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Razgris05

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Posts posted by Razgris05

  1. 17 hours ago, Perfectly_Framed_Waifu said:

    This still screws with tanky frames that have a slight bit of shields, like Wukong, Valkyr, and Grendel. The easiest fix to this would be to make either Rage or Hunter Adrenaline set your max shields and overshields to zero, turning them into shieldless frames like Inaros and Nidus. All in all though, a nice step in the right direction!

    Totally agree with the idea of making the shield and overshield to zero when overguard is active while Rage or Hunter Adrenaline is equipped.

    Poor Wukong, Valkyr, Grendel and those with minimal shield frames/builds, have to look for better ways to recover energy, if not using the Zenurik's 
    Wellspring or Arcane Energize.

  2. 11 hours ago, [DE]Momaw said:

    Rage/Hunter Adrenaline will now grant Energy when you don't have Shields, so Inaros and Nidus (or any frame when their Shields are temporarily down), can regenerate Energy even through Overguard.

    Really need clarification on this. So it grants one time energy whenever the Shields breaks or it works like Energy Siphon (energy per second) for frames without Shield?

    Instead of this, why not just create a Corrupted Mod where it still grants converts a percentage of Health damage received into Energy but frames would not be able to receive Overguard.

  3. Same here, just encountered it during my run with Boreal. Usually it can be removed with just shots from gun blade, either in the sphere or out of it. However in today's run, it does not work and had to let it run its course before I can continue. Worst is that before I can proceed to damage it, it proceed to summon 2 sentinels. After the sentinels killed, it goes back to the knockback sphere again.... What a pain to kill.

  4. 23 hours ago, [DE]Megan said:

    We also increased base ammo pickup values as follows: 

    • Primary - from 60 to 80
    • Secondary - from 20 to 40 

    What's the point of these since so many weapons have Ammo Pickup Override tied to them? Might as well just leave them untouched...

    23 hours ago, [DE]Megan said:

    Primary Weapons with Ammo Regen Rates Overrides: 

    • Basmu: From 42/s to 10.5/s
    • Bubonico: From 9/s to 4.5/s
    • Flux Rifle: From 40/s to 24/s
    • Fulmin: From 30/s to 20/s
    • Shedu: From 28/s to 3.5/s

    Even though not using it, Shedu is nerf quite badly in the ammo regen portion...

    23 hours ago, [DE]Megan said:

    Many weapons have also had their maximum ammo capacity adjusted.
    Primary Weapons:

    • Arca Plasmor: From 48 to 50 
    • Corinth: From 132 to 135
    • Gaze (Primary): From 400 to 200 
    • Kuva Zarr: From 15 to 5
    • Kuva Ogris: From 30 to 7
    • Kuva Tonkor: From 60 to 11 
    • Miter: From 72 to 80
    • Proboscis Cernos: From 9 to 7
    • Sporelacer (Primary): From 130 to 60 
    • Tenet Envoy: From 24 to 16 
    • Tombfinger (Primary): From 540 to 120
    • Vermisplicer (Primary): From 226 to 90 
    • Zarr: From 84 to 60 
    • Secondary Weapons: 
    • Epitaph: From 60 to 40 
    • Gaze (Secondary): From 400 to 200 
    • Vermisplicer (Secondary): From 226 to 90 

    Wow... For Kuva Zarr, since the mag capacity is just 5, it will be out of ammo immediately after shooting, making it worst than Kuva Bramma....

     

    23 hours ago, [DE]Megan said:
    • Rifle Ammo Mutation: Now converts Secondary ammo pickups to 50% of Ammo Pick Up. 
    • Pistol Ammo Mutation: Now converts Primary ammo pickups to 50% of Ammo Pick Up. 
    • Shotgun Ammo Mutation: Now converts Secondary ammo pickups to 50% of Ammo Pick Up.
    • Sniper Ammo Mutation: Now converts Secondary ammo pickups to 50% of Ammo Pick Up. 

    Why not just reduce them to Primary and Secondary Ammo Mutation mods? You can reduce the data needed to be maintained....

    The overall changes on the ammo pickup is quite concerning on those non-aoe weapon with pickup override....

