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Sebastianx

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Posts posted by Sebastianx

  1. Let's face it, it is pretty obvious especially after the heated debate regarding the nerf to Multishot mods.

    Many people seem to already agree with what I am about to say, but let's make sure everyone understands.

     

    So, by now almost everyone around the forums knows that multishot will soon cost ammo when it fires the extra bullets.

    And that brings us to the reason of why Mods 3.0 is necessary. Drawbacks.

     

    And this comes like a glove with the recent annoucement DE has made to add tiers to weapons, which would probably mean easy to use, but lower damage weapons will be at a low tier, mid tier would probably most projectile weapons, here's where the Boltor, Bows, Bolto, etc will be at, while harder to use and more situation weapons (eg. Stug, Ogris, Tonkor, Torid, Angstrum, Lanka, etc) will be in the upper tiers. <<<<< that's just my interpretation of it, not what will happen.

     

    AS MUCH as people will hate me for this (hell, even I hate myself for saying this), but it is true, and you know it: Flat out damage increase with no drawbacks has to go.

     

    Serration and Co. ? GONE. Elementals? GONE. Free crits? GONE.

     

    Now, now, do not despair.

     

    Let me explain, they won't be removed, just the flat FREE damage component.

    Of course enemies scaling will need a reballancing as well, HP and armor wise. For example Level 30 grineer could have 500 HP but scaling wise at level 70 they might have only 1500 HP. ( that also means warframe powers will need some damage nerfs)

     

    Think about it as a way into making everything in corrupted mods, because let's face it, from modding our frames what's the most thought you put while modding them? Do you want more range but at the cost of strength? Is the duration too low to be viable if I use that transient fortitude/fleeting expertise? Corrupted mods give you the most options and there are no NO BRAINER options for most builds, what if we bring that in bulk onto the weapon mods?

     

    Here, maybe some examples would be better for the mod changes.

     

    Pure damage (AKA Serration, Hornet Strike, etc) can be changed to increased damage while hitting enemy weakspots by 3 times! when maxed out.  That would make sniper players rejoice as their snipers are finally useful. ( I expect DE to also add weakspots to ALL enemies before implementing this)

     

    Crit chance mods could give, let's say for example 100% crit chance but with a 25% critical damage decrease. But critical damage can not drop below x1.25 damage.

     

    Crit damage mods would be the opposite, increasing crit damage by 100% but decreasing crit chance by 25%. Now THIS might sound like they're obligatory mods for weapons like the Soma or Bows or Tonkor, but you will soon learn that after how much utility other mods will provide, you might actually ditch the crits for something else like the guaranteed x3 damage provided by Serration for hitting weak spots.

     

    Pure elemental mods (I will talk about nightmare mods soon) will have their damage component removed, and instead for every elemental mod, 25% of the phyisical (or elemental damage if weapon is pure elemental) gets shifted towards that element. So you have a weapon that does only 100 slash damage, and you add Infected Clip to it, then the weapon would deal 75 slash and 25 toxic damage. Of course enemies still have their elemental resistances, which means that moding towards certain things means it will greatly increase your damage but keep in mind elementals will take away from your mod slots.

     

    Multishot is self explanatory, hell, it's the reason of all this debate. When it fires 2 shots it will consume 2 ammo, but I would like all multishot mods to have a 100% multishot chance at max rank (including Lethal Torrent), makes ammo consumption more controllable and not so RNG based.

     

     

    And above all that, a PLETHORA of new mods will be available, mods like +200% reload speed but -100% clip size (I could see Vectis, Tonkor, Tigris, etc owners would love this), or maybe +75% accuracy but -25% fire rate, I'm sure players that are looking to play the full auto rifles as snipers would love that, especially with the changes mentioned above to serration, or how about a +50% damage but -50% fire rate mod, while it seems stupid since it does nothing to your DPS, think about how much more ammo efficient weapons can become, and it would pair nicely with the new change to Multishot that DE wants...and so many other cool mods.

     

    Nightmare mods will have only one negative effect but 2 positive ones, but of course the positive ones are less effect than they're counterparts non-nightmare mods.

     

    Corrupted mods are the easiest to fix, since they're already like this, just need some tweaks.

     

    Heavy Caliber for example could take the road of Serration just better...or worse...depends how willing you are to take the risk, because it would do an incredible x5 damage! to weak spots but it will also decrease accuracy by 50%...which means, are you willing to take the extra risk to get in close but do insane amounts of damage? Shotgun lovers would enjoy this I bet, but also people that want their fairly accurate rifles to lose a ton of long range efficiency in order to deal shotgun levels of damage at the risk of getting up close and personal.

     

     

    Sorry if this seems a bit untidy but I kind of lost my train of thought while writing this since I'm also at work, working.

    But I'm sure you get the main change here: Bye flat damage, welcome diverse modding (woohoo no more braindead modding with up to 6 MUST HAVE mods) and a multitude of engagement ways that changes the way you want to play your weapons.

