Jump to content

Damocles

PC Member
  • Posts

    988
  • Joined

  • Last visited

Posts posted by Damocles

  1. Yeah the damage reduction bug and immunity to status is really hard to deal with. Normally status strip armor or condition overload. Now neither is possible. Certain elements deal 0 dmg, (try larkspur for it is one of them that does no dmg.) and even IPs is doing maybe 5% of the original damage due to armor and passive damage reduction. If his rewards are good then yeah okay, but basically harder stalker, even worse rewards. 

  2. Can confirm, he is WAY TOO tanky. I was playing a regular nightmare mission on Jupiter, a low level maybe level 40 mission. Spawned a level 70 wolf.. Everyone died. Good thing I was Hildryn, but even I pseudo died 5 times, if not for my passive + Guardian shield recharge. My Maxed arcanes were barely keeping up with it. Took all four of us 5 minutes to kill it (,and yes I counted). My gear was no fodder either, it was a riven modded tombfinger. Sadly it would have been a lot easier if the darn thing wasnt immune to status proccs, otherwise the redeemer prime CO build would have actually not be overkill in this situation. Sadly the wolf is scaling WAY TOO HIGH nowadays.

    Also, no parts dropped, so that was a big FU

    Edit, also to add onto this, if not for Pax Charge, we would have ran out of ammo and aborted the mission. Something needs to be done about this super level 100 Grineer Juggernaught. It has all the strengths of the juggernaught + some more abilities, but none of the weaknesses.

  3. I've been using the redeemer prime a lot because it's a good excuse for an extra gun slot. But very often I am unable to get a shot off on an enemy because the moment I try, it is immediately cancelled by the auto blocking as a typical enemy is rapidly firing at me. This get's me stuck in a perpetual state of blocking until I die in. I strongly urge moving autoblocking to an option in the gameplay menu so I can toggle it off forever.

    As well, there are often times auto blocking interferes with the natural flow of my aim glide as it has a tenancy to get stuck on block mode. This will make all my jumps glide, as well as prevent me from cancelling a glide in a well times manner to land exactly where I wanted.

    There's also a minor bug that seems to happen as client on a laggy host where tapping block once, would auto block, unblock, block repeat forever. Hard to reproduce so I'm assuming an enemy must have attempted to shot me on host side in a good time.

    Last bit of information, I am not using any channeling mods/blocking mods, or behavioral mods like auto parry/arcanes that affect melee. I am using Bullet Dance Stance.

    A good workaround is using Rhino, who never melee blocks while his iron skin is active. As such, I have a 100% surefire rate of never encountering any of the above glitches

  4. Now Im not getting kuva from floods sometimes. I know that they implemented "no repeating", but I just hopped on this morning, and so I SHOULD QUALIFY. I went to the flood 3 times, and only the third time did I get my kuva for the same mission within the hour (the qualification period did not refresh yet). The first two times I got nothing was when I joined midway when the siphon already had a bread taken off. The third time I was host so it worked for me.

    As an additional note I am beyond certain that Mesa's peacemakers can only target kuva guardians (when vulnerable) as host. As client, Mesa cannot. This would also be solved if mesa's regulators gets an alt fire button for manually firing the peacemakers for times the game has these inconsistencies as well as being able to manually shoot the nox's head without popping out and back in (especially since simaris doesn't like that!).

  5. For me Kuva flood spawns every hour of the day and all kuva nodes are shuffled every 30 minutes but shuffled does not mean respawn or reset. Today I realized that Kuva floods are not always spawning for me at the hour marks they're supposed to. In fact, I am seeing half as many normal nodes during resets as well. Am I the only one experiencing this issue?

  6. Remember on devstream 119 or whatever, the link health mod mentioned by Steve was too reliant on the frame's health so everyone ran Inaros for his highest HP pool, but made something like Rhino not something you'd run a pet with since he has little potential in health mods and typically mods for all armor. I'm paraphrasing of course and the intention was to allow the sentinel mod Enhanced Vitality (EV) to also be usable for the pets in case you are actually running a low health frame. That way you're not bound by what companion you're you can bring with certain frames.

