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RedToothKaki

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Posts posted by RedToothKaki

  1. On 2020-03-24 at 1:58 PM, ATF_Dark3n_8CZ9 said:

    ever time some  idi###   "youtube"  spam too much videos and 90%  games are insta nerfed or changed.. .  hate this, i using lockdown normaly  for solo arbit....  rly sadly  from this game. ...  DE waiting for players what spend potencionaly real money and all thief. ..  total no motivation buy platinum

    I couldn't understand a single thing you typed. But ok. 

     

    all I know is that I spent hundreds of dollars across the years on warframe. and now that everything is getting nerfed to the point where you really can't play the game anymore -- I kinda wanna look into a charge back and be done with it.

    can't teralyst hunt as efficiently anymore. the only warframes that have decent buffs now for solo teralyst hunting is Octavia and rhino, in which case they both suck and Octavia is stupid tedious to use compared to chroma or mirage. chroma, you now gotta wait for fkin ever to get a buff and now that you can't deal self damage -- you also CAN'T get a damage buff as mirage.

    there's STILL no return of law of retribution.

    Orb mother hunting isn't even challenging, its just annoying and boring.

    outside of that, kuva liches or arbitrations -- in which case why bother if you already have everything and don't really need anything. 

    game has gotten boring and everything is getting nerfed with no real motivation to keep playing. I didn't even bother to reinstall for this scarlet spear stuff so obviously im excluding that. but it also doesn't tempt me to.

    too many nerfs for me to tolerate. and I've tolerated a lot of nerfs over my time.

    • Like 1
  2. On 2020-03-01 at 1:41 AM, Hakuro81 said:

    You really should do something more to Kuva Liches.

     

    The main problem is to find random teams doing Liches. And it's getting worse the more time passes, because the initial hype is already gone so lesser people are hunting their liches or even bother getting a larva.

     

    So how do you take a step to get people together a lot easier than it is now?

    There are sooooo many possible missions to where the lich can appear and you cannot see if groups are already doing them... mostly they are in the standard missions or something else.

    So give us a better view on the missions in with type of mission groups are active and open!

     

    You can even make it easier for Tennos to find each other by reducing the Lich missions to only 1 or 2 nodes for each planet and let them change each 5-15 minutes. Either the missione can be replayed some time before they change to other nodes or they just disappear after done and Tenno get new mission after the set timer.

    So Tenno have less choice to do missions on planets, but get new ones after the timer does its work and you don't need to save the nodes for each tenno in the background.

     

     

    You could even advance this kind of method by having the lich on the some planets for each tenno, but change the planets each day so the lich is moving around. Depending on the level of the lich you can limit this up to 5 different planets which count for each Tenno.

    You see where this leads? The chance to find random groups with a limitation of 5 planets each with 2 missions is much higher than having Tenno spread across nearly all nodes!

    1.) its easier to solo lich missions. if you cannot solo lich missions then you are not yet at the skill level required to do them (i.e. skill level as in maxed out mods, frame/weapon builds. not as in being able to 360 no scope a bombard from 300m away and get consistent headshots.)

    2.) its not hard to find parties for missions. theres recruit chat. but in reference to number 1, you shouldn't need to if you have the skill level. lich missions are stupidly easy, most people -- atleast myself-- don't take the time to even bother looking for parties for these missions. I just simply solo them as they are more enjoyable for me PERSONALLY.

    3.) you can already see what type of missions and if there are currently any open squads for those missions by hovering your mouse over the mission node.

    4.) liches are already restricted to a random planet. typically they only stretch out to other planets whenever you fail to kill them -- which you WILL fail to kill them until you have all 3 murmur words unlock or unless you get lucky. the more fails the higher level your lich gets (it maxes out at lv 5) and the more planets it will get ahold of. also I will note that, the more murmur dudes (as I call them) that you kill the more aggrevated your lich gets. when your lich is ticked off, that's when it will start spawning out -- doesn't matter what mission you're in as long as that mission is a lich mission, it will spawn out when its ticked off.

    5.) as for changing planets each DAY for liches -- this is again a pointless statement, not only due to point 4 mentioned above, but also because it doesn't even take longer than 3 hours at least amount of efficiency to kill a lich. me personally, as a solo player who typically don't care much for anything and is really lazy in the game -- my last lich took my 2 hours and 46 mins to cap and legitametly got all 3 words due to being unlucky. the thing about the lich system is that its reaaaal slow at first. but literally after you get the first word, it goes by fast. and that's a good thing too.

    6.) and for this final point in reference to your final sentence, refer to point 1. think of it this way, if people don't really see a point to do the missions in groups outside of hanging with their friends -- than why bother? you can't force jake from statefarm to play in a random group that will take 5 minutes to clear a mission, when he can solo it and it will take 1 minute to do the same thing at the same amount of efficiency.

  3. I don't think anyone has mentioned this yet, but if everyone gets shield gating (like oprah out here) then what will make hildryn unique?

    Suuuuuure you can increase the invulnerability duration on hildryn's self and 3rd ability shield gating but that wouldn't really make her worthe choosing anymore since all you really need is a second to get ya shiz together.

    I suggest, for hildryn, a portion of shields are replenished upon shield gate activation, for her passive and for allies linked to her via 3rd ability ontop of an increase of invulnerability duration during the shield gate phase.

  4. 13 hours ago, AzureTerra said:

    Pretty much, more so as its in the heaving morass that is general discussion and not anywhere useful like Feedback

    this isn't a feedback kind of post -- its a discussion discussing my little head cannon to make balefire better. 

    To put it in feedback would mean that this idea is something that would NEED to be done -- in which case it would be even further ignored, not only by the community but by the developers, let's be honest.

