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ArcKnight9202

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Posts posted by ArcKnight9202

  1. Although the new Magnetic status is a bit different, it still lacks a lot compared to other statuses. I still can't imagine building for it most of the time.

    I had an idea where if you proc Magnetic status, when the shield breaks, the broken shield would deal %true damage to the enemy itself. To use a not-perfect analogy: sort of like a window shattering and being cut by the glass. The window and glass in this analogy is the erratic shield behavior due to the Magnetic status(please use your imaginations!). So when the shields are depleted, the targets lose a potentially large chunk of health immediately.

    Obviously this would deal more true damage the more procs are stacked up. What percentages? I don't know. I was only thinking it sounded a lot more interesting than the current status effect.

    Go ahead and add to this or poke holes in it. Nothing is perfect and criticism is always welcome. 🙂

    • Like 2
  2. It's definitely fun to watch your oplink slowly get chipped away and blow up as you wait for the codes that don't come.

    There is some sort of desynchronization or traffic jam sorting problem going on. That's my best guess as I'm not a programmer or network engineer of any kind. It's just strange that some codes slowly trickle in but the majority do not.

    Lost a few flotillas this way.

    I hope it gets resolved. I actually rather enjoy the event but only when it works correctly.

     

    • Like 1
  3. I tried farming for these arcanes a little bit after they removed stacking. I have to say, doing Arbitrations for 21 of any of these arcanes is just a hard no from me. It's never going to happen. 10 maybe. Before. But 21?

    Having another avenue to pursue them might be nice. However, if they didn't, I probably wouldn't even notice their absence.

  4. My Tigris Prime certainly handles a lot differently. On one hand it gives a little more flexibility in how best to build it. But on the other, it sort of ruined its main identity as a slash proc monster.

    Even if it is better(which I don't know), I don't like it as much. It isn't as satisfying at all.

    At the end of the day, it still kills the things. So I guess it's whatever.

     

  5. I was never a fan of this particular weapon but I can't help but agree with the people that lament this change. It alters the character of the weapon quite a lot.

    That said, I wonder if it would have killed them to put a negative-edge trigger on it? Negative edge is used in fighting games where a certain action only happens on the release of a button.

    To illustrate my point better:

    Press-and-release quickly for the previous functionality. Detonates automatically after a set distance.

    -Or-

    Press-and-hold for longer distance shots which are detonated when the button is released. If the button is held indefinitely, the shot explodes on impact or whatever.

    • Like 1
  6. This may have been posted by someone else by now but I'll add mine just in case.

    • TYPE: In game
    • DESCRIPTION: Trying to get all the badges for scoring
    • VISUAL: N/A
    • REPRODUCTION: Unknown
    • EXPECTED RESULT: I should have gotten all 3 Condrix badges since I have scored 5,000 points on the Ground missions.
    • OBSERVED RESULT: I have the Condrix 1 and 3 badges but somehow I don't have the number 2 badge. How do I get 1 and 3 but not 2? Weird!
    • REPRODUCTION RATE: No idea

     

  7. I'm not really a fan of this 5k point challenge. It has a lot of bizarre variables that can hurt a player's chances.

    Last night, while going for the Murex/Space badge, my flotilla was so efficient, we had 100/100 with 1h 30m to spare. I got locked out of scoring with 4815. I'm not really sure why we can't just keep adding to the score. We can move to other flotillas and gain currency.

    I managed to finish Space today. Hopefully it doesn't bug out. Good luck to all who are trying.

     

  8. 9 hours ago, Ikyr0 said:

    As someone who runs a lot of Arbies, I'd say it's working as intended. Going past thirty minutes should get pretty dicey and push back against the player. My only suggestion here would be to scale up rewards the further you go into an Arbie.

    You know you make a good argument for this. It does feel cheesy sometimes, though. I suppose this would inevitably occur at some point regardless, so the when is less important when considering your other point; Scaling rewards.

    I was thinking about how horrendous the grind is now for the arcanes, needing 21, and their horrific drop rate. I've been picking up Arbitrations a bit lately for a change of pace and these things are totally soul-crushing to get. Fortunately I can live without them and only want them from a collection standpoint, but ugh.