    • Like 4
  5. Here's my 2 cent worth of suggestion Vauban reworks:

    • Tesla (works like Wisp's Shock Reservoirs but smaller scale)
      • Vauban will release 3 grenades the fans out horizontally (4 meters apart) and adhere to any surface.
      • Upon contact, each grenades starts to store electrical charge that zaps up to 5 enemies within 5 meters with chain lightning, dealing 10 Electricity b Electric damage with 100% status chance to stun enemies.
        • Shock damage is affected by Strength mod
        • Shock range is affected by Range mod
        • Stun duration is affected by Duration mod
        • Frequency cooldown 2s long
      • Ranks - each rank increases the number of set of grenades that can be release. At max rank, 4 sets of 3 grenades can be released. Each new release will overwrite the oldest set and each set last indefinitely.

     

    • Floating shield (replacing Minelayer)
      • 3 energy shield will appear and floating around Vauban for 10/15/20/25 s, reducing damage received up to 25/50/75//90%
        • Duration is affected by Duration mod
        • Damage reduction not affected by Strength mod
      • Able to use it on allies or NPCs
      • While active, it will heal itself and allies/NPCs 0.5% / 1.0% / 1.5% / 2.0% Health Regen/sec within 10 meters
        • Health Regen is affected by Strength mods
      • Upon expired, it will send out a blast wave, knocking down enemies within 5/10/15/15 meters

     

    • Stasis Singularity  (replacing Bastille)
      • A containment field will be deployed, enemies caught within will be in stasis which becomes a physical barrier, blocking enemies' fire and movement
        • Duration is affected by mod: Old 6 / 8 / 10 / 12 s - New 10 / 15 / 20 / 30 s
        • Range is affected by mod: Old 6 m - New 10 m
        • Number of instance at any one time: 1 / 2 / 3 / 4 
      • After deployed, if holding the key and release upon max charge, the field will starts to collapse to a single point and every enemy within the field will be violently drawn to it and dealt 250 / 300 / 350 / 400 magnetic damage (4 damage ticks per second) for the remaining duration + 15 s.

     

    • Exalted weapon: Micro gun (youtube link here)
      • Ammo: 1200
      • Damage: Impact 250 Puncture 250 Slash 100
      • Trigger type: Auto Spool
      • Critical Chance: 15%
      • Critical Damage: 1.5x
      • Status Chance: 15%
      • Fire-Rate: 30 rounds per second
      • Accuracy: 25
      • Uses rifle mods
      • Alternate Fire: grenade launcher
        • Tap Alt fire to select between flashbang, concuss or shred ammo, press and hold to shoot 3 volley
        • Upon contact, will explode and affect enemies within 10 m
        • Uses 30 ammo per volley
        • 10 s cool-down between use
      • Has a 0.5-second delay after the weapon stops firing before regenerating ammo.
        Regenerates 50 ammo per second; takes 24 seconds to regenerate a fully depleted magazine.
      • Innate two Madurai Pol and one Naramon Pol polarities.

     

    • Like 1
  6. I have been wondering it for quite some time: why Orokin Derelict mission node not allowing auto-squad matchmaking after the Orokin Derelict keys are not necessary anymore?

    Even Void mission nodes have have such function after removing the needs of Void Keys...

    Not sure if anyone cares about it but it definitely annoys me somehow....

    Any one cares to enlighten me? Hopefully Dev can look into this...

  7. Really appreciate all the efforts that the dev have put into these frames and make them more interesting/interactive.

    well after watching the Dev Workshop and some other youtubers point of view, here is my 2 cent  on this topic

    Ash - finally i can escape from the bladestorm cutscenes

    Altas - Nice!! Finally there some synergy to his skills. Whoohooo

    Banshee - Kinda sad about the augment change but at the same time i kinda like the new change it brings. It kinda becomes boring after a while when keep using it for focus farming although it is one of the few efficient farming method, in my opinion. At least Banshee can have some action now.

    Chroma - Not a heavy chroma user but really appreciate the team buff it gives now for Vex Armour. would appreciate if the buff is an instant buff than a self-damage buff (if you get what i mean) and is a sticky buff like how its 2nd skill augment works or at least have a high range (maybe?).

