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C4Chaos42

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Posts posted by C4Chaos42

  1. http://www.nvidia.com/object/physx-9.17.0329-driver.html

    Version:
    9.17.0329
    Release Date:
    2017.04.11
     

    • THE ONLY CHANGE in this version 9.17.0329 from 9.16.0328 is that this version has new digital signatures on all of the DLLs. Both SAH1 and SHA256 signatures are present.
    • Includes the latest PhysX runtime builds to support all released PhysX content.
    • Changes & fixed issues in this release
      • Adds Support for 1000 series GPUs for Batman Arkham Knight.
    • Supports NVIDIA PhysX acceleration on all GeForce 9‑series, and 100‑series to 900‑series GPUs with a minimum of 256MB dedicated graphics memory.
      Note: Some applications may have higher minimum requirements.
    • Supports NVIDIA PhysX acceleration on GeForce for SDK versions 2.7.1, 2.7.3, 2.7.4, 2.7.5, 2.7.6, 2.8.0, 2.8.1, 2.8.3 and 2.8.4.
    • Supports control of your GPU PhysX configuration from the NVIDIA display driver control panel.
    • Note: For games that use SDK versions before 2.7.1 the PhysX Legacy Installer must also be installed. These are games that were released around the end of 2007 or earlier. (AGEIA titles) Examples of these games include CellFactor, Clive baker’s Jerich, Gears of War, Pirates of the Burning Sea, Switchball and Velvet Assassin. The PhysX Legacy Installer is available here: PhysX_System_Software_Legacy_Driver.

     

    You can access the release notes from this link:http://www.nvidia.com/Download/index.aspx?lang=en-us

  2. Also having this issue with memory leaking. I have 16GB of ram and the game consumes it all and crashes while doing the evacuation endurance mission.

     

    EDIT:

    I've disabled Nvidia PhysX and the memory consumption appears to have stabilized.

    Nvidia Drivers version 378.66

  3. I've been playing Equinox lately, trying different builds and eventually tried a duality build. I've been noticing that the AI controlling the clone spends a lot of it's time romantically eyeballing enemies before for engaging them, even at near point blank ranges. Since the mod requires a very specific build to be effective, given the short duration of the base augment, I have concerns about the usefulness and reliability. Is anyone else encountering issues with the AI?

  4. And now tell me, why should founders who like the current Excalibur prime appearance be forced to lose it and wear a brand new, subjectively better looking appearance?

     

     If there was a choice, I'd probably opt in for a design change on him for my Excalibur Prime, for a more inline design. The fact that there is no consistency in design of the prime frames, the orokin flare as I call it, it irks a bit. They feel more tiered between each other than feel part of a single tier, orokin designed that is.

     

    That being said, that's why Excalibur Prime (including frost and Rhino), should be brought inline with the rest of the frames. At least that's the angle I'm coming from, not from a greedy "I have Excalibur Prime and he should look the bestest because I'm a founder."

     

    Figuratively speaking, if you were to put all the prime frames in a single picture with their native colors, the first generation primes would look like their out of focus.

     

    On the other side, saying "he looks outdated in comparison with the new content, and thus he needs a visual rework" sounds self entitled too, something like "I paid to be the most gorgeous on the town 2 years ago, but now that there are some others looking better, than me, I have the right want to be the most gorgeous again"

     

    Did you really have to pull that straw man? :/

  5. I've encountered an issue when using Hydroid's Tempest Barrage excessively in multiplayer games. When used excessively with a duration build, the connectivity starts to suffer greatly. What I mean is, the enemies stand frozen in the same spot, doors do not open and only your teammates appear to be mobile. This does not appear to affect the host or other players and singleplayerl.

     

    I rarely play Hydroid, so I'm trying this new build for busting nullifier's bubbles. Thus I encountered this issue, can anyone else verify they are having the same problem?

     

     

    Dura: 282%

    Effi: 130%

    Range: 34%

    Str: 130

     

    No augments.

  6. I always imagined this frame to have abilities like so:

     

    Mend: On inflicting damage to an enemy would propagate a heal to allies within an area, strength would determine the multiplier.

     

    Maim: On inflicting damage to an enemy would distribute the damage equally among all enemies in an area, with a bonus depending on power strength.

  7. Using Stances:

    I'd prefer a stance system that Star Wars Jedi Academy had, where you could transition between them at will mid-game. It doesn't make sense that you only know a single stance for the duration of the mission and magically learn another and forget the original one next mission. Thus, not being a mod, rather the ability to use it on with the weapon.