    Anyways, that's off-topic and best left for another thread. 🙂

  9. 9 hours ago, Tulipunahapero said:

    Press WASD to roll any direction. They gave very long time window for you to choose roll direction before warframe itself stands up.

    I'm aware of that. The neutral option either takes centuries or was removed altogether. It's very jarring. I had to put Handspring back on to get the neutral recovery functioning again. The rolls are a nice option but I don't want to always have to use them.

  10. Just some feedback on this from my experiences in an Arbitration:

    These things really get to hitting hard. I was playing Vauban and that shield gate was pretty handy. Those things pack a serious punch.

    I'm not sure if it was a bug or not. We planned to ditch at wave 30 anyways, but the very last enemy killed me. It was a basic Leaper or Runner, not sure which. It basically 1-shot me through the shield gating somehow. Even if it was a multi-hit attack, the brief invulnerability period should have eaten it. It was being supported by an Arbitration Drone. That's the only thing that makes me think it was a bug.

    Final Verdict: I'm not sure it's good. It basically boils down to "play perfect or get mauled super-fast". This is very noticeable in Arbitrations where drones can push units into your lines and kill with ease. This is just my opinion, though.

     

    • Like 2
  11. 7 hours ago, NovusKnight said:

    I would simply make things like daikyu or ogris have a base 150% status chance. this would mean absurd numbers of procs per hit. all dual stats wound be +240% status, adding up to a whopping 340% status chance- meaning a single shot does three status effects, AND often does a 4th proc! say what you will, this is still inferior to fast weapons, it just makes existing procs a lot more brutal.

    That's a decently simple way of doing it. Thanks for that perspective. 🙂

  12. The way statuses work now, they all have variable levels of effectiveness. Even though many of these are front-loaded to have their most significant effects on the first proc of status, it's still strongly weighted in the favor of rapid fire weapons. Something like the Daikyu falls even further into niche territory since it can't apply statuses nearly as well.

    Right now, slow status weapons are quite unfavorable. Perhaps very slow, semi-automatic, or specially selected weapons(like the Daikyu), could have special properties added to them where they get a bonus +3 or 4 to their status events. Sort of like how some weapons get innate combo bonus(such as the Fragor Prime), these weapons could still be viable in different but interesting ways.

    For example: Daikyu goes from 1 slash proc to 3 slash procs at minimum on a status event. Or 3 stacks of poison. Or whatever.

    Someone mentioned sometime similar to this in another thread. I don't remember who said it or where. If the mystery person reads this, kudos for a solid point about the way status works now.

    ***

    Unrelated note about punch through. How does punch through tear through a body to hit a target behind them but not break shield gates? Just something funny I noticed.

     

    • Like 2
  13. I just want to make a point that there is no dedicated thread to talk about the changes to statuses themselves. They all seem to be lumped together into some amalgamation. I'll chalk it up to an oversight.

    My thoughts:

    I don't use many shotguns other than the Tigris Prime, but, with the reduction in armor, it's really hard to gauge the difference. If I change the modding around, it still annihilates almost anything; especially viral status. However, its functional behavior, one I quite enjoyed mind you, is radically different. It used to just shred heavy units and if it wasn't instantly killed, the slash procs would get it. Now, I can dump two in the chest and it still might be alive. There may not even be enough slash procs to finish it off. This isn't the end of the world but I absolutely loved how this gun behaved and it's just so very different now.

    This also doesn't take into account that the Corpus shield gates absolutely can hamper this weapon fairly negatively if it's not particularly well-aimed. Before, you only had to sorta get close and whatever was there would cease to exist.

    The other shotgun gun I've been messing around with is the Kohmak. I rebuilt my single because I don't care for dual secondaries and it seemed like a good time to level it up. This thing is an absolute monster. It absolutely vomits status like there is no tomorrow. It's like the old Tigris Prime but a lot less awesome. I'm really not sure how to feel about this since it seems like such an extreme outlier compared to how other shotguns with more pellets fared in the transition.

    As for the statuses themselves:

    Slash - Minor nerf to its effects regarding shields but still pretty good. There is a major nerf to being able to weight it as a reliable proc given the status elemental weighting changes.

    Impact - I originally didn't think this was a big deal but it can be quite annoying in certain situations. The Kohmak I mentioned above, when shooting a Nox, would have to cycle through 2-3 knockdowns before it would die. This is pretty ridiculous.

