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Posts posted by SortaRandom

  1. 9 minutes ago, [DE]Danielle said:

    Plains of Eidolon: Hotfix 22.1.2


    • Fixed long Zaw Grips having similar range to one-handed weapons even though they are physically longer than some other long weapons. 


    Now I just need to hope that the range is actually somewhat decent (unlike, say, the Lesion).

  2. 10 minutes ago, [DE]Connor said:

    Plains of Eidolon: Hotfix 22.0.10

    General Plains of Eidolon Changes

    • Archwing Launchers are now reusable!

    One can dream.


    EDIT: Also, are there any plans for changes-- hopefully, major changes-- to the costs of Focus 2.0?

    • Like 3
    • Applause 2
    • Upvote 10

  3. 13 minutes ago, BornWithTeeth said:

    fight off a squad of Corpus Techbros with your sweet Void Blast and then dropping dead because your 'frame got shredded behind you 

    Okay, this bothered me so much. A lot of DE's "scenarios" revolved around going Operator in the middle of combat, with enemies shooting at you from all directions.

    Warframes are not invulnerable when the Operator pops out. They should be.
    If DE wants players to use operators more during combat, then the operators AND the warframes should have a few seconds of invincibility. Right now, the only way to safely go Operator is if surrounding enemies are CC'd, or if the frame can somehow deal with the incoming damage-- in which case you've got the situation in the bag already and the Operator isn't needed.

    • Applause 1
    • Upvote 12

  4. I'm sure this has been said a zillion times already, but the Energy Overflow change sounds horrible. It's basically just an energy pad, with all the engaging gameplay /s it brings. The whole problem is this whole "stay in one spot for long durations to recover energy!" thing.


    Warframe is a game about mobility. Players do not want to stay in one spot. Players should not be encouraged to stay in one spot. 
    The whole "players stand in one spot and spam abilities to victory" thing has been an issue for years, and this Energy Overflow concept is only going to make this even worse. In a very unengaging and unfun way, I might add.
    Energy Overflow should work while the caster is moving around. If the AoE is necessary, then make that AoE centered around the caster, not the cast location.

    • Upvote 5

  5. 50 minutes ago, Aeon94 said:

    Some of Founders already complain about Umbra Excalibur is a thing and superior ( fashion-wise ) to Excalibur Prime.

    Can't even imagine how salty Founders angry those ppl will be when DE releases Umbra Skana and Lato too XD

    Since Umbra's first mention, I have seen this happen maybe one or two times at most. You see founders every now and then who like Umbra's looks over the Prime's, or founders who are concerned about Umbra being more powerful (as opposed to equal), but there's virtually never any "salt" to be seen.

    What I see happening A LOT more (on both the forums and the subreddit) is random folks claiming that Founders are somehow salty about Umbra, when in fact they've been by far the most chill about it.

    • Upvote 2

  6. On 5/9/2017 at 11:21 AM, (PS4)Crackle2012 said:

    No worries!  
    This may seem super obvious, but I just want to make sure that you have checked and this is actually turned "on" in your in-game settings?  

    If it is indeed on, then are you just not seeing any PhysX?  Or Is the option greyed out for you completely?

    Sorry about the delay!
    The option was greyed out for me completely, sadly. This was with 64-bit mode, if that helps.

    I'm not going to be reunited with my computer for a little over a month, though, so I won't be able to test out any fixes for quite a while. Sorry! :(

  7. On 5/2/2017 at 4:00 PM, [DE]Glen said:

    Did you get the latest drivers as per this?



    On 5/2/2017 at 4:47 PM, (PS4)Crackle2012 said:

    Awesome, thanks so much for looking into this Glen! :-)

    Also, @SortaRandom definitely check your Graphics Drivers, because I'm having the mouse issue, but my PhysX are just fine with Creator update.  :-)  Hope this helps!

    That update had fixed PhysX particles not working for me (since PhysX particles were re-enabled in that update for newer graphics drivers, of course), but then I downloaded the Creators update about a week later and PhysX apparently broke again. I'm away from my computer right now, so I can't check and be completely sure, but I think I had updated my drivers to 381.65 before applying the Creators update. Might just be my memory tricking me, though.

