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TheGambler_BR

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Posts posted by TheGambler_BR

  1. I don't know about Volt being melee. Makes no sense. He's way too frail to go into the middle of battle, and I think that Volt, should be extremely effective vs Corpus, but he should be just as effective as other frames for other enemy types.

     

    That is how I feel, too. Which is why I suggested his power damage was split into two - serrated and electrical.

     

    That way, his powers will always deal at least half their listed damage, regardless of faction or level (serrated blade is, in case you do not know, the "best" elemental damage in the game, as it isn't reduced by armor but has positive multipliers when facing light infested - it's the damage type of the flux rifle, lanka, dual ethers, and most melee charge attacks).

    And with half his damage being electrical, he'd be considerably more effective versus corpus targets - which is something he should be.

     

    I also do not believe volt should be meleeing. He's fast, yes, but melee requires survivability, something he does not have.

  2. Doesn't quite stun. It induces the enemy to enter a shocked state, where he is indeed stunned. However, at higher levels, they do not enter that animation because they're practically immune to the power itself.

     

    The stun I suggest would be "hard-coded" and would apply whether they resist electricity or not.

  3. If you want Ogris to kick even more &#! you should save up the potato for it. Although if there's a long way for mastery 6 there's a good chance you'll eventually get another potato from alerts.

     

    I'm one quarters through from mastery 5 to 6. If I level all the stuff I have to 30, I'll reach Mastery 6 with a little spare mastery.

     

    Some of those will be painful to level (Ignis, lookin' at you), so I was counting on something to ease me through until I get there.

  4. <tenno>

    "No offence to lotus, but isnt this the perfect time to actually hit the grineer cloning facilities? given that they will be heavily distracted in their renewed war effort with the corpus?

     

    I'm sure the cloning bases also have far more resources than we would ever get raiding Corpus ships or worlds.

     

    So what do we realy gain by helping the Corpus? that just means one more enemy still out there that arent in the least going to be greatful for the 'help'."

    </tenno>

     

    <tenno>

    Swords and bullets win fights.

    But resources... resources win wars.

     

    I am confident cloning facilities would be hard at work, mainly because this is a renewed war effort. They would need all the fighters they can get. At a time like this, those would be more defended than ever.

    </tenno>

  5. It isn't exactly spare, because it's my last one. haha

     

    And I don't quite need to gain mastery. I just really really want to. 

     

    And the braton in question is at level 12. Increasing it will make leveling it far faster (as I can fit more mods, and make it stronger, derp). But is it worth it?

  6. I have a "spare" potato. And I "need" to amass mastery so I can build my Ogris, at last. And I was wondering. Should I save that potato for the Ogris, so I can do it as soon as it's available, or should I use it on a weapon I know will be good later on (like Braton for example) and wait for a new potato alert/login reward?

  7. Another way to make Volt an alternative to gunplay but not as situational is to give him "stance switching". 3 secs to switch to or from "power mode". While in "power mode" ;P, Volt cannot use guns, only melee. His energy costs, however, are significantly lowered and his powers are strengthened.

    Shock gains strength and costs only 5 energy a pop. Speed gains double duration and range. Electric shield follows Volt. Melee gains 15-25% electric damage.

     

    The thing about buffing his powers, is that it will only make him stronger on the field he already is strong enough, which is up-to-level-30 corpus.levels. Beyond that, the same problems he faces now will be faced later on, which are his lack of utility and insignificant damage due to electrical resistances.

    No buff will ever overcome those issues. And if they do, then he'll be so outstandingly powerful that it won't be any fun to play as him early on.

     

    That's what I was aiming to fix with my proposed rework.

    He's still partially situational, in that he deals FAR (like, three times) more damage when facing corpus mooks. But this doesn't make him useless when facing other factions, as his power still offer some sort of damage (serrated blade is a "stronger" armor ignore, as it gains bonus damage when hitting non-ancient infested - the same damage type as the flux rifle), but more importantly he offers UTILITY.

    His 1 and 4 powers give him much needed stun, which is the only thing valuable at very high levels.

    His 2 power gives everyone increased movement speed, which is a good thing. buffs are always welcome.

    His 3 power improve on his first power, doubling its effects. It also partially reduces damage, and makes a particular mod highly situational instead of simply pointless (the electric resistance mod)

  8. Woo! here we are again, with a new rework to the well known VOLT!

    Hurray! *starburst*

     

     

    For a frame advertised as a "potent alternative to gunplay", volt is severely lacking as we all know. His powers are weak, usually supportive, and one of them RELIES on "gunplay" to deal any damage whatsoever! What is this madness?

     

    Which is why I suggest this rework.

     

    First of all, shock. Oh, man, the most "useless" nº1 skill in the game, bar perhaps fireball or freeze. Got a significant buff recently, but not one that affected its hgh-level usage.

