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Doraz_

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Posts posted by Doraz_

  1. 3 hours ago, Diavoros said:

    "Those require to spam the attack button" well uh, make a macro then? so lazy smh. Do you want warframe to be an auto-play mobile game?

    lol no XD it's quite the opposite

     

    i think it adds option as it's yet another command, like:

    -standard press and release

    -press and hold, then release

    -hold witgout release

    -double press/tap

    -pressing other keys (movement keys) with pressing the melee key

     

    but again, with melee 3.0 incoming and it being like wukong's stick ... i am better off making my own game where you can do that, lol

     

  2. 47 minutes ago, Diavoros said:

    There are already combos that loop, like Dire courtship in Carving Mantis or Batting roots in Clashing forest.

    those require spamming the attack button

     

    the ones i'd love to be implemented would require you to HOLD the button 😄

    while the "ora ora" one has more meme potential than anything else, and it's mainly single target oriented ....

    the glaive one is more for AOE, basically giving a " zenistar"-like mechanic

     

    I mean, picture a teammate eing downed and another one reviving him ... you can either

    - place the glaive on a chokepoint and keep slashing the enemies ragdolling them at the end

    - ora ora any enemy that dares come close

     

    4 hours ago, Senguash said:

    You can loop slide attacks 😎

    yeah, and i guess that will be the only thing remaining

    they are removing combos after all 😞

  3. Is it possible to implement the ability to loop a certain move of a combo?

    Or is it going to disappear entirely in melee 3.0?

     

    For instance, i'm thinking of the ability for the "Gleaming Talon" spinning move and the "Gaya's tragedy" ORA ORA

    it would loop that animation as long as the key is pressed

  4. it's been months now ... thought it would be fixed sooner ...

     

    1. props do  not change place when moved or if they are placed back ( pressing ESC ) they MOVE instead to the new position !!!

    (that is limited to the mesh only, the collider seems to remain in its place. it is in fact possible to re-select the prop aiming at where the object was originally.)

    2. when an item is being built and turns blue, the mesh gets clipped, sometimes completely disappearing, only visible when in from of another one that is building or at a certain angle.

    3. Some props are now unreachable, i can't delete one for instance 😞

     

    I assume the materials are being changed for the railjack update, maybe it's the drawcall_order, props maybe it's caused by de-sync from an inconsistent internet connection.

    It's kind of annoying, i've always stopped decorationg after a bit, it gets frustrating.

  5. 3 hours ago, NinjaZeku said:

    The description has the wrong term in that spot, it should simply be +Heat damage.

    To be honest, they should keep the armor strip

     

    Currently when facing armored targets at high level, the +150 total heat damage messes with corrosive status procs, giving you actually less effective dps 😕

    it's annoying when playing solo you either have to wait the timer or waste ammo

  6. i've not recorded it becuase of potential exploit but you can actually kill just a couple of guys and stand on either of the 2 floating orange towers in the corners ( those 2 more distant to the edge are better). the enemy will proceed with just running aimlessly in circles and can't shoot at you.

     

    put on a good ost or podcast and enjoy the event?

    well at least it was fun the first few rounds

    • Like 1
  7. wow, did some testing ... now i know why some people are so vocals about doggos AI being bad.

     

    Currently, it seems that when taking fire, they do not retaliate back against the enemy that shot them.

    I suggest, as it would be very fitting for an animal to behave in such a way ( kubrows at least ), to make the default roaming state like this:

     

    - Stay near Warframe

    - If shot ( both player or dog itself )

    for x second ( example 5 sec ) retaliate against target that shot him

    enemy can die (good boi) or still be alive at the end of the timer ( in which case it counts as him loosing interest or fearing the enemy) ... it is although irrelevant

    after x seconds dog returns to roaming state, ready to retaliate against new enemy if shot again, to continue the cycle

     

    The priority of this cycle over abilities might mess up timers of other abilities (loot, executions ecc ) but in the case of sunika, finishers and enemy immobilitazion should already be well integrated in kubrow current attack patter ... and i suspect some abilities already have priority over default roaming state.

     

    This behaviour can be given to specific companions ( sunika, charger), the more aggressive ones, or just being triggered by the presence of either hunter or mecha set, giving the option to the player to build for behaviours in addition to mods/abilities. That would help to keep the dog/kavat either far from enemies or right in the middle of the battlefield.

     

    One would think that we'd ask for more damage ... but currently sitting at 80+ crit chance, 9+ crit multi 30+ status chance and 2.4k damage viral+slash ... the only problem is fire rate ( i suggest multistrikes ... think of them as the doggo hitting an enemy with each claw making a cut) and hit detection ( i suggest increasing the attack AOE, melee attacks should work like that in this game right? no silly colliders?).

  8. Has anyone already tried creating a setup around the kubrow as a dps/ aggressive support?

    I'm trying but forma-ing is so slow and boring ... for now this is the result.

    In my opinion, Oberon is the best Frame and grinlok is the best primary weapon weapon for hunter set.

    Oberon build

    g0io5Dw.jpg

    Grinlock Build

    PG6N7Q4.jpg

    Doggo Build ( Sunika )

    GjAzWfn.jpg

    Doggo himself ( man the new armor looks cool )

    XOqNPMg.jpg

  9. It would be amazing if every weapon in the game had an hidden or visible tag, examples are ...

    Automatic, Semi-Automatic, Semi, Innate Elemental, ecc

    ... that lets you view only weapons that share that specific tag/function when written in the search bar.

     

    Currently it seems to me it just takes the weapon classification name, so a Tag/Characteristic system isn't being used now.

  10. i've been using it for a bit ( viper wraith ) and i can say it's not a bad weapon at all.

    it's very satisfying to use, expecially when you know what makes it shine:

    1) don't modify (increase) fire rate: more firerate breaks the sound and animations, as they appear un-synced, giving you the impression of having shot less rounds than you did, leading to frustration.  it feels an ok-ish tradeoff using the +crit chance -fire rate corrupted mod when using the 60/60 fire rate multishot

     

    2) tap and burst fire: unlike the twin vipers which are just an unnecessary (waste of bullets and inventory slot), the recoil is both realistic and rewarding if you don't spray and pray

     

    3) use with armor stripping warfrrames ( i suggest Nyx) or team of 3-4 CP AND use a build made like this:

    damage+dual prime crit mods+primed heat damage+ viral from dual status mods+ multishot+(add utility you want).

    i don't like buffing frames ( rhino, mirage and others), it feels like cheating while using a moltitude of game mechanics ( weapon mods, warframe abilities, status effects, enemy resistance) is much more rewarding than just get a big fat damage multiplier.

     

    same setup works with other weapons too, i do this will all underperforming weapons i like.

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