Damocles
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Posts posted by Damocles
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2 hours ago, SenorClipClop said:
It's about quadruple the fire rate and has better supplementals.
fire rate of 2 vs 1 on stat sheet. idk if that's accurate or not though but if feels accurate enough that I can get 2x 40% shots vs 1x100%
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Here's a thought, make regular opticor the vandal, and the current vandal the new regular. The current piece of unlinkable garbage we know as opticor vandal is the single worst trade deal in the history of trade deals in 2019. -60% dmg, for about 100% fire rate = double fire rate for less than half the damage.
Only way to fix this is if DE comes out and says, "we fat fingered 400 dmg but we really mean to put in 1400"- 1
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I fell victim once. The ban system sucks because it's a bannable offense to buy plat from other players and this game (for new players who don't know) would fall for it. This game doesn't explicitly state how buying third party plat can be a scam (buy back feature which isn't present in other games where you can purchase third party currency in other games) and neither does DE feel they need to express this. But in all honesty, I don't read the EULA like many others, but neg plat balance ban is kinda harsh. However, I think it's necessary as they have to keep the economy in game balanced and unexploitable*, but a PSA notice (like the one about trade promises not enforced by DE in TC) would be a great upgrade.
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I tried 4k downscale using DSR, and my game decided that in only the top left quadrant can be navigated by the mouse. Anything that required clicking in the game that does not exist inside that quadrant cannot be clicked. If you hit escape and try to return to native, guess which button does not exist in the top left quadrant. That's right the options button is in the bottom left quadrant. Missions menu is on the top right and night wave menu is in the bottom right. Good luck fixing your resolution without the ability to click. And yes I know you can arrow keys navigate, but that also doesnt work. The cursor tries but will never reach any other quadrant.
Windows 10
rtx 2070
1920p native -
I get that too, also with Mesa and tenora. Maybe the tenora contributes to this bug?
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I just hopped into a casual alert for constitution (archwing) interception mission and had THE WORST experience ever.
Normally I go into itzal, press 4 for passive defense, press 2 for passive invisibility, spam 3 for active DPS, and press 1 to teleport/move. This was my perfect cheese with all my gear fully formad and modded correctly.
Today in this grineer archwing mission, I had the pleasant surprise of grineer shooting me while invisible, likely due to my 4 and hearing my shots in space (duh...) They kamakaze kill me if I use my 3, and I don't remember that being a feature where my 3 would actively kill me and not using 3 will also kill me because they shoot at me regardless. I could probably snipe kill enemies from a distance, but apparently SHIELD DARGYNS have infinite health if they're facing the sound of me firing, and my SABOT ROUNDS DOES NOT PUNCH THROUGH that 42069m thick shield. Meaning I had to go in anyways, get shot while still INVIS mind you, and cannot panic press 3 cause that would insta kill me.
Fix or delete this content -
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So with the devstream demo of Hildryn, I have a few concerns I want to have addressed.
I am a Rhino main and I know the ins and outs of being that tanky frame. As rhino I suffer from energy problems, ie negative efficiency and lack of modspace to fit my "mandatory" augments (which btw was a big controversy on its own. Most players believe augments are a waste of mod space to what should have been added to abilities ie recastability) To counter this problem I use maxed Primed Flow and dual maxed arcane energize. I still however, cannot do Energy reduction sorties as rhino and ash prime has the lowest energy pool of the primes and suffering 1/4th the pool makes my 3rd and 4th ability impossible to cast. Hildryn, using shields as energy will be immune to energy reduction. It is practically a cheese for the worst sortie condition imo. She will also solve the energy economy issues of all warframes being the one with it recharging as fast as shields, and once depleted, a sentinel mod Guardian will instantly refill her "energy pool".
Inbalance:
Hildryn's shield pools as survivability is something I often cheese in other frames with quick thinking+ primed flow in many missions that I want to easily mastery fodder a trash frame, ie vauban (cough cough*). However this makes Hildryn practically the same thing as quick thinking and primed flow, but instead just maxed redirection (easy to max with endo and credits) as well as possibly primed vigor. She will easily be able to save a mod slot for other mods, as well has omit Energy Siphon for Shield Charger, which would work better for her in the economic regard than energy. We don't even know if there's an anti afk for shields as we do for anti afk energy ability spams.
She also won't need Arcane energize at all, which is a really expensive item in game thanks to the poor energy economy in game as it is, but shields recharge semi-passively at a fast rate, making her a really easy to mod for ability-spam frame. This will lastly free up her 2 arcane slots for even better performance.
