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m0b1us1

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Posts posted by m0b1us1

  1. 6 hours ago, 000l000 said:

    So you can't read. Or you can only understand what you want to, so please stop commenting me you'll save me time.

    No quite the contrary. It seems you are trying to double back to avoid your own words and admit it was rather silly to say that kind of damage was only possible with a riven. I never said I disagreed with you about the riven, I simply asked you at what point does the riven outperform a normal, 0 forma build? Then I noted that whatever level that would occur, the gross majority of people would never see it. All that was to put into question and stress test the value of your own statement that without a riven, it would NEVER perform as well. So that implies you thought that it was impossible to see the same level of performance, to which I provided a video of someone without a riven taking down a higher level enemy.

    You should spend some more time thinking things through before speaking. So... at what point does that weapon with a riven like that outperform a no riven build?

    • Like 5
  2. 7 hours ago, TylerFreeman said:

    I'd still like it to have some form of consistency in terms of making builds for it.

    Even if I have to use excal to fully utilize the stealth-crits

    Although, after watching the video, it's still looks like its capable of critting on shots. I'm somewhat confused but capping heads enables crits? I dunno, I'd probably need to do more testing to try and get those criticals

    What do you mean by consistency? The build itself is consistent. It is a fairly normal build for a status weapon. The video proves it is possible to see absurd damage. 

    I believe the yellow numbers in this case are due to him using channeled shots, getting bonus damage from headshots  or applying a status. 

    You really don't need crits. Tigris prime has some crit, but no one builds it for crit because how status shot guns work. Same thing for redeemer p, status will vastly outperform crit. After seeing that vid, do you really think it needs more? 

  3. 3 hours ago, 000l000 said:

    No offense but i never said this weapon was bad without a riven or anything, pretty much the opposite in fact - hence my comment about the weapon not dealing critical damages. It's way better with a riven though, just like most status shotguns especially since it also has high disposition.

    "Without that riven, you will never kill anything nowhere as easily"

    You pretty much said this weapon was bad without a riven. And you can't reach 170 in the simulacrum yet. So... at what point does the riven outweigh just a normal build? 

    The problem is "theory" vs "practice". If I had a weapon that could one shot level 300s, but I never reached that level, then what's the point? If a normal build will let you one shot whatever you play against, then what value is a riven? You can't get any better than one shotting an enemy. 

    You also wanted the charged shot to critical hit... this thing, without a riven, can already one shot level 160 corrupted. You want it to crit on top of that? There is no reason for that.

  4. 20 hours ago, 000l000 said:

    Not much relevant sadly, without that riven you'll never kill anything nowhere as easily. Huge status buff makes every pellet proc and 230% damage make this procs deal huge damages. Without that riven nothing will proc, and if it does it'll deal way less damages.

    Plus the riven argument is pointless, we all know that rivens already make a lot of weapons overpowered.

    Only two things matter here, make the charged shot critical hit and rework how pellets work in the game. The 100% status mechanics is dated and quite broken in my opinion.

    Start around 7:10 mark. The thing is a monster even without a riven. 

    Want more proof? Check this out against level 160 corrupted.

    Doesn't need a riven to be good. It just needs a good build. That youtuber with the riven isn't known for having the best builds. Annoying, distant observer, and brozime  (for the most part) have solid builds all the time. 

    • Like 1
  5. On 2018-12-20 at 12:08 AM, -KK-Rossy said:

    Okay so just tested the power strength factor can confirm that was my mistake, however the Stats are exactly the same, I can live with that, but it would've been nice to see maybe a small buff to them, to set them apart from the normal ones a bit better.

    They are abilities. Abilities don't get buffs from their base varients. Only thing that changes in primed warframes are looks and base stats. 

  6. It can hit 100% status chance. Which on a shot gun is typically amazingly strong if it gets it before multishot. 

    I once met a mr 24 guy who thought slash was only good on critical weapons (I blame hunters munitions and a few YouTubers who don't understand math for ruining how people think of status) when usually its the status chance shotguns that rule. Kohm, strun wraith, and how can anyone forget the monster that is Tigris p? Imagine if they gave the Tigris p the crit stats of a vaykor hek. 

  7. 41 minutes ago, sam686 said:

    More problem: While using Archgun heavy weapon, cannot put away while in air. "item cannot be used". Stuck on Archgun heavy weapon while jumping in air or when pushed by enemy making my Warframe character go into air. I am trying to put away Archgun heavy weapon and go back to regular weapon.

