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Damocles

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Posts posted by Damocles

  1. In the center of the ship, there exists that fidget spinner near the top of the ship. Whenever I look at it (be it directly or being obstructed by a wall) my frame rate will got from above 100fps, all the way down to 20 fps or lower. Looking away from its general direction fixes my fps issue. And when I was sourcing the issue, I was constantly panning and moving my camera and body around the ship until I narrowed down the common region to by that spinning circle near the attic.Warframe0259.jpg?width=1067&height=601Warframe0260.jpg?width=1067&height=601

    From the images provided, you can see me standing in the same spot, panning from the circle thingy to the wall away from the circle thingy. It produced a 100fps difference. I even experience this on my RTX 2070. Something is wrong with the that circle

  2. 1 minute ago, waterboytkd said:

    Ahh. So as it spools up, it reduces the SC per pellet? That...seems like something that should be shown in the stat block.

    They cant show that stat because DE knows it's broken. They're not going to have 4 entries listing as A% when 1 ammo, B% when 2 ammo C% when 3 ammo and D% when 4 ammo consumed per shot

  3. 1 minute ago, nslay said:

    It does start with 1 100% accurate pellet and then cranks up. You can even use the Kohm as a makeshift sniper rifle on that first shot (try shooting a wall in Simulacrum). I actually used the Kohm that way for one of those aiming MR tests!

    Either way, the fact that there doesnt exist a finite stat for status per pellet for kohm already hinted that DE's new shotgun status design is flawed. You're burning more ammo at full spool, but getting less status overall... It's counter intuitive that the status chance is divided by pellet count without taking into account the varying pellet counts per shot. The kohm is an excellent example. Shotguns with low pellet count are similar to kohm without full spool, whereas high pellet count shotguns are represented by the spooled up kohm...

    The census is, just only use the Exergis because of low pellet count per shot

  4. 2 minutes ago, nslay said:

    The Kuva Kohm initially shoots 1 pellet as it spools up so it's understandable why it shows 90%. But that's definitely a UI bug on their part.

    Try it fully spooled up. You can see it's not 90% (it's should be 8.8% or so).

    It shoots in sets of 3 pellets per shot if i recall correctly. But then the full spool is 12 pellets per 4 ammo per shot, so it gets progressively less status chance

  5. 11 minutes ago, waterboytkd said:

    Kuva Kohm is rocking a 90% status chance baseline? That seems...high. Taking the status/pellet and multiplying it by 3 was the quick way to do it, but I suspect that each gun will need some individual adjustments to keep them competitive/viable in regards to status chance.

     

    Read it again. its not 90% status, it's actually going to be divided by 12 after... I strongly dislike how the community is taking things face value. The veterans are telling you guys this is not what you want... The shotguns dont reach 100% except exergis because it only has 3 pellets. The kohm is no longer able to get 100% status per pellet, more along the lines of 30% after mods. 

  6. Redeemer prime did not get any of the 3x bonus for shotguns, but kept the division by 10 pellets. Its UI displays 100% but really the status per pellet is 10%. The base status chance is literally 3% at the moment and is nearly impossible to get anything with, even with weeping wounds boosting almost 500% of 3%, you're only getting +15% status chance, which completely broke the redeemer prime.

    Also because it divides by pellets, Exergis which got the 3x but divided by 3x did not lose anything, but my strun which gained 3x but divided by 10x went from 100% per pellet to 30% per pellet after the update.

    Please revise status multiplier to match the pellet count of shotguns, and fix per pellet status chance of redeemer shots

  7. Arcanes:

    • Nobody wants arcanes for + speed, + k drive speed, + parkour, + emote speed
    • Nobody wants cooldown nerfs (arcanes are inconsistent rng as it is)
    • Nobody wants to use 21 arcanes to get UP TO 1.5 times (or less) of the original effect on the 1 arcane stat that we wanted
    • Nobody is going to use anything other than Energize and Grace because the other arcanes are niche, but energy and health are nearly universal
    • Nobody, just Nobody!

    Shotguns:

    • Previously 99%→38%, and 100%→100% per pellet, now 99%→29.7%, and 100%→30% pellet. I bet you DE Scott did the same math just like sentinel health mods on pets
    • Make the UI shown status chance the actual per pellet status chance and DONT DIVIDE by pellet count. It's confusing, and shotguns only had 1 thing going for them!

