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KorpNoobs

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Posts posted by KorpNoobs

  1. vor 10 Stunden schrieb Thrymm:

    We kinda can't have it both ways.  I agree that the choices are too obvious--flight speed weapons are worth an exilus, heavy recoil weapons are worth an exilus, and anything else you open it on gets vigilante supplies.  This is a bad deal.

    But reload, magazine size, and punchthrough mods are the same way.  Slow reload guns default to one, small mag guns another, and everything else gets punchthrough unless it's explosive and doesn't play nice with it, in which case we're back to projectile speed.

    Its mostly to give DE the easiest first step for a fix imaginable. But i see what you mean.

  2. The Exilus Slot is a wasted feature.
    It was created to adress the fact that many many mods, like magazine size, reload speed, are not worth to take up space for damage mods.
    Now, we thought, we would have the ability to change the feel of a weapon without losing mods that might be essential for the endgame.

    It didn't.

    Aside from Viligant Supplies (glorified ammo supply with some extra crit) only Flight Speed and Recoil mods do what they are supposed to do. In these cases the choice is pretty obvious. (Pre-polarity jsut doubles down on limited choice or increased cost for Forma)

    The following has to be added to the pool, to make the Exilus slot a meaninful addition to the weapons customisation:

    • Reload speed - Long reloads are pauses in action and many would love to
    • Magazine size - The brother of reload mods, more shots before the downtime of reloading
    • Punchthrough -  Situational Mod with great value against groups and cover, a potential saviour for many long kill time weapons

    Potential new mods

    • No-Scope for Snipers - Removes optics (zoom and related boni) from sniper rifles. A present for Grinlok fans and Simo Häyhä roleplayer.
    • Bouncing Launcher - Lets a launcher projectile bounce 1(optional: ranks for up to 3). Trickshots are back on the menu.
    • (more) Peculiar Mods - Cause why not

     

    Point being:
    LET IT BE FUN. LET IT BE REWARDING.
    (The mods cant even beat low stat Rivens. Whats 45% Reload on a Riven? Trash! There is nothing gamebreaking on this path.)

    • Like 9
  3. vor 1 Minute schrieb Kayll:

    I feel like this is a pretty distinct mod increasing fire rate massively for being precise while aiming.
    Hope they add more mods like it and Split Flights.
    Exilus slots are for mods that don't directly improve DPS output, its basically the only reason people will ever use such mods.

    As i said: Terrible implementation. The backlog of bandaid mods and systems will some day catch up to DE, and arguably it already happens.

    • Like 1
  4. vor 1 Minute schrieb Kayll:

    This mod is basically a fire rate mod, have you tested it?
    And its not even hard to activate said mod, you can run point blank to the enemy if you want, the grenade doesn't even have to be armed.
     

    That doesn't matter. I do not consider the Weapon Exilus Slot a thought out feature anyway. It is a dump for mods that even in a competitive game wouldn't raise a eye brow. If you go out of your way to make a specific mod for a mediocre weapon it should be implemented in a way that not basically puts a lid on the last somewhat optional slot.
    Flight Speed and Viligant Armament already provide damage increased damage to shotguns at range and crits.

    Its far worse than Rivens, and that without RNG, with is quite the accomplishment.

    I just want to make more distinct but usable builds dammit.

    • Like 1
  5. Im just amazed that it wasn't made a Exilus mod. The Tonkor is just about fine, and a Hunters Munition build is very much required for the late game content. With a single element combi, crit mods and basic damage mods we are 7 Mods in. Now that goes in and i guess the Exilus is for flight speed? The slot is such a waste for the work required.
    Imaging how broken weapons where if you could equip reload speed mods there. Unplayable.

  6. NO SCOPE MOD pls.

    Should make sniper rifles use the usual "over the shoulder zoom" of all other guns.

    utility mod (sniper exclusive[maybe Buzlok too])

    Could give a +40% reload bonus to make it a close quater weapon.

    Basically make it a WW1/2 style service rifle not a specialised sniper rifle.

    Right now only the Grinlok has that feel. And many love it for it.

  7. Grenades don't explode

    That the Tonkor has fallen deep, like you really must like the weapon and have great traking ability to not die by random grenade bouncing.

    Thats was not that bad, because the Tonkor would explode when touching a enemy.

