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Damocles

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Posts posted by Damocles

  1. I personally HATE survival because I can't guarantee the life support drops. I can't guarantee a constant enemy spawn. I hate how in higher levels the defense target hp is always 1 shot. And if I sacrifice a tower to make kuva, it's very likely the better option is hop into floods for that guaranteed 5 min 2k kuva. I understand people wanting a challenge, but I want it to be FUN! We all have stressful lives and the life support rng is really stressful to me. I'd much prefer less rng on the life support and more focus on kuva scaling, enemy scaling, and a constant stream of enemies. Also fix the spawning bug before hand. But thanks for the amps now working on kuva clouds. Next steps would be increasing the rate of clouds so we're not waiting all the time, decrease the failed attempt allowances, and perhaps spawn multiple siphons over time instead of "survival kuva".

  2. I don't want to come out rude but I'm studying computer science and if something like this requires an overhaul then it simply means it was badly implemented / hard-coded. Usually you can just match cosmetic types to weapon types and apply the skin using key values such as orientation and size. The movements and stance combos should be manipulative of these values. I fail to see how the mesh (visual polygons) has anything to do with the functional aspect of the Zaw, We used to have polearm zaws that reached like daggers that was patched without cosmetic issue, so it seems functionality isn't tied to the meshes. All said, can we see some news on this in the next Dev stream?

  3. Yeah I have it too, it feels like 360p on a 1080p monitor. Pixels are huge, and certain rooms give me this strange artifact on my screen like the alternate version of the Japanese flag with the lines coming out. I thought I was going BLIND, but it seems everyone here is also going BLIND

  4. Sentinels has issues:
    they die like like crazy. I'd prefer vacuum to be the same, but still functional after sentinel death.
    ALSO NOBODY EVER REVIVES ME, freaking use SACRIFICE BEFORE YOU DRAIN 3 P-REGEN LIVES UNABLE TO DECIDE
    Other than that, Im currently rocking dual R3 arcane energizes and I'll gladly free one up for univacc

  5. There's a struggle in making buy decisions and I think both DE, and players alike would love to see more purchases made on skins that players want but doesn't necessarily need outside of fashion. Here are some buy-decision breakers turned into "User stories":
    - As a paying customer, I want to preview the skins (as we do now) and fine tune the colors without exiting preview
    - As a paying customer, I want to preview a combination of skins such that I can mismatch different skins I don'y own to see how they'll look before I buy
    - As a paying customer, I want to preview exclusively either the body or helmet of a warframe skin bundle (helmet+body) if I have a pre-owned helmet or body I want to mismatch with
    - As a paying customer, I want the ability to preview a warframe skin, and a weapon skin at the same time so I may see if the textures match (they usually don't)
    - As a nit picky perfectionist, I want to separate the colors used on helmets and body skins so that the mismatched color regions don't limit what I can do
    - As a primed variant owner, I want to see how the primed details on/off will look before buying
    - As a Zaw user, I want to ACTUALLY BE ABLE TO EQUIP ANY SKIN so my advanced alien GOD doesn't look like it's using a pointy rock tied to a stick
    - As a person who notices bad textures matching, I want to be able to adjust the levels of metallic vs ceramic vs plastic prominence in color regions (HARD) (ex. my Rhino Palatine metallic white armor will never match the WarLust's ceramic white)
    - As a fashion+mission frame, I want to see a fix for the graphical issue of intense mission lighting breaking my colors. Example, whites turns into dark greys in War Within Choice scene
    - As a Rhino main, please make ALL iron skins visually the same as Palatine's energy aura or at least cover the darn attachments as well so it's not UNPLAYABLE
    - As a detail oriented player, I want to separate the coloring of individual attachments so my chest plate of different color regions, for example, won't have mismatched color regions
    - As a [DE]veloper, I want to make my fashion-frame player base happy so they spend lots of money

  6. So I was researching arcanes and came across FINISHER procc arcanes. Since not every frame has built in abilities to open enemies to finishers and I do not prefer to bring a finisher sparring weapons/melee with finisher stances as I prefer to bring my Zaw. I read the wiki thoroughly for an old COUNTER ATTACK mechanic.

    WHAT'S SUPPOSED TO HAPPEN
    Basically if you are using MELEE + BLOCK + CHANNEL, and you run into close proximity of an enemy (armed with gun or knife but currently not working on corrupted) you will open them to a COUNTER ATTACK FINISHER only when they melee you (with knife or gun butt).

    WHAT'S THE ISSUE
    However, for reasons unknown, if you try this in simulacrum with invincibility on, it wont work. If you have invincibility off, it will work (sometimes because it's currently not 100% consistent). If you are not god mode but you have an ability like RHINO'S IRON SKIN on, that also makes it IMPOSSIBLE to COUNTER and OPEN enemies to FINISHERS.

    NOTE:
    This bug seems to be related to the animation of blocking bullets, as invulnerable frames do not swing their blocking melee animation while vulnerable frames will swing their melee in the blocking figure-eight pattern. This signifies whether or not the frame will open the finisher.

  7. The second sentient that does the orange bubble, I don't know if it's intentional but it keeps recasting (like pulses) over and over and over. The bubble prevents damage from external source, but the recasting bug makes it literally impossible to hit anything as there is no interval for a shot to be inside the bubble. One time it even pulsed itself until sunrise! This makes the third sentient easier to kill imo because it doesn't have these dank features.

