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RedDirtTrooper

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Posts posted by RedDirtTrooper

  1. On 2023-03-04 at 2:50 AM, Drasiel said:

    The community calls "damage-based DR" Damage attenuation.

    The very first occurrence of damage attenuation was actually the Hemocyte from the first time Plaguestar happened. Where snipers went from nearly one-shotting the heads to being weaker than fast firing lower damage weapons. It's what helped create the Titania meta for that fight.

    Nope, the Hemocyte was just a copy and paste of the Lephantis fight, and that mechanic was one of the biggest complaints about Lephantis when they added it. Lots of people had highly optimized sniper rifle builds in those days, and they were basically completely invalidated by the damage reduction, since you could kill it several times faster with any poorly modded automatic weapon. It was lazy game design then, and it's still lazy game design now. If you have to artificially break the rules of your game to try and prolong a boss fight, you're doing it wrong.

  2. 17 minutes ago, EinheriarJudith said:

    literally go check the ghosting between FSR and XeSS. image quality is important and FSR has terrible image quality.

    You are a fan XeSS, I see that, but the truth is, the performance isn't there. You have to turn the quality of XeSS down just to barely surpass native rendering speeds, negating any advantage in quality. It may be an option if you bought an Intel GPU, assuming it actually performs well on them, but for the majority of gamers that won't be the case. As for ghosting: 2022-10-26-image-4-j.webp

    and it should be noted that FSR 2 was in quality mode and was still outperforming XeSS in balanced mode. Hardware Unboxing has a fantastic in depth comparison of all three. Their conclusion was that XeSS the vast majority of the time had the lowest quality, and the very worst performance of all three options, and that it was not worth the dev time for game developers to implement. Rarely, at quality or ultra quality XeSS surpasses FSR at fine detail, but you have to turn it all the way down to balanced or performance mode to get performance anywhere close to that of FSR in quality mode, making that advantage meaningless, especially when the ultra quality mode often results in worse than native resolution performance.

    I'm not saying XeSS doesn't have a use case, probably for Arc users only, but I imagine it exists. The problem is why would you spend your companies money implementing it if the results are garbage on 99% of the gaming market's hardware? XeSS in balanced mode is a great improvement on FSR 1, a non-temporal, spatial uplift technology that is several years old, so I guess, if your choice was between those two you'd pick XeSS, but why would a game studio ever choose to make those your choices?

    • Like 1
  3. 4 hours ago, EinheriarJudith said:

    XeSS is superior to FSR. go check CP2077 or jedi survivor.  FSR isnt that great.

    18-p.webp

    14-p.webp

    No, it doesn't seem to be, at all. I mean, maybe the numbers are better on Intel GPUs, but  per the TechSpot article on the subject:

    Quote

    Intel's upscaling technology performs worse than Nvidia's DLSS 2 and AMD's FSR 2 at the same render resolution, and in most situations it produces worse visual quality as well. It's a bit of a brutal double whammy, which is disappointing given what the technology was promising to do.

     

  4. There's some host, my guess is PS4 and/or Switch, that has massively reduced spawn density as well, probably because the system just doesn't have the processing power to be really capable of hosting. Would sure be nice not to get connected to that. You sit through the crawling slow load in and then if you stick around you get a mission with fewer drops and less affinity on top of it. I'd rather it queue me up solo than let them kidnap me to make them feel less alone. That said, we begged for years on PC for a "do not make me host, ever!" option for lower powered PCs and limited internet connections, and we never got it, so I doubt they'll fix this either. Back when I was stuck on rural DSL without the bandwidth to host properly, it always made me feel horrible if it chose my PC as host, because it was going to be absolutely miserable for the three people in my squad.

  5. On 2020-03-28 at 7:32 PM, (XB1)The Repo Man151 said:

    Why?

    Because it's a dead game mode that almost nobody plays, and you could move that functionality to Teshin at the relays while barely impacting the vast majority of players and opening that space up for a console that people would actually use.

