol Mag for ages.

    After revisiting Mag I realised Mag is far from underpowered if modded for max range, high duration, and just short 200 strength, running with a punch through supra.

    The only problem with such a setup is corridors, however we have an open world, where few frames get even close to Mags usefullness, and one more is in the works.

    As far as I see Mag her 4th ability is utter trash, though it was before the rework aswell.

    The 3rd ability past 2nd got changed from being king vs anything with shields, to being great vs anything with armor.

    The 2nd ability former 3rd was just made cheaper and players were forced to understand low duration wasn't good.

    The 1st ability works great for forcing targets into 2nd ability, and can be used for a bit of cc, giving enough time to bring shields back up.

  17. While the current IPS system is far from perfect, please reconsider what the now closed thread says.
    "while an Impact proc with high damage output (like a Vulkar shot) can scale all the way up to a ragdoll"

    LwieCJu.png

    Assuming the vulkar is modded with Vital Sense a headshot crit does 6.8 times more damage compared to a bodyshot crit.

  18. I like the nullifier changes, but since " Projector Drone health scales with enemy level" could the projector drones at least not be considered objects, so they can take critical damage, and be affected by status effects?
    As it is now they are able to soak up about 160 fully modded Latron Wraith shots, when the nullifier is at lvl 140.

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