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Zamte

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Posts posted by Zamte

  1. Unfortunately, despite what Apple would have you believe, the Mac marketshare is very small, especially when it comes to gamers. They would have to put a lot of time and money into a mac port, and for that they'd probably end up growing the playerbase by a few percent. Generally the only games worthwhile to do mac ports for financially are the simple, casual games, or games which already have a massive following which benefit from much more flexibility.

  2. My big problem steming from damage 2.0, which I believe is one many others may share, is that the vast majority of my arsenal from before is now supremely effective against grineer and nothing else. I have a large selection of very powerful pucture weapons, and a few good slash weapons, but my only particularly good impact weapon is my strun wraith, and it's currently rank 8 because I forma'ed it before getting bored of the game.

     

    Once everyone figures it out, and builds up a new weapons paradigm, it'll be back to business. You'll swap weapons and mods more often, but you'll do better against the enemies you face.

  3. Sorry buddy todays kids grew up with this S#&$, games NEED achievements you know lol.

     

    I never had achievements in games as a kid. They've only really started to be a thing in the last major console generation. I enjoy them.

     

    Achievements, when done well, are really handy. They give you a quick list to look at to figure out what sorts of things you still have to do. I loved achievements in WoW, because they helped me branch out, get outside my box, and do things I'd never done before.

  4. Had to go back and look at my original post, realized I was explaining it wrong - recalculated.  A AP Mod that gives 50% bonus to damage should now only apply to puncture damage and not total damage, even though part of what is multiplied is affected by Serration.  It is confusing yes, but if I got the mathing right my edited example should be bang on.

     

    You're assuming this is how it will be because it is how it is now, but I think that's a large error.

     

    If you have a weapon that has 10/10/10 base damage, and serration raises them all by 100%, and then you have 100% AP mod, now you have 20/40/20. Piercing will be the only damage type multiplied twice and that will render it the best, still. It'll make any enemy weak to piercing damage to be the easiest to kill, and it'll make any enemy who isn't much more difficult to kill just due to weaknesses.

     

    Having one specific mod for each base damage type keeps you from exponentially boosting your damage. It keeps things low, and in line, it forces you to make choices instead of snowballing a weapon up using the highest synergies. It makes sense from a balance perspective, especially if the goal is to decrease enemy and player power creep. It also seems crazy to turn AP into one of the base damage types but not to have those same mods for other damage types. However adding them for the other damage types just makes for three mods which are all inferior together to serration by itself.

     

    The simple fact that they chose to make AP into one of the base damage types and give it a unique mod leads me to believe this is how they're doing it. If they wanted serration to continue to increase all the damage your weapon does then they would have just made AP mods give a percentage of armor piercing.

     

    They have put a lot of time and effort into modifying this system. I wouldn't expect it to be so similar to how it is.

  5. This and I'll take it a step further.  So we can agree that each weapon has a base damage amount that is reflective of the cumulative total of impact, slashing, puncture.  There is no reason to think (now) that Serration won't do exactly what it did before and what Jandor is saying above.

     

    A weapon that does 100 damage that has a mod that increases base damage by 100% will now do 200 damage.

     

    Using Jandor's example above, lets say we put an Armor Piercing mod on that increases puncture by 50%.  The new damage would now look like 60, 40, 150 for a new total of 250 instead of 200.

     

    If this isn't how it works, I'd be shocked.  And yes, it likely means all you guys saying a specific mod for both Impact and Slashing damage increases will be introduced are right.

     

    There is plenty of reason to think it will be different. They're redesigning the entire system. They have turned AP mods into piercing damage mods. By leaving +damage% mods adding to all three, they make piercing the most effective except on weapons where it is the weakest damage type.

     

    It makes far more balance sense to transition to a system where each of the three base damage types has it's own mod. Especially if, like they said before, enemies will have weaknesses per enemy and not per faction. Pushing your strongest damage gives you a wide range of effectiveness. You become really good against some things but awful against others. Shoring up weaknesses will not make you excel so much on the targets you are strong against, but it won't leave you so weak to those you are weak against.

     

    It creates a system that's heavily weighted all around. It forces you to either be the jack-of-all-trades or the specialist. Having elemental damage multiply base damage and having mods multiply base damage is how we ended up with this power creep to start with.

  6. The problem is AP is no longer an element, so to speak. AP mods now raise the piercing value of the base damage. That means if serration raises all three bases that it won't really multiply the AP mods. It also means that because there are effectively two different piercing damage mods, that it will be the best of the three, and enemies weak to piercing will become the new corpus.

     

    I suspect that we're going to get two new mods for each weapon. The existing damage mods such as serration, hornet strike, and point blank will become either slashing or impact damage, and a new mod will be added for the final type. Then we'll also get new mods for toxic damage.

     

    It forces a little more variety. You'll have to choose to bolster the strengths of your weapons, or to shore up the weakness it has, and depending on where you're going or what you're using, you'll want to make different choices.

