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(PSN)PowerArmorMeow

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Posts posted by (PSN)PowerArmorMeow

  1. So in a week or so I'll be visiting my girlfriend in Canada. Now she doesn't play warframe as much as I do but yeah she atleast has the game downloaded.

    Now I understand that all my progress and such is saved on DE's end

     

    So my question is if I some how get my account on her console will I be able to play with my progress?

    And if I return will this effect my home console ? I dunno I'm just asking as I don't know much about ps4 as I started on Xbox and I know you can retrieve your account dunno if I can do the same on PS4.

    Note : I live in the US.

  2. 13 minutes ago, Huanthus said:

    Given that the AI for the turret is already ingame is only necessary to reuse code.

    Yeah Its just combining sentinel code with venari code

    A Turret with different modes would be interesting . Support(armor), Attack ( sic'em boy ) and um I can't think of a third.

  3. 1 hour ago, Dojutrek said:

    Trust me, I get it. However, I'm getting really fed up with it, considering I've been dealing with it for 4 years.

    Anyway, sorry for putting that on you. It was inappropriate and I apologize.

    Back to Discussion as usual.

    As for the Sacrificing of Aiming due to the charge, Yes that's a problem. However, the core problem of this isn't aiming, it's "Charge time". A Charged Power should be seamless, like it flows from the kit. Right now that Charge time is absolutely obscene and not even "Natural Talent" fixes it. I think if anything in the kit was made into a charged power, it should have a low, say 1 to 1.5 second, spin-up time to compensate the speed of the game.

    Its alright .  Charge time doesn't bug me. The charge time would not be so bad if it was start the charge and forget and then when ya want. Freeing up your hands from doing one thing would probably improve everyone thoughts on it because if you can start the cast and let it charge on it own then you cans till move around and avoid the best ya can. Add the armor dispensing support turret/sentinel and He'll have survivability.  Now I understand , people want shorter charge times but lets be honest in a game like this shorting the charge time will only cause DE to bum the damage down. Which of course doesn't matter either cuz you can just spam it.

  4. 5 minutes ago, Dojutrek said:

    I literally made a similar post about this about two days ago with a similar focus (Hell for most of my time here), it basically got tossed to second page within an hour. I'm thinking that this community doesn't like long drawn out posts or support ideas, so why even try?

    You answered your own question.
     

    The more people that voice what they think the more we learn together to figure it out. Make a big enough ruckus and DE is bound to notice and take alook. They may take the ideas as us as a community have come up with and maybe put a twist of their own. Chances are we won't like it , but it only starts the cycle again.

     

  5. 37 minutes ago, Dojutrek said:

     

    All of his abilities are one-handed actions, charge and release is easy. However, I do admit that the charge times would have to be lightning in order for it to work effectively. I mean, the idea was basically this in my head... 

    move-this-over.jpg

    I mean, seriously...The powers are all affected by the same mods in similar fashion. Range makes both bigger, Duration makes Both Longer, Power makes both hold/pull more. There's really no reason as to why they'd make a bad Charge Combo'd ability.

    And also, while a turret would be nice, there needs to be space for that. Removing a piece of kit doesn't always work (i.e. Tesla or Minelayer), however modifying a pre-existing kit to make something new fit would be easier.

    It being one handed doesn't matter if my left hand is focused on moving vauban to avoid getting killed  and the other is charging a tesla. At that point I'm sacrificing Aiming. Which I noticed that with Ember. I can charge up fire ball, but if I'm going to cast it I have to commit to what I'm shooting it at. I can't track a target because left stick is move and right stick aiming and well that one hand ( aka right hand ) is too busy charging and I'm not playing "claw" that's super uncomfortable

  6. Personally if I were to fix Vauban's kit

    Passive : Reinforce

    25%damage to incapacitated enemies? I'm fine with this but the rest of his kit needs to follow and flow with that . If you want to do the most damage the majority of his abilities alteast 3 of them have to " incapacitate " enemies.


