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KommandantViy

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About KommandantViy

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  1. well that's lame every update has been bringing more and more disappointments lately
  2. Whoever they delegated the rigging to did not do this skin justice. The modeling and texturing is great, it saddens me that DE then apparently skimped on the actual translation of the former onto an in-game skeleton. I hope this was just a mistake and they used some alpha-build rigging on accident, and that they didn't actually think this would pass muster and then charge us 165 plat for the privilege of a live beta test. If you look on the preview on the market, it shows the shoulder plates hovering, whereas if you actually equip the skin, the shoulder plates are just mashed into the arms, causing clipping and not looking like the preview, so like I said, I hope this was unintentional and is fixed soon.
  3. The rigging in general of this model, especially on the shoulders and upper back, is really poor and certainly not worth 165+ plat. A real shame too, since the overall aesthetic is quite nice.
  4. The rigging on the upper back is terrible, it stretches really weirdly when you use any animation set (even nova's base sets), and ESPECIALLY badly when you use a melee weapon.
  5. This can be a pretty gamebreaking bug if on a long mission like a defense or survival, you'll run out of ammo, or playing someone like inaros no longer be able to do finishers.
  6. how about instead of nerfing what few good elements we have left, we buff the other ones? Also heats armor strip is not instant, it takes a couple of seconds after application.
  7. Even with the "fix" the phantasma has gone from viable to D tier. It's not useless, but it is still definitely far weaker than it was before the update. I used to be able to kill a level 100 corrupted heavy gunner with 1.5 magazines, now it takes 4-5. From testing, it seems like the issue may be that it's proc/second is capped somehow? Using shotgun spazz instead of shotgun savvy, my status chance goes from about 80% per beam (if that's even accurate) to 62% per beam, but I get less procs/second despite burning through the magazine twice as quickly. Before, I do not believe it was capped, as one magazine at that speed would easily red-bar an armored enemy.
  8. I would say 50% max and the scaling starts at the outer edge of the blast, not at the center.
  9. I am quite sure, others are reporting it as well. Go into simulacrum and use it on some targets, wait for the initial bleeds to wear off, then shoot it with anything that doesnt have slash or HM on it, and no slash procs will appear.
  10. AoE doesn't get weaker on the sides, it gets *significantly* weaker EVERYWHERE that isn't the exact epicenter. The way it is now, if you shoot one enemy in the face, they alone will take full damage, the one right next to them will take half damage, and the third a couple feet away will take pretty much no damage. In short, all AoE weapons have become precision rifles, except they are worse. Worse accuracy, worse fire rate, worse ammo capacity, and now they also stagger you if you are too close. There is no reason to use AoE weapons anymore with this update.
  11. Yeah, somehow they managed to make gas even worse than magnetic.
  12. I think self stagger in general has been very poorly received and should not have been applied to ANY weapon that lacked self-damage before this patch
  13. Gas aoe now does gas damage, not toxin damage. Toxin mods will increase it slightly in that it increases the overall gas damage, but it does not interact the same way it used it.
  14. Astilla didn't have it's status chance changed, as it is a slug-based weapon to begin with. The only thing that changed for it was the UI CORRECTLY showing the per shot status chance, as opposed to this weird (and incorrect) "average" status chance when multishot was applied. It sounds to me like your astilla had multishot, and thus incorrectly showed 55.1% status chance before the patch, but was actualy doing 33%. All that changes for the astilla is that it now displays the correct status chance.
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