Jump to content

shut

PC Member
  • Posts

    10,092
  • Joined

  • Last visited

Posts posted by shut

  1. 5 hours ago, Seyv said:

    Wukong is amazing though. But please fix the Toggled Sprint thingy. It's my one wish.

    Amen.

    Cloudwalker toggling off melee channeling is slightly annoying as well. But having it toggle off Sprint is just... mind-numbing. 

  2. 22 minutes ago, DeMonkey said:

    Mithra skin: 

      Hide contents

    2c00b4q.png

    For comparison, here's it without Prime details.

    DHH0iA8.png

    Auman:

      Hide contents

    b9BOeO6.png

    Gnr5F1F.png

    To be completely honest I actually don't like the Mithra skin, although I'm glad I bought it because I think the Mithra helmet looks really good with Prime Wukong.

    If you want anything else, different angles, actual footage, colour schemes etc just ask.

    This is fantastic, thanks a lot!

    The Auman skin honestly looks a lot better than I thought it would! The torso and metallics sharing a colour channel looks to be a bit inconvenient, but not a dealbreaker.
    I actually really like the look of the Mithra skin on the Prime, way more so than on default Wukong. The default colour scheme is horribly overwhelming, but I foresee great things from muting the colours down and focusing on them glorious glow-in-the-dark abs. 😍

     

    Is there any chance you could get screenshots from the back for each skin? I'm curious as to how the tail turns out, and whether there are any prime parts on the back that I haven't considered.

  3. It bugs me that a decent number of players already have wukong prime and wukong tennogen, but it's so hard to find pictures/videos of both at the same time.

    I was able to find precisely one screenshot and one video of Wukong Prime wearing the Mithra skin:
    rav0g6eh7z831.png

    (https://www.reddit.com/r/WarframeRunway/comments/cae9ye/royal_lotus_prime_wukong/)

     

    So, it looks like most of the body texturing is just fine, and now has Prime's chestplate and shoulderpads sitting on top (with the latter covering most of the Mithra skin's glowy upper arms), but the glowy leg/robe plates are replaced by Prime's model+texture entirely. From the video, it looks like the glowy tail is replaced by the Prime version too.

    I couldn't find any Auman skin footage, though-- although I'm not sure how great that'd look with the Prime parts anyways, since I feel like the extra pads and metallics might distract from that skin instead of complementing it. (If anyone reading this has Auman, though, then a screenshot or two would still be appreciated!)

     

  4. For those of you who have Wukong Prime and a Tennogen skin, how do they look together with prime details enabled? The default Wukong looks quite a bit chunkier than the prime (i.e. the prime skin doesn't seem to use the entire base Wukong model), so does enabling prime details remove the glowy leg/robe plates from the Mithra skin, for example?

    If any of yall can provide screenshots, that'd be hugely appreciated!

  5. Just now, xXRampantXx said:

    While I do agree that that's what it looked like, it also played the Javelin sound.

    I noticed that when I watched it, but for some reason I feel like it was more a throwback to the old "The Call" trailer than something actually Javelin-related.

    But yeah, if it actually is a tease for a future Javelin replacement, then I am on board with it 100% 😂

  6. I'm totally down for letting ExcalP wear a scarf, or letting Umbra wear the void-key-helmet, but in what universe is Umbra a direct upgrade to ExcalP?

    - Umbra is practically hardwired to ruin stealth gameplay when you go operator
    - Umbra automatically disables Exalted Blade whenever you go operator
    - Radial Howl is noticeably slower than Radial Blind (although not gamechangingly so like it was during release)
    - You do have Umbral Forma if you want their builds to match

     

    Really, Umbra's only real upsides in high-leveled gameplay are:

    - You can switch to operator in midair without blackscreening from the frame falling into a pit
    - Operators don't forcibly return to the warframe when it gets heavily damaged (although neither does ExcalP if he doesn't have his 4 out, since he'll be immune to damage to begin with)
    - AoE sentient resistance resets (although you can do this just as fast on any other warframe by spinning the camera with literally a Mote Amp)

    The two are sidegrades, and that's fine.

  7. It looked more like a wider version of Exalted Blade's default groundslam. Not a Javelin replacement (unfortunately).

    But yeah, it would be cool if Exalted Blade were given an augment that removed the waves but increased the sword's reach (and groundslam radius) or something.

