Jump to content

TheGambler_BR

Master
  • Posts

    333
  • Joined

  • Last visited

Posts posted by TheGambler_BR

  1. ok, challenge accepted

     

    1. for the same mod point cost of a maxed vigor, i can get a total of +320% shields, and vigor is a bar polarity while redirection is a D.

    2. Shred is currently hunting down all the Metal Auger mods and brutally murdering them while we're not looking.

     

    imo Shred and Lethal Torrent had better be farmable after this event due to the shear amount of power they have over thier standard counterparts (shred > metal auger), or when combined with it's counterpart (Lethal Torrent + barrel diffusion = 180%).

     

    Shred >>>>> Metal Auger.

     

    Less mod cost, a more common polarity, double the effect per rank, AND extra fire rate on top of it.

     

    Metal Auger might as well be reduced to "Well of Life" common, and it still wouldn't be worth it.

  2. I just started reconstructing the dojo, I see this as an oportunity to rebuild my dojo correctly and like the mess it was...

     

    Same here. My dojo was an assymetrical mess, and I disliked its design. I kind just built onwards, without caring, so I could "rush" the clan weapons.

     

    Now, I regret that, and I'll certainly rebuild it from scratch, carefully planning my build. :)

  3. Yea i agree with the crit being on certain parts of the enemy like headshots. I do kinda like the weapon damage increasing with weapon level too instead of damage mods but other then that I'm fine with the way the system is for the most part.

     

    Don't get me wrong, I do like the current system. It's just that its flaws and lack of proper design just overcome its current advantages.

    The mod system could go a very, VERY long way indeed.

  4. There NEEDS to be a massive rework on weapons as they stand right now. All of them. Completely rework their entire system from the ground. Mods seem to be a good idea, but the way they are, their interesting parts (variety and flexibility) are simply non-existant due to lack of proper variety (beyond elemental mods, we have crit, sleight of hand, puncture and stun mods), bugged/pointless mods (who even uses thunderclap?), and must-haves (the sacred quadfecta of multishot, damage, freeze and AP mods - cutting mod slots in half, and mod capacity by more).

     

    Damage mods MUST go. Serration must be gone, and replaced with damage per weapon rank, so there's a more linear player progression curve (right now player progression is ENTIRELY DEPENDANT ON RNG - it took me 30 hours of gameplay to find my first serration mod, and up to that point it was simply impossible to go past venus).

     

    Multishot must have a SEVERE downside (such as reduced damage, to the point where a max rank multishot fires 3 bullets at the cost of one, with 34% base damage for each bullet), the "stun" aspect needs to be increased to eleven, so we can make stun builds viable especially on fast firing weapons like grataka, or sustained ones like gorgon,

     

    Elemental mods must be mutually exclusive and convert damage type rather than add.

    Naturally, armor scaling MUST go too, otherwise it'd be impossible to beat T3 defense.

     

    Critting must have a larger impact, such as increased stagger, for example. Right now crits are only extra percent damage.

     

    There is plenty of room for interesting mods like:

     

    Armor shredding, which reduces the target's armor for every bullet hit, awesome for those fast firing weapons, near-useless for snipers and the like;

    Ricochet effect, allowing bullets to ricochet, hitting through corners, making missed bullets have a chance to hit something else, for example. Adding damage for ricochets so it isn't just a gimmick;

    Headshot mods, increasind damage to vulnerable spots on enemies;

    Mods affecting a specific type of weapon, for example extra rounds fired per burst on a burston;

    Simple tradeoff mods, like for example "reduced crit chance to 0%, automatic crit on headshot" which would greatly reward marksmanship;

     

    ...And a lot more. Sadly the mod system feels like it limits more than improves upon the player's creativity.

  5. Hold on, is it confirmed that Lethal Torrent will hit 60% Multishot? Aka, hit rank 5? Because last I checked, all dual mods only seem to be hitting a maximum of Rank 3, putting it at 40% Multishot.

     

    Their images show their max rank. The number of black dots on the left of the card reveal how many ranks a mod can have.

  6. Tenno Research Lab

     

    Orokin tech studies and stuff.

     

    You only have one research available, and it gives you no item, no bp, nothing. Once you run it, though, it gets added to a "score". Whenever such a score reaches a certain threshold, DE releases a new tenno-based weapon.

     

    (bad idea)

  7. Sorry, I meant to say Fast Deflection and not Redirection.

     

    But due to the many respondents who prefer Redirection over Vitality, I'll be upgrading my Redirection later on.

     

    Dang, so it means that I wasted some serious fusion on Fast Deflection.

     

     

     

    Any here who totally fully and completely maxed out their Redirection mod?

     

    I seldom use fast deflection, tbh. The increased recovery speed doesn't mean much, as, like we said, your shields go so high you won't need to regen them mid-combat, thus making it (kind of) pointless. By moving from combat to combat, your shields recharge fast enough to make it less useful.

  8.  Personally, I never use Vitality, always redirection. The problem starts when i get the energy drain type on Nightmare mode... which is awfully frequent.