    Ember - kinda on the fence on this for me as i like how i can be more active when using WOF but given the health and armour the frame have, i kinda wondering if that is the best.... If there is some buff to the health and armour to the frame, it might be good? Also for the x2 dmg and energy cost + half range, can on give a proper feedback when it is available.

    Gara - Same as Ember, on the fence for this change... will need to have a feel of this when available

    Mag - Really nice!! Love it. Now with her 4 providing the shield/overshield gain, the augment for 3 really need to change. my suggestion to it is that the 3rd skill augment should make the enemies stay in place for a period of time (like they have been polarized, making them to be come + or - charged and stuck in place due to magnetism). and their weapon fail to work.

    Volt - Whoo hoo!!!!! no further comment is needed :thumbup::laugh:

    Zephyr - Merger of Tailwind and Divebomb (nice~~) ||  Air Burst (hmmmmm.... might be great? would be better if it increase the width than the height of the tornado) || Tornado (finally goodbye to the randomness!! Regarding the closest tornado following the aimpoint, how about do it the same way as Chroma 4th skill augment, click and hold the skill button, select an area and the tornadoes slowly proceed to the targeted area? I find it that is better than the closest one moves to aimpoint)

     

     

     

  8. Here's my suggestion (which Dev can consider again?) after trying the rework:

    Passive - Upon receiving fatal damage that will caused the hydroid to be downed, water clone will be in its place to receive it and hydroid will be in undertow immediately. can only activate it once every 90s?

    Tempest Barrage

    • have some kind of charge indicator
    • increased damage would be nice for both charged and uncharged.
    • Upon hitting the enemies, other than knockdown effects, maybe can include stun/sleep for a period of time (imaging it been knock down and knock out due to impact of the water missile?)

     

    Tidal surge

    • make it similar to Zephyr's Tail Wind where he can change direction mid-way by moving in the direction of the HUD's target reticle while recasting the ability.
    • in relation to the above point, have incremental cost reduction per continuous activation up to 4 times

     

    Undertow

    • recover certain % (around 1~5%. i guess?) of HP & energy per enemy killed when submerged in undertow
    • reduced cost activating other abilities (as mentioned by others)

     

    Tentacles Swamp

    • instead of thrashing, seek, grab and deal incremental damage through constrict/tightening the grip till a max limit
    • Upon expiring, tentacles will slam them to ground and stun them
  9. Not sure if it is just me but the viewing of clanmate contribution seems to be buggy. When you right-click and select "View contribution", it appears behind the Clan UI screen barely see it.
    [after leaving the Clan Menu and go in again, it is displaying it properly now. :satisfied:]

     

    Am hoping that Dev can come up a menu screen something like Clan Statistic Menu where user can just select/click on the research item (currently/completed) and it display who had contributed what resource instead of clicking individual player. Or a general menu where it list down what player had contributed  what.

     

    Example (instead of the resource name, show the respective icon will do):

    Name             Alloy       Gallium    Polymer       :credits:

    ABCEDS         1000           20            1000        1,000,000

  10. while playing excavation on neptune, it seems to spawn on rotation B more often....

     

    It would not show anything on the world state (bug or intended? showing now). Just go to Venus / Europa / Neptune and do those mission nodes on the planet with OPEN SKIES.

     

    IF you want to farm faster, do the higher lv mission since they drop more, based on the first post by dev.

    Ambulas Level  

     Drop Count

    1 - 10

    2

    11 - 20

    3

    21 - 30

    4

    31 - 40

    5

    41 +

    6

  11. Kakushiha

    Faction: Tenno

    Grip Type: Fist

    Description: Dealing slashing (main)+puncture (sub) damage in quick succession. Like Sarpa and Redeemer, it is able to shoot 5 shuriken (energy-based; electric+puncture damage) with its charged attack, from the energy on the top side of the glove.

     

    Warframe_melee.jpg

     

  12. so based on the collective ideas seen here, it should be as follows

    Nekros Skills:

    1. Soul Punch - remains the same with this addition:
      1. enemies killed using this skill will leave a soul that fly towards an enemy in range and explode (AOE Radiation dmg)
      2. Will be targeted by Shadow copies as high priority target (when sighted/ in range?)
         