    To sum this post up, its more or less simply a chat about an idea I had. Also, I treat the feedback threads as bug report threads. If anything I would rather post a topic about how balefire keeps launching Clem's brothers into orbit rather than this idea there lol

  5. but if the projectile is retained to its current form or slightly morphed into a type of arrow shaped object (at current it is literally a little ball with particle effects), that's less work almost. But then after that, the projectile should logically have its projectile flight speed increased by maaabye 15-20% of what it is currently, and the explosion radius halfed -- thus giving hildryn's balefire that anti-material sniper rifle kinda feeling. And this is all combined with the crit chance/crit damage buff as well as the punch through addition explained above.

     

    There is one other issue, shield drain. Idk, I feel like shield drain should -- ironically enough-- increase over time as you are charging up the meters. maybe capping out at an addition 2-3 shield points per second charging it up.

  6. Now that I think about it, if balefire looses its explosive capabilities -- then there should be no screen shake what-so-ever when charging balefire lol. It also turns this augment idea into sort of a precision, high damaging kinda thing for hildryn in which case she can't even aim while using her 4th. so that's another issue. also while outside her 4th the zoom level ain't all that great -- granted that can be fixed with mods but still. so -- eh, at the end of the day this is a drawing board kinda thing

  7. 4 minutes ago, (PS4)sweatshawp said:

    Actually not to bad of an idea but in terms of.power its broken. I think de is trying to stray away from op op op things if tweaked to be more in line I think I'd be fun though 

    the way I can balance this idea further is when it comes to the 3.0 punch through and the crit chance buff.

    drop the punch through down to maybe something odd numbered like 1.2

    and the crit chance at max capped will bring balefires crit chance from 5% to like 45 or 50%.

    In terms of the "giant laser" -- its purely just visuals. its not like a beam of arca plasmor kinda shots or nothin lol. Just get tired of seeing the same projectile being fired over and over and over sometimes. 

    OH, I did forget to mention this in the original post -- with the first idea, Balefire will loose its explosive capabilities.

  8. -No cult members allowed-

    Let's be honest, me posting this is at best -- pointless. And if it's not already apparent, yes I know this post will be ignored and forgotten. We all want to fix the game but the developing side of this -- what-- almost 10 year old "beta" is in the hands of maybe 10 individuals. So-- with that out of the way, this is a post of everything I THINK could be done to make balefire better. That, and I felt really motivated to post this topic.

     

    Now, If you know me -- which none of you don't obviously -- I like hildryn. But I hate hildryn as well. I like her because of her kit, but I hate her because she can't actually fly -- instead she's restricted to a 11m height limit, which ain't very high. I hate her because her 4th ability feels half finished. I hate her because the rest of her skills drain too much of the resource that she needs to survive. But I like her because she's actually a team player kinda frame. So, with the addition of her first , and probably will end up being the only one that's useful, augment for balefire, it gave hildryn a chance to replenish her shields while her 4th is activated -- which she very much needed considering most people in warframe are doing advanced level content. But, what about balefire itself? Well, it still does decent damage against anything without armor sooooo there's that. However, it isn't at the least bit rewarding to use even with her new augment -- ofcourse, by the ability itself and not complimented by her 4th.

    Sweet and simple....ish:

    -How about a weapon augment for balefire that you get from Cephalon Suda? Instead of something typical like decrease in charge rate -- how about charge meters? Something unique. BUT WAIT!! THERE'S MOOOOOORE! So, anyone who has used hildryn, knows there's that liiiiittle charge circle that indicates when it is fully charged. When this mod is installed, and the circle is full -- instead of stopping, it continues with a new line in a different color (like red...or green... or something). And when that circle is full, it goes to a different color with a new line. There should be numbers above this circle to indicate the charges -- BUT!! how many you can charge is fully dependant on hildryn's power strength (Off the top of my head, every 30-45% power strength will grant you the ability to charge a new "meter".). Once you release your mouse button to shoot, instead of this fast projectile being fired, it is a giant laser that has 3.0 punch through and has a crit chance bonus of 50% (at 100% power strength -- ideally at maximum 95% capping at 200% power strength.) These bonuses are flat, meaning it doesn't bring balefires crit chance from 5% to like -- 7%. instead it brings balefires crit chance from 5% to 100% (100% at the 95% bonus cap I mentioned ^.). Imma be honest, I got this idea from using the laser musket from fallout 4, so that's what I imagine when coming up with this one -- Speaking of which, maybe the crit bonus can go off of how many charges you have, which is dependant on your power strength? Also, obviously if its a crit chance buff -- there needs to be a crit damage buff as well lol.

    - Another Idea I had revolves around hildryn's 4th ability. Imma make this short and sweet since my fingers are tired -- an augment where, when hildryn is hovering in her 4th ability, her 1st ability becomes what is most literally, a dual wielded angstrum. Now, the angstrum is the corpus version of the kulstar -- a sidearm capable of shooting minature rockets. The difference between the angstrum and the kulstar? the kulstar acts like the zarr, in which when the main projectiles explode, they shoot out tiny projectiles that also explode. The angstrum's rockets don't do that, they just go boom. So-- why give hildryn two angstrums? So she can carpet bomb enemies with that bare useless 11m flight limit of hers, that's why.

     

     

     

     

     

     

     

     

     

     

     

     

    That is all class. 

     

  9. Yes, the title is exactly what the bug is.

    I just killed my first kuva lich (mostly because I hate the system, it isn't kingpin.) aaaaaand went to equip the weapon aaaaand if I could insert a pic here (because I'm deff not gonna go through the trouble of downloading programs just to link it. nope, too lazy.) of what i'm seeing I would. 

    I'm playing as hildryn (mostly because she's a strictly better ember.) aand I go to equip the kuva archgun, and when I do hildryn's signature archgun pops between her legs like in that dev stream where Rebecca showed that bug with the same archgun.