    I manage to be able to use Steam's controller support to map a game controller into a keyboard button for gear hotkey, but this "item cannot be used" won't put away Archgun heavy weapon is very annoying.

    That's a game mechanic. Lots of abilities are also unable to be used in the air. 

    Get away or clear away the enemies. I never had a problem with it and I'm under the orb the vast majority of the time.

  8. 41 minutes ago, MasterBurik said:

    "A lot more" is pure speculation. But, to help reduce the number of potential complaints:

     

     

    The issue isn't so much about pulling the Archgun out to use, but rather the current mechanics of putting it away to use something else.

    Obligatory "you don't know me" comment for that last bit. Cliche, but still applicable.

    After you play this game enough that becomes a lot more than speculation. So make the put away the same as a melee weapon. 

    Putting it away is the same as equipping it. Also you can forcibly put it away if you go into archwing which is a bit ironic. If equipping it isn't a problem, neither is putting it away.

  9. 5 minutes ago, MasterBurik said:

    Controllers have a limited number of buttons. Having alternative swap methods would help alleviate this issue.

    They could also rearrange their gear wheel if they use it that much. Set it to the first position so they don't have to scroll through the wheel and they can quickly use it. 

    It's not that quick and readily available to be used frequently. There would be a lot more people complaining that they had to wait 5m because they accidently switched to another weapon. 

    Why not explore and test current options before suggesting a change?

  10. 1 hour ago, CritFumble said:

    whatever the reason im just super glad its changed 🙂 they seemed fairly final about the naming in devstream 120 as they listed off the abilities one at a time and gave them their own space, if they were obviously placeholder i probably wouldn't have made this thread.

    thanks for talking guys i get there's mixed opinions about this but i think we can all be happy with the change whatever the reason because serene storm is a way cooler name anyway. 

     

    You still are just being hyper sensitive. Like I said before, there is absolutely no reason to stir up conflict when there is no value in it. If you refuse to see a word any other way than what you think, then you are the problem. Not the word. Think of it like this. I now believe the world "fumble" is bad because it was once used to describe how a friend of mine moved after he lost his leg in combat. Now everything that uses the word "fumble" must be changed. My friend isn't bothered by the word, but it should still be changed. So when will you change your name?

    See how narrow minded that is? See how I could take nearly every word with any kind of negative meaning and refuse to see it any other way then demand it be changed? I refuse to believe the majority of people have egg shell skulls.

    If you watched the stream, DE did infact say the passive and ability names were place holders. 

    All of you need to grow some skin and not get worked up over your own opinions and trivial words. 

     

  11. 15 hours ago, DavidCurser said:

    Okay i managed to do that. Not THAT, but something like that. Zenistar despawns on death, so that didnt work out.
    i can see it now, but in order to work, theres a lot of things that need to go just right. there needs to be damage AFTER your death. which, when youre solo, just isnt there. and the mobs need to be in sand already, so the dmg translates.

    I get it. its a thing. its not a great thing though,

    It helps out a lot when you go down and if your teammates know how your passive works. Lots of frames have far worse passives for solo play (trinity, oberon, etc). If you are going solo and getting to that point where death is a real possibility, then you will start making sure your 4 is already hitting enemies. That way when you get to the point where the damage simply starts outweighing any regen you have, if you do go down then you will have the means to self revive.

    It's tricky to get used to I will admit. The vast majority of people will never take inaros to that point, even then if they plan on going 2h+ then they will most likely be using arcane trickery, energize, CL, and just pocket sand everything while staying invis. But if you don't like pocket sand only and want to mess around at longer missions, then this mechanic is amazing if used properly.

    It comes down to what you use inaros as. A frame to mess around against sub level 100 enemies? Yeah it's not really useful if you have a fully built inaros with arcanes. 

  12. 17 hours ago, DavidCurser said:

    This is not about Inaros Playstyle. Its about a wasted ability. Sure he can just "not die", but having a (not really) passive triggered on death, that then doesnt do anything, is just sad. there could have been a lot better passives to add to Inaros playstyle.

     

    ive tested in the simulacrum. ive put 4 on mobs and waited to die. it was still on them when i was dead but my counter bar didnt move at all.
    I will look into this youtube. thanks for the info.

    I did play Inaros a lot, but there isnt a lot of info about him or his spells in the game. and anything that isnt in the game, is of little concern to me, like guides, Wiki or youtubers.