Abiltiy Comparison:
Her abilities, from what was said in stream, seems to be a rhino kick in the sharp crotch:
Rhino 1: Charges short distance (can sacrifice a mod slot to grant useful but temporary armor that synergies with his 2)
Hildryn 1: Infinite range projectile launcher with infinite ammo that does scaling damage that can be modded and charge fired
Rhino 2: Casts anywhere between 5k to 18k HP+ and is immune to knockdowns and status (NOT recast-able unless you sacrifice another mod slot) and can be nullified and make Rhino evaporate
Hildryn 2: Recasts/replenishes her armor AND shields (which is shield gated to be her version of Rhino's 2) that passively regenerates and cannot be nullified, like AT ALL
Rhino 3: Boosts damage with flat 1.5x Multiplier for damage and can be modded up to around 2.5x or full maxed near 3x damage at the cost of everything else
Hildryn 3: Boosts damage AND shields of allies dynamically based on the number of enemies in the game. Potentially better or worse than Rhino's 3, but it is probably recast-able whereas Rhino's 3 is not
Rhino 4: Crowd controls all enemies within range that are planted onto the ground for about 10-15 seconds. Enemies basically turn away from you making headshots difficult and recasting does nothing because enemies affected by the crowd control are no longer planted. Trash mobs of low level are easily killed in this AoE
Hildryn 4: Crowd controls all enemies with range regardless of their footing for an undisclosed amount of time. Fly around with enemies stationary and ready to be headshotted. Recast at your leisure and is practically a better implementation of an infinite duration Limbo bubble that follows you around like Mesa's 2.
Weakness:
Hildryn will be utterly useless in Nightmare Mode missions. This is because the mode is shieldless so Hildryn will have no "health pool" and no "energy pool".
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When building your weapons, the stats often dictate what you can build for effectively to maximize performance while what they provide at their fullest potential decides whether or not you use them. Right now I have pretty much tried a lot of weapons and have found that status is not the best to mod for in high level missions. Simply put, the problem is that there are too many status immune enemies in game. Let's compare some facts
Critical Build: Everything benefits from critical hits unless a riven drops your critical multiplier below 1x, cannot crit on objects such as containers, traps, or enemy bubbles
Physical Build: Can skew proccs towards a certain IPS (assuming it's status build) but you're only going to add slash (the only procc that does anything) and IPS mods don't scale as well as elementals
Elemental Build Can offer a variety of proccs (but only corrosive, radiation, viral and gas are useful) the elemental damage scales with mods but proccs are less likely than their IPS skews by a factor of 4x
Status Build: Can strip armor, crowd control, reduce health by half or seen as double damage, or DOT to enemies. However you get a random mix of proccs.
The point I want to bring up are lists of enemies/objects that are not affected by Crit/Status
Criticals: Frost Bubbles, Nullifiers Bubbles, Contianers, Traps
Status: Frost Bubbles, Nullifiers Bubbles, Contianers, Traps, All Sentient variants, Shadow Stalker, Mini bosses ie Acolytes, Ambulas Armor, Some Bosses ie Lephantis (some bosses are immune to certain proccs), all Eidolons, Profit Taker, and whatever I haven't thought of
The list of Crit immune enemies/objects in game are a subset of Status immune enemies/objects in game. I was hoping that maybe we could rework the way status behaves on certain enemies so that they don't feel inconsistent in game. ie doing really well in combat, then stalker comes and ruins your day. There are times I regret bringing a status build to a mission once a status immune mini boss arrives. Or that feeling when you bring a super strong status weapon to a boss fight just to find out it's immune. -
Lol, this is why DE's banning policy needs to change a bit. Placing fear in players is just bad marketing, if not what little marketing they have 😛
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Just 3 things:
- There is currently no way to rename vehicle loadout slots once named, neither is there a way to bind loadout slots to warframe loadouts
- I am syndicate triple right side and I had maxed perrin, 40k ish red, and 103k ish loka. I thought with my MR24, a cap of 25000 standing I would be able to reach 128k loka. After capping my standing limit, perrin is maxed, red is still 40k ish but loka is 117k. Is my math wrong? loka is allies with perrin (maxed) and nothing to red, so why did I lose cap?
- You use an atmospheric archgun and quick melee as long as you weren't "focus" equipped on melee prior to calling the archgun. I want to make sure that quick melee is still allowed regardless of what weapon you're holding before taking out your archgun in atmosphere
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I have a really killer setup for index, but when host migration occurred, my Iron Skin was nullified and so I was killed on spot (during the migration). Once migration ended, I was still on the ground laying there, and the game was completely frozen. The only thing working was the background music and my rag-dolled head twitching.
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You're all thinking of the problem the wrong way. Why is there a cap in the first place? Why are we not rewarding hard work?
On 2019-01-04 at 11:51 AM, Shalath said:Any catch up mechanics basically mean you get easy mode when everyone else had to do it the hard way. Sure it will take you longer but if you burn through it all in a week because of catch up mechanics you will then complain there is nothing left to do.
This makes no sense. Everything we want to do is locked behind standing/rank walls. Catch-up does not imply easy mode, just means there is no time barrier.
On 2019-01-04 at 11:57 AM, (PS4)Spider_Enigma said:your not getting rewarded for not playing the game.... get out of here with that mentality
Yes, just play the game. However I will add that I need atmo systems to rank up as an offering, and after 50+ runs, I've only received 1 drop (4/10) and have acquired 22 repeller systems. There is something wrong with the drop tables and the way exclusive resources prevent me from progressing due to bad rng is not very rewarding for playing the game.