    • Like 1
  6. Warframe hooked me because I LOVED the art style and found the game play reminiscent of a mixed up, 3rd person version of Diablo 2, which I dumped thousands of hours in to back in the day. I'm here to have a blast annihilating hordes of enemies with flashy interesting powers and weapons, and for the min/maxing and optimizing to push those powers to the very limits of their capabilities, and to collect all the things. I loved the fact that there was no RNG in the capabilities between players beyond the RNG of acquiring particular items, but once you acquired them you could show your friends a cool build and they could duplicate it exactly just by acquiring the same items. Honestly, even with the thousands of hours I have in game, it's been on a slow decline for me since they added Rivens, which took a lot of the fun of theory crafting and min/maxing weapon builds away from me in a way beyond my control short of spending thousands of platinum to buy godly, perfectly rolled rivens, and the RNG stats on recent items like railjack components and kuva weapons has been extremely disappointing for me, even if I know some people feel like it gives them something to work towards. I spent so many hours compulsively re-rolling rune words and farming unique drops back in the day in Diablo 2, trying to get an extra 2-3% on some random stat, and it was honestly the worst part of the whole experience for me. I never felt like my builds were really complete because of that stat variance, and it drove me crazy. I found the fact that Warframe could have all the fun without that nonsense super fresh and enjoyable, and it's been a big kick in the gut to see them going in a different direction.

    • Like 1
  7. I was really hoping this would be a reasonable way to acquire arcanes without the stupidity of the time gating on Cetus, but then I saw the numbers and all the connection issues and just noped out. Not to mention that I can't even use my well equipped RJ without being the host on my rural DSL and making three other players suffer.

    • Like 1
  8. 59 minutes ago, Vespilan said:

    Imagine receiving self damage

    This post was made by the able-to-not-shot-everything-that-appears-in-front-of-your-face-out-of-sheer-reflex has-never-had-a-spastic-teammate-bulletjump-right-in-front-of-their-ogris-at-the-moment-they-fire gang

    ftfy

  9. 3 hours ago, [DE]Rebecca said:

    This is a broad post that touches on something that appears throughout the 40 pages here. Simplified sentiment:  'Avionics Capacity limitations are too punishing'. This week's Hotfix will speak specifically to that with global buffs for all Reactor types found in the wild. Any existing gear you have will simply be re-rolled for Avionics capacity, which will automatically be a buff in all cases (note: the Vidar III which has just compressed its top-end entirely to not have the 30-100 range, it's now 90-100, but it will not give you lower rolls if you had one in the 90-100 range before this change). 

    The coming number changes:

    - Lavan Reactor Mk I: Avionic Capacity now 20 to 30 (from 10 to 20)
    - Lavan Reactor Mk II: Avionic Capacity now 50 to 60 (from 10 to 40)
    - Lavan Reactor Mk III: Avionic Capacity now 80 to 90 (from 20 to 70)
    - Vidar Reactor Mk I: Avionic Capacity now 30 to 40 (from 10 to 25)
    - Vidar Reactor Mk II: Avionic Capacity now 60 to 70 (from 20 to 50)
    - Vidar Reactor Mk III: Avionic Capacity now 90 to 100 (from 30 to 100)
    - Zetki Reactor Mk I: Avionic Capacity now 10 to 20 (from 5 to 10)
    - Zetki Reactor Mk II: Avionic Capacity now 40 to 50 (from 5 to 30)
    - Zetki Reactor Mk III: Avionic Capacity now 70 to 80 (from 10 to 50)

    Just dropping this note here so folks are prepared for this specific change as we work on more major fixes and changes! 

    Now do the same thing for all the other RJ gear and Kuva Weapons and we'd really be getting back to rewards feeling rewarding.

    • Like 1
  10. 51 minutes ago, (XB1)Red Dough Boy said:

    End of the day he's right, all it does is make things prettier but that only distracts a player base for just so long. A certain crowd might enjoy it, but most of us would take new stuff over prettier graphics. 

    Por que no los dos?

    Seriously, the people doing engine improvements/optimizations aren't the people working on new content. We can have have both, and as I said before, they've improved the engine in the past and are likely to continue doing so. I'm not even advocating they add real time ray tracing, just saying it could happen, has a user base, and that the user base will do nothing but grow as time goes on.

  11. 1 hour ago, peterc3 said:

    Did I miss the memo where this wasn't a hideously expensive, resource and devtime, thing to do with little to no use outside the handful of expensive cards from a single video card company?