    Puncture - I'm fine with this effect. A lot of people say it sucks but not everything is 100% dead at all times for everyone in every single instance of the game. "It doesn't help you kill" but who cares when there are several other effects that do that already? A couple of defensive ones are fine. It also gives Vauban an indirect party buff ability by increasing everyone's durability in a way. Though this was possible even before so it's not new.

    Fire - This is absolutely boss with Nightwatch Napalm. It might be too good on its own since Corrosive was changed. I like it how it is but adjustments wouldn't be out of the question. What adjustments? Maybe ramp up the armor reduction? I don't know.

    Electric - Don't really use it. Never did before. Don't now. No comment at all.

    Toxic - Status effects are the same as before but shortened a bit to mirror slash. The damage still bypasses shields rendering magnetic fairly redundant.

    Cold - Also didn't use it a lot before as a standalone element. No comment.

    Blast - Absolutely love this effect. Like puncture, I do appreciate some defensive effects. I really appreciated this in Arbitration Excavation using my Ogris. Long range enemies couldn't hit anything! To echo many, perhaps swap this with Impact, though. You can mod for blast but you often cannot mod for impact. It's almost always there.

    Corrosive - Still good but kind of a wash when viral exists in its current state. I'd rather just mod for viral and heat in most cases. Being unable to overstrip is a huge boon to this element, too. That's a solid change.

    Viral - Totally awesome effects. Might be too good. Perhaps adjust the ramp up to do more damage at the later procs instead of the earlier ones? Something exponential? No idea. I just know it's good. On high rate-of-fire weapons it just melts enemies.

    Radiation - Again, it's fine. It's not hurting anything. If enemies aren't shooting me, I don't really care what they are doing.

    Gas - This is just very limp. It feels very weak in combat. Please adjust. It's one of my favorite elements. Perhaps give the gas-infected enemies a chance to reproduce the gas proc upon death to surrounding enemies. This would be a cool way to ramp up a lot of procs on a lot of enemies. Given its current low damage, it might be fun.

    Magnetic - Rendered almost entirely defunct by Toxic existing. Maybe give this a bonus effect for Corpus/Grineer that would cause them to sometimes reload sooner than normal. Something akin to a gun jam because of the magnetic fields. This way it's not so narrowly limited in function to just one faction.

    Some of this could be cleaned up by changing how the damage types interact with the different health and shield types but I don't even know where to start with that. I don't envy you, DE, haha.

    Other comments:

    I'm not sure how I feel about the status weighting being different. It's just different I suppose. Though, I would enjoy some IPS+status mods in the future. It would also be awesome if the basic IPS mods functioned like the elementals in regards to their bonus damage. Especially the common ones. Those things are practically worthless. I might even say buff those slightly, too.

    It would also be nice to see some of the status-duration bonus mods improved. Some of them are laughably small increases and with the reduction in overall duration to some statuses they definitely won't offer the same effects. Do they round up a tick if they fall short? With everything becoming a bit more standardized, I feel these mods should also follow that line of thinking.

    • Like 1
  14. Is there a reason you removed the neutral recovery? I noticed if you aren't pushing any direction you just stay on the floor and eat bullets. I'm fine with having more control over it but why remove the automatic behavior? This literally only serves to kill the player if they aren't always anticipating getting knocked down and recovering.

    I like the addition but I'd also enjoy having the neutral recovery option. Thanks!

  15. Maybe it'll work out to where most of the time Serration, Split Chamber, etc isn't always necessary on every gun all the time. This way we could add stuff like bigger magazines and reload speed to make the guns feel better to use and still have similar performance against the enemies.

    Just because you can overkill something 100x, doesn't mean you have to. Of course, this is just speculation. It might work out differently in the end.

    I'm just speaking for general play, not extremely high-end.

  16. If I can turn it off somehow, I don't have an issue with it. I already had to switch back to using regular Ivara because of the effects. I don't begrudge anyone for liking that, but it can easily be overdone and too much for some.

    Never thought I'd see the day I'd prefer the actual base frame to the prime.

