RecordTheFox
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Posts posted by RecordTheFox
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22 minutes ago, (PSN)IdoThea said:
I usually wish someone would join with one shot build but I'm not sure if they patched it?
Have it, oneshot them, still hate them, it's the gameplay design that is the problem, chained invuln phases coupled with lots of healing just aren't good design, but unfortunately warframe has already moved on past that 'content'
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if you just want those shards shoot me a message in game and i can drag you through a tri-cap no issue, you don't need to do much besides avoid the afk timer and keep some distance.
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33 minutes ago, Dr.Membrane said:
I mean sure you basically can tackle all flaws and i have already done that but. its never really sufficient that this gun feels smoothly or rely on external help. I mean there are other one-hand-Pistols that are way faster and stronger (Kuva Brakk, Kuva Seer, Tombfinger, Tenet Plinx just to name a few). Even in their basic modded form they overtake the Lex/Prime by a mile, even without the need of an Riven, Arcane or Warframe-Buff Workarounds. Imo the things that need to change is just a 1s Reload like the Brakk and a 3.33 Firerate like a Plinx (or your idea with the 1,5m Punchthrough also made sense) and that's all, the other flaws can stay for my sake. I mean, the LEX don't have to a room clearer like the Kuva-Nukor, but a little more quality of life wouldn't hurt.
i don't remember suggesting a 1.5m punch through but thank you! and i never said my solution is a good solution, just that it's how i tried to make it a little less unpleasant, i do really wish it had a faster reload, to make it a little more enjoyable, or like you suggested, a good chunk of punch through.
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while i do agree that it feels waaaay too slow to reload, recoil is just a non issue, but my solution to, my problem with the gun, is arcane pistoleer, and deadhead, no real worry about the reload when your mag becomes so much bigger due to pistoleer, also the synth set helps, switching on and off, even meleeing will reload some shots
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Copying something in it won't cause any harm, don't worry, but if you're uncomfortable with that we can try modifying the typelib registry, windows+R, type regedit
computer/hkey_classes_root/typelib, and give it higher permissions for your user account, namely full control, then try re-registering ntdll,
unfortunately for you if neither of those work your problem might be with either your windows install or your ram. -
19 minutes ago, Tauthe said:
Thank you but i tried those like 2 hours ago :-P it drops an error "the module "ntdll.dll" was loaded but the entry-point DllRegisterServer was not found. make sure the 'ntdll.dll' is a valid dll or ocx file and then try again."
Perfect! that's a fixable solution, you can try copying the DLL file into the SysWow64 folder and then re-register the file with
regsvr32.exe C:/Windows/SysWow64/ntdll.dll (replace the path as required)
if that doesn't work we can also try editing a registry file that might be causing the problem. -
Ah there we go, finally found something, so if your ntdll is acting up an option would be running these two commands
regsvr32.exe /u ntdll.dll (this will uninstall the file) regsvr32.exe /i ntdll.dll (this will reinstall the file).
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🤔 this is a shot in the dark, but have you tried sfc /scannow in the command prompt? nevermind, i read that you did,
well a quick search of your error code yielded literally nothing of value, but your problem seems to be related to a broken dll file, "ntdll" you might want to fix that. -
I was more suggesting the use of a virtual machine for the sake of testing, but if running it from the windows 'root' account works, your problem is UAC, and i'd suggest installing warframe outside of "program files (x86)"
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have you considered running it on linux? As weird as it sounds, with a quick install of lutris it should allow you to just run it to your heart's content, and it will definitively tell if it's a hardware or a software problem
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As unlikely as de is to listen to this, given track record, ba-dum tss:
After playing nothing but protea for the past 3 days I've come up with one change, that i personally would think might be helpful towards protea being more dynamic (and usable in missions that aren't defense) would be the ability to trigger the rewind on command rather than cancel it, preferably with the ability to stop it from fully rewinding too.
The way rewind currently works is you set the anchor and pray to whatever that you'll be in a good spot to benefit from the explosion when it happens which reduces a tactical ability to a "leme use this to spam 2" ability, however, if instead of holding down 4 to cancel we can hold down 4 to trigger the rewind (and detonation) early that would make the ability more interesting, and if we can also let go of 4 to stop the rewind it will give us the ability to choose how far back we go (and how much energy we gain back), this would create an interesting trade-off in things like capture-exterminate etc, where we can simply use the ability to complete the objective without it getting in the way as much, while still being fairly balanced as it won't really refund any spent resources, or lost health if we let go of it immediately after detonating.