     

     My logic behind it is that shields always recharge on their own, hp does not. By the time my shields are low, usually the mobs on the area are dead, so it recharges on my way for the next room. However, most of my WarFrames are fast and squishy, who barely have some armor. The only 'tanky' WarFrame I have is Saryn, so Vitality and the armor mod (forgot the name) might come in handy for the more tank WarFrames... also if you like to go head first with the toxics....

     

    I think the same way.

    Shields recharge fairly quickly, and more often than not, if they went down it is your own fault.

     

    So I seldom use vitality. In fact, I'm almost always not using it, unless I happen to play nightmare.

  9. Armor comment is somewhat of an issue, personally, and I have mixed feelings as far as it goes.

     

    The current armor system makes endgame unviable with any weapon that isn't AP/AI/SB. And by endgame, I mean T3. Having to use three mods (multishot, serration, ans especially piercing hit) to do any damage at all is not what I'd call good game design, especially when your stated in your goals that you wouldn't want to have one dominant loadout in detriment of the others. In fact, that statement as of today is almost outright lying (and I hate to say that)

     

    However, at lower levels, such weapons often have lower damage values than their counterparts, which mean that non-armor-ignoring weapons are stronger there.

     

    That is why I have the most fun when playing midgame missions, where enemies' levels range between 25 to 45. Armor there is mostly balanced, and all weapons see an equal amount of play and viability (except the ignis - that thing is horrible, sadly).

     

    I think that the game is at its most enjoyable when it's around those levels (and you too, have gear suited for that level).

  10. Where have i said that that vandaltron>lanka. All i said is that AP>SB>AI

     

    I deduced so, based on the fact that currently there is no AP damage output that can overcome SB's.

     

    IF there were two weapons with the same characteristics. with the only difference being damage types, then I'd say it is a situational choice, seeing how serrated is best versus infested, whereas AP is best vs grinner and bad vs infested.

    The winner wouldn't be based on the damage itself, but the weapon that is dealing it - a rapid firing, "short" ranged weapon (such as the flux, for example) would benefit more from SB than AP, but a sniper would benefit more from AP than SB.

  11. Except that walkers doesnt have any armor and charger have nearly no armor either. Slap fire dmg mod and no matter what dmg type it is it will be effective against light infested.

    Also why would you need 750 base dmg against light infested...

    But 375 dmg instead of 250 against medium grineer is more than good

    Ah, I see!

     

    So the vandaltron, with half the base damage and AP element, trumps the Lanka, simply because of a (and i just checked) 1.5x multiplier on grineer?

     

    IIRC, that only brings its damage up to 187. Still missing 63 damage compared to the Lanka.

  12. AP>any AI. end of story.

     

    Lanka is serrated blade damage.

     

    That means it gets multipliers for attacking common infested (though why the hell you'd use a lanka on them...) and light grineer, IIRC. In addition to ignoring armor, that is.

     

    AP is reduced by infesteds.

     

    So all in all, serrated > AP. :)

  13. Guess I can't argue much with the data mining, but that is SOOOO common in my experience.  Have personally got about 3 FP BP's from t2 raids.  Always see my clan members getting them from T2 as well.  Still won't give me Forma BP's anymore though =/ and that is a high chance supposedly.

     

    BTW, first void mission getting frost prime BP is much cooler than your T2 occurrence, just saying xD.

     

    So how about back to back frost prime chassis, helmet and systems on t3 exterminates? :D

  14. While farming for orokin cells (reaper prime woo) I managed to get myself close to 1k plastids.

     

    Run Sargas Ruk on Tethys, it's what I've been doing for a while, and I get at least 40 plastids every run. Personal best is around 120.

  15. 30 dmg per bullet with 5 rof bursts. In theory it means 30 dmg with 15 rof, in theory...

    Yet it forces you to use accurate bursts, while full auto can fire till they deplete mag or reduce rof even further by firing in bursts.

     

    Which is why it's classified as an accurate weapon.

     

    If only the burst didn't have such an outrageous recoil... then again, if it didn't it'd outshine the latron. heh

     

    Balancing is no easy task, folks!

  16. So I plan on rebuilding my entire dojo from scratch.

     

    But I have a couple of doubts and the wiki couldn't solve them.

     

    Starting off by demolishing. Would any platinum used to rush buildings be refunded to the clan vault?

     

    And research. If I demolish the lab, would I have to re-research anything I have previously researched?

     

    I think that is it for now.

  17. Look at the Flux Rifle's stats.

    Now look at the Spectra's stats.

    Now tell me which one is better.

     

    Spectra has less raw stats, but we all know pistol mods scale WAY better than weapon mods (hornet strike gives +20% dmg per rank, serration only 15%, and diffusal caps at 120% vs multishot's 90%)

    This compensates for its lowers stats by quite a bit, you know.

     

    And, naturally, the flux should be a clear winner vs spectra, as the spectra is a "pocket flux".

     

    Also, I don't know what you're all complaining. Spectra wins vs Ignis hands down.

×
×
  • Create New...