  17. 19 hours ago, (XB1)EternalDrk Mako said:

    lets state the fact: the disarm conflicted with 1 & 3 by mechanic  , disarming things used to kill other enemies reduced mind controls puppets performance as well as enemies capability to kill each other , and loki already does it anyway. so its just 4 powers to do what loki already with his 4, and causes them to fight with its augment

    You may disagree with Howtoshootgun, and probably myself, but I will argue the disarm didn't conflict at all with her 1 and 3. In fact, it was much better off before.

    Mind controlling a heavy and sending it into enemies with a melee weapon was a great way to get enemies to shoot it and not you. Their damage is -always- laughably irrelevant. Even if this change to armor suddenly makes this idea more viable, the fact that it already doesn't matter with Corpus doesn't give me a lot of hope.

    It also did not conflict with her 3 at all. Enemies would clump together because the melee units would continue to occupy the immediate space of other enemies. This means they weren't shooting you or your teammates, or objectives for long periods of time. Now, they just wander around and away from each other because enemy AI is programmed to keep its distance from threats. They wander into other players and objectives much more frequently.

    We gained an alleged 20% accuracy penalty for Nyx-only by sacrificing a potential 100% accuracy reduction, for Nyx and the entire team, by stealing enemy weapons. It's not like it was hard to spam a few Psychic Bolts and really mess up a group of enemies. They were irradiated to boot much of the time. Completely harmless.

    The removal of this passive was the biggest reason I can't tolerate playing Nyx anymore. It was a catastrophic nerf. Also, so what if Loki already did it? How many frames have a direct damage as one of their skills or a room wipe on another? Or, Science forbid, one more of those extremely dull exalted weapons?

    To address your suggestions: I'm not really a fan. I don't really think they fit the theme Nyx is supposed to have, whatever that is these days. However, I do really like the idea of the tap/hold for Chaos and Mind Control. They are similar flavors after all. I could really dig that. My only issue with that is how would you cancel the Mind Control if you were finished with the unit/units?

    • Like 1
  18. 2 hours ago, DatDarkOne said:

    Well thanks to complainers like you the effect got changed.  It's no longer the beautiful galaxy effect, but now is like warped glass.  Yes, I preferred the original Prowl Prime effect over the newer one we have now.  

    @BlindStalker I only have a problem with the asymmetry of the deluxe skin.  Other than that I really like it.  Just not enough to use it over the Prime.  That said, I do use the deluxe Helmet with the Prime body.  This combo gives me a overall look that I'm quite happy with.  😀

    If only we still had the original galaxy Prowl Prime look, I would be even more happy.  

    I would have been more than happy if they left the Prowl effects tied to the Prime skin itself. That way if people wanted to use the base Ivara with base effects, it was possible. I guess that would have been too hard to do, though. It's unfortunate neither of us ended up getting what we wanted. The changes are still insufficient for me to tolerate. To me, the galaxy effect looked like an extra layer that wasn't even applied properly to the warframe itself. A cool idea but implemented poorly. It was very distracting.

    I really think they went too far with Ivara Prime's design and effects in general. It has been pretty divisive for many people.

  19. Already built guns being used as reagents for other guns through the foundry isn't quite the same as this system. These are also built using the foundry menu that just about everything else uses to come into the game. This fusion system uses 2 already built and functioning weapons behind some black screen menus with little to no visual feedback as to what is happening.

    In the former system, it's extremely clear you are using a weapon to create something entirely new because it takes time to literally build the thing. That whole system itself is well-designed enough from a purely visual perspective that few would assume it would carry forma, etc. over to the newly created item.

    This new system is instant, I assume. Correct me if I'm wrong on that, I've never used it. It only has a little tiny box with some vague idea of what will happen.

    As for all the remarks directed at people's intelligence, or lack thereof, chill out. Mistakes happen. In fact, they happen so often, and sometimes cost so much money, there's an entire industry of people who tear apart stuff like this. They are called lawyers. I would also posit that the inability to interpret things from different perspectives and deriding people for making "simple" mistakes is pretty ignorant.

    To conclude, I'd say this is probably a result of them rushing out a system and not making it as mistake-proof as possible. If I were to offer a solution, it would be to make a snapshot of the potential weapon's Arsenal screen. This way the player would see whether or not their potatoes and forma are in fact there. If they aren't, it's easy to just reverse the order. It's not a perfect solution, but the visual feedback is there.

     

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