TL;DR:
Instead of canceling the ult, make holding 4 trigger it early (along side the explosion), and letting go of it would stop the rewind early.- 2
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i mean, honestly, you will pick stuff up along the way, get some intrinsics, if you get gunnery 5 aim the death laser at the engines, and really that's as far as it goes.
Oh and from my personal suffering, don't even bother building your railjack up, it's totally unrewarding, unless like me you have absolutely cursed luck with pugs -
My only suggestion to you is leech, seriously, just leech until you're in the veil, and don't bother building anything until then, thank DE for their great design, i'd offer to take you there myself if you were on pc, but sadly most i can give you is a "good luck"
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Or if you really really like melee so much that you'd fight status immune enemies with it, then ppp is "worth it"
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Hold down 3
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Banshee+redeemer and do charge attacks.
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The only thing i can suggest to you is grabbing (dual) dark split sword or dual keres with a crit build and carving mantis stance with a kavat with the sharpened claws mod, i know "git gud scrub" but it's really the only option we have for now (and i mean carrying that on everything) it's capable of killing the wolf quickly enough that you should be able to manage him even with a squishier frame, one or two team revives not withstanding, however if kavats aren't your thing, dual keres with shattering impact should help (though it won't be nearly as effective)
Reason for suggestion those weapons with that stance is that they build combo like utter insanity, so strong crits are achievable relatively quick -
Spoiler
Paracesis does not get past level 30, as intended (at least i assume) it does not acquire the extra sentient damage, and any mod that exceeds its 90 capacity will cause (i think) the first mod (via the usual priority) to not be considered as "equipped" on the weapon.
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7 hours ago, KesslerCOIL said:
Instead of bosses, I think making use of Assassins would work better.
Having Stalker, G3 and Zanuka appear every few zones would be a nice change of pace, having them provide greater efficiency for killing them while also giving a semi consistent way to fight them would be a great fit.
I also think efficiency drain shouldnt go above 5x(instead of 6x), having to fight spawns instead fighting the actual enemy, doesnt feel good.
EDIT: One last thing, legit can it be required that all your gear is lvl30? I'm sick of people joining with full unranked gear and leeching -_-Uuuh i love that idea a whole lot more, adding that in to the main post!
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2 minutes ago, Quimoth said:
With current efficiency drain and the certain invulnerability phases some bosses (e.g. most bosses) have this won't work. I'd rather have them open a special conduit where efficiency is less important.
i also suggested the bosses get a look over to alleviate the very issue you brought up, however if that won't be done, and frankly i'm fairly certain it won't, your suggestion of a "no efficiency" mode would work better, especially if bosses do get put in it.
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So, here's a thing, what's more arcadey than getting kicked out of a game based on a subjective faux difficulty timer? (anything i know but bare with me here)
The answer is Bosses. Now this sounds both good and terrible on first sight, good because it's fun bad because it's a damage sponge in a mode you need to kill quick to survive, my answer to that is, make the efficiency rewards per enemy kill based on the amount of enemies on the map .
Basically put, if there are next to no enemies, each kill will give you alot of efficiency, if there are armies of enemies, not so much, another thing this offers is, another place to put khora parts in, now i'm not saying this should be the only thing that gives you khora (unless the "boss" spawns every two zones case in which yay for less lootpool crowding) but i think i can speak for everyone when i say, dealing with a boss quickly enough can be quite satisfying, and this might even be cause to look over some not so well designed bosses (cough vai hek cough) and give them a proper fight treatment... (or just be lazy and spawn him in his chicken from).
Or as KesslerCoil suggested, assassins instead of bosses!
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TL;DR: Make bounty mission areas close to each other and don't make them repeat.
Look DE, i love how you made the plains look, i love what you did with the eidolons and many qol changes but the bounty system always bugged people, and yes partially some big gripes have been fixed, but i'll leave the rewards and such alone for now, same for the balancing and talk to why i personally think many people dislike them, that is, they aren't exactly the best in design in terms of pacing.
