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shut

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Posts posted by shut

  1. 5 minutes ago, Hawk_of_the_Reborn said:

    I read the whole thing, unlike everybody who thinks their reactors are gonna "Scale" up. No, they're not.

    If you have any reactor that's below its new MINIMUM range, it will be pumped up to that number now. If you already have any reactor that is already within its new range, it WILL. NOT. BE. AFFECTED. AT. ALL. 

    Meaning no scaling buffs or nerfs, it's the same exact reactor as before

    Meaning that if you have a +49 cap Zetki mkIII reactor, it's not gonna scale up to the new range by being buffed to +79(near limit of new MAXIMUM range). No, it's just gonna go to +70, that's it. 

    This is literally the opposite of what @[DE]Saske just said. Which, if I may emphasize, is DE's most recent official clarification on the matter.

     

    OT:

    The amount of toxicity in this thread is baffling. OP's request is essentially "I worked for hours to get myself a max roll, and I would like it to stay as a max roll once the base stats are buffed". Which is a perfectly reasonable request-- and it's the system that existing Riven stats have been following for years, by the way-- yet everyone's screaming and frothing at the mouth as if OP personally requested that DE murder their families or something.

    Nobody is getting punished by reactor stats being remapped rather than rerolled. Y'all. Need to. RELAX.

    • Like 6
  2. 18 hours ago, 844448 said:

    corrosive for stripping armor with condition overload for stacking damage bonus

    A rule of thumb I like to follow: If your melee weapon is successfully stripping armor with Corrosive, then it's probably not killing fast enough.

     

    OT:
    Critless status weapons reeeaaallly got the short end of the stick with Melee 3.0, and of course DE's probably not going to do anything about it until like 2025. Until then, the best thing you can do with these weapons is find a way to give them some sort of crit multiplier-- e.g. with Harrow/Adarza (which give additive crit chance), or with forced stealth bonuses (which give additive +700% crit damage regardless of whether the weapon actually crits-- e.g. Sleep, Blind, Savage Silence, etc).
    Unfortunately, with DE slowly stomping the life out of stealth damage over the past year (with zero mention of it in the patch notes, of course), our options for reliable stealth damage are becoming... increasingly limited.

  3. 31 minutes ago, LostSeeker0 said:
    • Blast: Knocks down both the target and all enemies within 5 meters of the target. Procs can only affect again when the enemy is trying to stand back up

    A bit off-topic, but is this the case ingame once again? Because Blast procs broke in late 2017 and I don't recall them ever being fixed (i.e. enemies couldn't be knocked down again while the "icon" was still active-- meaning you could blast-proc an enemy 99999 times over the course of an hour and only the first one would actually cause a knockdown).

     

    But yeah, damage types are a wee bit of a mess. ESPECIALLY the nonsense with Condition Overload, which destroyed the viability of nearly any non-crit melee weapon.
    Unfortunately, DE's attention shifted away from Melee 3.0, so we can expect to see zero changes to this problem for the next seven years...

  4. 52 minutes ago, [DE]Danielle said:

    We are doing just that in the Hotfix we have planned on PC coming up real soon! We've added permanent in-world markers on Avionics and Salvage so that you and your squad mates can't miss them - this has been a huge request considering how important loot awareness is in general, and especially important since Avionics are such a core component to your Railjack. This is in addition to also adding Battle Avionics as potential drops from Elite Fighters in Deep Space. 

    As for the discussion on the Railjack's vacuum range, that is something we are currently reviewing! 

    Woohoo!

    Regarding the vacuum-- playing as a gunner can be pretty frustrating since you'll often see useful drops but be unable to pick them up. Has anyone brought up the idea of giving gunners a way to pull loot towards the ship? e.g. By aiming to produce a cone-shaped vacuum?

    • Like 2
  5. 4 hours ago, Quimoth said:

    the former simply looks to me like to much coding and to much bugfixing to be worth investing in for DE.

    Implementing a system where players can swap out parts of an ungilded zaw might be a bit hard to do, considering DE's spaghetti code. BUT, the game already keeps track of what parts each player's Zaw is made out of-- so it should be exceedingly simple to implement a "Disassemble" option (i.e. delete an un-gilded zaw/kitgun, and add its three components to the player's inventory) as a workaround.