    Sorry I couldn't provide more information! :(

  8. 5 hours ago, [DE]Rebecca said:

    Limbo Changes:

    • Cataclysm now deals different amount of damage over the time it exists: 25% Damage when bubble is full size, 100% at its smallest size.
    • Cataclysm damage scaling now uses average Health + Shield instead of total Health + Shield of enemies within.

    The first change alone would have been perfect. But that second bit just hurts the crap out of Cataclysm's damage, despite it no longer being necessary in the first place.

    I really hope this "average Health + Shield" isn't divided by 10 like the old "total Health + Shield" was. Because if it is, then holy crap, the ability might as well just not do damage any more.

    • Upvote 2

  9. 4 hours ago, [DE]Megan said:


    • Increased the time between Telos Boltace’s slides from 6 to 8 seconds. This means after doing first slide attack you now have 8 seconds to do the next slide that does the radial blast+damage.
    • Added 100 Impact damage to the Telos Boltace Stormpath attack.

    As glad as I am to have a can opener that I can use once every five seconds, the TBoltace still has the huge issue where Stormpath knocks enemies away from the player in mid-attack. And then scatters those enemies all around so they have to be chased down and smacked individually.

    Slide attacks are the main source of Tonfa damage, so binding an AoE ragdoll to them is very, very detrimental. We're literally talking about a passive that protects enemies from the player.


    I think it would be much better if Stormpath was instead activated on slam attacks. Keep it on the same cooldown as the vacuum, maybe, so there's still a sense of "choice" involved in what form of CC the player wants to use.

    • Upvote 3

  10. 3 hours ago, Makoret said:

    what do u care?

    wtf do u care too

    Everything was going so good... till these @(*()$ retards come in with their work S#&$, how about get the F*** out of here and go to work instead of wasting ur @(*()$ time @(*()$ around here? gosh there r so many thing to do but all u do is just picking on someone who is trying to tweak some game wtf is wrong with u guys gtfo and stop wasting ur time! (i know this is from almost 3 years ago xD)

    is there anyone with something to support this thread?

    You revived a three-years-dead thread to post this?

    If you want to answer questions in the PHP forums, it's probably best to check the dates of the posts in the thread first. And, you know, actually answer some questions instead of jumping into an argument with randoms.

  11. 1 hour ago, [DE]Megan said:


    • The Artax is no longer eligible for Riven mods. This weapon does negligible damage on purpose, so most Riven Stats won't positively affect the weapon. Anyone with an existing Artax Riven will keep it as is - you are now the owner of a vintage Mod!

    This seems silly. Doesn't this completely defeat the purpose of riven mods in the first place?

    I get that the Artax is a lot more popular than the devs expected it to be, and I get that this is still a good sign for players (since it means less dilution in the Rifle pool), but adding exceptions to the riven system seems a bit arbitrary and unnecessary.

    • Upvote 9

  12. 2 hours ago, [DE]Mark said:

    Conclave Changes

    • Added 4 seconds of immunity to knockdown after being knocked down in Quick Steel Conclave Variant.

    Ugh. Why is it always this arbitrary, unintuitive "no-knockdown" timer?

    If a player manages to get a slam attack on someone twice in a row, they should be rewarded by knocking down their target twice in a row. 
    The problem with Ninja Variant is that people can spam AoE knockdowns indiscriminately. This change addresses the symptom, not the illness.

    • Upvote 1

  13. 58 minutes ago, JesterTheNight said:

    Ouch, RIP Caustacyst.

    DE got so much praise from youtubers for this weapon, making an alternative to crit weapons, a weapon with interesting mechanics... and they nerf it, LOL.

    Right?! This is the Miter multishot bug all over again.

    The bug allowed the weapon to perform well at high levels without being overpowered, with almost unanimously positive feedback from players (notice the huge lack of "Caustacyst needs to be toned down" threads from the past week, or the "Miter needs to be toned down" threads from during the glitch). But god forbid a balanced weapon continue to exist because its functionality isn't technically what the devs expected.