    • Like 1
  8. 7 hours ago, vaarnaaarne said:

    Heck, probably the easiest replacement for RMB if you need to swap without pressing the switch weapon bind or left-click (again, zoom switch is utterly unnecessary because there already is another key that allows switching without firing) is to just make Reload swap and not automatically reload.

    Oooh, I really like this idea! It allows blocking and aiming to be split in the new system, and it still keeps the "switch to gun without shooting" functionality on an intuitive, easy-to-reach gun-related button that everyone's already used to pressing. I haven't put a huge amount of thought into it, but... this honestly sounds like it would solve everyone's problems in one go.
    I wonder if DE has considered this at all. Would be nice as hell if they noticed this thread.

    Also, regarding the running-around-while-blocking thing: I use melee almost exclusively as a damage source, but now that I think about it, all of my playstyles are very very non-reliant on blocking (since all of my builds take full advantage of the frame's CC / tankiness / invisibility / iframes / etc), so I definitely had a bit of a bias in that regard.
    Melee should absolutely be viable without relying on frame-specific synergies, and having a block that doesn't disorient players is necessary for that. Allow me to take this moment to retract everything I've said about the topic :crylaugh:

  9. 17 minutes ago, vaarnaaarne said:

    A zoom when blocking would only make the disorienting effect that RMB has on top of all the other problems all the worse.

    I mean, technically speaking, it would be exactly as disorienting as it is right now. Not worse.

    Also, as nice as it would be to have blocking completely separate from aiming, I genuinely can't think of a feasible way to reintroduce blocking in its former state that doesn't involve scrapping the "seamless swapping" system entirely. I have yet to see someone suggest one, either. (Whether I'd be okay with scrapping the "seamless swapping" system in the first place is something that I still have mixed feelings about, although I'm leaning slightly in favour of the new system.)

    Simply removing the RMB switch entirely would just introduce the problem of not being able to switch to your gun without firing (which is the reason that RMB-switch was implemented to begin with). It would make melee gameplay slightly better but make gunplay completely intolerable.

     

    Also-- I get that we don't want to lose spatial awareness if we're blocking, but I've never once had a problem with being disoriented by a sudden zoom when using RMB combos. It's not like you have to run around with RMB held the whole time; just click it when you're about to start attacking, no?

    If RMB disorientation actually is a huge problem for folks, then a possible lazy solution would be to introduce a short delay (~0.3s?) between the start of the block and the start of the zoom. Or make the zoom more gradual when blocking? Not perfect by any means, but you get the idea.

  10. I think it'd be nice if RMB with melee out led to manual blocking, but zoomed in like it would if you're aiming with a gun (possibly retaining the zoom values from the gun itself, e.g. sniper rifles?). Feels like it would solve a lot of players' problem with the current system, without hindering the "seamless swapping" ideal that DE's going for.

    Blocking itself (like, the numbers) has needed a rework for a while as well, so... bonus points if reflected bullets were aimed down the crosshairs. Which would pair nicely with the block-zoom.
    If reflected bullets needed to be aimed, instead of simply insta-damaging everything that shoots you, then DE might potentially be less afraid of making blocking/reflecting builds viable.

  11. 3 hours ago, Lutesque said:

    Technically true but Highly Impractical. 

    loooool what
    You're literally increasing status chance per shot by sheer virtue of firing more bullets in the first place. All without having any downsides in regards to ammo economy or weapon handling (unlike fire rate). There's nothing "impractical" about that.

    3 hours ago, Lutesque said:

    You might to reword this....its genuinely confusing when you use Damage Per Shot in regards to Multishot since thats not a per shot situation anymore....

    taiiat's wording was correct. A "shot" refers to a click, or a trigger pull, or a muzzle flash, etc-- basically, a single instantaneous action that launches one or more bullets.
    Multishot increases the number of bullets per shot, thereby increasing the damage per shot.

    • Like 1
  12. Assuming you've got HS+BS+LT equipped already, a quick napkin calculation (using "ideal" ++Damage, ++Multi values for Catchmoon rivens from Semlar's site) is telling me that ++Damage (+239% DMG at best for Catchmoon) yields noticeably more raw damage than ++Multishot (+130% Multi at best for Catchmoon) will. Specifically, the ++Damage alone would increase the weapon's final damage output by ~70%, whereas the ++Multishot would increase its final damage output by only ~46%.