    Now looking at Rhino with 300hp at maxed rank, no modding potential for health, 220% EV and 165% Link Health (LH) we can see that 165% LH of 300 frame hp is about 495hp whereas 220% EV of up to 125hp (Sahasa and Chesa best case scenario having the hiest base hp) we get 275. I'm not math expert but that's still worse than LH. If we look at worst case 75 base health warframe at maxed rank reaching 225, we get 371.25 with LH, which is still better than EV in all scanerios.

    So with Link health you're getting AT LEAST 370hp on ANY companion, while Enhanced Vitality will get you AT MOST 275hp, so the originally intention Steve talked about was nothing but rubbish, but hey at least now we have an option to put in the wrong mod right?

    Maybe I missed something, and if so, please reply

  7. This is exactly the Dev-player response in game. Devs expect one thing and player expect another. That's why good rivens no longer exist, opticor vandal is ferrox, chroma no rework, vauban got shafted and hildryn S#&$s on rhino. Honestly with the recent changes. They're going to need to rework all the warframe and weapons to make them more relevant.

  8. 25 minutes ago, 17inchguns said:

    The only time you will kill a 160 bombard is by the use of hunters and thats very rng based. Pre dispo nerf opticor with a literal god roll struggled against lvl120-130 enemies and sometimes failed to 1 shot them (see ksilisab video). All this with a higher dispo and higher damage of non vandal. 

    Since you claim its a gas build now I straight out dont believe this claim

    You probably wont. Look at current youtubers opticor vabdal rivened videos. You dont see them 1 shotting 160s, atleast not with a gas build lol

    He showed me, Arcane is used (optional) but a very specific riven is mandatory

  9. 2 minutes ago, Leyers_of_facade said:

    I still don't have OBS downloaded again (or other recording softwares), I can inv you to simulacrum if you are still online on wf tho.
    Its basically a gas build

    I require vids, cause I need to see UI. No trickery of the warframe buffs/ Madurai VS + Arcane Arachne + CPx3 Simulacrum exploit, or pre stripped armor

  10. 2 minutes ago, SneakyErvin said:

    How is it not working like the original Opticor? It has the exact same mechanics, just some altered values. Kinda like the difference between Boltor, Boltor Prime and Telos Boltor. They have the same mechanics but altered stats for different playstyles, loadouts and uses. Opticor Vandal also does exactly what the Opticor was designed to do, wipe out groups of enemies in one shot, only with better mobility to boot.

    People are only pissy and complaining because they didnt get to keep the 1k base damage along with getting shorter charge time, more crit, status and ammo. It is called balance and the original Opticor is still an option if you dislike the Vandal.

     

    I think what he was going on was: If someone asked you "hey you know that 1k damage gun?" you'd say yes, the ICONIC opticor. Now if he Asked hey, remember that "400 dmg gun?", your reply "which one?". But if he rephrased to "Hey you know that neutered vandal version of a gun?" then everyone knows what they're implying is the Opticor Vandal.

  11. 1 minute ago, Zeclem said:

    what i meant was people acting as if every single opticor users only wanted big and slow numbers. there are snipers for that. and snipers are very powerful, you dont need rivens for anything. 

    also aoe isnt only the end explosion. every attack opticor has a very wide hitbox, therefore aoe. 

    Well snipers don't have the look and feel of Opticor. And Snipers iirc died for me when they nerfed the rivens for every single sniper in that category. Vectis Prime is 2 shot trash, Rubico is gold but niche and not the experience I am targeting.

    Also that AoE is a downside how?

  12. 1 minute ago, Leyers_of_facade said:

    Well for starters, level 160 bombards can die in 1 shot, heavy gunners in 2, so most enemies aren't gonna survive my first shot anyway on vandal, plus its a gas build, so not only the one taking the hit is gonna die, probably a few of the others nearby too. In addition, level 160 is way higher than anything you will meet in sortie 3 and roughly just a bit over an hour on kuva survival. Although if I plan to do a >1 hour kuva survival, I would probably take someone like gara anyway, sooo not quite what I need anyway.

