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-VS-Airikr

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Posts posted by -VS-Airikr

  1. Haven't played RJ since the update yet but before that I personally think that Railjack always was - in the situations it worked and didn't bug out obviously - a very fun and enjoyable game mode. Now with the improvements and changes it might become even more fun as I won't be locked into very specific times e. G. When farming anomalies so that's good for my motivation kekw

    • Like 1
  2. vor 30 Minuten schrieb ranks21:

    you need to go back in time and watch a few devstreams like devstream 4 and up. devstream 25 contradicts and will prove this statement wrong. also around devstream 2 or 3 they actually encouraged players to go as far as they can.

     

    that's the thing.


    You're refering to the first devstreams which date way back in time, You may have had a point back then, i can agree on that, but they are not valid anymore as DE have changed their minds on this matter as seen in more recent devstreams when Rebecca herself called Adaro High level ( editing the link of the devstream in once i find it),

    Abitrations Endgame (

    as Sortie missions are endgame

    On top of that DE wanted to make the gameplay "bite-sized" in making most rotations taking no longer than 20min as they said on the original Sanctuary Onslaught. However they did indeed talk about somewhat scaling rewards later on in devstream 129 or 130 i believe, so there is that but given we dont hear anything from DE about content/gameplay unless it is soon to be ship-ready idk what to say about that one.

    And as long as these are their most recent definitions of said mission/endgame types they are valid. If they ever go change their mind again and go for endless endurance runs then by all means more power to you, but people tend to forget that current warframe is not old warframe anymore and they grab too tightly onto the nostalgia train e.g. the void key mechanic and glorify it.

  3. First players want DE to add challenge and remove power from the players (well those who know that nerfs are also important) so the game can be more "interesting" 

    Then DE does it and suddenly it is wrong to nerf the player because "Muh its a pve gaem XD" (now this is not what YOU said but many other people) 

     

    Have you ever thought that DE did not make the game for such high levels and finally got their stuff together to actually fix it? 

    DE calling Adaro high Level? Absurd Armorscaling? Sortie and Arbitrations officially labeled as endgame? The game engine itself bugging out and crashing/malfunctioning in long hour endurance runs? 

    Melee is not useless. It got buffed for the level area DE designed the game before, it has a much higher "starting" point of power level. It just doesn't scale exponentially resulting in absurd numbers and numbing down the game even further into "press2buttons2win" anymore. 

    • Like 5
  4. I don't think putting more resources in frame fighter will work out. 

    Heck, I personally don't think it was a good idea to begin with. 

    It is a minigame yes, but it is extremely unpolished and so basic that it is not worth except for throwing your buddies around when they are 5m away from you on their screen. 

    If (big if) they'd rework frame fighter at all they should probably hire an experienced dev team for fighting games and then incorporate the whole thing into conclave to make it worthwhile in my opinion. And who knows if DE is willing /capable to put up that many resources for something that was originally nothing but a joke by a community member. 

    • Like 2
  5. your suggestion doesnt fix the Kohm, you're just looking for a way to get a 100% SC Kohm variant without paying for a riven.

    is the decision to purposely not change kohm's dispo bad? absolutely yeah, it goes right against what DE previously claimed the system to be.
    Does your suggestion fix anything? No, no, it doesnt.

    go for the proc chance mechanic on multi pellet weapons instead. that is the root of your problem.

  6. vor 4 Stunden schrieb TeaHawk:

    To resume:
    In case if target survives first shot both hit-scan and projectile rifles behave the same way.
    In case if target is dead after single shot, combo counter on hit-scan increases accordingly to multi-shot, whereas projectile weapons combo counter increases only by one.

    Is that right?

    yes, indeed, brother

  7. vor 41 Minuten schrieb TeaHawk:

     

    hitscan sniper counters increasesby 2 or 3 (tested with 150% multishot - Vectis, Rubico and Snipetron), no matter if the target is killed in one bullet or not.

    and Komorex behaves the same as Lanka (raises by 1 if killed by the first bullet).

    • Like 1
  8. vor 4 Stunden schrieb TeaHawk:

    2. Lanka projectile hit is counted only once even with multishot.

    There's no much to explain. Take any hit-scan sniper rifle with 200% multishot. On hit sniper combo counter will take multishot in consideration. For some weird reason this does not seem to happen with Lanka. Apparently, only one projectile is taken in account. In other words, it's harder to advance combo counter on Lanka.

    just a quick note that this is wrong. I just tested it with Vigilante Armaments + Split Chamber and both charged/uncharged shots.

    I always get 2, sometimes 3 on the counter, depending on the multishot.
     



    in "normal" einvironment it increases the counter only by one because the enemies die after the first bullet (tested it in Adaro). Counter also works completely fine on an unmodded Lanka with multishot mods.

    • Like 2
  9. vor 19 Minuten schrieb DeMonkey:

    Proto are Deluxe.

    Since when have Proto skins not been Deluxe? I'd love to know where this misconception has come from.

    AFAIK it was back when DE showcased Volt Deluxe Skin and then renamed it to "proto" after the backlash which lead people to the assumption. But then at tennocon '18 they went back and called them deluxe again with the 2nd deluxe round announcement.

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