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-XeqtR

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Posts posted by -XeqtR

  1. 11 hours ago, thekurama13 said:

    if we were talking about survival would the timer be going down.... lol 

     

    On 7/4/2016 at 5:42 PM, thekurama13 said:

    easy fix to what you said fix.

    have the enimies strong have tons spawning all the time. Have a timer and have tenshin give us rewards for staying alive for a certain amount of time  

     

    Uhhh okay? Refer to what you said before. If that's what you meant then your suggestion doesn't actually fix what I said before? You're literally just saying keep survival how it is now, only take out life support. The problem still exists, as I said, that people with infinite time to survive can survive forever. Spawning "hard enemies all the time" isn't a challenge.

  2. 14 hours ago, thekurama13 said:

    i mainly play surv. because  its fun sometimes but i do sometimes get  into matches were  i will kill a bunch of enimies and get barely any life support. or missions were enimies just stop spawning

    also sorry for your confusion but timer as  in counting time sorry you didnt know what that means   

    Go and google timer and you'll see its not the same as a stopwatch. You proposed a time limit, which would imply a timer counting down but you also want to keep the classic stopwatch counting up. Sorry you don't know the difference.

  3. On 7/4/2016 at 5:42 PM, thekurama13 said:

    easy fix to what you said fix.

    have the enimies strong have tons spawning all the time. Have a timer and have tenshin give us rewards for staying alive for a certain amount of time  

    The enemies being strong and in high numbers doesn't change anything. Any real person running long survivals (2-3 hours plus) knows that these are not real challenges.

    Have a timer but also reward for staying a certain amount of time? Seems like two opposite things. One is implying a stopwatch which counts down, but you want to be rewarded for staying longer as a timer which counts up.

    You have to complete the objectives AND kill all enemies within a set time frame to progress to another timer is what I assume you're saying, yes? Two issues:

    The reason people are failing at life support is that they are not killing enemies fast enough and because enemies spawn from lots of different locations across the map. If they kill fast enough, they can sit in a spot and kill. Eventually they will have to move to get life support. This system can also be thought of exactly how you are putting it. The players are on a timer to kill things (IE: the life support is a running timer that goes up the more you kill). However, you propose a static timer that I assume as the mission goes on, gets shorter and shorter (I would hope). The problem becomes, will the players be able to find all the enemies to kill within the time (because like I said, spawning is all over the map) as well as complete an objective? I would see that as more of a frustration. The reason (I assume) DE has not just simply made killing enemies give static life support, and made it RNG instead, is because it could be too easily manipulated.

     

  4. The game has always been this way, though. There will always be superior compositions to end game. You cannot expect DE to balance all weapons and frames to be equally viable. Especially because they don't even acknowledge the existence of end game being a thing. In their minds making all weapons equally viable to killing one unit type, that only a % of players will face, isn't going to be highly sought.

  5. 8 minutes ago, NightElve said:

    Here comes another lost Tenno read the thread,

     

    that's why i mentioned this, it's not even about staying that long, i wanted him to show us how avoiding nullifiers, everytime is fun, and with that set up/duration he will take much longer fighting nullifiers that doing anything else.

    Read and understand, just because it's the Forums doesn't give you the reason not to think and comprehend what is being talked about.. 

    Firstly, being told about reading comprehension from someone using 4 commas in a run on sentence is ridiculous. Please don't attack my intelligence.

    Secondly, I am well aware of what the thread is about and my comment still remains. Fun? How do you define what others find fun? 

  6. This has probably already been covered, but the reason this system is needed is that it eliminates the idea of having unlimited time to kill enemies.

    I'm not 100% sure if survival is still this way, but the faster you kill the more oxygen you get (how it used to be at least). Thus meaning that as long as you kill at a steady rate there will be more respawns and thus more life support to drop.

    The issue with the system you propose is that it takes out the time elements. Yes, I have to move to another room to do an objective; but if I have unlimited time to clear out the enemies, that doesn't sound too hard. Also how would it be scored in this case? It couldn't be on time for the above reason.