    It is probably something to do with your graphics setting. And there is far more reliable ways to test it. Try the following.

    Spawn in some enemies like bombards, at least level 50 so they don't accidently die. Set them to pause so they don't roam. Take an unmodded Inaros and a self damage weapon (I suggest something like despair with the explosive mod on it) and wittle down your HP to almost dead. Make sure you are close to the enemies and use a weapon with consistent damage like a gas torid or a zenistar disk. Then put yourself down. Depending on the enemy level and the damage being dealt, your revive bar will increase. A torid will build it slowly. A zenistar will do a lot better. 

    You can also try this with a friend. Same set up, but instead have your friend do the damage once you go down. Your friend can use just a melee weapon, or frames like saryn/frost. The more damage they deal, the faster you revive.

    I get where you are coming from, but this is fairly easy to notice even in solo play if you play inaros a lot. At least for me it was. I realized it a while ago in a radiation hazard sortie. I got downed in a rad cloud (friend of mine shot me with a vaykor hek) and was quickly revived as nearby enemies took damage from the cloud.

  13. 15 hours ago, DavidCurser said:

    Okay i did a few tests and I can see no evidence to support that statement. If theres damage on mobs, his 4 or other damage, doesnt visually or effectively benefit his passive counter. If you want to hold on to that statement you need to deliver some proof.

     

    as far as im concerned, Inaros passive is useless. A passive that triggers on death, on the most tanky and self heal loaded frame, feels like mockery. Might as well give him Double Amount of Overshield.

    Then your test are flawed. Without even telling us how you conducted your "test" then you can't make such a claim. I have played for over 2k hours, about 50% of the time as inaros, and I have proven this exact mechanic many many times. 

    Since you lack experience (at least with inaros), then I suggest looking at bozimes YouTube channel. A while back he showed a bit more about inaros along with examples of how his passive truly works. This really isn't up for debate, this is a well known mechanic of inaros if you play him a lot.

    As far as I'm concerend, you lack the experience to make such a judgement. I have had many experiences when I go down (usually when I jump into a radiation sortie with my friends and the arca plasmor my face) and then am instantly revived because they proceed to damage enemies near me. You haven't faced significant damage yet if you think it's useless. 

     

  14. Doesn't need a buff and it does a lot more than just that.

    The other part to it is restoring 25% HP whenever you get a finisher kill.

    Also you don't quite get how the revive works. Though 99% of players also seem to not understand it.

    When you go down, you mark all enemies within a 14m radius with sand. Whenever these enemies take damage, it counts towards your revive. This damage can come from ANY source. The laser at higher levels isn't made to deal considerable damage, it's designed to mark enemies and pull them in. 

    You can also eat your allies and their companions.

    Play Inaros more and eventually you will learn to shoot a blast of your 4 before you go down to make a self revive far far more reliable.

  15. 15 hours ago, CritFumble said:

    i obviously know warframes arn't people theyre a pile of metal and bio goo that doesn't exist and is in a video-game 

    but people are people, real people 

    and Baruuk has been explicitly created to invoke the aesthetics and visuals of specific african tribes. The devs have said so publicly and it is obviously a great source of inspiration and celebration in the design.

    so why go against all that by using such a charged word as Savagery for his ultimate ability? it just doesnt fit and goes against the design ethos they had in mind for the frame in my eyes.

    Not really. You drew that conclusion based on his looks. 

    He is more of a "warrior monk" warframe than African tribesman. He is designed to be a warframe that is more defensive and supportive, then when the time is right strike hard and strike fast. 

    This is more akin to warrior monks who would strive to resolve conflict in a peaceful manner, but would not shy away from a fight. They also wore robes by the way.

    I think you are just being too sensitive. Yeah, savage was used in a negative context. But it is purely based on you if you only see it in that light. You are conflicting the noun "savage" with the verb and adjective which is more like something being primal, fierce, a force of nature, unrelenting. The winds of a hurricane, forest fires, wild animal attacks, all can be described as savage. 

    Why try to stir up conflict when there is none or no reason for it?

  16. DE still is sore about trials being a vastly harder challenge than eidolons and still thinks ESO and arbitrations are challenging and unique enough to be called "end game". So I doubt we will hear anymore of them. Just more modes that are nothing but a gear check.

    I just hope I am outright proven wrong and orbs will prove to be a real challenge. More so than eidolons which are just a glorified gear check. 

