-VS-Airikr
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Posts posted by -VS-Airikr
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Gara Prime
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Given that sentient enemies were quite... Excinct until now I dont think many people felt for the need of this discussion, so no.
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I personally have never seen anyone do D2 comparisons in railjack themed discussions
Heck it doesn't even make sense to do so, D2 has no similar game mechanic.
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Read the announcement post.
" For every Prime Warframe you purchased, either through Prime Access or Prime Vault in 2019 (with the exception of Ivara, Ash, and Vauban Prime who will come at the end of 2020"
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why is the baro shop a disappointment?
did anyone announce (here or on twitter) baro is supposed to bring new stuff? Kinda out of the loop here- 2
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One line of the guardians mentions the larvaling "medium level DNA degeneration".
So I assume it's mostly grineer who are still somewhat.... "good meat" to use.
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you forgot to mention that Galatine and Paracesis got buffed too in terms of status chance and galatine got some more crit too. So there's that.
Heavy Blades especially Gram Prime are still heckin' bonkers. It was only logical to remove the hilarious bonus damage on broken bull anyways imo- 1
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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. -
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.
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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.
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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. -
wash your eyes, brother
in the stream it was a Tatsu.
What you mean is the Primary, Paracyst. Admittedly easy to confuse, not gonna lie.
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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
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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).- 1
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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.- 2
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So? If you're using 2 velocity then everything seems fine to me.
Mind posting a Screenshot of your issue?
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Are you using an arcane helmet?
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I'd rather have DE working on adding more weapons of types that are so few in this game like blade and whip or gunblade or warfans tbh.
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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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did you test in the simulacrum?
might be stealth hits if you have "Pause AI" toggled on. -
you are wrong because it's just a tenno grown up. the Look might be an easter egg tho.
the projection he saw might be him or some other tenno who fought long time ago.- 4
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taken from the Patch Notes Thread (25.2.0)
UI Change:Warframe Ability Augment stats are now displayed in the Ability screen for Excalibur, Mag, Volt and Wukong! More to come in the near future.
so yes, it clearly is intended.- 1
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But there already is - the support.
Just record the run/make screens and then shoot them over in a ticket.
What keeps you playing Railjack IF you still play it?
in General Discussion
Posted
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