    [EDIT: Image posted in the unofficial warframe discord server]

  10. 21 minutes ago, (PS4)TertulSee said:

    As everyone said before. You can manually block. It wouldn’t be in the game anymore if this was the case.

     

    1 hour ago, RedToothKaki said:

     

     

     

     

    I should note that I rarely play this game and i'm on day 751. I know my melee. All of you saying to hold F.... you have no idea that is the most obvious thing to do -- I actually don't know any other way to switch to melee with this rework. I'm almost certain that is the ONLY way, outside of doing a slide attack -- which, funny how they finally brought back the acolyte mod event, when the acolyte mods are absolute dog shyt. except argon scope though, they didn't touch that atleast -- anyways holding your right mouse button draws your primary and aims with it. I don't know what people are talking about with manual blocking, because you don't manually block -- you aim with your primary.

    And to re-confirm -- yes this is when you are switched into melee -facepalm-.

     

  11. 15 minutes ago, Xyngrr said:

    @Shelneroth Rightmouse on PC is by default Aim Down Scope when using a weapon. If you're slow, that's what it will do, but if you are still in the middle of the melee swing it will put you into block stance if you keep it held.

     

    just to touch on that -- the "block stance" he's referring to, is the combo you do (if your stance mod has it) while holding down the RMB. Not all stances have this combo (i.e. that one really really bad whip stance mod.... well they both are bad, but one of them actually have a block combo atleast.)

    EDIT: Coiling viper is the stance

  12. 9 hours ago, (NSW)Quarky said:

    But you can block... "properly" switch to melee (hold to switch) and use the aim button. Quick melee "doesn't switch" and for all intents and purposes the game still thinks you have whatever weapon equipped, 99% sure even the reload while holstered mods don't work if you are using quick attack to switch to melee.

    That said, I'm always pro-electric-y aura-looking things!

    Edit: also this should probably be moved to feedback, no?

     

    9 hours ago, o0Despair0o said:

    Wrong.

     

    You can switch to your melee permanently by HOLDING F, this will allow you to block manually.

     

    9 hours ago, RobRalneR said:

    Uh... you can block manually if you fully equip your melee by holding down the weapon switch button.

     

    9 hours ago, (XB1)Cash201293 said:

    Umm. You can block thou. Just switch to melee how it was before. Lol

     

    8 hours ago, elmetnuter said:

    In quick melee, default mode, you block instinctively, in F mode (full melee mode), you block manually. That's one of the perk to the melee rework. You have the choice.

    I should note that I rarely play this game and i'm on day 751. I know my melee. All of you saying to hold F.... you have no idea that is the most obvious thing to do -- I actually don't know any other way to switch to melee with this rework. I'm almost certain that is the ONLY way, outside of doing a slide attack -- which, funny how they finally brought back the acolyte mod event, when the acolyte mods are absolute dog shyt. except argon scope though, they didn't touch that atleast -- anyways holding your right mouse button draws your primary and aims with it. I don't know what people are talking about with manual blocking, because you don't manually block -- you aim with your primary.

    And to re-confirm -- yes this is when you are switched into melee -facepalm-.

  13. Quick and Simple -- Electromagnetic shielding for the ack & brunt. It is still as it was before the melee rework, meaning it only works while blocking. Issue is, you can't block anymore. Blocking attacks is automatic. Meaning, this mod is useless because you DON'T block anymore. 

    3 fixes that I thought of:

    1. Allow sword and shields to block by holding the right mouse button again.

    2. With this mod on the ack & brunt, it is always activated and not tethered to whether or not if you're blocking. By doing this, it should also only be activated if the wielder has shields or health or energy and draining either one of those stats by 1.5 per second, per ally within its radius (max rank is 12m).

    3. Have an activation button tethered to the middle mouse button, replacing the weapon's heavy attack.

    SUGGESTIONS:

    1. Design new visuals for the mod. A glowing electric themed aura (essentially a separate ephemera or w/e its called) around the warframe.

    2. while the mod is equipped on the weapon, a grineer themed attachment on the front of the shield should be displayed as well.

    3. Like in the above statement, the mod simply does not work as is. With that said I REMEMBER there being lines connecting the wielder to nearby allys, similar to trinity's link ability. That needs to be replaced or redone. I suggest having drones spawn from the wielder's shield to nearby allies within the mod's radius (max rank is 12m.) to justify them being protected by the wielder with some form of logic. Drones are grineer themed.

    Final Comments:

    Obviously all of these marks are to be grineer themed. The mod is for a grineer weapon. That is all.

    • Like 1
  14. TBH, my truest thoughts on this update now that its finally out....

    the nerf to maiming strike, blood rush, and weeping wounds is honestly fking bs.

    30 slide attacks, still can't red crit on 145 bombards. same build. nope they're not dead. 

    pre - update? 2 slide attacks to red crit. 5 slide attacks in total to kill level 145 bombards.

    revert the nerfs to these mods. no one is happy about this and i'm sure as shet i'm not the only one who just completely stopped using melee all together after finding this out.

    The new melee system also fked gun blades. I've been a mesa main for years, so guess what's in my "normal everyday" loadout? Mesa prime and redeemer prime. so, yeah. gun blades are currently fked if the only stance you have is high noon. And the added visual effects on the Danaus sword and shield skin is absolutely obnoxious. I'm trying my hardest to not be at all negative but Lord behold my eyes are bleeding from looking at it. Just please for the love of fk, stop ruining melee. It's the last thing this game has that makes it relevant for some of us veterans WHO ARE STILL WAITING ON L.O.R to return

     

    The New Lich system is overly tedious. As all things tenno, it is either poorly explained or not explained at all in game. Good outline but it needs touching up. Preferably an actual tutorial where you play through your first lich assassination once the player first unlocks the kuva fortress (obviously). Or atleast once the player unlocks a random node in the kuva fortress. And obviously if you've already cleared the star chart at current, you just have the option to go and do that tutorial.

