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ganjou234

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About ganjou234

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  1. Actually, it's best used with a high status primary/secondary with a sparring weapon as your melee (do with Hirudo for more heals). Proc status with gun->Knockdown multi hit finisher.
  2. RMB combo has become shoot->RMB combo. (RMB(HOLD)->LMB->EEE) BLAM with a shotty, then proceed to melee the mofo. It works really well with Bullet Dance + Redeemer.
  3. WHY? The system is perfect for pulling out a melee weapon to block with.
  4. Hey @(PS4)warhero229 I've made a new concept since my "HAVOK" Warframe Concept. It's "nearly" similar in design. Feedback would be appreciated. Cheers!
  5. That's the difference. Nuke in a direction vs Nuke the whole bloody map. Directional vs Map Wide. The other allows your other teammates to do their thing while another hogs gameplay. So I guess everybody queuing up for pub gotta go support now huh? What happened to minding our own business? I thought players should play what they wanna play? Maybe stasis shouldn't have been reworked? Maybe the game should be designed in such a way that players dont step on each other's feet? You dont think people going pub doing what they wanna do but cant because of one player is bad? If people should be able to do what they wanna do then they should be able to do so.
  6. No. It is the truth. (Saryn) 1. Slap mods on 2. Stand on one point 3. Press 1&4 (alternatively bind 1 and 4 on a macro loop). Three other frame join in to kill things and find that everything dies before they could even aim down sights. Did their setups suck? No. Loot ends up too far to pickup and you spend most of the time trying to run around and get it rather than killing things. Costly to setup - YES Effortless when setup - YES Just like old Limbo Stasis - YES (by preventing people from killing things) Yes, this is a shooter and I intend to shoot things. Actually it's fist weapons & heavy swords & polearms vs whips. Strangely, I find that heavy swords and polearms less annoying than whips. The problem here is the same as the Nuke Frames, everybody else cant kill anything (although only to a lesser extent since whips aren't map nukes). TBH I dont really mind whips, I just hate macro spinners/spin spammers. Maybe I just dont like people that wanna be beyblades. The thing that ticks me off is posts that defends bad design by saying, "it's a pub match, you cant tell em what to do". That's the reson people have abused map nukers and spin macro ever since. That's how I received your post, it seemed like you were the assumption that the people that complained about getting lower kills have bad setups.Thats the reason that I got quite riled up and aggressive in my response. The differing play-styles shouldn't ever bog down one another.
  7. What makes you assume that my setup isn't geared towards AOE and killing hordes? What makes you assume that my setup sucks? The only reason that the map nukers are out performing me is because they literally have to do 0 effort to do so. The fact that a overly tuned and maxed out setup can be nullified by dumb things like Map Nuking Frames is a hint of bad design. This is a horde shooter not a "AFK-they-die-around-me-hurr-durr-I'm-soo-OP". You're supposed to actually shoot and do something. Who cares about number of kills? You do know that this is also a shooter game. We play to kill and shoot things. WE HAVE TO KILL THINGS. How can people play when everything in the entire damn map is gone before anyone even attempts to aim down sights? How can people kill things when they're using fist weapons as opposed to whips, when whips are basically room wipers? "Well, hurr durr then dont use fist weapons hurr durr they suck hurr durr follow whip meta lol". In regards to melee, this is also a ninja-horde-hack-and-slash game not "beyblade-spin-to-win-macro-keybound-dumbness" Melee 3.0 is the only way to make every melee weapon actually usable anywhere at any level, from fists to whips.
  8. I hope Fist weapons get looked at. They need to feel more devastating, even against groups. Shield and Sword Stances also need looking at. The Eleventh Storm stance needs buffs.