    Only the people who work on Warframes engine could really say how hard it would be to implement, so you are just making assumptions, and DE has updated the graphics of Warframes engine many times, and I expect will continue to do so. As for the single video card company thing, you aren't wrong, but when you consider market share it's a dishonest argument, and it gets even more obtuse when you consider that the majority of AMD's market share is on the lower performance end. Also, the next gen RDNA 2.0 video cards from AMD are going to support real time ray tracing, and with the reportedly massive performance improvements to go along with that new feature the price point for these features should drop considerably as Nvidia and AMD compete for the higher end enthusiast market. So, yeah, it may a little bit early to be worrying about implementing that feature, but that doesn't mean it would be wasted, as the player base capable of using it will do nothing but increase as time goes on.

  12. Instead of buffing it, they could finally do something about the self damage on launchers as a whole like the player base has requested for years. Seriously, the tiny ammo cap is a downside enough, and no, the stupid Band-aid mod isn't good enough, a well built launcher will still instakill most non tank/invulnerable frames with it equipped.

    • Like 1
  13. As a forma addict, I loved the new exilus slots, but the mods I actually make use of are still very limited. I've been dropping flight speed on projectile weapons and shotguns, a few of the augments that are allowed, and -recoil on piranha prime, but that's pretty much it. I suppose I could have used the ammo mutation/crit primary set mod on bullet hoses and launchers, but I'd honestly rather use carrier and flight speed or -recoil. That said I'm fine with them being what they are, with the exception of the beam weapon range mods not being there. I'd REALLY like to see those added to the pool, and can't see any reason not too in light of flight speed being included.

  14. I've said it once and I'll say it again. They waited to let people skin melee zaws until they had rebalanced everything and made them inferior to high end/prime melee weapons, so now you just need to wait for a balance pass to do the same thing to kitguns. Once they're no longer worth using they'll let us skin them as much as we want.

  15. 1 hour ago, DatDarkOne said:

    This^^^^

    I'm already ignoring the damage reduction on level 30 Heavy Gunners with my Daikyu, AkBolto Primes, and Nikana variant melee.  If push comes to shove, then I just stealth kill it.  Also bear in mind that I'm mostly playing solo.  While playing solo, there really isn't much benefit if any for using CP aura over something else as the effects for all most of the auras is equalized in solo play.  

    This leads directly into what SneakyErvin is saying below.  

    To add on to this, some playstyles/build combos have ways to ignore the armor or just brute force past it.  I generally use both of those methods together.  Although I might be a "special/crazy"  case.  😄    

    I'd agree that solo is a different beast, and yes, there are cases solo or not where it doesn't matter much. As an example, Saryn can basically strip armor off everything in the map with spores at ranges that mean by the time you see an enemy their health bars will be red already. All I'm saying is, if you have to pick a single, multi purpose aura to equip while say, trying to spam random relics in public fissure missions as quickly as possible, then CP is a very good choice, and if you luck out and get another couple CP in your random squad, you're going to get a massive, across the board buff to the damage of  your entire team against most targets that would take any noticable amount of time to dispatch. The other choices? Not so much. The melee auras do nothing for 3/4s of your team if you are the only one focusing on melee. Same for the other specific damage amp types, Power  strength only benefits the members of your team making use of abilities that benefit from it, etc. I'm not telling anyone how to play the game, I'm just saying I can't think of a more universally useful aura than corrosive projection. Some of you all strongly disagree with me, and that's fine. I'm not going to make an issue out of it with anyone in game. I guess my real point is that while there might be other "right" choices, CP isn't ever really a wrong choice once you get past the first few planets.

  16. 45 minutes ago, SneakyErvin said:

    You are exaggerating the usefulness of CP.

    The aura is only good versus heavy units until you get to a point where most players wont go. That is because you cannot get below the 1HK threshold on mobs, you cant half-shot-kill something. Most units barely have any armor to speak of that may get in your way unless you hit really absurd levels of grineer. On those enemies you wont notice a difference in killspeed between CP or no CP.

    At level 30 a heavy gunner is already at 75% damage mitigation. You can equip 4 x cp and ignore that, or you can take the extra time to strip it or brute force them down. That's important to you, or it isn't. The fact that it primarily affects TTK on heavy units isn't really a detraction when they will be the highest TTK you have to deal with.

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