  8. So every time I log in when it's convenient I notice that due to the stupid 4 hour cycles of earth (I don't even know cetus' time), I'M NEVER ABLE TO SCAN THE MOONLIGHT DRAGON LILLY. I wanted to try out the Eidolon hunts but IT'S ALWAYS DAY CETUS OR 10 MINUTES FROM DAY TIME. I recently just wasted 30 minutes trying to do an incursion for a riven only to find NIGHT has just started and incursions only appear in DAY time exclusively. WTF DE!?! REMOVE THIS CRAP. Either let players choose the time cycle to play or remove the exclusivity of the day night cycle. I swear it was an issue at launch when lures insta troll you near sunrise and you capped the eidolon right when the useless contradictory warning form onkko appears. NOW I'M SO FRUSTRATED WITH THESE DAY/NIGHT CYCLES AS THESE NEW RIVENS FORCE ME TO PLAY PLAINS. It's bad practice to create dependencies between working features and newly introduced ones, SO STOP THIS!!! BTW, I hope DE will stop using their dev hacks to by-pass these issues they personally don't deal with during testing; because if you used a dev-hack to do something, it's probably flawed/broken.

  9. Wait a sec
    Chroma nerf will kill it
    So basically Chroma getting 100% nerf? People traded off a bunch of things to get this, and I got my dmg chroma not long ago. Using all the maxed mods (not something early players can get), it sacrifices reliability (recasting requires energy, health, shields, time) for a short burst of dmg that will now be no longer relevant. Please remember, players traded a lot of efficiency and practicality for that short burst of insane dmg. 

    Pre-nerf
    What Chroma sacrifices:
    1. hard to obtain (you need to basically clear the star chart)
    2. expensive to upgrade (to get that 500%, your maxed narrow minded, blind rage, transient fortitude, primed continuity, primed flow, intensify + efficiency isn't cheap )
    3. melee slot for thrown melee for self dmg (you don't really get to choose you're melee weapon for Chroma)
    4. to buff itself it loses:
    -energy (usually not efficient)
    -health (you'll eventually die)
    -shields (probably don't have this considering shields are paper)
    -time (masochism takes time, I originally thought disabling self dmg would be the only nerf/fix it needed as it also inadvertently fixes the idea to re-equip proper melee)
    5. typically takes time to reach max values unless you used an expensive thrown melee build
    6. forma to fit everything (although most players who have Chroma don't think of it as a bad thing, newer players won't be able to cheese content with Chroma easily)

    What Chroma gains:
    1. Temporary invincibility for most content via armor scaling (you gave up health and shields for armor+dmg, you're on verge of death so you deserve this), it's inconsistent because of paper shields not always being there, and at the risk you screw up due to a printing jam or lack of paper, you die.
    2. Temporary insane dmg buff to whatever weapons you were able to bring (is Ambulas sortie elemental enhancement viable), makes all mastery fodder usable and all meta weapons god tier. Doesn't last for ever and cannot be recasted, nor can it be transferred to next cast. It's a selfish buff but it makes it possible to clear certain content efficiently and effectively

    Post-nerf
    What Chroma sacrifices:
    same as pre-nerf (based on the provided info) but now is basically mirage but more expensive to cast than the latter for the benefit of having both buffs without environmental dependencies inherent in latter

    What Chroma gains:
    1. Armor is still good (there is no supporting information that state otherwise)
    2. Aura; basically mirage style for everyone assuming you play public (seeing some players solo the game because not everyone has deep pockets for rigs)
    3. Built-in ignis wraith (because it's previously not possible to equip an ignis wraith? Now it's no longer possible to equip Chroma as endgame build)

  10. 1 minute ago, ZER0.LIMITZ said:

     

    You know what they say, talk is cheap.

    Any of you soma prime worshippers are welcome to bring your best builds to test against my braton in the simulacrum anytime.

    Soma obsolete, I'll bring my Tenora to your simulacrum and I bought the thing for 300p

  11. Problem with the login reward system can be simply put:

    I just got primed fury for 200 days of logging in. I went over to my weapons in hopes of slotting it in somewhere and to no surprise, I don't even need it anymore. I could have used primed vigor, but I survived the star chart already... I could have used a primed shred a month ago to get PT + RoF so I may damage transfer for more kills, but now I can just press 4 for all the kills...

    So what does this mean? It's great that we have something to reward one's commitment, but for 50 day intervals that's just no longer relevant when they get it. Might as well remove it and have these items purchasable for 500 plat in the market, since they'll be trash by the time people get them for free.

  12. So I have arcane energize at max rank (10 on my syandana) and I first noticed a discrepancy when my friend invited me to the simulacrum and running into the energy orb spawn didn't give me the same deafening roar of arcane energize proccing as it does in my simulacrum. At first I discarded this as a latency issue, but then I realized in missions when I'm not host, my 40% feels more like 10%. I even counted the orbs to procc ratio and I actually get around 10% -20% of them proccing in the missions I'm running as client. But when I'm host I get energy proccs nearly 40%-50% of the time. I observed this in many different missions and I feel this issue is actually affecting me when playing as client. This didn't occur in just one or two games, but rather it is easily night and day difference for me. Not too many people have the set, and I'm not sure how I can prove this. Maybe someone has an idea on how to prove the proccs are not adding up?

  13. Getting that too. Also I don't know if this is intentional but if you directly hit something with the alt fire, it wont explode, even after it bounces and lands on the ground, dealing little to no damage.

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