    This tends to be pretty consistent for most secondaries, since BS+LT already give an abundance of multishot to the point that a multishot riven is less helpful by comparison. Just be aware that the opposite may be true if your build includes more +Damage sources, like Magnum Force / Augur Pact / Chroma.

     

    However, it's worth noting that the ++Multishot improves status chance and overall consistency of crit weapons by sheer virtue of landing more hits with every trigger pull, so it's not as if it's a straight downgrade. AND it scales nicely with external +Damage sources that may be introduced (e.g. Arbitration buffs, teammate auras, Chroma).

    • Like 4
  13. This is pretty different from what y'all are discussing, but my biggest gripe with the new system is that it's fundamentally incompatible with players who disable "Align melee attacks to camera".

    If you're like me and you prefer the freedom of aiming with WASD (which is default behaviour in most melee-centric 3rd-person games, especially the monster-hunting genre), then congratulations, directional-input combos essentially ban you from moving in certain directions while attacking. This already locks away many stances for me, so naturally, I was NOT happy to learn that DE is effectively planning to implement this into every damn stance in the game.

     

    Some possible, hopefully-easy-to-implement solutions:

    1. (will annoy many players) Completely replace "Hold W" with some other activator, e.g. "Hold E" or "Pause".
    2. (most robust) Add a page in "Gameplay Settings" that lets players choose each combo's activator individually, from a dropdown list (between "Hold W", "Hold W/A/S/D", "Pause", "Aim + Hold E", etc.).
      All stances after Melee 3.0 will have essentially the same combos, just with different animations, so this setting page should be pretty universal across weapons/stances.
    3. (also robust) Add a line in "Gameplay -> Keybinds" for "Hold for secondary melee combo", set to W by default. 
      All "Hold W" combos will instead activate while this keybind is held, and players can change it at will-- even setting it to W, A, S, D at the same time if that's what their heart desires. (Might be a bit of work introducing "Hold E" or "Pause" as available settings, though...)
    4. (lazy solution) If "Hold W" combos must be a thing, then let them activate when holding A/S/D as well if "align melee attacks to camera" is disabled.
      This turns the combo into "activates while moving", instead of "activates while moving in this oddly specific direction". (Although it'll only affect the tiny handful of players who disable melee-camera alignment.)
    • Like 1
  14. Yeah, is it just me or did DE completely remove the option to mute Nora? We used to be able to mute her by turning off "Enable hints" under the Audio tab, but that doesn't seem to be doing anything now.

    Having her going "bad-ASS" for sitting down or catching six Murkrays is really annoying.

  15. Harrow. I keep seeing people referring to him as an excellent support frame / all-rounder / etc, and how he's so great because he can CC and deal damage and tank damage and cure cancer and do all these amazing things.
    I've tried to enjoy this frame, but I just can't.

    - His only CC moves very slowly and in a narrow line, and can't really be cast in midair
    - His 3 and 4 have incredibly long casting times during which you're contributing nothing to the objective
    - His 4 awkwardly alternates between pure-defense and pure-offense (and requires you to move very little to maximize its effectiveness, which I absolutely hate with a fiery passion)
    - For his 4, you can't even focus on either offense or defense-- any changes to Duration affect both, meaning that higher duration = higher downtime for the buff that you actually care about
    - His only other "defensive" move insta-deletes all of his shields that took a minute to build up (leaving only a pitiful amount of health/armor)

     

    Maybe I'm just using him wrong, but oh my god. The lack of mobility, the lack of consistency for his buffs, and his 4 seemingly getting in its own way makes me hate playing this frame with a fiery passion.

    • Like 1
  16. 30 minutes ago, PhantomCrosz said:

    polearm are only good for slide attacks, stance combos are meh
    staff on the other hand is the exact opposite, slide attacks have a fixed delay if you try to spam it no matter how high your attack speed is, for stance use Clashing Forest.

    I actually thought the opposite was true, until I spent some time comparing them myself. It turns out, staves and polearms don't really have any innate differences when it comes to slide attacks.