     

    Bonus points if this "delete weapon and refund parts" workaround is disguised as a proper "Swap Parts" UI. Example implementation:

    • Player clicks on hypothetical "Swap Parts" button from Hok's menu, and selects the un-gilded Zaw that they would like to modify. The game opens up the already-existing build-a-zaw interface, but with the current parts set to those of their selected weapon.
    • When the player hits "Save customized Zaw", the game deletes the Zaw from their inventory and gives them a brand-new one from the selected parts (adding/removing parts from their inventory as necessary). This gives the impression that the player's Zaw is having parts swapped out while resetting its rank to 0.

    Considering that un-gilded Zaws can't be coloured/potato'd/forma'd/named/etc (i.e. the player won't have any customizations that they'll notice disappearing), it should be virtually indistinguishable from a true part-swapping system. From the player's perspective, at least.

    • Like 1
  6. 30 minutes ago, (XB1)Thang Hung said:

    @SortaRandom That is hilarious because that was exactly my setup when I logged back in! Plague Kripath with Twirling Spire. Mind sharing your Orthos build with me?

    I've been using a standard hybrid build with a comfortable amount of attack speed, and as much Range as possible.

    Naramon version (~infinite combo duration, 100% status, pure Slash):
    9KEgpPl.png

    Zenurik version (decent combo duration, status, and Slash ratio):
    m0hsuNb.png

     

    I want my hitboxes to be as wide as possible, so having both Primed Reach and Spring-Loaded Blade is practically mandatory for me. Shimmering Blight has a simple moveset with decent multipliers, wide hitboxes, and excellent mobility; and Primed Fury gives a very comfortable amount of speed for this stance (Berserker introduces motion sickness for me). 
    I also have Arcane Fury on my warframes for a bit of added base damage (so that oneshotting weak enemies is easier), and a status shotgun (e.g. Phantasma with Vicious Spread) to soften up extremely tanky enemies. The whole thing pairs particularly well with frames like Wukong (sprays Phantasma passively) and Rhino (increased bleed damage thanks to Roar double-dipping on procs).

    End result is an extremely mobile, wide-ranged helicopter propeller of armor-ignoring goodness. is nice 👌

  7. That riven is amazing. The thought of that combined with Primed Reach is making me drool.

    I'd honestly advise losing the Corrosive damage. Reaper Prime is blessed with having incredible crit, status, and Slash ratio, making it perfect for dealing most of its damage through slash procs. Melee weapons should rarely, if ever, be using Corrosive for the sake of stripping armor-- especially if they can make use of slash procs as well as ReaperP does.

    As a rule of thumb, if your melee weapon is successfully stripping an enemy's armor, that's only because it isn't killing the enemy fast enough.

     

    I'd personally:

    • Replace Primed Pressure Point with Primed Reach, to instantly give yourself one of the widest-reaching melees in the game. If oneshotting mid-leveled enemies is a priority and you don't desperately need your arcanes, then get your base damage through Arcane Fury.
    • Replace Shocking Touch with Weeping Wounds. This alone will get you to 100% Status at 9x combo.

    Final slot can be any of:

    • Primed Fever Strike (best raw damage + ignores shields, BUT harshly lowers bleed-proc chance).
    • Focus Energy (maximizes Heavy Attack efficiency with Zenurik + allows you to maintain combo indefinitely by using a heavy attack if no enemies are nearby, BUT slightly suffers against enemies with high Shields or Alloy Armor [not that it matters if you use Heavy Attacks]).
      ^ Goes best with Amalgam Organ shatter.
    • Buzz Kill (completely obliterates armor and is decent against shields due to the sheer number of slash procs, BUT the lack of proc variety may scale poorly with Condition Overload if you don't have a status gun handy).
      ^ Do not use if CO is your only source of base damage.
    • Primed Pressure Point (a bit more bleed damage, BUT without the reliability of Buzz Kill).
  8. 8 minutes ago, Forblaze said:

    I feel like Zetki guns are kind of bad. The cryophon specifically may be the least bad, but sigma weapons are like half of the cost of anything you'd have to repair and perform perfectly fine. I did all of my the veil with just sigma weapons and components.

    Eh. Sigma weapons are strict downgrades to all of the others (aside from Zekti's heat accretion), and if you're deadset on not using Zekti, then you'll still probably stumble upon a few Vidar/Lavan weapons within a few missions.