  2. Old U8 stats.

     

    Lato: 24 damage

    Lato Prime: 27 damage

    Lato Vandal: 30 damage

     

     

    I don't find it OP at all.

    DE nerfed them because they explicitly wanted to "encourage" people to explore more weapons.

    And that is a stinking move throughout. 

     

     

    Remember Gorgon when it used to need 1000 Rubedo to craft, did 30 damage PER bullet.

     

    I remember Lato Vandal being pretty good, but beastly? Not sure I would agree.

     

    But I do agree that they need buffs, I have most exclusive weapons and can almost never use them, only when faffing about on low level missions.

     

    Also, Lato Vandal skin has been broken since day one, it's missing the Lotus decal on the grip like it has in the image, and is the only exclusive weapon that can be colored.

    It actually was, especially due to it's HIGH accuracy, LOW recoil and VERY HIGH fire rate especially after Lethal Torrent came out.

    I remember how I used to take it to T3 defence, and going to wave 30 without much of a problem with just the Lato Vandal alone...it used to destroy even the heavy gunners in just a few bullets, and it could empty its whole clip (still can) in 1 second with pin-point accuracy at medium ranges.

  3. So, everyone that's been around since closed beta knows that the Lato Vandal (and maybe prime, I don't own one) was quite the beast in Damage 1.0. Incredible accuracy with high rate of fire made it good at both long range and close range combat.

     

    Then Damage 2.0 came and "Serrated Blade" damage type was removed.

    Then later on DE nerfed the Lato Vandal and if I remember correctly the Braton vandal as well.

    But my question is...why?

     

    DE did specify they nerfed them because they were "too strong" for beginner weapons. But keep in mind that the nerf occurred almost a year after none of those weapons were still obtainable. What "newbie" still had access to them confuses me. I understand the nerf to the vanilla versions but why the nerf for the exclusive ones? 

     

    Like, what's the point of having a Lato Vandal/Prime or Braton Vandal right now? They're probably the 3 worst weapons in the game.

     

    Maybe I sound selfish when I say this, but those rewards DE gave us for being with the game for 3 years now, would be nice if they were at least mediocre.

     

  4. Why?

    Why is this augment so important that you HAVE to have it? It works pefectly fine without it.

    It gives that UMPH the Hek needs, and it's also the mod that brought Hek back to life...either that or buff V Hek's crit, status and so much that it looks like Boltor vs Boltor Prime.

     

     

    Vaykor Hek is perfectly fine and is a valid sidegrade to Hek.

    Ofc, I would like to see something else instead of what we've got but Vaykor Hek is just as valid as Hek, though Hek is more consistent.

    *cough*

    • Sancti Tigris, compared to the Tigris:
      • Higher base damage (1260.0 vs.1050.0 ).
        • Higher Impact damage (126.0 vs. 105.0).
        • Higher Puncture damage (126.0 vs. 105.0).
        • Higher Slash damage (1008.0 vs. 840.0).
      • Faster reload time (1.5 vs. 1.8).
      • Increased pellet count (6 vs. 4)
      • Increased critical chance (10.0% vs. 5.0%).
      • Additional polarities.
      • Innate Purity effect.

     

    • Rakta Cernos, compared to the Cernos:
      • Higher base damage (250.0 vs. 200.0)
        • Higher Impact damage (225.0 vs. 180.0)
        • Higher Puncture damage (12.5 vs. 10.0)
        • Higher Slash damage (12.5 vs. 10.0)
      • Faster charge rate (0.3 vs. 1.0)
      • Higher Status chance (15.0% vs. 10.0%)
      • Additional polarities
      • Innate Blight effect.
      • Faster arrow flight speed

    *cough* Yes I can see the sidegrades. *cough*

     

    Meanwhile V Hek is weaker than Hek due to not being able to equip Scattered Justice...simple math.

  5. As the title says. it's simple.

    Reduce the crit from 25% to 15%.

    Reduce the magazine from 8 to 6.

    Reduce the fire rate from 3.0 to 2.5.

     

    But allow the use of Scattered Justice on it.

    It is the only logical and simlpe thing to do right now, unless you want to remove VHek and give us Vaykor Drakgoon. Or just outright let the VHek use Scattered Justice but that would make it a bit too OP.

     

    What does the community have to say about this?

     

     

    EDIT:

    TheBrsrkr, on 03 Sept 2015 - 8:12 PM, said:snapback.png

    Why?

    Why is this augment so important that you HAVE to have it? It works pefectly fine without it.

    It gives that UMPH the Hek needs, and it's also the mod that brought Hek back to life...either that or buff V Hek's crit, status and damage so much that it looks like Boltor vs Boltor Prime.

     

     

    Mofixil, on 03 Sept 2015 - 8:12 PM, said:snapback.png

    Vaykor Hek is perfectly fine and is a valid sidegrade to Hek.