    I mean, I get that balancing and bug fixes are important. But there are (rare) occasions where happy accidents occur, so sometimes it might be better to just leave them be.

    • Upvote 7

  14. * Fixed crafting requirement for War.


    So we're forced to sacrifice the best longsword in the entire game, which we can never obtain again, to craft an Impact greatsword.

    Or, if we don't want to sacrifice the best longsword in the entire game (which, again, we can never obtain again), then we can just buy War from the marketplace for the low, low price of 600 plat!


    Seriously, this is ridiculous. I hope this change gets reverted, or at least give us another way to obtain Broken War.


    * Fixed potential network-abuse and in-game stuttering after customizing your operator

    Not gonna spoiler-tag that?

    • Upvote 14

  15. The buff to Ignis was welcome, but it didnt go far enough, the damage is just TURRIBLE.

    They nearly tripled its base damage and allowed it to deal that damage over a much larger area. If you're firing on two or more targets at close- to mid-range, then you're already outDPSing the Boltor Prime.

    The damage is fine. The only things that I'd change right now are the mildly-glitchy AoE hitboxes and the gross "3 ticks per second"/"Status per second" mechanics that all continuous weapons suffer from.

  16. Those wonky AoE mechanics were fixed. AoE no longer automatically headshots.


    Was that ever the case? Maybe if I aim over the enemies heads? In the couple missions I've run so far the end mission report has shown very few headshot kills. I'll go test that real quick.


    About that-- I believe the fix only applied to AoE headshot damage counting as "headshot kills" in bonus missions and end-of-mission screens. I tested from both SSimulor and Tonkor since then (very, very extensively with SSimulor), and they both most certainly do headshot damage as long as the target actually as a head (e.g. pretty much anything that isn't an Osprey).


    I'm not sure if this works with Ignis since I actually haven't used the thing in well over a year. It's actually been so long since I used it that I don't even remember if it ever auto-headshotted.

  17. Base status chance is also 25% now. Apparently firerate effects status per second, as well? With 3 dual stat mods and speed trigger, I get 112% status chance.


    increasing base damage to 27 gives it comparable base damage to the baseline automatics, which combined with it's ability to hit EVERYTHING means it's actually pretty ammo effecient.


    Quick comparison: the Ignis now has almost exactly half the DPS of the Boltor Prime; firerate and crit are identical, and half of 55 is 27.5. The Ignis has essentially perfect accuracy, though, due to the massive AOE, meaning no wasted shots, and as long as there's more than one enemy to hit, yer probably gonna hit more than one. Perma CC or corrosive or viral procs all day, to boot. Color me tentatively impressed.

    Haven't used the Ignis since the update yet, but I'm assuming it still automatically deals headshot damage due to the wonky AoE mechanics?

    If so, then this weapon is probably an absolute beast now.

  18. I don't see how Hammer Shot is supposed to replace Split Chamber.

    Split Chamber doesn't have much of an effect on this weapon; instead of firing two orbs at once, it simply fires one orb that counts as two when stacking (so the stack rate is doubled, that's it). It's optional in most builds; you'll get slightly higher damage on the first merge and you'll get instant vortexes, but at the cost of a moderate chunk of sustained DPS.

    I don't see how Hammer Shot has any place on a SSimulor build, though. Even despite the gigantic range, the base status chance is too low for procs to really be relied on, and while there are constant damage ticks from vortexes, the radii on those are TINY-- especially considering that basic merge damage has well over double the radius and will actually stagger enemies away from where the tiny little vortex appears. (This is even worse without Split Chamber, since enemies are staggered away twice as many times before you can even get a vortex to appear.)


    The SSimulor is stupidly powerful, even compared to some of the other best weapons in the game, but it's not going to get nerfed unless it at least gets a crapton of attention from the playerbase (which is unlikely to happen, considering how many players are instantly deterred by the awkward firing mechanic).

    The only nerf I can see it getting in the future is an indirect one from a possible "Explosions can no longer hit through walls" fix, but that's really about it. Whether the SSimulor is gamebreaking is debatable, but there are numerous other more prominent issues that are more worthy of being addressed first.

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