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GMSantasHelper

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Posts posted by GMSantasHelper

  1. So they didn't damage before?

     

    PUNCTURE.... on an EXPLOSIVE weapon, that does BLASTS!!! THINK DE!!!!!!!

    It's called a flak cannon because of.... well... you know how flak cannons work? They blast tiny projectiles into the structure of airplanes to make holes, they do not explode with force. THINK STOMANDREAS!!!!!! (don't be a jerk)

     

    I'm interested in knowing if the horrendously low drop off range of the flak cannon has been adjusted to compensate for having virtually no ammo now. Took a great gun concept and turned it into *another* useless space shotgun, bleh!

     

    On another note, I'm surprised no one commented on the massive Kulstar nerf... shares ammo with primary explosives, requires sniper ammo drops and has a max ammo amount of 30.... SHARED ACROSS BOTH WEAPONS. This isn't even mentioned in the notes at all - ???? - NINJA'D! One way to make people not want to use two explosive weapons as once, sure, but also restricts the ability for those who still want to. I'm all for reducing the ammo on it, but making it shared and require sniper rounds is just overkill.

     

    Can we get wall running back? Bunny hopping along the wall is NOT wall running, the spring is too high and spaced too far apart to traverse usual places. End up having to bullet jump and double jump to get to places you used to just wall run across. Great features, btw. But why remove wall running? Just have releasing space make you jump off (like the hop does now) instead of making you fly forward every step? Can't carousel anymore.... travesty! Feels less like parkour and more like anti-gravity shoes now... not impressed, sorry. =/

  2. It has been awhile and a few new PBR passes have come. However this time we got some much needed lighting and shader improvements which *gasp* make a lot of the PBR stuff look a whole lot better! The once "metallic" infested tissue for example now actually looks fleshy and wet, kudos. Glass is slowly improving, but they still seem to not get the whole reflection system with the curved glass objects fully. I feel the easiest fix would be to remove the reflective property on curved glass as it isn't very realistic to have curved glass reflecting anyhow, you ever looked into a curved mirror? yeah.... it isn't pretty. I do realize that the curved glass and the flat glass share the same texture and properties, changing one without changing the other is probably impossible at this point. Finding a happy medium between the two I feel is a lost cause, just void the reflection on glass and it will look fine I assure you. The point of glass is to show what is behind it, but not actually let you go there... like windows. If you see your reflection in a window, it is because the window is of poor quality glass (for that purpose). Also, I'm not sure the goal on having the cryopods completely reflective. I personally think it is silly, but they may be trying to phase out the frozen tenno inside and this is an easy way to do it for now. I'm slowly getting used to it, but the texture does appear erroneously in places. You can usually see a semi-circle of mirror adjacent to a semi-circle of transparent glass on the same floor panel in the new grineer spy missions. I don't have a screenshot at this time, but I'm sure others have noticed it as well. Anyhow, felt I should update my thoughts on the progress of PBR in warframe and I do say it is slowly improving. In time I think it will be just fine.

  3. IDK, if this is supposed to be a bug in "speed" novas, Fixing it would also affect the "slow" novas since it just makes it the opposite(Slowing).

     

    just having a rank9 Transient Fortitude which gives 50% power strength already caps the slow movement speed cap to 75% since (30% + 50% = 80%) thus reaching the cap. Instead of ( (30x 0.5) + 30 = 45% ) which still needs 30% to reach the slow movement speed cap

     

    You are absolutely correct. It would indeed cause novas to have to cram more str in to hit that "slow cap" that that reach so easily already. However, the str is still being applied to other things, like the blast dmg, exactly the same... so it is making having those mods equipped already worth it. The only impact would be that you can't cap slow without maxing your strength out. Some people may see this as a nerf, but I see it as a balancing act. It is broken as it is now. Don't we want it to work as intended? Nova is way too easy to "cap out" compared to other frames for this very reason. Basically, you gonna make some people cry doing it. But it is the right thing to do from a programming standpoint. Which to me is what matters the most though I'm sure I am in the minority here.

  4. Your math is wrong also.  It's a direct percentage on STRENGTH.  Not the actual ability.

     

    He does explain it a little oddly for the 'non-math-type people' so let me help you out here...

     

    HOW THE MATH SHOULD WORK (and does work on every single other ability in the game, including nova's!):

    At max rank Nova has a [hypothetical] 100 str (100 is an easy number to work with for the example, but the math is the same whether she has 1 str or 900str).

    With 100 str the reduction in speed is 30%.

    When you add overextended it reduces your strength by 60%... which means your total strength is now 40 (100 - 100 x 0.60 = 40).

    If 100 = 30% reduction in movement speed, 40 = 12% reduction in movement speed (40 percent of 30 is 12).