    Ofc, I would like to see something else instead of what we've got but Vaykor Hek is just as valid as Hek, though Hek is more consistent.

    *cough*

    • Sancti Tigris, compared to the Tigris:
      • Higher base damage (1260.0 vs.1050.0 ).
        • Higher Impact damage (126.0 vs. 105.0).
        • Higher Puncture damage (126.0 vs. 105.0).
        • Higher Slash damage (1008.0 vs. 840.0).
      • Faster reload time (1.5 vs. 1.8).
      • Increased pellet count (6 vs. 4)
      • Increased critical chance (10.0% vs. 5.0%).
      • Additional polarities.
      • Innate Purity effect.

     

    • Rakta Cernos, compared to the Cernos:
      • Higher base damage (250.0 vs. 200.0)
        • Higher Impact damage (225.0 vs. 180.0)
        • Higher Puncture damage (12.5 vs. 10.0)
        • Higher Slash damage (12.5 vs. 10.0)
      • Faster charge rate (0.3 vs. 1.0)
      • Higher Status chance (15.0% vs. 10.0%)
      • Additional polarities
      • Innate Blight effect.
      • Faster arrow flight speed

    *cough* Yes I can see the sidegrades. *cough*

     

    Meanwhile V Hek is weaker than Hek due to not being able to equip Scattered Justice...simple math.

  6.  

    1. The tutorial system is non existent. Mods, weapon type damage, factions, syndicates...nothing. To even progress in game you need to be hardworking enough to read wiki, be lucky enough to have a friend guide you or have endless patience doing it wrong till you do it right.

    DE intended that to a degree...they want the players to understand how the game works but then let them explore the rest of the game at their own pace, no one is rushing you to understand everything, you can learn everything on the go, since this does feel like a huge sandbox game in a way, since there are no objectives (in a way) and no end-game to get to...no obvious one anyway.

  7. I honestly hate all the new music with exception of the void ones.

     

    I miss the old "drums of war" theme and that tibetan monk throat singing (Clash of Metal is the name, if I'm not mistaken). The rest is just pure boring, amelodic, S#&$.

    I totally forgot about the throat singing...that was so good in stealth missions to add to the suspense, or just in the dojo to make it feel more...dojo-ish.

  8. But she is a Sentient

    She's an Orokin AI, if you remember, the Orokin made the Tenno in order to destroy the Sentients, and after the Great War, the Tenno, in their victory ceremony made for them by the Orokin, killed all of the Orokin...so it's safe to assume the Lotus and her sisters were made after that in order to destroy the Tenno, yet one of them, the Lotus, refused to do so and instead hid us in the cryopods inside the void to keep us safe.

  9. tnueD7k.jpg

    B8BrRqX.jpg

    vOCiVBb.jpg

    JSFYl1t.jpg

    And it annoys me and many others greatly :(

    Why is there no hit detection on capes for the frames? 

    When you take sharp turns (which happens 80% of times in warframe) the frame spins and the cape automatically tries to follow its hook point taking the shortest path regardless if there's something in front of it or not, and it just goes through the warframe to get there.

    Steve, is there a chance of adding a hit detection for the capes when it comes to the frames? At least the back side of each frame, so it won't clip as badly whenever you move. I hope we won't have to deal with this as much as we had to with the butt loving Yamako bug.

     

    EDIT: pics are just representative of the effect, more frames have the same issue, not just those.

  10. Dunno, didn't plan on upgrading to W10 just yet, thank you, i'll wait and see what happens first, till then I'll stick to W7...but if Edge proves to not eat 1 GB of my RAM when I have 4 tabs open like chrome does then I'll use that for sure...wish chrome would go back to version 1 when it was mega fast and used like 40 mb of RAM...not sure what on earth did google do to screw it up so badly.

  11. Still waiting for the Lato Prime and Lato Vandal buffs, since DE nerfed the Lato because it was better than the Braton back in the days when you didn't even have a choice between starting weapons, and just forgot the Lato existed in the last year...since for some reason they assumed newbies had access to the 2 year long go founder package or the closed beta gift that is Lato Vandal...thus nerfing them as well for SOME ODD reason.

  12. Year 2012, late december, remember a friend asked me if I wanted to download this cool new game with him...I'm like 'sure'...3 years later still here both of us, him MR 11 (he really doesn't level stuff unless he likes it) and me MR 19 while being the proud warlord of one of the first clans ever to be created.

  13. If only...besides the:

     

    • Status Procking system reworked: once status procs it will no longer prioritize the weapon main damage(s), instead will be randomly proportional.

     

    Also: 

     

    • Extractor Overhaul: Deploying extractor opens a special excavation mission on the node, where a single stationary drill (your drill) keeps giving you resources after milestones. You must deactivate and evacuate the drill (otherwise you are gonna have to build it again).

    We need that, I need that. Don't care if it's a rip-off from Firefall's thumpers, it's still something I want so damn much.

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