    AoE weapons:

    • Honestly AoE weapons are too strong, despite me hating them, I know that the falloff is absurd, aim true at your foot Tenno!
    • The new stagger effect is bad for the game. This game is infested with dumb staggers and animation locks. They dont feel good. I'd rather take the 50k dmg
    • Adding stagger to weapons that didnt do self damage previously? I feel like you're giving us reasons to uninstall? Why would anyone retroactively make the QoL worse?
    • With this direction, nobody will ever provide feedback. You take in our feedback, you substitute it with 100% of your own ideas, and things have never been worse (I know you guys are creative, but there's a difference in making art, and making a functional video game)

    Scaling Status:

    • None of this matters, Crit is king because nothing is crit immune. Status immune enemies everywhere!
    Spoiler
    1. Sentients (This thing is it's own list)
    2. Certain bosses (lephantis/emissary/probably anything new will be status immune)
    3. Eidolons 3
    4. Orb mothers 2
    5. Stalky boi 1.0
    6. Stalky boi 2.0 (btw, stalky 1.0 was WAY stronger with its invisibility and killing you)
    7. Wolf of saturn six
    8. Wolf of saturn six's 3 stooges
    9. Grineer Officer from railjack
    • Impact- Literally do less and less damage against the enemy. This should have been the Banshee weakpoint thing
    • Puncture- 30% damage reduction (DR), +5% DR per reprocc, 75% DR cap... Electric, 100% DR. 100% DR on nearby enemies, reprocc stun locks enemies in place
    • Corrosive- nerfed duration, 26% armor reduction (AR), +6% AR per reprocc, 80% AR cap... Heat - 50% AR, scaling accumulative damage over time for 1 mod less
    • Blast- Doesnt matter because Electricity is now a thing. Cold is dead too
    • Radiation- Rip Nyx

    New meta

    • All auras will now suck and everyone will run Steelcharge for +9, or growing power for +25% strength
    • Everyone will run Viral+heat, for basically everything (325% bonus damage and scaling DoT and armor strip)
    • Electric replaces 5 other proccs for crowd control: Puncture, Impact, Cold, Heat's Panic, and Blast because it stops everything by 100%
    • AoE weapons die
    • Previously non self damage but still AoE weapons become popular
    • Shotguns die
    • Kuva Nukor is new catchmoon, replacing all AoE builds and Pablo showing his Fetus pics before nerfing range to 2m and crit chance to 0%
    • Like 2
  8. ARCANE NERFS

    The arcane nerfs are WAY TOO SEVERE. The fact you can no longer stack 2 sets is already a nerf because we're effectively losing 25% of maximizing something we want. Despite DE's desire to encourage diversity, this is ENFORCING DIVERSITY. At first I thought this means I can put in Grace and Energize, but after reading the changes, they just mean Energize will no longer restore energy while channeling, which is the only reason people use it. The cooldown is just insult to injury. Grace cannot be reprocced isnt a big nerf, but it already loses 25% potential healing when it was double stacked, and that guaranteed window of not healing. Usually I get healed for 6 seconds after hiding, but now I might potentially get 0 seconds of healing by the time I get out of danger. Lastly Aegis might as well be deleted from the game if it becomes that 1 stat nobody mods for.

    If Energize has duration and has cooldown, this means I CANNOT USE ENERGIZE WITH CHANNELING FRAMES, and DO NOT PICK UP ENERGY ORBS DURING COOLDOWN
    Grace does not refresh means GRACE WILL NOW ENCOURAGE ME TO HIDE ON PROCC TO HEAL AND ATTACK WHEN EXPIRED or permanently play Rhino
    Aegis is now shield recharge... whatever, aegis was niche anyways

    WHAT ARCANES SHOULD BE

    1. The no double stacking, and rank 5 arcanes was a good idea. 1.5 times effectiveness means we're trading 25% of what we used to have for new combination builds.
    2. Don't add the nerfs to LEGENDARY arcanes if you dont intend to reduce its rarity while increasing its cost to maximize.
    3. Absolutely do not buff and nerf different things in the same patch. Making last place competitive and first place non-competitive means no competition
    4. Move weapon related arcanes to the actual weapons themselves. Having a warframe modded with arcanes for shotguns really ties frames to certain guns, and that's the opposite of what you want. Kit guns used to be the best pistols because you get the same gun as any gun, a single riven fits many combinations, and a free arcane slot which can be used to get infinite ammo or bonus damage. Other weapons can't compete when certain weapons have an arcane advantage and some do not
    5. EITHER WAY, YOU NEED TO COMPLETELY AND FAIRLY REWORK THE ENTIRE ARCANE SYSTEM because 2 nerfs do not make a buff