  17. 19 hours ago, taiiat said:

    which is still a trifle compared to the EHP you ALREADY have.

    and losing one of your Tools to get it is a rather bad proposition.

    And? That is how ehp works. The more you have, the less of an impact adding more gives. If you only have 2k ehp to start with, then adding 1k is a huge improvement. 375 with 95% DR is just under 8k. Thats at least a 13% increase in ehp and can free up a slot where an hp mod would go for something else to make your abilities better. I'm fairly certain chroma cant get that ehp without using health or armor mods and he only has 2 abilities that are worth using. 1k ehp is still a lot better than what other frames get for a passive. It also let's you have more build flexibility since it does make your tankier on top of everything else it does. Or do you think that passive in general should be as strong as abilities  and double ehp? 

    Or would you rather have rhinos passive? Or maybe nova's? 

    Let's be honest here, there are a ton of other passives far far worse than mesa's.

  18. 1 hour ago, taiiat said:

    right, on like uh idk Ash or Nezha i guess you could do that, as they each have something that could be classified as a Melee Weapon some way.
    none of the Warframes that have any sort of Gun as a part of their theme seems to make sense as any that do already have a dedicated Ability to it, heh.

    it's still just a flat 50 - if Mods scaled with it it then it'd make a big difference but just a flat 50? meh. would prefer +15% total Health or something atleast.
    i'm not losing one of my tools for just 50 Health but it's an option, i guess.

    With 95% DR though, that 50hp is worth more around 1k ehp (before any armor or other mods are accounted for). 

  19. 3 hours ago, moostar95 said:

    There are people that have no real idea on how to play him or just find him "boring". I'll laugh off those people that think he is useless because "HeRp DeRp NoT Op LiKe SArYn." When i hear people talk about inaros being weak. I think they just have an awful build. But what can i say, i main him so i may be biased. 🙂

     

    OP: inaros 4 is fine the way it is. His 3 and two really needs some dmg buffs.

    Damage buff? Naw. Clarity, utility, and qol buffs. I have told you this before in many other threads lol.

    Clarity because only people who play inaros can easily see the difference in targets affected by 2 as opposed to 4 and that the affected target is "edible". Utility because his 3 really shouldn't just be used to make sand soldiers. 

    If I was to change anything, make sandstorm a duration based ability that blocks enemy vision, heals in an aoe if an enemy affected by 2 is inside it, and/or spreads your 4 scarab if an any enemies inside it are affected. 

    But before anything, he needs clarity on his abilities. 95% of players don't know all what his abilities do.

  20. 5 minutes ago, (PS4)Equinox21697 said:

     

    Maybe my number is off (I only being him out for Hijack) but I'm using all three Umbral mods plus vigor and Gladiator resolve iirc

    8635, but that is without the hp aura mod. My build is the 3 umbras, all max rank, steel charge for capacity, max p vigor, gladiator resolve, gladiator aegis, negation swarm, and adaptation of various ranks. Mobilize if I use a rank 2 or lower.

    I use inaros the gross majority of the time in any and all missions. 

  21. 1 hour ago, (PS4)Equinox21697 said:

    Inaros can reach 11k hp with a Umbral build iirc, and over that he can regenerate all that in seconds with just one ability. His 4 also has a augment that lets him become status immune, so giving him a further armour buff might be a bit overkill

    No... 8635. I have 2 inaros, one with max hp and crazy high armor plus a r0 adaptation.

     

    @OP yeah... that is completely unnecessary... with 95% damage reduction, inaros with even 5k hp would have an ehp of 100k before armor or mods like adaptation are included.

    I know the thread you are talking about and it was rather idiotic to be blunt. In that thread some noob thought inaros sucked end game which couldn't be farther from the facts. Inaros has no trouble late game until the enemy can start one shotting any frame that doesn't have a death gate. If you want to go that far into late game, run arcane trickery and energize, then just spam pocket sand and CL. 

     

    I don't know where all these people that think inaros is weak came from... But I have no interest in seeing my best frame become so balantantly OP that it brings all the meta slaves to him.

  22. For this game, fun >>> realistic. 

    Final harbinger is an amazing stance that keeps you highly mobile. 

    If you can't handle a stance with high mobility, the answer is not to attack the stance. It's to work around it. Use your quick melee with final harbinger and you will get a basic weapon swing and shield swing.

    Also people might take you seriously if you weren't so over the top and dramatic. 

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