The thing about warframe is that its missions are fast paced, and generally last little, unless you want them to last more however bounties aren't that way at all, they are, awful in terms of pacing, the first objective location is fine and can be anywhere but then comes the problem, after you're done with said objective, you just have a moment of nothing happening as you jump around the plains/wait for your archwing, this is what i think causes people to really dislike the bounties, the fact that the pacing is constantly broken by that "travel time".
This effectively forces the player to "spend more time" in the plains, but the issue with this is that, it isn't fun, and people will start associating the plains with boredom, thus making them want to avoid the plains unless forced to, which feeds into the vicious cycle
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So, Bounties, controversial thing with the rewards at first, and though they are getting better, the current system still has one huge issue, none the least of it is the fact that we basically have 4 almost identical bounties, four really similar ones, a tedious one, one decent bounty, (capture) and a good one (supply sabotage, no seriously, nothing for me to *@##$ about with this one)
First off, the "open the armored vault" and "capture the camp" bounties are basically the same thing, sit and wait in this area (and the fact that they always appear in the mission, one after the other sure doesn't help) These two need something changed about them, badly, maybe make the "capture the camp" (yes i have issues with it being named as such as the grineer simply respawn in one to two minutes, maybe just keep it at message interception, it'll be credible.) be a multi area of control, anything really.
Drone escort/hostage rescue they are again, almost the same bounty with hostage rescue being significantly less boring, as it takes less time and you're not just running around the plains with a weight around your legs, my honest suggestion? scrap the drone escort and make it the plains "spy" mission, where you have to approach the drone un-noticed to gain the possibility to hack it and obtain the data.
Exterminate/"assassinate" Let's face it, Assassinate is exterminate with a capture target, there is no two ways about it, though i like the "do x thing to make target come out" and it was a pleasant thing in shadow of mordor, this isn't interesting at all, maybe add conditions, similar to the chalanges "headshot x grineer, slide kill y grineer" etc, exterminate is fine as it is, maybe bump the number up to 30.
Cache finding bounty, boring, very uninteresting as there's nothing really to the caches, not only do they give nothing but the concept it self isn't fun, maybe make the caches guarded and put some duds around them, it'll give players something to fight/sneak by and make the bounty more interesting.
Moving on to things that would make even more of an impact.
The main system of the bounties is dull, even frustrating at times, you complete a section you get a trinket, you fail it you fail the bounty, this, in normal missions works, but in a multi stage one, it just gets annoying if the player has to do things all over again, my suggestion, if you fail a section you don't get a reward and the next section becomes harder, and you fail the bounty properly if you fail the last mission, regardless of your performance in the other missions. (yes i know you can take frames like Octavia and just sit still while the enemies kill themselves, and that honestly makes the bounties pretty hard to fail, this isn't a discussion about bounty difficulty which i honestly feel is a bit on the low end, this is a discussion about their design)
How each stage might or might not impact the next:
You couldn't open the armored vault? Next stages increase the likelihood for you to fight more "elite" units, like balistas or such.
Caches not found? Troops are more likely to have eximus units in them.
Camp not "captured"? Troops are more likely to be deployed by bolkors.
Exterminate? More troops for you to fight (duh).
Assassinate? You now have to fight a beefed up version of your target in the last stage.
Drone escort (hopefully turned drone hacking/spy). Enemies will actively follow you around the plains, spawning in to pester you.
Hostage not rescued? You now have a higher likelihood of aerial units (dragyns, aka bathtubs) spawning in. (note, i know this doesn't necessarily make sense but, anything else would be reducing your over-all rewards, which is not very nice, and honestly, if anyone can think of a better alternative i'll happily take that over what is currently stated)
Target not captured? They come after you piloting their ogma!
Supply sabotage failed? Troops are now slightly higher level (around 5 levels higher).
Why so many toxic players recently
in General Discussion
Posted
Unfortunately for you, tridolons and pug squads for them are like that, elitism is pretty strong there too, seen people berate others for not having 200+ hydro caps, worst part is that solo 5x3 is a casual chill run, condolences that you got those types of people, but my personal advice, take that toxicity with a grain of salt and ignore it, it's not worth hiding in a cave over it.