    SHOTGUN NERFS, (you did exactly what you said you didn't want)

    If you're tripling the status chance, but dividing by the number of pellets, then why are you buffing status? Take a look at the Strun wraith which has 10 base pellets. After the change, it will have 3 times status, but divided by 10 pellets. This means it went from 100% status per pellet to probably 30% status-per-pellet b/c a 100% prior status-per-pellet chance is now 300% with the buff, but divided by 10 to 30%. That is to say, You've now made the shotgun go from 100%→100% to that broken 99%→30% which YOU DIDN'T WANT IN THE FIRST PLACE.

    STRUN WRAITH (40% base) old 100%→100% vs new 744
    %→74.4%

    (assuming all status mods currently possible are used) Fully modding strun wraith with all status mods Motus Setup+Nano Applicator+Shotgun Savvy (90%)+60/60*4 = 520%. Thats 248%*3 = 744% UI status, now divide by 10 pellets for 74.4% per pellet status. I'm using more status mods, and getting less status chance.

    CORINTH (12% base) old 67.2%→17% vs new 223.2%→37.2%

    (assuming all status mods currently possible are used) Motus Setup+Nano Applicator+Shotgun Savy (30%)+60/60*4 = 460%. That's 67.2% UI status chance and 1-(1-0.672)^(1/6) = 17% status chance per pellet. Now taking the new system into account Motus Setup+Nano Applicator+Shotgun Savy (90%)+60/60*4 = 520%. That's 74.4*3 = 223.2% UI status and 37.2% per pellet status

    Also, how does Kohm work? 3 times status but divided by 4 pellets is still an overall status-per-pellet nerf. But, then at full spool, we see 3 times status, but divided by 12, which is just unrecoverable. From what was shown on stream, Corinth has 6% status per pellet. It currently has 12% UI status chance, which makes sense when you multiply by 3 and divide by 6 pellets, it makes sense that it shows 6% per pellet. What you've introduced is now a preference for single pellet shotguns (slugs) and that pretty much means a sniper rifles, which isn't known for effective status weapons. You've added a layer of obscurity because status chance ≠ per pellet status chance ≠ actual status chance

    WHAT SHOTGUNS SHOULD BE

    1. Whatever we see in the UI as of now, should already be the status-per-pellet already. No need to add a useless 3x multiplier if it divides by a pellet count we can neither see, control, nor benefit from.

     

     

  9. Strange, aside from the 12,000 master points from founders lato, skana and excalibur prime. I have 2,078,501 mastery points (everything mastered). From the wiki, this is max current possible mastery, but the weapons count dont seem to accurately reflect the game so Im skeptical which is right. Does anyone (non-founder) have higher than me in game, or the same as me before maxing the accused weapons?

  10. So after the most recent update, I noticed lag while in my orbiter. I turned on my frame rate chart and noticed a periodic spike in frame time that occurs quickly 10 times with the last spike slightly delayed from the rest (see far left of picture). I timed this periodic event and it seems to happen every 60 seconds, and this wasn't previously here before the patch. I do admit I have a lot of moving parts inside the ship but my frame rate is usually around 120. Disregard the FPS numbers in the same left panel (Those values sample different intervals).unknown.png

  11. On 2020-02-15 at 8:20 PM, ES-Flinter said:

    If you would atleast play on the console I would understand the problem, because the interact and reload share the same button.

    I mean players from my clan all agree that when you're trying to farm kuva weapons, you're in the habit of pressing X on the larvling out of instinct. In that regard, we're all pressing Alt-F4 before the animation ends. That's apparently the best feature from Microsoft that DE won't implement, an abort button

    On 2020-02-15 at 8:20 PM, ES-Flinter said:

    You are talking about the eximus units, right? If I remember it right they have already a red aura and are bigger than normal enemies.

    Im not sure they actually glow red. There's no way to see where its coming from, and all leeched energy is just gone. Play infested missions, and you'll see all their organs glowing a plethora of different colors. It's nearly impossible to tell which is the energy leech so you decide to nuke them. Then you find out, that of the pile you just nuked, the leech wasn't in there. It's somewhere hiding out of sight, and you cant tell until you aim at it with enemy names in UI enabled.