On 2019-01-03 at 5:46 PM, (XB1)Skippy575 said:Cetus has fishing and gems to trade for standing.
Fortuna has gems, fishing, conservation, and Ticker for standing.
You can literally stockpile your standing in one playthrough.Capped by daily limits. Not an actual catch-up method
On 2019-01-03 at 5:34 PM, IIDMOII said:There really needs to be a catchup mechanic on the open world grinds. Not everyone plays everyday and you get so far behind that you simply start ignoring the content altogether.
By the time I ever level quills and ostron high enough to craft anything worthy, this content is already dead and abandoned.
Likewise. By the time I feel compelled to grind out Fortuna, it'll be dead and something new will come.
Once it's not the newest content loop, it should be sped up for newer players. The prospect of those grinds are a huge barrier for many. None of my friends play anymore because they got sick of playing rep grind catchup everytime a new release drops.
Either rethink the lazy copy pasta rep grinds or add a catchup mechanic.
Oh I'd love to go on an eidolon hunt. Too bad it'll be months before I have an amp that isn't garbage .... so it gets shelved.
Quit locking cool boss fights and openworld content behind the templated rep grinds. Quit leaving the grind intact after the content is considered old.
Quit locking crafting materials and other desirable items behind boss fights that can't be attempted without a double dip grind ..... ostron and quills didn't need to be separate grinds.
Getting tired of doing all this mindless, repetitive busy work to prove my worth to these NPC. All these factions that want to enlist the aid of ancient space ninjas, should be proving themselves to us. And then you get to the end. Finally. Only to have the next patch come out with an entirely new faction to start the entire process over again.
DE could prevent people from quiting if they recognized how unfair and brutally off putting it is to reset the grind every patch without a way to catch up.
This is mostly true. Some will defend the fact it gives them something to do. To that defense I will argue that they should ask for more homework because finishing something is not desirable to them. The game has been unfair in 1 regard, new "exclusive" resources. The Steve Sinclaire recognized that one of the worst things commented by the players in response to PoE was exclusive resources. It invalidated veteran commitment and resets everyone on the same level. They claimed to have solved the issue in Fortuna in a dev stream, but as we know, the problem only got worse (with debt bonds and systems farming).
Lastly, DE needs to change their approach on new content. Story is important, but if the functionality of it bites the players, nobody cares about the one time story in the long run, all we'll remember is how retarded (and I'm using this word as in "slow") the game progression is since this is what we're experiencing in the long run. It's clearly evident that aside the Pablo updates (the ones I get excited about), all other reworks, changes, additions are all short run treasures but long run trash. You need to start playing your own game. Don't try to guess what we want, play your own game and ask yourself what you would want. If you can't even do that, then developing features for warframe should not be your career.
Just a side note. I know a lot of other games out there are pretty bad, so Warframe is in pretty good standing relative to the other trash I can be playing. It saddens me to see long run support for the game content to be non-existent. If we don't address and resolve these things now, they won't be revisited until someone finds an exploit with them. -
So this item that costs 130,000 standing would only be possible to purchase 1 of every time. It also has an "amount selector" so you may "purchase multiple" even though it's not possible
Then there's this item that costs 10,000 each. You require multiple of these to create a maxed rank arcane and can be purchased in a quantity of 13 at max standing even though you only need 10. For some unknown reason it doesn't have the "amount selector"
Is this a meme? -
On 2018-12-29 at 6:50 AM, NinjaZeku said:
https://warframe.fandom.com/wiki/Synth_Fiber
Could this be the culprit?
I NEED THAT MOD! Seriously I've been having trouble proccing my Health Conversion for armor, so this is a MAJOR advancement for me!
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It's a vending machine. Things like this happen all the time. Probably not the explanation you wanted though, but if there's no loss, then probably no need to worry
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This looks like a solid black photo to me
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Only my Tulok is missing but yes I too am missing a spear
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I can confirm that I also see others having their Simulors shooting when holstered. Also when they are actually firing, I am blind. The effects need to be toned down, like 10 fold. The simulors pose a serious risk of inducing seizures as they currently are.
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You tried to catch Tyl Regor as if he was a fish. Of course that would be hard, because he's not a fish!
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I'm confused, can you add time stamps or "before/after" labels?
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Can you stop complaining about nothing and spit out what the bug is? Saying "its extremely old", "there is no work around", "causes a time barrier", "would not take long to fix", "better taste in [ommited] mouth" does not help identify anything.
I just revisited MR 17 and 18 and they both worked fine. Can you properly identify which MR test as well? -
Redeemers are not supposed to crit on shots. You are able to get them to crit using static buffs like Kavats or Arcanes that apply a static number increment to critical chance. Anything that boosts a percentage would yield no result as the shots have 0% base critical chance. Anything times 0% is still 0%.
Here are the Opticor Vandal Stats
in Weapons
Posted
I think there's a charge delay though