    Even if Sigmas are cheaper to craft, you can still save yourself those resources by just joining squads for a couple missions until you get the good stuff. Considering that there's no downside for joining a squad (aside from bugs and occasionally dealing with a poorly equipped ship), this is definitely more worth it IMO.

    • Like 1
  9. 8 hours ago, oreom said:

    I usually go Organ S. plus berserker, I find Reach to be good value but only after damage/speed mods are in place

    Yeah, that's pretty much the go-to. Personally I have Reach as a top-priority mod, but if I were to squeeze it into this build, I'd replace an element with it first.

    Ideally, though, you could always save a mod slot by getting that stat from an external source. e.g. you could use Arcane Fury to free up PPP's slot, or use Naramon to free up Drifting Contact's slot, etc.

     

    8 hours ago, Oldskinzz said:

    I believe the reasoning behind this build of double speed mods is because P fury actually stacks multiplicatively with Berserker. So it is a better bonus than simple addition stacking like PPP and CO.

    Wait, actually? I've never heard of this being the case, although... it would definitely explain the unexpected differences in attack speeds for several of my Zaw builds.
    Dang, TIL. 😮

  10. Organ Shatter not being in the build is an absolute travesty. They're basically cutting the OrthosP's damage into less than half by excluding it, and adding attack speed when an attack speed mod is already being used definitely won't make up for it. Diminishing returns and all that. (Similar story for Pressure Point and Condition Overload, although stacking both at least gives the benefit of oneshotting trash mobs for quite a bit longer.)

    Also, OrthosP is one of those weapons that's so fast that "too much attack speed" can become a very real issue. Berserker alone can break your basic E-spam combo unless you mash very quickly, and in my experience can cause a bit of motion sickness when using Shimmering Blight's Hold combo. IMO, a second attack speed mod will only make the weapon harder to control while not adding much in the way of damage.
    You'll be far better off using that extra mod slot for Primed Reach or something.

  11. Some obvious reasons as to why we don't have a compass:

    • it's in space, where exactly would the "north" be pointing to?
    • it's in space, where exactly would up/down be pointing to?

     

    And to that, I say: Just wrap a coordinate system around whatever large celestial body is nearby.

    • If a planet is nearby:
      • Compass is relative to the rotational north/south of the planet in the skybox, with "down" pointing towards the planet.
        Basically our geographic coordinate system that we're all used to, except REEAAALLY high off the ground (which will be readily apparent in Earth Proxima missions).
        For the sake of being intuitive, rotational poles are considered rather than magnetic poles.
    • If a planet is not nearby:
      • Same as above, but relative to the sun instead, with "down" pointing towards the sun.

    HOWEVER: I get that it's important to have the planets gracefully appearing in the skybox as you spawn in, and that players will often want to orient themselves in the plane of the compass (i.e. place the planet beneath them). This could be problematic.
    So, alternatively: make the compass relative to the centre of the galaxy instead.

    • ALTERNATIVE 1: "Down" pointing towards centre of galaxy, "North" pointing toward the north galactic pole, and "South" pointing toward the south galactic pole. (Geographic coordinates, just like above, but centered around galaxy centre.)
    • ALTERNATIVE 2: "Up" pointing towards centre of galaxy, "North" pointing toward the north galactic pole, and "South" pointing toward the south galactic pole. (This is similar in setup to the galactic coordinate system, which is used for locating extragalactic objects in actual astronomy. Very different in execution, but similar in setup.)

     

    At this point you may be wondering:

    "But SortaRandom, who the heck will care where the centre of the milky way is when playing a Railjack mission?"
    - some dude, 2019

    To which I say: exactly.

    Since the Milky Way doesn't appear in any of our skyboxes, and the players typically won't know/care where the centre of the MW should appear in the sky, it would be easy to get away with setting the in-mission compass to some completely random orientation and explaining it away as "it's galactic coordinates, don't question it". Bonus points if Cy gets a dramatic "CALIBRATING TO GALACTOCENTRIC COORDINATES." voiceline when first launching the railjack.

     

     

    ~~ TL;DR ~~
    - Align the compass to the nearest planet. OR,
    - Point the compass in some random direction, and pretend it's a modified galactocentric coordinate system. (Maybe give Cy an extra voiceline to explain away any confusion.)

    Thoughts?