    Besides, how often do you find yourself requiring a full shot to kill on normal opticor anyway? 

    wait send proof! I wanna know how I can get the same result

  13. 8 minutes ago, Zeclem said:

    gun did not lose its identity, it'll still murder most targets in one hit. if what you wanted are big numbers, you would play snipers not opticor since opticor doesnt just get one big number, not with its aoe. i used that gun because i liked drowning corridors in a flash of a thicc beam of destruction, and now with vandal i'll get to do it a lot more frequently.

    so all those vandal opposers who keep claiming the gun lost its identity, speak for yourselves. for me and many others, guns main strength(and actual identity) which is the thicc beam of destruction got a lot better. 

    Yes we'll keep it to ourselves. I agree that the vandal is easier to use, but I dont agree on using snipers. Snipers are not riven viable in the future from forecasting DE's pattern of disappointment and that AoE only affects the side mobs, so I'm not sure what you meant by that

  14. 5 minutes ago, Leyers_of_facade said:

    There is a few things you didn't consider.

    1) Vile acceleration gives -15% damage as a penalty, even if its impact isn't much, you shouldn't ignore it when doing calculations as such

    2) Even with vile acceleration, your charge time is 1.05, compared to 0.6 on vandal. This means I can roughly dish out a full charged shot and a 2/3 charged shot in the time that it takes for you to make a full charge shot. Alternatively, you can consider it as roughly how in the time I make a full charge shot on opticor vandal, you can only dish out a bit over half charge on normal opticor, taking into consideration the -15% damage as well, you should only compare roughly 480-500 on base opticor to 400 on vandal. Do take in mind that a simple 90 elemental mod already more or less puts them at par by this point, this is even before we take crit chance buff, increase in crit multiplier, increase in status chance, larger mag, quicker reload... etc

    Honestly, stop comparing base opticor and vandal in terms of dps, because vandal wins it and I think most people already mentioned that above. That being said, it could still take a buff in its base damage, perhaps to 50% or 60% of base opticor instead of just 40%.

    I personally half-charge shots a lot on normal opticor and use spring-loaded chamber instead of vile acceleration due to having the habit of constant reloading / using reload to reset charge so vandal feels like what I usually use anyway, that being said, the issue people have with vandal is probably that it just doesn't feel quite like opticor, and to be honest I am undecided on whether that is true.

    1) 15% damage, is nothing compared to the fact you add serration and heavy cal for 300%+ damage (400% total). It behaves proportionally so yes it can be ommited as a slightly better riven roll would do you the same justice.
    2) As everyone in here seems to agree on, we don't really care for DPS (like the case we dont care about status on a crit weapon) if we wanted DPS, we have literally a gun that does exponential damage starting with over a million damage on the second shot (wink wink). All we want is a bigger damage number Opticor at the expense of charge time. Also from my build my OG opticor is 33k modded dmg with 15k on vandal... Going into testing in simulacrum, yes vandal is still faster, but at half charged OG, I can get similar fir rate results that lag behind vandal, but isn't noticeable nor valueble in the sense I can preserve the Full charge option being available to me, and being able to 1 shot enemies as opposed to performing a makeup shot for enemies that survive. Besides, how often do you find yourself continuously spamming Opticor anyways?

  15. 5 minutes ago, Chappie1975 said:

    The current opticor vandal has `2x the DPS of the original opticor when comparing appropriate (and correct) meta builds.     So...no, if we allowed that the vandal would have 3x or 4x the DPS of the original.  

    Did you consider the meta builds for OG opticor with vile acceleration? All of the fire rate you need, while having 2.5x the base damage. It's like Primed^2 Chamber but for Opticor Vandal to come from OG Opticor at the expense of the slot vile accel chamber takes up. No other mod exists that would give Vandal 2.5 times damage for the slot you saved form not using fire rate mods.

  16. 38 minutes ago, (PS4)Silverback73 said:

    Here is your RW reference.

    Opticor:  50 Cal (Browning M2)

    Opticor Vandal:  SAWs

    Ask a frontline Army Vet to explain the difference, good and bad.  Sometimes evolved “utility” doesn’t mean increased effectiveness as intended.

    Players wanted a streamlined M2 and got the 7.62 rd SAW variant, and we have plenty of bullet-hoses in the game.