     

    REF:

     

    Obtaining stances: Learning them from a tenno npc maybe and passing a test, performing combos?

  8. I agree that Excalibur prime is in need of a visual update, he just doesn't fit in with the modernized prime frames. I also think that Rhino and Frost could be updated as well, adding more Orokin flare (art style) to the frame, much like their helmets.

    Just because Excalibur prime is an exclusive, doesn't mean it should be neglected and not updated to be inline with the rest of the prime frames.

  9. Can he have a turret which he lays down and with an augment have follow him around please?

    He's a combat engineer afterall not to mention highly tactical

    e97790429bdd4630ce1d93d0bdb288c6.jpg

     

    I think he needs little tanks, very little tanks that go pew pew and follow him around.

     

    Minitanks (to replace bounce)

    STR: increases the damage and health of the tanks

    Duration: increases the quantity of the tanks

    Range: increase firing range

     

    Augment 1: instead of many tanks, have one big Kubaroo size tank with the combined power of all the little tanks +15% to each stat

     

    Augment 2: Instead of projectiles, they zap their enemies, causing a small stun effect.

     

    Augment 3: Flying tanks or little helicopters that also sacrifice themselves in order to protect vauban him against missiles.

     

    Synergy:

     

    1. Casting tesla while aiming at the tank(s), restore some health to them

    2. Casting Bastille while aiming at the tank(s), gives them a small attack speed buff for x seconds.

    3. Casting Vortex while aiming at the tank(s),upgrades the tanks' stats until destroyed (10% each cast, up to a total of 50%). This will visually alter the appearance of the tank, making them look more...well... upgraded.

     

     

    Tank's health indication:

     

    Max Health - Look normal

     

    50% health or above - Starts smoking out the back, maybe some visual flames popping out from time to time.

     

    25% health or above - Tank darkens a bit, there's holes in his armor, still some smoke and more flames

     

    1% health or above - Same as above, except the flames are intense.

  10. Volt's 1st ability 2.0:

     

    Tap - Normal electrical zap

     

    Hold - Single target electrical attack that is channeled while you hold it, slightly stronger and more costly. While active, the target is immobolized. Also, while holding it down and attacking a target, the energy cost rises slightly every second to balance it out. This can be used as a CC on strong targets in end games.

  11. 4. Rapier melee weapon

     

    Just to add to the Rapier; maybe if you were to hold block, the next initiating lunge would be towards the target reticule and thus allowing you to target weak points to increase damage?

     

     

    My thread is pretty dead now, but I was keeping a running list of missing weapon types and trying to be careful to separate "Fan Concepts" from actual missing playstyles and stats. Might be food for thought for you guys.

     

    Link?

  12. Looked up swordchucks... They look like they will do more damage to the person trying to use them! :o

     

     

    Also mentioned in this thread riot shields :)

    https://forums.warframe.com/index.php?/topic/432044-handheld-shields-shieldblock-mechanic-20/

     

     

    For miniguns, should they sound like

    A:

    or

    B:

    https://www.youtube.com/results?search_query=predator+2+shooting+jungle

    Predator - Shooting Jungle [HD]

  13. Nunchucks are allready on the way. If i read it right, they appeared on a trailer Steve showed in China. Personaly i don't really understand why we need them beside the obvious "omg it's that exotic weapon i have see in movies!" factor. 

     

    Btw. Geoff once remarked in a lifestream that they might need new ways for weapons to be held.

     

    Once they are done with nunchucks and what ever the Mios is supposed to be (scissor blade whip short sword?), it would nice if they can create a few new gun holding animations, for example a hip held animation for heavy weapons. Since that would be necessary to make a minigun to look good.

     

    Silenced pistol and chakrams seem a bit redundant, since all pistols can allready be silenced with a mod (which means a big tube in front would be unecessary) and the role of ckakrams is filled by the glaive types. Though nothing speaks against a ring blade type glaive.

     

     

     

    Just thought the same.

    Was hoping the Chakram would be more of a sidearm than a melee weapon, kind of like the Kunai, except with some target bouncing maybe>

     

    The one thing the hushed mods don't do is make the weapon have a satisfying sound to them and so, I cannot really immerse myself as effectively as I would with a fully silenced pistol (100% silent). Unless of course in the future, the mods will also create a hushed sound as well?

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