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Emperrier

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Posts posted by Emperrier

  1. "Kill 300 enemies in a necramech without dying" was a really good choice of weekly nightwave challenge to highlight that necramechs now automatically die after two minutes. It's like someone on the dev team silently rebelling about what a stupid idea it is.

    • Like 10
  2. 6 hours ago, (XB1)Rez090 said:

    mod capacity doesn't actually make the weapons stronger, it still doesn't affect pure stats already existing on the weapon, mods themselves do that. So still making a wrong point here.

    "If I arbitrarily define certain statistics as not a real statistic, my argument about statistics holds!"

    This is like saying Warframes literally do not increase stats with rank, because I only ever bullet jump speedrun to extraction and that never gets any faster. Some of my weapons have 30 capacity, or 36, or 68, or 80. If you slot literally any mods whatsoever up to capacity on a gun, it will be somewhat stronger than base. Not interacting with the stat doesn't make it stop being a stat. It's not a tree in the forest, don't be obtuse.

  3. 9 hours ago, lightdragon64 said:

    Once again, all these issues are easily solvable with a quick visit to recruit chat and a little effort instead of complaining what random people do in a public game.

    So was "I can't do a #*!%ing anomaly without it being ruined by leavers looking for rare crates" and look how that worked out.

     

    8 hours ago, (XB1)Rez090 said:

    Snip

    Stealth multiplier goes up, mod capacity goes up. You're wrong.

     

    2 hours ago, GreyDeath789 said:

    perhaps a different word was intended?

    No, I meant what I said. Pub ESO to get focus is naive. Your teammates will be leeches to a man, and you will probably lose a round of focus to host migration. You should go solo or do eidolons.

    • Like 1
  4. 1 hour ago, lightdragon64 said:

    Then consider the fact that the only things enemies drop in ESO are xp and ammo, with a bonus every wave... if that doesn't sound like DE is trying to give people an effective place to get xp, then I don't know what is.

    It also gives a scaling Focus buff, locks you out if your frame isn't rank 30, locks out Archwing weapons... which speaks to it being intended as a Focus farm, not affinity. People using it for affinity are generally just leeches who sit there with one rank 0 weapon equipped, doing absolutely nothing so it gets 75% of squad XP, while the one rube there to get Focus tries to carry the group and kills everything. Being incentivized to leech sounds extremely unintentional.

    And then when they max out on zone 2/3 and half your squad leaves, and you get screwed out of the Focus buff timer for the next wave. Also sounds pretty not-as-designed. It's seriously scummy and I can't imagine why DE continues to do nothing about it, other than that the similar lock on frames but not weapons on Arbitrations and Sorties suggests it's just hard to code.

  5. 6 hours ago, taiiat said:

    are we playing the same game? i think you must have never Leveled a Warframe up before.

    Are we speaking the same language?

    Things I said:
    Frames get more powerful as rank goes up, but so do weapons.
    There are exceptions with some weapons that perform nearly as well with partial builds, but those exceptions exist for frames as well.

    Things I didn't say:
    Frames don't get more powerful as rank goes up.

    Inaros's 1 gets more range as he levels up and he gains access to his 4, but a rank 0 Inaros is very nearly as strong a frame in the majority of content for a majority of players at rank 0 as rank 30 because Vitality scales off base HP, not ranked HP, and he hardly ever uses his abilities for anything other than the convenience of not being knocked down.

    Saryn has Spores at rank 0. They hardly increase in range (10 to 16 meters) as she ranks up, and the damage growth cap does not change. Saryn, as played in ESO, hardly uses anything other than Spores so while she does get things as she levels, they don't matter much for this.

  6. 5 minutes ago, krc473 said:

    But frames do get benefits in levelling up. Their stats increase and the abilities become more powerful. Weapons don’t have that. So it does seem sensible that frames would have to be level 30 - fully upgraded. If we got increased stats with levels on our weapons I would agree with you. But as it stands I really cannot agree that a restriction is sensible.

    That's factually incorrect. You get more mod capacity and Finisher attacks do more damage. Some rank 0 weapons can skirt by on most of a build at MR 25+, but so can some frames. Inaros is near as makes no difference just as capable of swinging a melee weapon without dying at rank 0 as he is at rank 30.

    • Like 1
  7. Just now, Uhkretor said:

    I'm pretty sure the new mod is useless just by reading its description, and its not a mod I would use...

    ... But everything you've mentioned here sounds a lot like "I want my Tonkor to overshadow Kuva Brammoon by any means necessary" mod choices. Any of those effects would make the mod interesting to use on a Tonkor for sure though.