    Weird flex but Saw's are automatic though. I'd rather say it feels like an M82A1 50 cal being neutered down to a "Semi Automatic" AWP L96. A less powerful but more mission effective L96 does not represent the anti-material capabilities of the Berrett in any case. In this video game, (particularly this one particular gun) we want to expand on the impractical nature of the weapon, not the feasible operation of it which most other gun options out there already fills that role 6 ways from sunday.

  17. 12 minutes ago, BombtailsTheFox said:

    I get that the weapon isn't what you wanted, but coming at the point of wanting it a power creep?

    actually quite the opposite, dedicated Opticor users want more damage per shot, at the expense of shots per second, thus DPS doesn't matter to them. The name vandal is reserved for better variations of a corpus weapon but with the case of Opticor Vandal is doesn't even behave like the OG Opticor, instead, like a better version of Ferrox. If people wanted a slightly better ferrox, then go ahead and make that instead of occupying the name-spot of the most anticipated weapon of the game. Imagine they made Dread Prime with rapid fire and hitscan with marginally higher dps but dmg per arrow is lowered. That's a yikes to me!

    If you ask me, DE sometimes play their own game, but they don't understand their playerbase. If I wanted the Opticor Vandal the way it is now, I would simply just half charge the OG Opticor for the same effect. At least now I reserve the option to full charge the iconic selling point of the OG Opticor!

  18. Alright, I played with the opticor vandal and I thought I liked it. Then I did my typical kuva flood and was UTTERLY DISGUSTED when it doesnt 1 shot the guardians (you know those squishy fat targets that only go up to level 100 and most rifles will kill it in 1 shot? yeah that thing). I thought I was imagining it at first, so I pulled out ol-reliable opticor regular (with vile accel so there's already a 1 slot handicap and -15% dmg) and to my surprise, the opticor regular is still better. The way opticor vandal stands right now is basically equal to half charging the normal opticor for fast firing; you get the same low damage (even higher actually) at about the same pace with exception to magazine size and reload speed (which is not what we care about the opticor for).

    As things stand now, DE has 2 options, flip the names so OG opticor is now opticor vandal and make the current opticor vandal the new MK-1 Bopticor, OR openly admit that they fat fingered 400 base dmg from the intended 1400 base damage.

    As a reminder to DE staff and directors, the opticor is a community loved weapon as opposed to OP loved by power creepers (believe me 300k dmg shots is nothing compared to the million damage shots I can do with other weapons), it is IMPRACTICAL in every sense of the word:

    • It's charge based, non-instant response firing with PREMATURE discharges
    • It does overkill damage that does not transfer or overflow to any benefit
    • It can already 1 shot most of the bosses in the game (besides sorties and dumb damage phases as host)
    • It doesn't scale with level, unlike slash tigris or armor strip rapid-fire/multishot weapons
    • It's slow and sluggish but rewards high risk high reward for not missing your charged shot

    We love the opticor because it does a lot of unnecessary damage for laughs and giggles. This is what makes the opticor unique. The vandal tries to "address" the impractical aspects of the opticor and in return, neutered it's only selling point. The worse part is that now this piece of trash fodder occupies the name-spot for the best (possibly the most fun) gun in the game that will never exist henceforth.

    • Like 2
  19. 1 hour ago, nslay said:

    Maybe! I don't know. But there's 0.2 seconds left in that 2 second window of comparison and a slightly higher crit and higher status. I'm sure that can account for any delay...

    I think people are just angry that they don't have a consistently slow cannon rifle that one-shots anything from little guys to drop ships and that they need 3 quicker shots to achieve the same which feels different than how Opticor is supposed to work. But a lot of players also think the 2 second charge rate was a real turn off, and a lot of posters even said their Opticor basically sat in arsenal gathering dust for that reason.

    Well I'm also counted as one of the angry salts who believe Vandal is basically Opticor regular except half charge capped. It would explain the lower damage, and lower charge time. So basically Opticor is full Opticor and Vandal is a subset of that. The only thing new that the Vandal can also be half charged, which is basically Opticor quarter charged, which isn't something we can do before. I guess we're on the down slope of the power creep roller coaster now 😞

×
×
  • Create New...