    1: Tesla  Support Turret
    One of vauban's biggest problems is Survivability and with the passive to gain armor with allies gone that make it even more of a problem. Vauban is big dude but all the vids of seen all of the people who've played vauban along time complain about it. So I suggest a turret that follows much like sentinel does that picks up ammo. This ammo that you yourself can't pick up because your weapons are full, and lets be honest if you use the mutation mods you will likely never be out of ammo, will be converted into armor. This works well for long missions like survival and defense because more likely than not there will be ammo all over the floor. The converted ammo to armor is then tossed on the ground for Vauban or an ally to pick up.

    Currently we have a warframe ( Khora ) that allows for 2 kavats ( cuz 1 is part of her ability ) why not give vauban something similar but on the sentinel side of the spectrum of pets. This way you an mod the Support Turret much like you would with a sentinel.

    2: Minelayer
    You can't get rid of this ability. Its part of vauban's identity  at this point. The best thing to do here is to remove bounce. Replace it with Tesla instead. Another thing is it suppose to be mine"layer" Why does vauban have to throw 1 ball when he can throw several tiny ones. Effectively blanketing the floor with marble sized pellets that are effectively as the ability state  Mines. Have it scale with Power STR. More STR more BALLS. The other pink elephant to this ability is the swapping between the types of mines. On console you have to hold r1/RB to make your abilities active and press the appropriate button. For mine layer you have to tap to swap and hold to throw. Its almost ruins the flow. Instead I think what they should do  is r1/3b+square/X+ A direction on the d pad. Yes I know the d pad is used to deal with the gear wheel and such, on it own. But the d pad in conjunction with other inputs , especially with what I've stated would make swapping easier, even for Ivara.

    As for the effects of minelayer. You can keep tesla charged base. However have the charge be automatic don't make me hold a bunch a buttons and have to stand still. Just let me press the necessary inputs and let it charge on its own. When I'm good and read to use it I'll just press the button again to throw it.

    Trip wire can stay the way it is. It did cross my mind however though , if the charge mechanic was implemented here what would a charged trip laser be ? Maybe a trip - grid instead?
    Then again that wouldn't matter as this iteration of minelayer where vauban throws many mines instead of one could have trip lasers attach to surface in random configurations. lateral, vertical, diagonally. Reminds of those movies where the agent is literally making their way over and under beams. Funny thought.

    Shred's fine  I dunno what to change about it. It knocks down enemies and lowers their armor. Maybe increase the effect of the armor removal by 5% more but otherwise its fine and would be devastating with this iteration of minelayer.

    I have no problems with concuss. I find it alittle redundant compared to shred but the rad proc and stun to enemies make up for it. No change I suppose.

    3. Bastille
    Vauban's bread and butter. The one thing that is suppose to make him the CC king but is now crappy. Personally I like some of the ideas mentioned. combining vortex and Bastille seems ok. At one point I suggested Combining Bounce and Bastille. Enemies get trapped or go in the circle and get launched into the air and fall and suffer fall damage maybe? Just a thought.

    Another idea came to mind and this is because of you lot. Instead of combining Bastille and vortex but why not make Vortex the by product of Bastille Dissipating. Cast Bastille then as the bastille ends have it collapse into the black hole that is vortex. This way enemies caught in it get damaged.

    Right now Bastille just needs to be tweaked so that it " incapacitates" a number of enemies while repelling those that it can't

    4. Vortex
    Nothing against Vortex, but I only ever used it to get away from a hairy situation. Otherwise I almost never use it. I wouldn't know what to replace it with. Most of you want a "turret vehicle" However that seems unreasonable for DE. We have Archwings and soon K Drives. So my guess is their still gettin handle on vehicles that aren't  orbiters . ( ex: rail jack )

    I would change vortex to something more practical but then the 4 would be a 3 and the 3 a 4.

  7. 8 minutes ago, Dojutrek said:

    And now for something completely different...

    I mean, just an odd thought...We have the charge mechanic on Tesla...why not have it on a Combined power Vortex and Bastille?

    So here's the thought, Combine Vortex and Bastille together to form one ability. The Tap on the ability would basically throw a Bastille with the same mechanics as it is now, however a Charged Hold would compress the Bastille down to form a Vortex (Sort of like a Black Hole levels of compression). This would open up the door for a new 3 or 4 depending on where this power resides.

    Please Discuss?