    It doesn't anymore. The grenades just bounce of with literary no effect(no dmg, no status nothing) because the effect should be there detonation.

    I tested Fortuna, Starchart and Simulacrum, with and without Riven, the result did not change. (Selfdamage does work better than ever, so yay)

    All thats left is shooting it at their feet or into small spaces to hope it just stays there till it detonates automaticly. Headshots just send it useless into the air.

    This is now a crit weapon punishing you for headshots.

     

    I love the design of the weapon, the fact its a weapon that stays close to real weapons, that it is a gun with few but powerful shoots. Its up there with the Grinlok, the Tigris and the Karak but it feels more and more like a abusive relationship i should just leave behind.

     

     

    PS(Some oldies like the Acrid and Stug need some love. A acid-needle and a goo gun need those cool mechanics some of the new guns have, because as is, there trades are more drawbacks than anything else.)

  8. Grenades don't explode

    That the Tonkor has fallen deep, like you really must like the weapon and have great traking ability to not die by random grenade bouncing.

    Thats was not that bad, because the Tonkor would explode when touching a enemy.

    It doesn't anymore. The grenades just bounce of with literary no effect(no dmg, no status nothing) because the effect should be there detonation.

    I tested Fortuna, Starchart and Simulacrum, with and without Riven, the result did not change. (Selfdamage does, so yay)

    All thats left is shooting it at their feet or into small spaces to hope it just stays there till it detonates automaticly. Headshots just send it useless into the air.

    This is now a crit weapon punishing you for headshots.

     

    I love the design of the weapon, the fact its a weapon that stays close to real weapons, that it is a gun with few but powerful shoots. Its up there with the Grinlok, the Tigris and the Karak but it feels more and more like a abusive relationship i should just leave behind.

     

     

    PS(Some oldies like the Acrid and Stug need some love. A acid-needle and a goo gun need those cool mechanics some of the new guns have, because as is, there trades are more drawbacks than anything else.)

  9. When trading minerals for ostron standing i got 2-3 times stuck in the menu.

    I could only change the numbers of minerals to sell and use chat, leaving, scrolling or opening any menu, like options, profil, etc. didnt work.

    Only shutting the game from Desktop/Taskmanager worked.

    I had different loadouts and it happend in the span of a month, last time it happend on a not that populated node, in solo mode, just after finishing the new ghoulquest

  10. > The camera should be able to clip through the warframe and solid objects (Or just get much closer, especialy to the ground.)

    > More enemies at the same time would be nice.

    > Settings like alerted/unalerted and hostile/allied would be good for more control.

    > Stealth/Finisher-Kills dont seem to work

    > The option in the menu or a station to change warframes/weapons

     

    Aside from that it already really awesome what you can do.

    I got reallyattached to my grineer model during the photosession.

    Spoiler

    ixk9g7ig.jpg

     

  11. Three times, THREE TIMES this day i got this bug. 2x Uranus and 1x T3 Exterminate.

    All you can do: leave and fail the mission and loose all of you stuff. And you will always find rare things in these missions.

     

    I think there is an eseay way to fix it. We need a 90% Extraction. You keep all pick ups, even get the tower reward, but dont get the mission credits or only 50%.

     

    We already have a very simlare mechanic in Spy 2.0. Only get 2 datapacks will let you finish the mission, but with less reward.

     

    it s not a new idea

  12. Ich spiel schon seit einer Weile und bin dabei auf einige Ideen für neue Waffen gekommen

     

    1. Ein einklappbarer Schild, ähnlich wie beim Glaive. Mit Blocken könnte man auch Kugeln abwehren und mit dem      

        aufgeladenen Angriff könnte man Gegner umwerfen, wie Grineer-Schildträger

     

    2. Impovisierte Waffen, zum Beispiel  eine Railgun, die aussieht als wäre sie aus einem MOA-Kopf gebaut e.t.c

     

    3. Ein Pump-gun, die Slug- oder Explosivmunition verschießt und Gegner betäubt oder umwirft

     

    4. Ein Raketenwerfer im Orokin-design der Eis-schaden verursacht, eine Namensvorschlag wäre z.B. Blizzard

     

    5. Eine Steinschleuder als Sekundärwaffe, die Eisenkugeln verschießt, als Stealth-Waffe mit Einschlagsschaden gegen

        Corpus

     

    6. Vielleicht ein optionales Bajonett für einige Waffen

     

     

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