    On 2020-02-15 at 8:20 PM, ES-Flinter said:

    That will stay to prevent player to block a whole floor with just snowglobes, while they can snipe the enemies from the other side.

    Btw. it's the same with Garas fourth ability. 

    Gara doesnt block friendly fire btw. Some jerk recently told me to shoot my explosive self damage guns from inside the frost bubble, which the kuva lich was inside. He must've been brain dead because he thought I was stupid for not just being inside his 10m diameter bubble while firing an explosive bow... I don't blame the dude, I blame DE for never addressing problems with old content

    On 2020-02-15 at 8:20 PM, ES-Flinter said:

    I don't have anything against this suggestion. But I think there will be no more left, who will be able to revive the team, if he kills himself and the other all at once

    Im saying instead of hitting allies killing them, the damage is 100% reflected back to yourself. This way you're forced to check-fire, and not have the ability to grief a lobby. I had an encounter where another player procced himself, then purposefully killed me because my Nova's 4 was up and slowed him. Stupidest mechanic ever.

    On 2020-02-15 at 8:20 PM, ES-Flinter said:

    No. We don't need more power creep on the Tigris, Rubico, Plasmor,... That's DEs way to rebalance things and as long as they don't rebalance all weapons it's until now the best solution. (Sadly)

    It's not power creep im asking for. The problem is DE assumes rivens are a readily available commodity, but the truth is, they aren't. There are no winning rolls, just losers for those who have them, and winners to those who resell them. The weapons in game simply feel bad because no matter what weapon you prefer or choose, they wont feel like an upgrade compared to what already exists. Many see this as power creep, but why would a level 5 (MR 5) gun perform at the same level as a level 15 (MR 15) gun? The trend DE is trying to adopt is balance changes like other games. Problem is, why would you want a level 1 stick to feel like a level 100 Durandal? Besides, no matter how good a riven dispo is, nothing will fix a stug or seer. I'm saying that the game shouldn't be balanced because this isn't a card game where you're supposed to balance competitive PvP. This is PvE, as in you're supposed to work towards a level 100 Durandal and never use stick again besides for laughs and giggles.

    And another point, DE agrees that after separating the dispos of prime and non-primes, players were worried about "what if" non-prime + riven is better than the prime+ riven? And DE agrees they would not let that happen, but of course they'll let it come extremely close to being the same performance. I can understand they're doing this so there's no meta and more variety in the player base. But we, the actual players, feel that we're investing into weapons, and being screwed for it. What they should have done instead was emphasize the performance gaps of the base weapons and make all the riven dispositions the same 3/5 (1.0).

    On 2020-02-15 at 8:20 PM, ES-Flinter said:

    The Wolf of Saturn six was respected until he was weakened and could be affected by status effects. The status immunity is to prevent us from killing important enemies even faster than now.

    I'm not saying make status work on status immune enemies. I'm saying make them at least do something like a damage bonus on status procc so there's a reason to mod for status. Right now, if you're on the fence for crit or status, crit is 100% better because you cant name 1 enemy that's crit immune. I can name 5+ status immune enemies before getting into bosses/minibosses. This is a problem