    Not really, I like(d) the launcher class overall but I use the Tonkor less than the Zarr, Ogris, or Penta (outside of relic missions because getting the ammo efficiency buff with it is hilarious). I don't think any of these would push it over the top, particularly since I think the strongest of those (the second) is basically just "how it worked before Revisited plus Firestorm" and nobody used the thing then.

  8. Context: New Tonkor mod increases reload speed by 150% for 5 seconds on direct hit.

    Tonkor is a weapon whose only variant's primary stat buff versus base is reload speed, which fires a rather slow projectile, has a magazine of 1, and which you would generally only fire at enemies that are a decent distance away.

    DE, did you forget you start reloading when you fire the gun? I've tried it out in the simulacrum and you can usually get halfway through reloading by the time the thing hits something at what I would call "generously close" to the range at which you start getting staggered. At long range you can finish reloading by the time it connects. Sure if you fire quickly enough you would maintain the buff on subsequent shots, but 5 seconds is pretty unforgiving a buff timer to find a new enemy at a suitable range and aim a projectile that's subject to gravity.

    And even then, reload speed? Tonkor has a lot of problems and approximately none are its reload speed. Specifically, its base damage (~700 vs. Bramma's ~2000), status chance (base 1 chance at 17% vs Bramma's base 7 chances at 21%), and the ruinous changes made to explosive weapons and the Gas proc in Revisited strike me as bigger problems for the Tonkor than its reload, which is already faster than a majority of weapons that are not bows.

    I wouldn't equip this mod if it was just a flat 150% reload speed for the Tonkor, and I should be the target audience for this mod because I love(d) the launcher weapons and am the sort of weirdo who actually equips suboptimal S#&$ like Peculiars and Reload Speed mods because it's more fun to use even if it loses on a spreadsheet. Seriously, I slotted Primed Fast Hands on the Kuva Ogris build I used for about 20,000 kills in the few months between the introduction of liches and the launcher class as a whole catching a bullet for the Bramma because you didn't want to nerf it, but I digress.

    If you want to make a "I know this weapon class has AoE but please try aiming" augment, here are some free better ideas:

    On direct hit, spawns bomblets.
    On direct hit, explosion radius is increased and has no falloff.
    On direct hit, treated as a headshot.
    On direct hit, critical hit is enhanced (read: +100% chance of Vigilante set buff).
    On direct hit, status chance is enhanced (read: the same idea but adds a status proc instead of raising crit tier).

    • Like 6
  9. Please give this ability a taller vertical hitbox. It's always been a problem to chain flying enemies but it's even worse with the current event, where you cannot chain the majority of Sentients you come across unless they're flying less than a foot off the ground.

    • Like 1
  10. 2 minutes ago, Oreades said:

    That's closing just a door while leaving a window wide open, they then need to go through and fine tune each and every frame. 

    What do arcanes have to do with anything? Nor did I actually bring up Vex armor, more the overarching issues of player self damage in general from an exploitation angle. Which falls well into the topical nature of the discussion at hand which is the request to re-add self damage via a mod. Which essentially undoes all that they've done with removing it plus requires additional supplementary support and game balance from here until Warframe burns to the ground. 

    Why are you pretending you don't understand what arcanes and self-damaging to stack Vex Armor have to do with each other?

  11. 37 minutes ago, Vharu said:

    You want to blow yaself up because you enjoy it, hey im cool with that, make it an opt in choice that can be toggled off. But you have no valid reasoning to give a damage boost aswel, it's your personal preference to blow yourself up, why should you be further rewarded for it?

    Because of the practical DPS loss in having to actually place shots.

    I rock Peculiar Bloom on half my builds, I don't actually care, it's just to cut down on the toxicity of other players seeing you have self-damage on.

    Obviously that goes out the window if it's a normal-slot weapon mod in which case... because it's taking up a mod slot.

  12. 2 minutes ago, Oreades said:

    Honestly speaking not having damage that can be directly controlled by players opens DE up to make more damage based mechanics without (as much) fear of people figuring ways to abuse them. So the loss of self damage could open up some interesting possibilities in the future that otherwise wouldn't have happened.

    DE figured out how to make self damage not stack Rhino, Frost, Nezha, etc. I am sure they can work out how to stop it from interacting with Chroma.

    Did you people not read the part of the update notes where arcanes will be coming from Little Duck? How are you so bitter about Vex Armor that I can't #*!%ing talk about a weapon without it being constantly derailed into the same Chroma discussion?

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