  7. Perhaps a part for that corpus whip? Actuators convert electrical current into motion via motors, so a series of them daisy chained together would make a reasonable chain "whip". Seems kind of strange to make a sub-component though just for this one weapon.

  8. I don't see why they can't do both. Give the normal avatars alongside the crafting of the frame, including the prime if that's what you made. Bundle the helmet avatars along with them when you purchase them for a discount. Then add new avatars which are fancier.

     

    I'd be willing to pay for a fancy loki that colors itself like mine, or an animated loki, or a loki doing a pose from one of his skills or animation sets. Even just an avatar with a special shiny border or some other special effects or unique attributes would be worth paying for. However I find it kind of silly to try to charge for a picture of a warframe to be put in a box. Especially considering the effort to make the normal ones was literally non-existent. Load up the model in a colored cube of the background color you want, render it, crop, done.

  9. Disrupters seem bad at first, but trust me, Toxics become much worse. In non-survival, not so much. But in Survival, you even look at that cloud funny, you're taking a crap load of damage. And rooms and corridors turn into minefields of death when there's a whole pack of Ancients coming at you.

     

    Toxics are more painful, but they're more direct. I can easily deal with them unless large numbers come at me. On the other hand I've had disruptors do some stupid nonsense, like slip their arm through a snow globe to steal my energy because it's technically a melee attack. I play mostly squishy frames who rely on energy (Loki), or shields (Volt), and they take all of both if they manage to hit me, which they seem to do in many situations where they shouldn't.

  10. because we don't get much in the gameplay department beyond shooting and pushing 4

    napalm is one of the few enemies thats actually dangerous

     

    if and when we get better AI then we can nerf his &#! to the ground

     

    That's not really how game design works. Just because everything else is weak doesn't mean you make one thing unfair. The kind of difficult they are is the frustrating, obnoxious kind. They are very hard to dodge because they hit such a large area so quickly, running at them causes their effective fire rate to increase. They hit very hard and quickly cover the ground in a painful damage over time.

     

    Good design would have them either fire slowly or be easier to dodge so that aware players can reach them. It shouldn't be a health test. Can you reach and kill them before their fire annihilates you automatically?

     

    They aren't really OP. They're just another enemy that scales better than we'd like.

     

    I can't agree with this. They were painfully lethal for me even as a low level. They hit a huge area rapidly, do constant damage which means no shield regeneration to combat it, and come alongside other enemies who pin you down. They're very hard to deal with, even at lower levels and for newer players. They're one of the two enemies (the other being disruptors) who are far more obnoxious to fight than any of the others.

  11. Who said Damage 2.0 will hit on U11?

     

    They said it would be in 10, then it wasn't done in time so they said it'd come in a big patch later during U10. Damage 2.0 and trading are now supposed to be the big system changes for 11 as far as I am aware.

  12. They're going to be confused either way. Adding a little extra to that isn't going to change much. And this will be a good step towards making them understand that this game is still in beta. 

     

    It is thought. Assuming U11 comes out in a week or two, they will spend their first few weeks learning THIS game, and then suddenly have everything change around on them and have to relearn it all.

     

    It'd be much more ideal for them to just come into the new version to start with and not have to worry about relearning things because they started with something that was already mostly obsolete.

     

    That said, the builds are out of sync, so I wouldn't be surprised if just this once PS4 was U11 on launch and PC was behind. Maybe they'll have U11 on Friday and we'll get it in a few weeks.

     

    That'd have the benefit of giving the PS4 a semi-exclusive like they're such a fan of, would intrigue PC players to swap to PS4 right away, and cause more PS4 players at launch.

  13. i don´t think primes are a necesity at all.

     

    as an example, i prefer the look of the norml mag over mag prime. add a polarity to mag and i have a mag with the same power as mag prime, but with the looks i like the most.

     

    I agree, especially with Mag. However we only know because she's out. I like my Volt too, but what if he's the last frame to get a prime? I won't know if he will look badass until he comes out, a year from now. If I assume he looks stupid and polarize my normal volt four times, then I won't end up using him. If I wait and he looks stupid then I've lost a bunch of time. It's an annoying crossroad I'd prefer not to have to worry about.

  14. The main issue I have with primes is that they've started to feel like they're essential. I know the polarity slot can easily be made up for, but it still seems almost pointless to play a basic frame and polarize it when you know a better, fancier version is coming.

     

    Which leads to the issue, these things take forever. Whoever the last couple of prime frames are probably won't see the light of day for another year. So some people will be waiting a year, torn between just polarizing a frame that will in the long run be replaced, or holding out for an indeterminate period of time waiting for their upgrade.

     

    I'd care a lot less which frames got primes when if they didn't take two or three months each.