     

    HOW IT WORKS NOW:

    The reason is goes negative now is the way strength stacks is flawed. When you apply overextended it essentially is multiplying your strength value by a negative amount instead of CHANGING it by a negative amount, the result being a negative number instead of a smaller number. This is the basis of the bug. You cannot go below 0 base value using a percentage change, it is mathematically impossible. Only the change can be negative, not the resulting value. You can't take away from something that has nothing to give; it can only infinitely approach zero, never surpass it. I could elaborate on this but if you really want to refresh on stuff you probably forgot from grade school just google some math tutorials on percentages. This case only applies to Nova's Molecular Prime. Other frames/powers do not have this bug. Otherwise, running negative strength on str = damage abilities would cause them to HEAL the enemy, not hurt them, or better yet abilities that speed up the player based on strength would slow the player down... and we all know this isn't true. It is indeed a BUG with the ability and the ability alone.

     

    CONCLUSION:

    This bug ended up being rather fun, but it still needs to be fixed. I'm in favor of adding an augment to make you speed up enemies instead of slowing them down. That would still make strength builds viable and result in a dimished slow/speed-up effect (whether using augment or not) for those who run overextended for the bonus to the [range].

     

    Make more sense now?

     

    *edit for clarity and a pretty big typo on duration/range*

  5. https://docs.unrealengine.com/latest/INT/Engine/Rendering/Materials/PhysicallyBased/index.html <-- read this. Note that most textures in game right now that have had the PBR touch are using the aluminum material, to poor effect. It seems to be an oversight on material property to how it will actually look in the game engine which uses [ancient] Shader 2.0 and single source lighting.

  6. Forum wasn't letting me post the images directly, so instead I provided a direct link to each one on my steamcloud... hope this works.

     

    PBR looks [inaccurate] on virtually all textures in this game (PBR can look amazing if done right, don't get me wrong) because it uses artificial reflection and shine which doesn't take into consideration the lighting/atmosphere of the room. We need proper shadow maps and lighting effects for PBR to work as it is intended (like it does in other games where it looks very nice and realistic). Just slapping it on everything makes most textures look exceptionally fake and tacky. There needs to be proper adjustments before adding the "PBR Touch" on surfaces that are most impacted by it, or at least give us the ability to turn OFF these [undesirable] texture effects. This is probably my biggest complaint with the game right now... it just strikes a nerve with me that a game that used to have such a great atmosphere now looks like a mirror maze. bleh!

     

    Example of "Transparent Glass" in the Orokin Derelict: Obvious example of PBR making the awesome flowing water behind the glass pretty much invisible (much like the tenno in the cryopods right now). Also in this shot you can see a similar erroneous effect in play on a very NON-transparent surface... on the left where the Orokin apparently used gold colored aluminum foil to build their fittings. The overly-textured surface reflecting each smooth section makes it look broken up and "waxy" when viewed at a distance. Up close you can see what is really going on; there are "waves" in the texture to simulate dents and wear... which to me would mean the surface would not be very reflective. The engine, on the other hand, thinks it needs to over-exemplify this subtle reflection. Result: weird stuff.

     

    http://cloud-4.steamusercontent.com/ugc/538511711968555855/5968EFDE6A91C3C028218F5DEB27E6B0D20E01B1/

     

    More Weirdness: Here we have infested tissue looking like it is made out of Mercury (liquid metal)... I'm sure the goal was to make it look "wet" but the engine thinks "wet" means reflective/shiny.

     

     

    http://cloud-4.steamusercontent.com/ugc/538511711968617992/B1A9F649F57139A40AD0EBC4ABC31062793B85BA/

     

    One last one here I'm not sure is directly related to PBR or not since this has been around since they did the texture overhauls a few major updates ago... but I'm including it here because it is a fine example of fake reflections on surfaces that are originally completely transparent (like the cryopod in normal defense modes). This is a picture of the once transparent glass tiles over the water system (which you can hear flowing through the floor) of the old style dojo hallways. For such a cool feature of having flowing water under the floor it is now totally hidden! This happens in the Derelict on tables and broken window tiles that lay on the ground as well. My favorite dojo rooms are now eyesores =/

     

    http://cloud-4.steamusercontent.com/ugc/538511711968659500/D1D0A9879DF0B23DE9504CE82ECB14D8D317E9EB/

     

  7. What is the deal with this over-the-top push for physics based rendering? Transparent surfaces are no longer transparent, they look like mirrors made out of plastic and painted with water colors... and this "shiny metallic surface" on freaking everything is horrendous. Infested tissue is not breathing metal (eris tilesets)! And to top it all off we now have this stupid, STUPID, looking white waxxy glaze over EVERYthing that uses said effects. Prime objects now look super trashy. What is the point of having animated water and frozen tenno and such if the glass covering them is no longer see through? This catering to cardboard boxes and toaster ovens is going way too far. At least give us the option to toggle this crap on or off. Game looks a lot worse than it did 6 months ago. It all started with the Glaxion getting that stupid wax coating, and then it just escalated from there to freaking everything. I don't even use the soma anymore because of the stupid "chromed" look to it. You can't color it how you want because no matter what it looks like absolute trash. Same applies to virtually every metal barrelled weapon (Tiberon is another good example of this nonsense). Corpus weapons for example look super low-resolution because of this same effect. What is the point of having color pickers if all colors not white or black look like total trash on these surfaces? Stop it already! Since this hotfix the festive syandana now has shiny cloth and waxy highlights... it looked great before, now not so much... /flail