  12. 17 minutes ago, (XB1)Nero Dokaim said:

    Why do you think rhino is fine? Like what’s your opinion on it?

    Having played a lot of Rhino, my only complaints about his kit are that:
    - Rhino Charge is purely horizontal and can't be aimed up/down at all
    - Iron Skin requires an augment
    - His passive, of course, is hot garbage

    Aside from that, though, Rhino's kit is... well... perfect. He's a heavy all-rounder with an extremely simple, robust, and reliable kit. He has a nice variety of specialized builds at his disposal (tanking, damage-buffing, solo stealth, etc), which is a luxury that many other frames don't have.

    I'm not joking about the stealth thing, by the way. Rhino is deceptively one of the best frames in the game for both Spy missions and stealthy Adaro runs (for weapon-leveling purposes).

     

    Rather than asking people what's good about Rhino (because the answer is, well... everything), could you be a bit more specific about what you think is bad?

    • Like 1
  13. 21 minutes ago, (XB1)xJdKxZomBiE said:

    I want all status effects to be tied to energy color for weapons.  Just like Chroma.  So if you set both little energy boxes in appearance as green, you get toxin, set one to green and the other to red and it sure af aint Santa coming out your muzzle, it will be Gas.  See what I am getting at?

    woo11uvzafr11.png

    This accomplishes basically nothing while introducing a crapton of downsides.
    - each weapon now only has 1 proc
    - elemental mod selection is now meaningless
    - what if i want blue fire
    - who even uses element combos amirite

     

    21 minutes ago, (XB1)xJdKxZomBiE said:

    shot multiplier (multishot without it directly affecting status chance, but it never increases your goddamn critical hit chance

    this is literally what multishot is

    It doesn't affect your status chance or crit chance at all, except in the way that you'd expect from simply firing more bullets in the first place.

  14. advice_didyouknow_en.png

     

    WALL ATTACKS (melee 1.0) STILL EXIST.

    They have survived two full-scale melee reworks over the course of >6 years, with virtually no changes from their initial state. They provide no mobility, are horrifically slow, and briefly freeze the pacing of the gameplay. They have been this way since I first used them in 2013.

     

    I don't recall the last time I activated a wall attack on purpose. I don't ever recall activating a wall attack and then thinking "hey, that was useful". I don't think other players do, either.
    DE, if you're reading this... please remove wall attacks from the game.

    • Like 2
  15. 9 hours ago, R.E.B_99 said:

    since bloodrush now only scales with unmodded CC reverting the changes to it would make it usable again .

    YEP!
    The source of Maiming Strike's overpoweredness has always been the fact that Blood Rush multiplied it. With that calculation obliterated (at last), Maiming Strike in its pre-nerf state would've been perfectly viable without being overpowered.

    DE has repeatedly said that they don't like MS because it promotes a boring playstyle... but surely they could've just fixed the "boringness" of the playstyle instead of effectively deleting the mod? For example,

    • BEFORE:
      Maiming Strike adds a flat +90% CC (additive) to slide attacks.
    • AFTER:
      Maiming Strike adds a flat +90% CC (additive) to slide attacks, air attacks, slam attacks, wall attacks, and heavy attacks. (Basically, anything other than conventional combos.)
  16. It's frustrating that it's been well over half a year since DE introduced this system, but they still haven't properly separated autoblocking from aimgliding.

    The weird part is, when U26.0 dropped, I could swear there were moments where autoblocking in midair didn't force an aimglide (as it should be). Haven't seen that happen in a while, though.

    • Like 2
  17. On 2019-11-29 at 12:21 AM, Scar.brother.help.me said:

    And by the way, forward+E works  even worse when you opt out "align attacks with camera" and wish to spin around and hit in every direction.

    It makes me really happy to see another player point this out. Finding a fellow player who plays with "align attacks to camera" disabled feels like finding a damn unicorn.

    This issue could be hugely alleviated by just letting "forward" include A,S,D in addition to W when this option is disabled (since those will all be "forward" relative to your character), but I guess there are so few of us that DE doesn't consider it worth the effort.

  18. The double-proc thing is always nice for Condition Overload builds. I mean, less nice now, but still nice.
    Also, the CC effect itself can actually be a nice bonus against tankier enemies. It's never been useless, regardless of how often people parrot the "death is the best CC!!!1" thing.