    A new relic system is a great idea! however, having to farm relics that contains the mods you need to EVEN CHALLENGE YOUR LICH TO BEGIN WITH is a dumb idea. It makes the system feel not worth the time to play. Considering that this update is probably the first in a while that had actual content, but instead it just looks like a giant pay wall to get around all of the idiotic and non time worthy bs. To be more specific, for some God !@#$ reason you need special AND certain mods on your assassin's creed blade to EVEN CHALLENGE the lich to begin with. These special and certain mods are in the new kuva relics, which you gotta farm from siphons and what not you no life having kuva farmer boys would know. THEN, you gotta go to a void fissure mission in the kuva fortress, with said relic, to try and get one of the mods -- bear in mind there's only 2 of the mods in each relic. And if you've ever farmed relics before, prepare your rear end, cuz papa tenno ain't giving reach arounds today.

    Even I shouldn't have to tell you, how dumb of an idea this is.

    "Hey, let's take a farming system that is already tedious, boring, and wastes hundreds of our customer's hours and let's make it even more tedious, more boring, and an even more time waster. "

    "Or, we could just let them fight the liches without these "special" -- useless -- and "certain" -- useless-- mods. I mean, aren't the liches suppose to be immortal anyways? Isn't that what we've been advertising for the past year and a half?"

    "Jeff, you're fired."

    Embers changes are decent. Which for me, besides hydroid's and zephyr's reworks, this is the first rework that I have absolutely no complaints about. 

    Almost.

    Embers fourth ability is nice. high damaging. but its garbage.

    Instead of automatically targeting all enemies around ember within a reasonable radius, you have to manually aim at an enemy and it will target all enemies in that area (maybe 10-15m radius targeting. Which, if ya brain is smart -- that's small af). I mean, I see you renamed it to Inferno but still jesus Christ atleast make it to where it still lives up to the legacy of "World on Fire". Pre nerf btw. not the previous dog $h%t ember where Rebecca tried to pretend it was good in MOT. Who remembers her bailing the mission before TWO mfkin minutes. And then tried to say it was a good rework. ON LIVE STREAM. If I let my wife lie to me with that straight of a face all the time -- i'm not even married.

    Also, with ember's new 2nd -- she lost her CC. Ya know, that 5 second blinded animation enemies played when you used to use it to make them more vulnerable to fire damage? Yeah, that. Not a big deal when her 3 NOW always knocks down enemies.

    Oh and her 2nd ability works just like her previous god awful world on fire. It will slowly drain her energy and then out of the pale blue fekkin sky, yer tank's gone dry. And the worst part about it, she doesn't even fkin explodes like a nuke or anything while sacrificing all of her energy or whatever when her little fire gauge is full. it just stops at fking 90% each time. So, uhhh incomplete rework(s)? Tbh, I was expecting a smaller version of the Orb Mother death explosion effects considering we've gone all month with no update. But for absolutely nothing to happen? My god.

    But, other than that. Everything's peachy.

     

    Buuut i'm pretty sure Rathelius is still gonna be preaching about the Vauban rework. Where's Vauban's armor stripping? That's kinda REALLY important.

     

    Also Titania's deluxe skin's skirt gets misplaced when in razorwing. Honestly, it looks kinda cool in my opinion. It's like her skirt turns into a miniature parachute when she goes into razorwing so its unnoticeable to me at this point.

    I think the new kavat is... kinda useless. I thought it would be but wanted to wait to try it out, and it is. The reason being is because we already have 2 kavats that do everything a tenno would want -- Buff, heal (mods), and distract enemies. The new kavat it can't buff. Granted, what i'm going to say next -- I also fall into this category. The new kavat is good and kinda cool if you're not really try harding and sweating about buffs and stuff -- generally playing every day missions and what not. Or if you just like the look of the kavat and wanted something seasonal to play with.

  15. This is a little rant or whatever sorta thing where I talk about multiple topics in warframe. It is not to start drama no no, nor is the purpose of this post is to continue any already existing touchy topics. I'm not going to say that I love warframe … I enjoy playing warframe -- I love hot showers. This is just to sort of chat -- have fun. And to think of... ideas? And to sort of empty the mind of..... ever lasting wonders. So! I will be covering fortuna assets, warframes, future content, and of course weapon ideas... well not really --.

     

    So... fortuna assets. I wanted to start this one off with a question, and that question would be.... primary kitguns? I feel like this topic has been beat repeatedly by now but, eh? 

    So, who else goes to a gaming site, either to look for another game to play or to look for updates on games you are currently playing and at the bottom there's a fortuna advertisement? And on that fortuna advertisement is Excalibur holding a primary tombfinger? Yeaaaah I started seeing those ads before the question had even popped up in a dev stream and i'm just wondering...….. are there any updates on those yet? XD

    I don't know about anyone else but since fortuna had dropped, all I've wanted was to slap the tombfinger on a sniper rifle body and use sniper rifle mods on it )_). But that's not all, I think... now that I'm actually taking into account the possibility of primary kitguns -- they would need to be either very good or very unique.

    Tombfinger: make it a sniper rifle or a semi - auto scout rifle.

                        Sniper rifle scope bonus: +15/+45% crit chance -- +15/+30% status chance?? 

                        Benefits of making it a scout rifle: either higher raw IPS/ELMT damage ooooor higher status chance

    Of course this is...just basic stuff -- there's still things like reload speed, fire rate, ammunition pool, base damage differences, etc. etc.

    Rattleguts: Fortuna styled corpus submachine gun/ assault rifle.