  15. I calculated everything correctly. Critical multiplies. It doesn't matter if I apply the other mods or not. It increases the damage by around 35% for two mods. If your mods make you manage 1,000 dps, then the crit mods will make it 1,350. If they give you 2,000 dps, your dps with the crit mods will be 2,700.

     

    You're dedicating two mod slots and a dozen or so points to raising your total weapon DPS by 35%. If it was 35% per mod it might be worthwhile, but it's not. For comparison on my snipetron vandal, those two mods along with hammershot raise my damage by 270% or so.

     

    Due to crit mods being percentages on percentages, every base crit% counts for a lot. A 10% item is several times more effective to use crit mods on than a 5%, and a 15% even moreso.

     

    If you insist on using the crit mods, that's fine, but I assumed the point of the thread was to offer suggestions, so that's what I did. Most of the people in the thread have suggested dropping them.

  16. Edit: Also those mods are way better when stacked with other damage and elemental mods, so they're only mods you should use when you have Serration, Multi-shot, Hellfire, ect. on.

    It doesn't matter. It will raise the total damage of the gun by 35.714%. It scales percentually, because it is a percentual bonus.

     

    The truth of the matter is that in a perfectly randomized program (prolly never gonna exist) that would be the case but with how randomization in most games work is that there are lucky streaks and unlucky streaks.

     

    It doesn't matter though. Random or close to random, it will still trend towards the numbers. Over tens or hundreds of thousands of applications of the weapon firing the dps will be so close to what I posted as to be irrelevant. The math I did is the best math you can do with chances because there is no way to see what it will do and when.

     

    By looking at it the way you are, we should use crit builds on everything because any weapon could do like eight times it's DPS all the time if I'm lucky enough.

  17. but those are chance mods so it only uses the chance increase to the damage to factor into the statistics, the damage could vary up to 880 if you got all crits in 1 second to only 200 damage if you got no crits. The stats in my opinion aren't a really good representation of how much damage you can actually get.

     

    It doesn't matter what you can and can't get. What matters it what it will tend to do, which is what my math shows. Over time, the crit chances will average out to or very near the dps values I listed, because that's how statistics works. There will be a lucky or unlucky string here or there, but this is what it will tend to look like over a given sample size.

  18. Flux Rifle

    200 damage per second

    5% crit chance

    200% critical damage

     

    Point Strike +150% crit chance (12.5% modified, 1/8 shots vs 1/20)

    Vital Sense +120% crit damage (440% modified, 880 damage vs 200)

     

     

    210 DPS (no mods)

    225 DPS (point strike)

    234 DPS (vital sense)

    285 DPS (both mods)

     

    35.714% gain on overall damage for two mod slots.

     

     

    That's an increase of only about 18% per mod slot being used. Most mods in the game are more valuable to your damage than that.

  19. I think you're overestimating the usefulness of crit mods by a large margin. 5% base crit is way too low to justify even one crit mod, let alone two or three. I don't use rifle crit mods on anything with less than 15% base, because it just isn't worth it.

     

    You'd be much better off dropping point strike and vital sense in favor of heavy caliber and another elemental mod.

  20. Trolls? Nice way to cover up your own mistakes by claiming I'm a troll.

    Of all the last few hundred Tenno who upgraded today and yesterday, your the few 1-4 that claim De is at fault. Maybe your special and De decided just for you specifically that you wouldn't be able to get it.

    I bet this is what you'd like De to come out and say?

    Take you're complaint to the correct forum and post a ticket instead of waiting and re-trying the same mistake over and over.

     

    Founders packs were still available when he tried this. They only just ended 24 minutes from the time I am posting this.

     

    They do not, in fact, take Euros. They are a Canadian company. You pay in your local currency and it is converted to Canadian dollars for them later. That is not the responsibility of the end user.

     

    It's not the fault of DE directly. However it is likely the fault of Ultimate Pay. Many prepaid cards work with some services and not others because the services are needlessly strict on the card, to the point that many if not all prepaid cards fail to function, and these services only work with actual debit or credit cards. If DE works with them and it costs them customers, this is a problem for them, because it will cost them money.

     

    You're telling him not to talk about things he doesn't understand, but every single one of your points was misguided and incorrect.

     

     

    DE doesn't have to do anything about this, and DE did nothing wrong. However if DE wants to make the most money possible then they probably ought to work with payment processors who can handle prepaid cards, because prepaid cards are getting more and more common every day.

  21. According to paypal's developer companion site, an error 10486 means that you tried to use a bad funding method. Either an invalid card or a card with insufficient funding. Chances are there's some sort of checking fee of a few cents they use to check the card is legitimate, which leaves it unable to cover the whole cost of the founder's pack.

     

     

    I would suggest you buy the disciples's pack for now if it will allow you to. People who already have founder status will be able to upgrade to a higher tier for a while even after the founder program expires. That allows you time to figure out the issue and upgrade later. If you don't, then it might end before you get to sign up at all.

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