    1. Kuva liches need Palladino's dispel. If you pressed X by mistake, that's a 90 minute to 3 hour mistake. It could be buyer's remorse... Or someone is selling the ephemera you wanted and they're not going to wait for you to clear your lich first
    2. Energy leeches need to have a unique aura. We dont know where they are or what they look like, but we're gonna die before we find out
    3. Frost bubbles block friendly fire... They shouldn't block friendly fire
    4. Radiation lets you kill allies. It's a really good excuse to grief and instead, damage to allies are reflected back to you.
    5. Rivens need to stop moving in dispositions. Just set them all to 3/5(1.0). Because if it's a 5/5 (1.5) it's probably trash enough weapon that rivens wont help it. Releasing a new variant will jebait the player economy because the high disposition and the new variant actually works, and then ultimately be nerfed back down to 3/5(1.0) anyways. Also, you'd probably never use a 1/5(0.5) dispo riven regardless of how good a weapon is; you'd simply used primed heated charge/fever strike/cryorounds just because no disposition rivens actually give no advantages at that level.
    6. Status immune enemies should not be a thing. Make status do bonus damage for content which status wouldn't be suitable for, because this exclusion literally makes status less viable in the 90% of content when you encounter a status immune enemy. Remember the wolf of saturn six? What was that? He was status immune when he invades, but status okay when the even ships spawn him guaranteed.
    7. Depleted reload should never have been a thing. Vectis prime should have had 1 magazine all these years ago. You shouldn't make content that's artificially handicapped, then offer to fix it through the introduction of another handicap (losing 1 mod slot). This is also the case for Rhino, because you want players to use 1 mod slot to refresh his iron skin whilst other frames refreshes their abilities free of charge.
    8. Separate the helmet and body colors for customization. We can have a switch to toggle this. There are really bad cases where metallics are accents, sometimes tertiary, and sometimes metallics on the same skin are part of different regions for no reason.
    9. Pin your favorite weapons at the top of the weapon selection menu. I don't actually want to type out the name of the weapons I frequently use, nor do I want to be penalized for buying weapon slots from DE
    10. Stop accumulating focus past maxed everything in every school. It literally says Maxed and I can't do anything with the points. So obviously the game can tell it's maxed out and I should stop accumulating useless points
    11. I wonder if anyone is actually going to read this, so I just snuck this in here to test readers. If you did, then add the word "difficult" inconspicuously in your response.
    12. Limbo's rift need a complete rework/redesign. Obviously you know something is wrong when you cant tell if you're hitting an enemy, or you got limboed. Nova can't even charge her anti matter orb since it's an object (warframe abilities are unaffected by rift) which exists outside the rift, while you're on the inside, making your orb a dud. It's also really sad to have to use operator just to be sure you're doing damage, because clearly it seems the code is there for non-disruptive play.
    13. Primed regen still doesnt work if you joined a mission in progress. There's no excuse for this
    14. Adding onto that, DE Scott needs do some math regarding sentinel mods on pets. This was a feature so you're not binded to high health frames with pets. But the mods are so bad, that any low health frame with link would always out perform this feature. That is: a feature that's worse than what already exists in every way
    15. Forma BP (UNBUILT mind you) is the second rarest reward in Railjack completion (AN ENDGAME CONTENT mind you), and the most common reward you can get from a level 5-level 10 lith fissure.
    16. Cautious shot doesn't work on half the self damage weapons in game... I'd name a few examples, but it's easier to just say, it works on Lenz, and probably nothing else relevant
    17. Rerolling rivens is literally a slot machine. I'm 100% against this mechanic especially because of it's non-linear progression. It's not actually playable content. It encourages price fixing between the haves and have-nots. And it promotes unhealthy and addictive behaviors. Relics as a loot box is fine because it's actual playable content, it's at least semi linear in the sense you can trade junk away to work towards your goal, and its the only surprise mechanic that doesnt encourage players to spend money be it directly or through third party means.
    18. VACUUM EXILUS MOD FOR WARFRAMES. This is mostly because your companions die. either because regen doesnt actually work, or your doggo or kitty fell through the floor.
  12. 1 minute ago, kapn655321 said:

    More over, to see the Nova had an express advantage in that spot, just to dig in their heels out of principal was not ideal, either. Had there not been some sort of pride and posture involved in holding a spot, they could have taken themselves to the one the Nova isn't guarding. That whole situation could have gone smoothly had either person made an attempt to cooperate.

    I think at that point, seeing the only cloud was at point B, he didnt trust me with it, and I didnt trust him with it. It's literally the nuclear deterrent dilemma of who's going to do it first

  13. Today's sortie was void with second mission interception+radiation hazards. These spawn clouds that enable friendly fire, and we had the map with the perfect symmetry with B being in the center. I was playing nova so my 4 can slow enemies down, and the perfect spot was B. As host, I got there to my surprise that there was a radiation exactly centered on B. I stood on the light post which counts as B without being in the radiation. I used my 4 and periodically refreshed it.

    Then comes this dude who spawns near me. He wasn't spawned in the cloud, but he wanted to take B likely for the same geometric reason because he was also nova. He immediately noticed after 5 seconds I wasn't moving from the light post and he eventually got procced by both radiation and my nova's 4. I watched him because typically everyone picks a site and guards it, and hes in my site. He ground slams his heavy blade into me and kills me. I asked him "wtf dude?" he blames me for proccing him with my 4. We argued. Eventually he is convinced I chose to procc him with my 4 and that me dying by his sword was my own fault. I gave him a taste of his own medicine out of spite. He dies in 1 shot. This helps support my argument that I didnt choose to slow him, but I did choose to shoot him because it was my choice to walk into radiation. He calls me a hypocrit, and im fine with that since I actually did choose to take return the favor. He then chooses to walk into clouds again.