    Now with this one, I remember roughly a year ,maybe 2, ago I made a post with a bunch of weapon ideas -- aaand in that post I spoke of a corpus submachine gun in honor of our first actual submachine gun -- the baza (rest in peace grakata). AAAAnnnnndd the gimmic I offered was: submachine gun that is pre-silenced and equipped with a 1x scope // while aiming each shot landed on the target increases crit chance and crit damage + status chance.

    Looking back on it now -- I feel like this exact gimmic idea should be for the said SMG idea, BUT it's a little OP. I feel something a little more balancing would be:

    weapon is loud // comes equipped with a 1x scope // each successful headshot increases IPS values by a certain percentage -- up to a certain amount // alternatively each successful headshot increases crit chance + crit damage up to a certain amount // flat increase.

    Now that, sounds a little bit more fitting for warframe and I think would give a primary rattleguts kitgun an actual spot -- in terms of it being a submachine gun however. For an assault rifle variant, what gimmic (if any) do you guys think should be made for it? Of course this is outside of the same things as the tombfinger one -- base damage,reload speed, fire rate, ammo pool -- however seeing that both rattleguts variants are automatic -- no brainer -- lots of ammo, low base IPS damage, high fire rate (that may also depend on type of magazines equipped), decent reload speed.

     

    Noooow this is where things gets a little... difficult. the Catchmoon as a primary kitgun? We kinda already have that -- the Arca plasmor. For the catchmoon to fit into the game and not be immediately ignored, a few things might need to happen.

    1.) change the projectile to a new unique one.

    2.) give it an alt fire that could be... literally anything ( i.e. a charge up machenic that can either A.) fire arca plasmor shots in quick succession B) fire a shrunken plasma projectile with increased crit chance/damage and increased base damage // intended for long range shots on targets that are outside of the primary firing mode's range.)

    Soooo.... yeah. The gaze is also in the same boat as we already have so many laser weapons that all feel the same. Well except the amprex, thee flux rifle (which is actually good again surprisingly.), and the ignis (which... is surprisingly classified as a laser?).

    As it stands right now the easiest way to describe the gaze is -- "a pocket amprex". Soooo the best I could come up with is by making it into a combination of the amprex and the flux rifle -- high crit chance, can chain between enemies, has innate slash procs with a high proc rate // damage tick rate .

     

    Now with that -- that ends the kitgun chat, but before I switch over to talking about warframes -- quick question.... are we ever going to get that final orb mother fight, oooor has DE officially left fortuna for other projects? Because... there's sorta uhh…. floating tank that's still a possible boss?

    At anyrate -- warframes….. mmmmm for me personally, ever since Hildryn was released... and seeing that you can't actually fly with her fourth ability (she has a 11m height limit on anything directly under her, otherwise you fall until you are floating above a platform), I hadn't played much of Warframe nor, stayed up to date with future frame releases. With that being said -- I have 0 hype, as a veteran the game's quality has just been dropping. And I don't say this just because of Hildryn, There hasn't been any content that's been sustaining or replayable since...ya know.... LOR. BUT there has been good content, but its just... the kind of content you only ever truly play once. While all in all, frame reworks are becoming less of a flip of a coin whether or not if they will be good or bad. And I say this because, the Warframe I play is of an era where leaving a survival at 30 minutes -- 60 minutes -- an hour and a half was p__sy s__t . Literally, I remember when... if you died at any point before wave 30 in hydron -- reviving the downed person was like reviving the weakest link -- i'm sorry but the point of me saying this is that, back then there was replayable content. it was fun going an hour into a survival, farming had actual meaning to the game. Now look at where we are... people out here saying 30 minutes of a survival is impossible.... condition overload is no longer worthe 200p its now worthe 12p )_) boi. Trade chat out here lookin like the walkin dead -- "caarrl". Meanwhile people are getting banned for having too much plat -- mmm mmm mmm i'll be d__ned.  Basically the warframe mind set has shifted from being the best, to being the easiest. And what I mean is -- The content isn't difficult... its easy. New challenges -- easy. What I find funny is, DE tried to make theeee orb mother heist difficult -- instead they made the enemies irritating. I didn't even know that there was a fine line between being annoying as f__k and being an actual challenging opponent until this had occurred.

    BUT!! you know what. I will tell you what has improved, and don't get me wrong i'm not rob, but the fashion frame.....

    I never have a reason to buy fashion frame and support the game/creator (lack of content) .... but boi, its lookin evolved -- "woke" as some of you kids might say. I don't know what happened or how in the h__l you managed to hire jesus Christ LORT ALMIDY to do these new deluxe skins, but whatever you're doing to please this man, keep doing it. TRUST ME, when I say this -- if it ain't replayable content that's keeping warframe alive, you best be d__ned its the fashion frame.... besides the fact that its actually a decent game machenic wiiiiiiissssse but yeah. Today, I just saw the khora deluxe skin -- boi. I'm sorry, ya'll gonna havta speed up production for me cuz that deluxe skin concept has been the only one that I've seen so far that MIGHT outdo the nidus deluxe skin -- no if it's just like the concept art (besides the fact that its gonna be... 3D and of course it IS kinda hard to do a mesh model of an art piece and have it look exactly like the art piece.) it will outdo the nidus deluxe skin. Then the Ivara one -- first off, who is this new guy? Because he is the first person since the creator of youkai skin to actually put 100% RESPECT on ivara. The ivara one, i'm looking forward to it, not gonna lie. I'm not big on skins but at the same time -- these skins are nice. Literally just hoping whatever Ivara deluxe skin -- bow skin that comes with ivara is gonna look dope. Including a deluxe skin look for her artemis bow -- mmm. Now, the KING of all of this. Like I said -- this new guy, DE better bring this man a sacrificial wench, cuz BOI that Excalibur deluxe skin tho!! I lost all knowledge of the English language when I saw the new Excalibur skin. Idk what's coming with him -- but considering the fact the dark sector -- cough- I mean the old Excalibur deluxe skin came with the proto glaive skin, it'll only truly do Excalibur justice if he came with a dope glaive skin as well. In current warframe, I can understand a nikana skin but -- who uses those anymore anyways? Plus excal's first weapon was a pistol and a glaive -- sorry dark sector -- AHEM anyways, yeah.