     

    I do wish that they'd revert the stealth nerf, though. As in, the literal "melee stealth bonuses are disabled against Blast-proc'd enemies" nerf, which was coincidentally never documented in patch notes.

    ... And the fact that enemies are immune to Blast's knockdown effect if they already have a Blast icon active. You can continuously land a million Blast procs over the course of ten minutes and the enemy will only fall down from the very first one. (Been a problem since, like, late 2017. Still waiting for this to be fixed, DE.)

    • Like 2
  19. 26 minutes ago, SpringRocker said:

    Imagine a target flying above you, it passes overhead, and you track then chase. Old control allow you to follow it, new controls require pivoting on 2 axis THEN make a 180 as it goes over.

    This new system is not an "actual flight system", it's running around in the air.

    I mean, you're not wrong, but I don't see this as a problem. Every Archwing map in the game (including space, and especially in open world) has a clearly defined up/down orientation, and all enemies spawn / move / are oriented accordingly. It's basically just Warframe's usual level design wearing a space flight costume. So, it should use a movement system that's well-suited to such a design-- i.e. running and jumping, but wearing a space flight costume.

    Warframe is very fast-paced and has always been characterized by sudden, sharp changes in direction and speed. Archwing is no different, which makes the slow gracefulness of "rolling" and "banked turns" and all that jazz VERY unsuitable.
    Unless literally every aspect of Archwing is fundamentally rebuilt from the ground-up to accommodate a flight-sim-like playstyle (including map, mission, and enemy design), giving it flight-sim-like controls would never work out well.

    • Like 3
  20. 5 minutes ago, Andele3025 said:

    Im 99% sure control space isnt the dodge roll/backflip on any keybind (mostly because DE has a bloodcurse against PC usage by not letting people use modifiers without overly fiddly macro setups), thus why these parts

    dont make sense to me up+down/space+ctrl should result in the same as forward+back/w+s does in not moving you or the last input/keydown overwriting the first one till keyup.

    I feel like you're misunderstanding. I've only been making suggestions for afterburner-- NOT the dodge/backflip/blink/etc functionality. Those should remain bound to the Dodge key (tapping "Shift" by default), as they always have been.

    Right now, pressing down+up (ctrl+space) while on foot produces a Bullet Jump.
    I would like pressing down+up (ctrl+space) while in AW to produce an Afterburner.

  21. 6 minutes ago, Andele3025 said:

    We agree on the rest but im not sure how/why the AW dodge should be up+down (feels perfect on being the same key that normal WF dodge is)

    Hm? The dodge binding is exactly the same, though?

    EDIT: To clarify, I want up+down to activate Afterburner. Just like how up+down activates Bullet Jump on foot.
    Dodging (i.e. tapping the "dodge" button, where AW's forward dodge has been replaced with a Blink) works wonderfully already, and should stay the same as it is right now.

  22. 20 minutes ago, GruntBlender said:

    Wouldn't it be too easy to accidentally hit things if you're not looking where you're going? It's not an issue with warframes, but for AW it might be. Still, I'd like to have an option for that as there's no fast strafing currently. Jump+Crouch for afterburner interferes with your proposal to move quickly in every ditection. When I press Ctrl+Space, should it 'sprint' up or activate afterburner? Though I would agree with slowing down overall movement but making sprinting and/or afterburner faster.

    I mean, AWs punish collisions a bit more than warframes do, but otherwise they'd be practically identical. The control scheme I'm suggesting is literally identical to the other 99% of the game (aside from the additions of "sprint up" and "sprint down").

    - If you activate press Ctrl+Space, you launch yourself in the direction of the camera. Just like bullet jumping. (It's sprinting that shouldn't be camera-locked.)
    - If you want to "sprint up", you simply hold Space (up) while sprinting. Just like you'd hold WASD while sprinting to "sprint fwd/back/left/right".
    - If you instinctively try to bullet jump upwards by looking up and hitting Ctrl+Space, then you'll Afterburn upwards which accomplishes the exact same thing.

     

    18 minutes ago, Andele3025 said:

    Camera for steering is perfect, issue is that the boost (shift) defaults forward movement instead of wherever you are strafing.

    That's what I mean, yeah. Because it defaults to forward movement, you're forced to swing the camera around if you want to move in any other direction. Which is just silly.

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