  7. End game, to me, has always been about min maxing to the absolute best. When I first started the game I was intrigued by the lack of videos or forum posts/knowledge of anyone who had gone really far in the endless defense missions (all that was out then). This gave me motivation to do a few things that I consider end game:

    Max out the best possible mods/weapons/frames.

    Max addons like arcane helms and make sure everything is the absolute best it can be.

    Study mission types to form interesting ideas for compositions of frames that will work.

    Challenge yourself to do the absolute best possible. A lot of people think it should be about setting a record  (whether its an all time or for a week) but honestly, getting a new personal best feels pretty damn good.

    All rpgs are about gaining the best stuff. That is the final end point (end game) is it not? End game is when you have the best stuff and ask yourself, what now? That's when you put it all to the test in endless missions. 

  8. Before the update Frost's globe had both duration AND HEALTH

     

    Now you only have to worry about 1 stat, so its a buff

    Read what I said in my post, I'm talking about the immunity duration. Before the patch, frost globe had a 4 second immunity and THEN health in the duration afterwards. Meaning if you recasted every 3-4 seconds it would be invulnerable forever rather than going to health. But now that there is no duration, my question is if it's turned to being completely health based. If that is true, then it is a NERF because they're taking away 4 seconds of the globe being immune to damage.

  9. You can spam them and have a new globe consume old globe like before.

    The cap only count for globes that are further from globe cast

    It's an all round buff.

    Spamming a static number that stacks =/= invulnerable. At some level, no amount will matter because their damage will be crazy high.

    I'll agree, I love the other changes and those are buffs. Avalanche used to be that way a time ago with the right mods on, so I'm glad its back.

  10. You can have up to 4 INFINITE DURATION Snow Globes. Add Chilling Globe to that and well... That aint a nerf.

    On top of that is Freeze's super cool buff, and Avalanche is now a debuff for higher levels. The former is cool, the latter is questionable lategame due to the debuff being armor, although they still stay in place. Ice Wave is still bad without the augment.

    Overall buff

    But infinite duration doesn't mean that they're infinitely invulnerable. As said above, those will die to a number of bullets = end game 1 shot.

  11. I haven't gotten a chance to test, but after reading the patch notes, I'm a bit worried.

    I'll preface this with that I love the new changes and I'm glad they're reworking it. But they took out the duration on Frost Globe. Does this mean that the 4-second immunity is no longer? I hope not, because that would be quite the nerf..

    Has anyone tested?

  12. Sorry to be so speculative but in over 78 days Dungeon time I met no one that played Sniper Rifles with the words

    "I like play with a Sniper it is so cool and usefull" or "I main Snipers because they deal so much dmg"

     

    The only thing i get to hear all the time is stuff like "Good i'm nearly through with level this thing" or "Man i should have took a good weapon with me but i have to level this one"

     

     

    Good for you to know many people including yourself that actually uses Snipers, but in long endless endgame missions so you refere actually to T4 Key's because thats about the "hardest" endgame content if we don't count the raid.

     

    So you wanna tell me that a Sniper Rifle in the endgame (i personally refering to T4 Survival / Defense / interception) is more usefull than a let's say Boltor Prime or even a Stug that outdmg a sniper and is on top more usefull against the masses of enemy's that appear in every "endgame mission type"

    I don't wanna flame at you but i simply cannot imagine it that you actually wrote something like that and being serious.

     

    Okay so, when you say out damage is that DPS? Or damage per shot. Because there's a big difference depending on the situation. From my experience, level 3000+ enemies take many clips of a firing to kill a single one (with your boltor prime..). Whereas a sniper is just some extra shots. Also, vectis with prime chamber is much higher damage than your stug/boltor idk where you get this info from.