    2. Terrify - remains unchange
       
    3. Resurrection (replace Desecrate) - combination of Desecrate & Shadow of the Dead
      1. toggle-able aura
      2. fixed activation energy cost (50 energy)+ 10 energy per desecrated enemy
      3. each desecrated enemy will produce a shadow copy of itself + a chance of a drop
         
    4. Death Shroud (new Ultimate) - release a Shroud surrounding him (visually) / effects as follows:
      1. Deals AOE Viral Dmg (400 / 600 / 800 / 1000 dmg) (10%/ 15% / 20% / 25% chance Proc)
      2. Stun enemies within range or make enemies misses their shots (5s / 8s / 12s / 15s)
      3. Any soul created from 1st & 3rd skills and within Death Shroud's range will explode and deal AOE Blast dmg based on amount of health left in Shadow copies
  13. Nekros Skills:

    1. Soul Punch - remains the same with this addition: enemies killed using this skill will leave a soul that fly towards an enemy in range and explode (AOE Radiation dmg) (Satinpuppies' idea - kinda like the idea)
       
    2. Terrify - remains unchange
       
    3. Resurrection (replace Desecrate) - combination of Desecrate & Shadow of the Dead (needs to tweak the mechanics, i guess, to make it more viable/balanced?)
       
    4. Death Shroud (new Ultimate) - release a Shroud surrounding him (visually) / effects as follows:
      1. Deals AOE Viral Dmg (400 / 600 / 800 / 1000 dmg) (10%/ 15% / 20% / 25% chance Proc)
      2. Stun enemies within range or make enemies misses their shots (5s / 8s / 12s / 15s)
      3. Any soul created from 1st & 3rd skills and within Death Shroud's range will explode and deal AOE Blast dmg (fixed 150 ~ 200 dmg?)

     

    My opinions....

  14. 4 hours ago, HeATMaN451 said:

    Why retain the old controls in submersible tilesets for Archwing and not corpus ship tilesets, which are inherently the same?

    Don't get me wrong, you can make it work.  In the Rush mission I've managed to get to the end with a Hyperion Thruster'd Itzal with time to spare for scanning the transport ships and their shield drones (You don't get codex for them, it turns out...)  I enjoy Archwing in a different way now, in fact Warframe is open and in mission in the background as I type out this rant.  But I really struggle to understand the reasoning for applying these controls to this environment.  Before, Archwing felt like an enabling factor to my abilities as a space ninja: nimble, space-faring death attached to a pair of mecha wings.  Now it feels like I'm being handicapped, everything feels less snappy and more slippery.  Having it feel heavy is fine, but when it's combined with the camera controls and the current physics of Archwing, it just turns it into unresponsive.

    f68ed4b075e69529a4757a80b18e37a3.jpg

     

    4 hours ago, HeATMaN451 said:

    What do I propose?

    1.) Add a toggle to switch control type (a la Starfox with "All-range mode" and "Corridor Mode") perhaps double tapping roll or an option in the gear menu, allowing you to switch from the new control style to the old and vice-versa.  Maybe have this represented by the orientation of the Archwing wings?

    2.) Have a dedicated button to "righting" yourself to be horizontal with the world, and quickly.

    All in all, my opinion on Archwing remains the same.  It isn't bad, it just doesn't feel finished, and I'm sure DE shares this mentality.  It still hasn't met the expectations of being a whole new and exciting way to play Warframe - but I'm not ready to give up on it.  Please don't mothball Archwing again!

     

    (Supplementary rant'age edit!)

    -Allow me to pull the FOV a bit further back in Archwing, I'm one of those folks who enjoy having my FOV at ludicrous amounts.

    -Add a toggle for auto-swapping weapons when out of ammo, this gets rather frustrating with low-capacity arch-guns when you're forced to pull out a melee weapon after unwittingly emptying your weapon.

    -If you're planning on going the way you're going with Archwing controls, more space ship than space ninja, go all the way.  Let me take my Archwing into the garage and fine tune the handling.  Give each Archwing it's own behavior, make Itzal nimble and snappy, make Elytron a space juggernaut, heavy and powerful.

    post-2863-0-85139000-1411270365.jpg

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