    The "fixed delay" you're experiencing appears on both weapon types, and it varies depending on the stance (for example, Bleeding Willow vs Shimmering Blight will have different slide attack timing, even with the same attack speed). If you're spamming slide attacks but find a weird delay getting in the way, you can circumvent this issue by starting the next slide attack earlier so this delay doesn't have time to activate in the first place.

     

    OT:
    @OP: How are you building your weapons? If you have a reliable additive crit source (e.g. Maiming Strike, Arcane Avenger, etc), you can craft the weapon for pure Status since the additive crits + Blood Rush does all the heavy lifting when it comes to crits.

    Also, regarding stances, I personally swear by Bleeding Willow for its fantastic mobility and wide reach. Twirling Spire is way better for raw damage and Condition Overload, of course (and pairs quite nicely with Exodia Hunt), but you kinda have to deal with having the mobility of a dead snail swimming through molasses.

    As for staff stances, Clashing Forest has some decently high DPS with its forward combo (low mobility) and absolute god-tier mobility with its base combo (to the point of causing literal motion sickness for me). But, it has an awkward issue where the "base combo" launches you forward, and the "forward combo" unintuitively roots you to one spot (although thankfully, you can work around this by holding Aim to trigger the base combo even when walking forward). The forward combo also doesn't activate when moving sideways/backwards either, which means a lot of awkward inconsistency if you're like me and you play with "Attack in the direction of the camera" disabled (although this seems to be uncommon, so it doesn't really apply to most players).
    Clashing Forest is a bloody fantastic stance, but it'll take some time to get used to.

  17. 3 hours ago, (XB1)EternalDrk Mako said:

    some are cosmetically different but i have seen a few how are mixed in abilities also 

    one would be a kubrow who can use the kavat luck augment 

    Mind linking me to a single case of this? I've never seen or heard of it occuring, ever.

    To my understanding, it's Kavat skeleton = Kavat sounds/animations/abilities, and Kubrow skeleton = Kubrow sounds/animations/abilities. Abominations cause the model and texture to be all messed up (e.g. a Kavat trying to use a Kubrow model) but never blend sounds/animations/abilities between the two.

    • Like 1
  18. 8 hours ago, [DE]Glen said:

    I uploaded the snapshots of the effect of Reach mods on melee here:

    https://imgur.com/gallery/wTm3Ijk

     

    Holy crap. If this is an exact representation of the hitboxes, then I think the presence of "gaps" might explain the wonky Zaw Polearm hitboxes (as opposed to regular polearms) that have been bothering me since 2017.

    If you're not horribly pressed on time, would it be possible for you to upload the melee sweeps for a zaw polearm, with and without Primed Reach?

  19. 9 minutes ago, Kalvorax said:

    i could see double tapping aim as a toggle for holding or toggled aim.

    Jesus, that would be awful. I can imagine all the false positives when people just want to extend their aimglides or quickscope multiple enemies or something.

    No, it would definitely be a lot better to have dedicated hold/toggle keybinds.

    • Like 1
  20. Is no one going to mention the stealth bonus that the Zakti gives? Because, unless something's been changed recently, the Zakti's explosion stagger will force the +700% stealth bonus onto affected enemies, which is bloody fantastic if your melee can hit the enemies without accidentally triggering a finisher (e.g. glaives, redeemer, polearms, etc).

    Also, the Tysis does 4 ticks of damage per shot (3 of which are pure-Corrosive, meaning that they have a high chance of stripping armor and a high weighting for any elemental combo you add), so I wouldn't write it off completely. No idea where this "kraken > tysis" meme is coming from; Tysis has been pretty darn good for procs since its 4-ticks-per-shot update.

     

    EDIT:
    Honorable mention for IPS shotguns with 100% Status. If you're close enough to the enemy, you can easily deal 6 different procs in one click (Imp, Punct, Slash, Corro, Blast(symbol), Blast(knockdown)). Bonus points if you let it reload passively during melee swings with LockAndLoad/TacticalReload/EjectMagazine.

    Honestly, I don't know why these aren't more popular. They seem just as effective as what Cyanex/Tysis/etc can offer, while being a billion times faster since you only need to click once.

    • Like 1
×
×
  • Create New...