     

    So, rework!

     

    First power: SHOCK

     

    Cost: 30 energy

     

    Deals damage in two instances. Half is serrated blade, the other half is electric. Damage increases with mod rank and power mods.

    Chains more as rank increases (2/3/4/6).

    Enemies hit are shocked (they enter the "shocked" animation) for 1/1/1/1.5 seconds, increased by continuity. This animation is doubled in speed if the target is frozen (to avoid 3 second stuns on a 20-energy power)

     

    Comments: So! Let me explain why I made this.

    First of all, there should be a significant bonus to increasing it to maximum level, as it costs one more mod space compared to ranks 2 and 3. So it hits more enemies, and stuns for longer.

    Furthermore, dealing half of its damage as serrated blade will ensure the frame remains powerful in low-level infested and grineer missions, and somewhat relevant later in the game.

    The stun makes this power useful over all levels, giving Volt some much needed utility.

    Its casting speed is also DRAMATICALLY increased, and can be cast while on the move without stopping movement at all (wallrunning, for example)

    The cost is also slightly increased to balance out the added utility.

     

     

    Second power: SPEED

     

    Cost: 25 energy

     

    No functional changes. No more FoV increase when under its effect.

     

    Comments: NO MORE FoV INCREASE WHEN USING WOOO

     

     

    Third power: ELECTRIC SHIELD

     

    Cost: 50 energy

     

    A half-circle-shaped electrical shield appears in the direction Volt is facing, following him around.

    Bullets fired by enemies become entirely of electrical element, and their damage are reduced by 20/20/30/40%.

    Bullets fired by you will deal an extra 25/25/35/50% electrical damage.

    Using shock while this skill is active will double-cast it (with no additional cost).

     

    Comments: Ok. having the shield follow Volt around allows him to keep mobile, which is something a light, fast and fragile frame should do.

    Reducing damage instead of entirely blocking it so the power isn't a one-way wall anymore.

    Having it double-cast shock sort of makes sense. The wall boosts anything with electrical dmage, doesn't it? So yeah, it boosts electrical damage, too.

     

    Ultimate power: OVERLOAD

     

    Cost: 100 energy 

     

    Volt draws energy from everything around him - cables on the floor, lights, and enemy vitals. Enemies caught in the radius are staggered. Same casting time and range as now, but without the damage - and does not rely on nearby electronics.

    While it is active, his max power capacity is increased by 50/50/75/125% (capped at 1'000), and is instantly refilled.

    Lasts for 10/10/13/20 seconds.

    Trying to activate it again will end it early.

    When its duration runs out (or is ended early), any remaining energy is violently released, hurting nearby enemies for 2/2/3/5 damage (again, half serrated blade, half shock damage) per point of energy remaining, and stunned for 0.002/0.002/0.003/0.005 second per energy left.

    If it's ended early, your energy pool is depleted. Else, it falls to 50.

    Visual effect: coils on his arms have triple the amount of electricity.

     

    Comments: 

    551.gif

     

     

    Attributes: Base (Max)

    Shields: 150 (450)

    Health: 75 (225)

    Power: 150 (225)

    Starting Power: 75

    Sprint Speed: 1.2

    Armor: 10

     

    Comments: 

    With this higher base energy, power usage is more recommended.

    Lower health than average make the frame a glass cannon, encouraging mobility

    Sprint speed increase, because gotta go fast to further highlight its mobility.

     

    Please, do comment! I would love to know how you all think about this :)

  9. See, I wouldn't be so mad for getting a bad roulette "reward", if it wasn't for the tease before.

     

    By all means, do give me 2400 secondary xp! Leveling dual vipers are a pain anyway.

     

    But please, don't tease me with potatoes and forma EXCLUSIVELY. Seeing one of them, ok, no problem. But don't roll ONLY potatoes/forma and then give me that... It hurts my feelings. :(

  10. Caltrops doesn't have a time limit, so I assume you can only have so many active at once?

     

    It is slightly too strong, IMO. Some sort of cap could be added to limit its power, such as damage instances per unit (only deals 4 instances per unit remaining inside, for example), overall damage instances (explained by caltrops breaking when enemy steps) or something like that.

     

    Also, there is so little to be gained from maxing vector arrow that it would hardly be worth it. When increasing it to rank 1 and 2, you gain extra range and damage. By maxing it to 3, you only gain 100 extra damage, no extra range, and that costs an extra (polarized) mod point.

     

    Beyond that, yeah, I guess it's a good idea. Strong warframe, solid and scaleable-ish skills, some synergy between them.

  11. Plastids were used for so many of the BPs I made recently, that I ran completely dry

     

    And then Nova shows up, and you need 600 plastids for one of its BPs.