     

    But ya know, even after all of these nice skins we gooottttta look at them abilities ya know.... so.. like.... when is Vauban getting reworked?

    Cuz uhh… let me be frank here -- the charge feature was only good with zephyr because it fit the rest of her kit.

    I'm sorry, it was kinda a trash idea every where else, Vauban is one of the few (but soon to be many) victims of this charge machenic. However, I will say it worked well on hildryn because well... her first ability is a hand held rocket launcher. However, Ember -- her entire rework (BS excuse for an insane nerf), needs to be reverted. I'm sorry, I know -- revert a rework? I like how people are now saying the same thing that I said the moment I read her rework before Rebecca even showed it off on a twitch stream -- "Ember is garbage" // "Omf, Ember is gonna be complete garbage". There hasn't been a single reason to choose ember for literally anything in the game since that "rework". And the reason behind Embers nerf -- who woke up that morning at the DE office and got all their kills stolen from them by a WOF ember? I have actively seen people booted from squads now for having ember equipped or forced to change to a different warframe. And you know whats funny, all the ember players right now aren't over MR 5.... I'm not bashing on a person's mastery rank oooor whatever but I legit thought that was funny when I noticed it earlier today.... If you're just not good at the game, or just started playing warframe -- boo be warned, ember is a trap. And I don't mean that sexually like how some of ya'll talk about that poor girl nezha, but boi, ember be out here thinking you bout to destroy the whole world with her over a frosted cupcake -- "uhh, ma'am... you got downed because my Falcor has more range than your world on fire" -- but.. you didn't throw it --" ofcourse I didn't throw it, there was no need to" . )________) fekkkiiin vaubaaaaaaan

    I think the best part is -- Ember wasn't even all that decent in sorties or high level content, the rework promised that she would... look at where we are now with Pablo and ember. And then the charge machenic -- fully charge it up to deal LESS damage than what I use to do before the nerf. World on fire -- this has been beat over a heard of dead horses -- How in god's name do you buff something but destroy it at the same time? >____> no seriously, tell me. Not only does world on fire deals less than half the damage it use to, but the range is decreased and the energy drain -- literally -- listen, I've been a mesa main since I practically started playing warframe and there's been times where I've goofed off in simulacrum -- as low of efficiency as I can possibly get on mesa, still less energy drain than current WOF with max efficiency -- BOI PLIZ EXPLAIN THIS.

    And oh lord rathelius -- Vauban. Vauban was promised a rework for years now hasn't he? how hard is it to take the turrent from theeeeee xiphos? drop ship and slap it into an ability key.. Literally just that would be enough to please most Vauban OWNERS not mains BUT OWNERS, no one has used him since LOR got kidnapped. except rathelius and uhh that guy that does riven videos and sounds either high or tired. I'll be the first to tell ya'll, I was indeed one of those people that ONLY looked -- LOOKED -- at Vauban only when I had to step up to the plate in LOR. And since then I've only thought about his name -- hold on let me log in and actually see what my Vauban looks like cuz I don't even remember.

    I colored my Vauban the same color as One Punch Man, you know how long that meme has died DE?

    Then there was one. 

    Titania! Literally if DE could just... rename her buffs to simple buffs and allow me to get whichever one I wanted. I would actually look at this frame outside of being in the mood to fly, which never happens -- make enemy dead vs make enemy look up and dance your little twinkle bell a_s off?

    Me personally, The only thing I would change is -- higher armor value, different buff names -- the ability to buff damage similar to chroma's buff …. obviously not using the same method since she's not at all tanky but you know -- getting a damage buff, lets say, like how Octavia gets her damage buff. Outside of that -- razorwing, her little Air Force One -- Blue Angels butterflies need to be more durable (higher hp/armor) and damage scaling similar to how a uhh specter scales in a survival or defense. Idk about anyone else but when i'm doing something actually challenging -- her butterflies are M.I.A ok

    Then nyx…. tbh I just miss the slash and rad procs on her bolts, hadn't even played her since I read they got rid of that. I'm a rare breed that actually enjoyed using her previous bolts, loved em. LITERALLY I ALMOST MAINED NYX // PRIME JUST BECAUSE I WAS ALWAYS USING HER BOLTS. but now..... I just wish I could deconstruct her prime and sell it to some poor soul.

    same with my ember prime whom I waisted 800p on because her rework was a thing that I could not foretell in the past of which I had bought her in.

    P.S. anyone else remembers when Gara was an actual decent alternative to frost before she got nerfed literally 17 times in a row?

    I would talk about future content but muh brain is all emptied out now and there is railjack but -- railjack is just.... in the kind of position where not many people even care about it at this point. You know like how something has been talked about for so long and its just old news? Let's use Tod Howard for an example -- "fall out 76 is gonna be great! 14x more detail!" -- yeah that's how I look at railjack now, sour disappointment.... until its released and then, me being the only person in my clan owned by me,myself,and I will have to farm for what is most literally a 2033 star destroyer :v and we're not even in the year 2033 yet....

  16. I wanted to wait until I had a better feel of everything in the Fortuna update since it launched to post some feedback on conservation portion of the update. I wasn't sure if I should, but since wildlife conservation is going to be a part of plains of eidolon in a future update, I got a little worried with a few things. Mostly hoping that some issues weren't going to be copy and pasted over to plains of eidolon. 

    Starting the hunt

    - I feel as though having to look for feces all the time is visually unattractive. 