    Most of the killing in masses is with frames (mag polarize for instance ). You only need weapons for the remaining units. Also when you say your days of dungeons (this is warframe).. are you referring to random public games? Because I'm referring to people that use Snipers who actually do real end game. T4 is fine, but I would say missions long enough for enemies to get above level 1,000. (Since t4 just starts at a higher level).

  13. The claim that "snipers aren't useful" and that "no one plays with them" is a bit speculative. You may feel that snipers aren't useful against many enemies at once, but it highly depends on what mission you're doing. It also has to do with a matter of opinion. I know many people, including myself, that use snipers for long endgame endless missions (where sniper's high damage is welcomed with open arms against high level units).

     

    I also think to add such an easy counter to the nullifier unit would just lower the already low skill-cap of the game.

  14. Dude, at high level, how long can your shield last? 800 shield will be down in 10 secs at wave 30 t1D LOL.

     

    using her 4th skill. Magnetic damage? are you kidding me? How many creep in Void got alloy armor? lets see,

     

    we got that corrupted lancer, heavy lancer, bombard,

     

    VS

     

    corrupted crewman Drone and nullifier and moa.... WAIT NULLIFIER can cancel the 4th skill.

     

    wait wait, Crewman shield is only 60/150 hp = 3 to 5 ratio.. you cant kill that with 2nd skill no no no no xd

     

    Not only that,

     

    your 2nd skill, it is reduced by the armor........

     

    So................. Who still want to bring mag?

     

    Nuker?

     

    There is so much better nuker than mag. 1000 dmg in 3 ticks means each ticks about 300 300 400 - armor it will be 200 200 300 = 700

     

    other skill 1000 - 100 = 900.  Notice the 1st problem?

     

    2nd problem.

     

    For the 2nd skill to work, it must deplete the shield - armor = damage. So if your shield is only 300 - armour 100 = 200. OK, but how many creep HP much bigger than the shield? crew man is 60 / 150 = 3 to 5. So even if you do pure damage = max blind rage, intesify, transient fortitude = 99% + 55% + 30% = 184 %,

     

    Now lets see how many can pass this test.

     

    Crewman 60 / 150 = 2/5 = 0.4 x 1.84 = 0.736.......... TEEEEEEEET failed.

     

    MOA 250 / 250 = 1 x 1.84 = 1.84 YAY........... pass

     

    Drone 75 / 250 = 0.3 x 1.84= 0.552 ................... TEEEEEEET failed

     

    orokin drone 50/35 = SURE pass.

     

    now how long does this orokin drone combo can work?

     

    AS long as the shield must be higher than half of their hp. which means at start only because, their hp will slowly goes up while the shield constant at 200.

     

    So.............. why bother with MAG when you can have saryn to nuke for you till lvl 20 with higher damage @ 1000 damge without any MOD and can kill msot of the stuff?

     

    SO unless we are fighting pure corpus,

     

    MAG is not top pirority.

    Is this a troll? How long can you go with that 1000 damage before it just barely tickles their HP. Mag will always remove the same percentage of their shields to do damage that rivals their HP. If you build mag right with lots of strength then you'll 1shot most of a group in the void (even non-corpus) no matter what level. Shield polarize strips the shield and does damage to the units around it. Meaning that in the void it kills things other than Corpus.

  15. I never learned from youtubers. I tried watching one when I first started and got in an argument over paris vs dread with them, and came to the conclusion they had no idea what they were doing.

    The wiki is everyone's friend. It's also fun when you're a shooter+rpg kinda player to develop your own theorycrafts about what works best. Sometimes the best tests are done in the game, not on paper. Most of my knowledge has come from a solid group of friends(clan mates) that all had the same goal of theorycraft. Two of them were math geniuses and could always tell me what would work better for different situations. And me and another were better at playing the actual game and applied the theories they came up with.

    I think if you're a new player just starting out, it may seem easy to go look at a video and copy the build; but this will hurt you in long run. Builds change depending on different factors (to maximize potential of course). If you understand how to mod correctly, then you pretty much have 50% of the game.

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