    Not everyone thinks its ideal to charge the abilities. Maybe it's a little easier on PC because there are a plethora of buttons to map to, however, on console its a tad uncomfortable. I'd be happier if the charge was automatic/toggleabe. Like you cast the ability and it begins charging, then hit the same button to actually cast whatever is built up.

  8. @Derethevil Its either be able to cast it once and have really strong panels with alot of health or be able to multi cast it like frosts bubble with panels with some what with a medium defense strength so that panels break occasionally. 

    Like I keep mentioning , I still think she'd be a better frame if her 4 was more like her 3 in that the panels are moving and that you're able to cast it multiple times. 

  9. @Derethevil I think the problem was when they made their first hotfix to fix the problem with MV being casted at elevated areas and literally just being a ring. They hotfixed it so that when she casts it from elevated areas that the bottom stretches til it hits the ground. Which prompted people to bullet jump high and casting it  to make giant glass pillars. Which made it a tad unfair to the enemies especially on the plains where there are flying vehicles trying to shoot you. Yeah its open at the top but enemies don't seem to fire into the pillar. 

    Its a tad busted but what they did to her now is almost as bad as de-clawing a cat.

  10. I guess, but you think they would make an Axe weapon type by now. Scindo under heavy blade and Vulnus under hammers, just feels awkward in my opinion.

    Oh well , can't wait to see those large katana weapons though, its about time they add more huge swords. I'm kinda getting sick of the galatine aesthetically.

    @(PS4)CoolD2108

  11. 6 minutes ago, (PS4)CoolD2108 said:

    Nah seriously

     

    How do you melee?

    Every time you destroy a barrier, 50% of it's own damage plus the damage from shattered lash are addet to the dot. You become walking 1shot just by using her Cc to refresh it. And you still have the Cc  from vitrify, spectrorage, lash and a whooping 90% reduction backing you up.

    You don't need to use melee, or rather you can't. You could for example carry a furis or hema to heal yourself as you walk into enemys tho.

    You know what I found strange though? Gara's signature weapon, the weapon that was made specifically made for her looks like an axe but it is........a hammer.

  12. 14 minutes ago, (PS4)CoolD2108 said:

    Why would you even melee? Finishers are cool and all but to use her 2 all you gotta do is literally running up to enemys for them to die. As much as an intensify gets you to 90% damage reduction, that it indees does. Everything else is managed by her 3, which generates aggro and her 4, that is defense aside also Cc, aoe and a damage buff to your raw damage (what includes splinter storm) to any enemy affected for its full durarion. Barrier or not.

    You gotta build for it tho, what means range and defaults narrow mindet.

    I understand, I try to do different play styles. I went for a melee oriented Gara  to see how it would be. It was ok the damage from splinter storm adds to the melee attacks but I feel so fragile. I'm sure someone can build for it but personally its a tad risky especially for higher tiers of enemies.

    I've tried playing as a Gara that causes distractions, basically modding for Spectrorage and spamming that when ever I need to.It's effective but I never see those mirrors break very much. 

    Gara truly shines as a Defender modding to use MV explicitly, the nerf made me a tad sad about her, but it didn't dissuade me from trying to play this way.  

    So I lean towards the last two forms of play more, because I rarely melee very much.

    Maybe I'll try a melee oriented Gara again by bumping her Power strength, cuz I may have been lacking there probably. 

    All in all I love her, and mega sad about how people wanna just call her Mastery Fodder. 

  13. While personally I still think the player should be able to cast Mass Vitrify multiple times for a layered defense. I realized after playing Gara and getting her to rank 30 even potato-ing her I found her abilities " Splinter storm " utterly useless. I understand it suppose to damage enemies that get close, hinders their weapons while buffing defenses. It doesn't feel like it does that at all though. I still get shot at and as Gara I rarely ever go melee. I think they should change this ability maybe to something that weaponizes her glass barrier like making it a spikey barrier so enemies that butt up against get damaged and when you voluntarily shatter it does extra damage, or even have the barrier shatter and make a literal storm of shards of glass from the barrier.

    Either that or cause Splinter Storm to make Gara passive more active as light reflecting light from shards of glass could blind enemies or even have said shards embed them into the eyes of the enemy. Anything that makes Gara's 2 useful.