  9. Or.....like playing as the Pack Leader...... xD He should be affected by Oberon's Passive lul
  10. I agree, the combo points should affect normal attacks too and not be limited to heavy attacks. But to avoid spam I think it would be best to make Heavy/Slide/Wall/Slam attacks consume 1 level from the combo counter. Since I think their planning to remove the channeling button, but keeping channeling as a mechanic - then an easy implementation of "channeling" is by the use of the Combo Counter + (Heavy/Spin/Wall/Drop Attack). Consume 1x level from the combo counter and X amount of energy to gain the bonus effects of channeling by performing a Heavy/Spin/Wall/Drop attack. example: Combo Counter = 2x, Energy Drain = 10. Result: 1 Heavy/Spin/Wall/Drop attack will perform a "channeled strike" consuming 1x level from the 2x combo counter and 10 energy from the Warframe. Channeled Strikes will gain bonuses from the Channeling Mods in the Channeling Modpage and + Melee Weapon Mods + Previous Combo Counter (ex. 2x). heavy attacks already have a 3x multiplier too. Perform a regular Heavy/Spin/Wall/Drop attack at 0 combo counter. Regular Heavy/Spin/Wall/Drop attacks add +1 to combo counter. Gain a full Combo level (+1x) to the Combo Counter by successfully performing a complete melee combo on an enemy. Each Quick Melee and Melee hits still add +1 per successful strike. Gain +1 combo when blocking attacks, and +1X level to the combo counter when quick parrying knockdowns/melee strikes. Make a whole separate mod page for channeling. Buff the base channeling multipliers of weapons. Create a Channeling mod that increases the reach of melee weapons. (200% reach on-channeled strike). With this if you're at 3x combo and you decide to spam spin attacks you'll do more damage due to the channeling effects but if you spin three times then you'll lose all the accumulated combo. (1st spin will do 3x overall damage + Channeling Effects, 2nd spin will do 2x + channeling effects, 3rd spin will do 1.5x + channeling effects).
  11. I'm very concerned on the way channeling will go. Blocking/Timed Parrying should be available in "Primary" weapon and "Secondary" weapon modes, block/quick-parry anytime, channel only when in melee mode. Quick melee on another button. Channeled blocking should not be combined with blocking, it will make the Blocking% of weapons useless. Channeling mechanics as of now is good, you channel and get a boost at the cost of energy. However the mods and effects are quite subpar (exempting Lifestrike since it's good even when only at rank 1). Buff channeling mods (ex. Killing Blow, Focused Defence..etc). Focused Defence can be useful by giving a flat addition to armor when channeling (maybe +600 armor just like Arcane Guardian). Make this a flat modifier give 100/200/400/600 armor on levels 0/1/2/3 to make it worth taking on low armor warframes. Mods like True Punishment, Enduring Strike, and Corrupt Charge need to be a flat additive amount (just like Shattering Justice, EntropyBurst, and Cat's Eyes). This will help both low-crit/low-status weapons and high-crit/high-status weapons. Related mods like Energy Channel need to have it's damage caps removed and limited to Heavy/Spin/Wall/Drop attacks, the 200 damage cap is severely limiting.. Mods like Parry and Reflection need to add to the combo counter or have a different effect. Parry - Explode in a 5m radius inflicting a blast proc and dealing 300 blast damage when successfully parrying a melee strike or a knock-back/knockdown effect. Reflection - Gain +1 to the combo counter for each enemy hit by a reflected attack. Make a whole separate mod page for channeling. Buff the base channeling multipliers of weapons. Create a Channeling mod that increases the reach of melee weapons. (200% reach on-channeled melee). However if you're committed in removing the channeling button then an easy implementation of "channeling" is by the use of the Combo Counter + (Heavy/Spin/Wall/Drop Attack). Consume 1x level from the combo counter and X amount of energy to gain the bonus effects of channeling by performing a Heavy/Spin/Wall/Drop attack. example: Combo Counter = 2x, Energy Drain = 10. Result: 1 Heavy/Spin/Wall/Drop attack will perform a "channeled strike" consuming 1x level from the 2x combo counter and 10 energy from the Warframe. Channeled Strikes will gain bonuses from the Channeling Mods in the Channeling Modpage and + Melee Weapon Mods + Previous Combo Counter (ex. 2x). Perform a regular Heavy/Spin/Wall/Drop attack at 0 combo counter. Gain a full Combo level (+1x) to the Combo Counter by successfully performing a complete melee combo on an enemy. Each Quick Melee and Melee hits still add +1 per successful strike. Gain +1 combo when blocking attacks, and +1X level to the combo counter when quick parrying knockdowns/melee strikes.
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