     

    I gave up farming and bought some with plat. 300 plastids for 30 plat. Rip-off, but I was tired of the slave labor that was farming them.

  12. I'm sorry, but I have to disagree. Fighting him is NOT that hard. The homing missiles he fires when he shields himself are the only problem, IMO.

     

    What I do when I fight him:

     

    1) Grab a powerful hitscan weapon (like the potatoed snipetron vandal we all got for the event)

    2) climb the house. Can be done with any frame.

    3) Sidestrafe, changing directions when he fires one of his dumb missiles.

    4) run inside the house when he shields himself.

     

    Raptor tends to stay far from you, so you won't get hit by his mine spam. When he fires his dumb missiles, he tries to predict where you'll be if you continue your trajectory - if you change, they will miss. By climbing atop the house, you are at the same height he is, and this has several advantages: you nullify the splash damage from his missiles, and you have a clearer shot at him.

     

    He is quite punishing, however, and a couple mistakes will probably cost you your life.

  13. nope its more! no doubt.. more than 1 can drop at a time.. well guess wat.. thats more than 1.. ooo moreeeee so simple actually how its more

     

    ...I barely understood what you said.

     

    It isn't more per se. I'm not asking for a drop rate buff, I'm not asking for every enemy to always drop mats. I'm asking for mat drops to be separate from each other. So there isn't like a 10% chance of a drop, with that drop being, well, pretty much anything from nano spores to control modules.

     

    I'm asking for separate, independent drops, so that an enemy can drop more than one mat. This doesn't break the game, hell it hardly increases odds, and would only do so if rates were left as they are now. And rates can - and SHOULD - be changed if this were to be implemented.

     

    If you are failing to see how this would only improve our gameplay and reduce endless, frustrating farming sessions, then i'm sorry, but there is no way to convey this to you. 

  14. No, it is "more" because you are literally asking for a buff to drop rates.

     

    ...No, I'm not.

     

    I'm asking for enemies NOT to be limited to a single drop.

    This wouldn't buff drop rates. It would only mean each resource has a separate drop chance. Much like enemies/containers can drop more than one type of ammo.

    All this WOULD do, is stop common drops from overtaking uncommon/rare drops with their "common-ness".

     

    EDIT: however, I am aware that, if the current percentages are kept, this WOULD be an indirect drop rate buff.

    Numbers can be changed so we can have sort of the same rates we have now.

  15. This isn't a fix or new idea, it's just "more."  I would be in favor of color diversity, but I don't think it's necessary since I pick up everything anyway.

     

    It isn't just more. The fact that enemies and containers are limited to a single drop REALLY hurts when farming. This is most notable with bosses. If, after killing hydra, you aren't pissed by the fact he dropped a fieldron sample or some ferrite, you aren't human.

  16. But this time, it's a different one.

     

    First of all. Let's separate all drops, and make them independent of each other.

    For example, let's say that, currently, Whenever you break/open a container, there's a 20% chance for a resource drop.

    There's a 55% chance of that drop being common, a 25% chance of it being a clan research mat, a 15% chance of it being uncommon, and 5% chance of it being rare.

     

    That's not a good thing.

    First, because you're limited to one resource drop per container/enemy.

    Second, because that one drop could be a variety of things - and you can't tell what it is until you've picked it off the ground.

     

    So, I propose that we change it. Separate the drops.

    That way, there'd be a chance, whenever you open a container, to drop a common resource, an uncommon one, a rare one, and a clan one. At the same time.

    That would be rare, naturally. more often than not, you'd only get one, maybe two,

     

    This would make farming for uncommon resources MUCH less of a gamble. 

     

     

    Furthermore, I would like to suggest to change resource color based on its rarity. We all know clan mats are blue, and the rest is yellow. I think it was a genious idea to change the resource color for clan, and would greatly appreciate if the same was done with regular loot. So we'd have yellow as common mats, blue as clan mats, red as uncommon mats, and purple as rare mats. We now know what to expect from afar.

  17. The only resource I've ever bought using platinum were circuits, Because they're not common, no planet drops it exclusively, and it's 30plat for 1'500 circuits, which is out of all the resources on the market, the least cost-ineffective.

     

    RX3_Zero, there is no game economy. The fact that we do not interact with each other as far as resources go (no community market, no trading) means there is no economy to break.

    What can happen is that it would benefit players who amassed large amounts of credits - which, may I remind you, are players who've played for a while already. It's not that easy to come across the dozens of T3 keys required to reach 4mil on the bank, you know.

     

    Such features, however, should also be accessible for newbies. Scaling with mastery rank/number of uses would be a good idea. At first those would be quite cheap (in the hundreds of credits), but as you amass mastery and use the resources, they'd go up in price.

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