    I've used Spectrorage and I'm ok with it it does distract enemies as intended and it does lure enemies from attacking my Vitrify barrier but I know that when the enemies break the mirrors they're suppose to get damaged but from my experience I've never seen those mirror break once. ( Mind you the way the mirrors are spinning in Spectrorage could be implemented with mass vitrify's segments glass panels, but you know lets just gloss over the spinning layered defense I suggested at the start.) Also to mention the way my Gara is built spectro rage makes ALOT of mirrors that its kinda ridiculous but awesome too.Just sayin.:cool:

     

  14. 7 minutes ago, Phobonaut said:

    Multi layer walls? Imagine if it would give MV a linear or exponential boost? Like put up one MV wall, get 100 EHP on your wall. Put up two MV walls, get 200 EHP, put up three MV walls, get 300 EHP... you get the idea.

    Kinda fits Gara since she's already all about having a million synergies.

    Yeah and since it breaks in panels the barrier could be spinning as well this way even if a panel gets broken it makes it hard for the enemies to penetrate a moving defense.

    Hell she could even get a augment mod where the spinning glass panels are moving so fast that they actually do damage to enemies trying to get through those layers.

  15. 35 minutes ago, LEGION346 said:

    Yes. Gara needs changes. Her MV unique aspect was taken away and replaced with "Snow Globe Wannabe" Concept which is bad. In previous thread on nearly 33(!) pages, many players, including me, were posting their ideas, their disapproval to those changes and possible outcomes of those changes which in most part, became true. After the patch Brozime tested Gara. With 180% power and no armor mods, Gara wall had 4k hp. Frost bubble with ONLY Steel Fiber and 100% power had nearly 8k. Double of what Gara has. And frost globe can be stacked 4 times, protect from every angle and can absorb dmg while being invincible. Gara MV, AN ULTIMATE FCKING ABILITY, in comparison, is a joke. Joke that DE will most likely leave behind. 

    Also what is more funny, they "fixed" Octavia which made her even more broken and powerful. And she was already powerful. 

    Gara needs buffs now. Remove Armor Scaling from MV. Gara HAS NO USE OF ARMOR FOR F SAKE. 

    Increase scaling from Power.

    Give MV more base HP. 7500 as a test. Current base is a joke and disrespect towards players and goes against "more engaiging" gameplay DE wants (#OctaviaSoActiveFrame) since you need to recast is right away because section got destroyed immediately. 

    The Nerf hits pretty hard on Gara. I've only barely used her. People were so excited about her and so I believed in that hype. Then the Nerf came and everyone is upset. I agree the Mass Vitrify should be tweaked. I've had thought about her for awhile as I played her and it occurred to me that everyone wants her to be like frost in terms of defense. Prior to the nerf she was just better than Frost and to have that happen to one of the "grandfather" frames and have Frost fade into disuse obscurity would be sad. 

    I think people need to think outside the box right now. Gara is a glass frame and glass is fragile and there are certain properties that glass has over a thick layer of ice.

    Which I propose that Gara's Mass Vitrify should be allowed for multiple casts. The wall itself is fragile but what if the player could start and stop the cast? Multiple times?

    This way the player can create layers of defenses unlike Frost. I think this would make her fairly unique to Frost. On one hand her defense remains somewhat fragile but with multiple layers of vitrify the enemies have to literally work there way through an onion of glass to get to her. Yeah panels will break but multiple rings make it so that it doesn't matter as there will be another layer behind that broken glass panel.

    I also think that range should determine the height of this ring from base Gara's MV just being the right height of the average frame to Gara Sporting range mods making respectable sized pillars. I think that would remove the Gara jumping into the air to cast a MV pillar. 

    With these kinds of tweaks particularly the first one I mentioned it would make Gara a frame that centers more on her efficiency and energy management to create multiple glass layers.

    Hell, augments mods in the future could be that Gara makes thicker glass walls or create bullet proof glass walls, or even allows for multiple layers to be casted in a single cast , of course for some kind of drawback maybe.

    This is just my two cents from the first few minutes of playing her. I wanted to cast multiple instances of MV but in the end doing so removes the first wall which left me highly disappointed.

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