      - Instead, sometimes we could look for animal scratches placed at the base of trees in POE, Giant mushrooms in Vallis, rocks, and other sensible structures.

      - Instead, we could also sometimes be required to look for the dead carcasses of the prey that the particular predator that we're hunting had recently killed and made a meal out of.

      -We could also START the hunt by locating the particular animal's nest and then hunt for the animal via foot tracks and other leads. (at current we have to find poop, then find the nest.)

    During the hunt

    - With the recent update we had finally gotten a predator that will attack back, the kubrodons.

      -With this update, we must pay attention to the way wind flows. If one does not have a syandana that is flexible, it is nearly impossible to tell which way the wind is blowing.

         -The only realistic fix I can think of at current is to make nearby tall grasses a bit less stiff to make it easier and more realistic to tell where the wind is blowing.

      -Speaking of predators, If future predators are implemented, why not make the capturing process feel almost like a mini-boss fight.

          -In my own little mind, I would imagine that SOME predators aren't going to be token down so easily. We would need to tire them out first, while risking our life as well. (starting to get a monster hunter vibe after this thought.)

          - This idea isn't just for predators either -- the carnivores of current Orb Vallis and of future Plains of Eidolon. This should also be applied to the possible future beefier Herbivores as well.

    After the hunt

    -I have only one issue with the captured portion of the hunt. And that is, rewards. 

      - As of right now we can make floofs out of our captured targets as decorations. But, what about additional reputation standing with that particular "syndicate" that does not take away from our daily standing cap limit? This alone would make the activity, not only a little bit more fun since it is more rewarding, but also more popular. Think of eidolon hunting. You hunt the eidolon, with the proper requirements -- you get a brilliant or radiant eidolon shard right? You can then turn that shard into focus that does not take away from your focus daily cap.

      - With this idea however to work however, wildlife conservation targets must be catergorized differently. Split between herbivores and carnivores, then stars or difficulty levels. If the target has a maxed difficulty level you can collect some form of a "trophy" from that target (whether it be a horn, a giant kubrodon tooth, a giant feather, claw, etc.), then bring that trophy to the quest giver outside of Fortuna or future Cetus for additional standing. [As said before, "feather" -- if this idea is ever implemented, I would like to see this stretched to avian wildlife].

    -Last thing I would like to mention, since these are boss type conservation targets. It would also be interesting if... after capturing the boss type its offspring would come to attack you afterwards maybe? This final idea isn't quite so much a serious one, however an interesting thought.

  17. c'mon c'mon final transmission... final transmission... c'mon c'mon…

    SO LIKE, I've used the regular twin gremlins for ages. not like... all the time. but I've always looked at them as the "poor man's akstilletto primes". and now we have the prisma variant! which is.. surprisingly better than the akstilletto prime.. maybe. But uhh… can we possibly get a single handed gremlin and/or prisma/wraith variants? I would love that for dual wielding with a glaive, js :V

  18. So when I built my first catchmoon I immediately noticed that the projectile would not hit enemies that are too close to me at no fault of my own skill. However, it would hit enemies that are far away. At first I thought this was an intended feature. But then, I noticed that at times it wouldn't even deal damage to enemies that are a bit further away as well at times. So it lead me to believe that this was a bug. I did eventually notice that everyone was using the same setup for their catchmoon, meanwhile I had a completely different one (everyone as in youtube/twitch content creators).

    So, I did a tiny bit of experimenting (not a lot due to resource requirements of course) and this is what I've came up with:

    First Catchmoon (the buggy one) :

    chamber : catchmoon

    loader: bashrack

    grip: gibber

    the gibbers stats of increasing fire rate AND increasing range for BEAM weapons seems to be applying incorrectly to the catchmoon chamber. Note. the catchmoon is not a beam weapon. So, in other words, even though the catchmoon is not a beam weapon, the gibber is attempting to give the catchmmon the beam weapon stat buffs. At least that's my first theory.

    The second theory with this is.. maybe if you have too much fire rate on the catchmoon, the projectiles will not deal damage to enemies who are too close to the "spawn point". In fact, I've noticed that with some enemies who are right up against you (i.e. melee units) the damage projectile from the catchmoon will even spawn out BEHIND that melee unit. But, all in all -- the projectiles will go through the target but not deal damage to the target at no fault of the shooters accuracy with the above combination.

    I believe that both theories may be correct. After building my second catchmoon, I noticed that the projectile slowed very very slightly allowing it to hit enemies who are close to the projectile spawn point. By purposely using a grip that lowers the fire rate and minimum range for beam weapons, all issues with the catchmoon were instantly fixed. But, note that I've been mentioning the beam weapon portions of these constructions. This is because I have one final theory as to why my first catchmoon is acting this way. Mabye, possibly, the catchmoons damage projectiles were scripted to have the damage type and possibly behavior of that of a beam weapons laser? Since, like I said before -- the projectile slowed very slightly on the second build. The projectile seems to have gotten smaller visually as well, however hits harder of course.

    Second catchmoon ( The fixed one):

    Chamber: catchmoon

    loader: bashrack

    grib: haymaker

    Like I said, I only did a very small amount of testing so I was not able to do a full test. To truthfully do a full test that would mean building the catchmoon with each different gribs, with also each different loaders. And I for one do not have the resources to do a full truthful test right now. So, my apologies.

    TLDR - first catchmoon combination may be bugged -- second catchmoon combination isn't bugged.

  19. So there has been a bug with the argonak that had appeared on fortuna's release update. Essentially, the Argonak is not highlighting enemies properly -- well it is, but it's a very very thin line around the enemies. So thin, that it is unnoticeable unless you're within dagger melee range. And that's it basically. Everything else with the weapon is fine. 