    Of course this escalated. And I did half the escalating when I demoed the clouds proccing friendly fire and shooting him. He would occasionally sneak over from the direction I wasnt facing to steal some radiation. (This is not how the game works btw, we can pan the view without turning our warframes). I spotted him, so I keep my 18 second interval of molecular prime always on back-to-back in case he chooses to go in. He does, but I don't do anything yet. He shoots my nova which had quick thinking equipped and 18 null stars actively protecting. The stagger effect, which pushed me off my light post and into safety probably saved me. I return 1 shot. BANG! He dies. Of course nobody in the team will resurrect him this time, and I doubt anyone would walk into the radiation cloud after that demonstration. When he respawned, he does the same thing; raining continuous fire towards me while standing in the clouds waiting for the procc, except this time he was activating those laser terminals, which killed a rhino on our team. I had to keep shooting him. It was really annoying that at this point we were fighting a rogue nova than actually capturing towers. I had to keep shooting him because he simply wont stay out of the clouds and simply wont stop player killing. He doesn't even realize that my nova's 4 will constantly give me the advantage. He loses his last revive and leaves the room. Good riddance!

    What transpired was the slowest interception mission ever, with 2 towers capped, and 2 players constantly fighting. The radiation cloud was the source of it. I don't blame people for being clumsy, misinformed, or lacking experience in the game. It had to be the way he was intentionally trying to abuse the radiation clouds that really fueled my determination to shoot him first in this western showdown. I don't want to always watch my back in hopes that a trickster doesn't shoot me down for laughs and giggles. I really hope DE reworks radiation so that affects players so shooting allies returns 100% of the damage to themselves so there's really no reason why they want to shoot allies. This player found radiation proccs in its current state to be a buff and was obviously trying to abuse it. That's all I have to say

  14. Since I'm here, and nobody is ever going to read this either, I would like to point out a few design issues with easy fixes:

    1. that the Seeker Volley is capped at MK1 level of performance and should scale with your equipped armament.
    2. Dome gun pretty much requires a 5th person, and the pilot can't seem to trigger it despite it facing the same direction, breaking the flow of gameplay. Pilot should get the option to use it similarly to an Ultimate. There really shouldn't be a dedicated seat that can only fire it. It did look cool in the Tennocon demo, but you guys cheated with a stationary target.
    3. Side gunners shouldn't be able to use the battle avionics. Really annoying to have people be touching your radio. Armaments are fine though
    4. Rank 10 Pilot does 2000 dmg... great except touching the railjack's hitbox already instant kills fighter, can we boost the recharge rate instead?
    5. Drifting perks (Gunner 9), are unusable because at the speed you're going, you can hit anything. They really should be active all the time for being a rank 9 ability
    6. Rank 5 Pilot's dashing effect often makes players overshoot their desired destination and cannot be opted out of. Maybe turn this to boost speed multilpier? Seems the engine numbers barely affect boost speed at the moment
    7. Rank 10 Tactical still makes no sense as you really dont need to teleport anywhere that someone is already at. Maybe useful when playing sentient cache split farm, but I dont believe this is the intended design. Maybe an option to generate checkpoints on a mission would be nice, like place a marker where you can spawn separately from omni.
    8. Gunner 10 should just be outright aim lock. Everyone with a programmable mouse already has a macro for it, and it's already not very accurate either. It doesnt work with hitscan weapons at all either.
    9. Any movement from the pilot seat "WASD" would interfere with projectiles offsetting to the opposite direction. This is good for the Gunner 10 Macro Aimlock as you use it to offset the inaccuracy, but I don't believe either "features" are intended.
    • Like 1
  15. 1 minute ago, MobyTheDuck said:

    Just remove the RNG stats, thats not hard.

    gonna have to downvote you there bud. I feel like the RNG does in fact make your railjack feel less generic and more "your" railjack. The problem was always the range being too diverse, making the items feel either "your" reactor vs "225" dirac

    • Like 1
  16. Personally I hate using cryophons. They're not my style, but after playing in my clan leader's ship which did use mk 3 vidar cryophons, OMG did they get a ban hammer. Takes 2-4 shots to kill from within 500-1000m. Often 3 shots within 500m. Cannot kill a ramsled before it enters the railjack despite landing 3 shots as it makes its final approach into your railjack. They need a serious buff for the low range they have.

    • Like 3
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