     

    New - Just found another bug with the argonak. If you change firing modes the same time as you swap to your secondary, it will switch the zooms for the firing mode the next time you swap back to the Argonak. (i.e. Semi mode zooms in and auto mode zooms out - semi mode zooms out and auto mode zooms in.)

  20. On 2018-11-29 at 7:02 PM, elZach said:

    Radiation Damage is great, even though it's status proc isn't.

    It ignores 75% of alloyarmor and is also increased by 75% making it highly effective for highdamage weapons which don't strip armor. (For example Tombfinger - which can still oneshot lvl 100 grineer thanks to great stats but also thanks to it's radiationdamage-portion)

    First off you're right in one regards, it deals 75% more damage to alloy armor. But, generally, if you have a high damage weapon that can't strip armor like the rubico for example, you're going to want to still run corrosive on it, so long as you're not fighting the Teralyst or Teralyst variants. At which point if you are fighting the Eidolons, then yes radiation would be ideal.

    but here's why. even if you can't proc status consistently, not only are you gaining higher damage numbers stat wise but your damage type will be of that main element on your weapon. So with the rubico for example, when you run radiation on it you deal more damage against the teralyst due to its alloy armor even though you won't be proccing anything. 

    Also,

    " Practically speaking, this means that Radiation b Radiation damage is only reduced by 25% of a target's whole Alloy Armor and the base damage is increased by +75%. "

    Once more, only useful against alloy armor or ancient healers. And as explained above the teralyst.

    with that out of the way, why would you want to build for radiation for one enemy like a bombard for example when you could  build for corrosive which is strong against the other 20 thousand enemies AND including that one single bombard.

    Secondly, I have just about every mod in this game and I'm good at modding. I promise you, I know that you're lying in the case of your tombfinder one shotting lv 100 grineer. And here's why, it forces impact procs and has innate radiation procs. Sure you can slap corrosive on, but it only takes you so far. Impact does less damage against armor in general and unless you're only fighting bombards,napalms, and nox's or currently clearing the planet Uranus… the radiation is also kind of really useless, but even then those enemies are under lv 30. I've tested a fully built tombfinder against lv 60s,80s,100s, and lv 140s. Without a riven I cannot see you one shotting lv 60s let alone lv 80s or lv 100-140s. Take into consideration that I've ran numerous builds in numerous tests. Please do not exaggerate, or maybe it was a typo -- maybe you meant to put lv 10 but it definitely wasn't lv 100.

    Now.. like I said before in my original post. anything would've been a better option. the only worse option would have been magnetic. Honestly, I personally would have preferred viral or corrosive. Both being a million times better than radiation which is -- again -- borderline useless and at the very least, with corrosive or viral you can deal with the corpus enemies that do have armor better and chew through the ones that don't faster.

     

  21. Our current kitguns are almost alright. There's a couple of issues with them though. First off, I know all of this is on a corpus planet so ideally you would want the craftable weapons on this planet to be highly effect against the corpus.

    IPS - imma just say it. Impact sucks... its absolutely atrocious to have impact on kitguns. Yes, most weapons have impact on them. And impact is actually decent or unnoticeable on sniper rifles like the rubico or Vectis or vulkar. But on kitguns? Its the only thing you proc even after guilding and have other elementals on. and yes I know IPS has a... 4x? 5x? higher probability of procing over elementals. But if it's JUST impact? oh no... that's a punishment. I literally think I've only seen puncture proc once on the tombfinder, granted it procs corrosive each time it procs impact just about but still, the impact proc is a huge damage setback. At anyrate, I feel like some of the IPS values should be reconsidered, seeing as right now impact is still kinda garbage. Me personally, I wouldn't even use it again corpus since the proc itself knocks them back and  throws off my aim. And on a weapon like the tombfinder? You need accuracy, otherwise you will miss. Which isn't a big deal at first… until you have to wait a year and a half to shoot again. Puncture or Slash would've been better for the tombfinder I feel, and as for some others, just doesn't feel all that much better after gilding. Or very rewarding outside the fact that you can actually put catalysts and forma on them then.

    [NOTE - tweaking the tombfinder to have more fire rate isn't gonna help it deal more damage. Also the splash radius on tombfinder needs a very very slight increase. As of right now its unnoticeable unless you just so happen to find two enemies practically grinding each other. Or if you're in the simulacrum. Also the reason why i'm using the tombfinder as an example is because  both the tombfinder and rattleguts are almost decent, they just need small machenical tweaks maybe.]

    Elementals - Why on God's good but cruel Earth was radiation shipped on the kitguns? Why radiation of all things? Radiation is borderline useless -- in fact the only thing its good for is eidolon hunting to counter that alloy armor or for getting a bunch of ancient healers to stop buffing and healing each other in high level infested survival runs out in the derelict. Radiation has no other use and for kitguns -- I hope -- the idea behind putting radiation on them wasn't to bring them to eidolon hunts, since they just don't have the damage to do so. Corrosive -- better yet viral or gas would've been better. The only thing that could have been worse would be magnetic. And yes I know some grineer units have alloy armor, like the bombard or the napalm or nox -- when it comes to grineer just bring corrosive. Since corrosive chews all armor anyways and is not limited to ferrite armor.

    Future kitguns - On the previous pc stream it was said that there would be rifle variants of kitguns. My only issue is, what kind of rifles? because DE still has more planets to go through. I was hoping for, maybe semi-auto rifle kitguns. or lasers. just anything that isn't automatic seeing that an automatic rifle that one can craft would honestly fit a grineer planet better (depending on how its done of course). And the next planet ironically is a grineer planet. For Fortuna I imagine a rifle that is fairly precise, like a corpus variant of the Grinlok maybe. Or..another flux rifle. Flux 2.0. Though, I could get behind a submachine gun variant of the rattleguts just fine.

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