  8. I'm laughing at some of these comments... Sorry but 66k crits every 1/100th a second with the help of a mirage in total eclipse against lvl 50 units is far from "weak" - She also has one of the highest health pools and with 95% damage mitigation, the reflect damage is just icing on the cake. Hit #3 before hitting #4 and you won't die before clearing out the masses, regardless of how many are spawned. Simply put you need to know how to use her and not just think it is a push #4 to win. If you do not pay attention to when to toggle/move/shoot you will die a LOT, just like every other single frame that isn't Rhino or Valkyr in their god-modes. 65 armor doesnt stop much, but it is still more than 15 or 50 which is what most "dps" frames have. Stack your hitpoints, stack your strength and efficiency, play with a group that knows what their roles are and you will have no problems surviving and dealing damage better than anyone else in "end-game" situations. For example, I played a T4I yesterday as mesa, with another mesa, a frost and a valkyr. I had over 2000 kills and 85% damage dealt and covered 2 points by myself. The other mesa was constantly going down and had only 176 kills at the end, the lowest of the group... they were max rank, just like me. I don't use any forma, just a potato, same as them... They complained every time they went down about how "squishy" Mesa was... yet I was sitting there in the same situation just fine while I revived them.... My only guess is they didn't know when to toggle peacemaker off and hit #3. Yes the damage base starts being sad when the eximus units are level 80+ if you don't have some form of damage buff from another frame in the group (or corrosive projection), but then again, the game isn't meant to be a walk in the park solo at that high of level mobs, you need team work. Mesa is far from "weak"... She is a group-centric frame that can still solo extremely well. I do say she is geared more for defense missions however. There are better options for "end-game" survival but when it comes to defense no one can compete with her kill rate to survivability ratio ESPECIALLY with the aid of other group-centric frame builds. That is my take on the issue... and I totally agree Peacemaker needs to have a proximity prioritization effect. What kind of expert gunslinger shoots at enemies 50m away when there is one 5m away about to smack you in the face? It is silly to say the least.

  9. My point is that no matter how you are playing Viver, just being able to kill things with a press of a button doesn't make it lazy.  At some point, people had to get the mods to be able to stand there and push a button and should not get penalized with less drops, they are killing all the enemies you are without having to run around doing what you claim is the general same tactic.  Just because at the time we weren't running from point to point to grab each mod, doesn't mean we are any less deserving.

    You are 100% correct. Which is why this "fix" is bad form. It punishes players of a certain type and does little to nothing in terms of benefit. If they don't revert this back soon I will be shocked. I personally would LOVE to see a group pickup effect. Like how the life support drops work, it goes to the group, not just the individual. We'll see....

  10. You can hate it all you want, but the players farming Viver aren't doing anything wrong.  They choose to play the game this way and enjoy it, so why do you have to stick your fingers in and ruin their fun?

    Oh I'm not hating on anything. I could care less how other people play. I'm the Mag in the viver map, but I don't stand still. I run in circles looting stuff as I spam specials because I'm there to loot stuff, get xp and HAVE FUN. I personally don't like sitting still staring at the wall, but I don't think someone who does do that should be punished. I'm just saying if you can't even be bothered to pick up loot obviously it isn't that important to you. I like to move around as much as possible... not everyone does. I typically play the Frost in defense, yet I still manage to collect my pickups. Sometimes you have to rely on someone else to help you do that during a wave, but hey, that is what teamwork is all about. I think this limit is lazy and stupid, but I also think the insane amount of backlash about it is ridiculous. However, if you don't complain about something it won't get changed. So in a sense, thank you to all those raging like lunatics. You all make it easier for the rest of us who want to play the game while someone else cries on the forums in our stead. YOU ARE THE TRUE HEROES OF HOTFIXES!

     

    GG!

  11. Wait a minute...

     

    Does this apply to all kinds of drops and ammo as well? Because most people use primary with standard ammunition, this results in stockpiling of unusable items.

     

    What about if you play melee ONLY and have no use for ammo AT ALL?

     

    I assume this works like this: 50 mods can exist at once, if 10 is picked up another 10 can appear. Right?

     

    So if this has nothing to do with ammo, why mod drops burden performance that heavily??? (and ammo does not?)

    Ammo drops already had a pass like this before, only a certain number of ammo drops and orbs can be on screen at a time, if you pick some up, they can be added to again, it is a SIMULTANEOUS cap, not a total limit. Mods are not ammo drops, ammo drops are not health balls, each item has its own simultaneous limit. If 50 mods are laying around and you pick ten up, ten more can drop before the oldest disappears. It essentially forces you to pick up your drops instead of sitting on a crate for an hour without picking up anything. If you have over 50 mods laying around at any given time you DESERVE to lose some (IMO). Get off your exploited spot where nothing can hurt you and PTFO. Generally speaking you don't even see 50 mods in an entire session, let alone AT THE SAME TIME. This is an obvious nerf to high round Viver where hundreds of enemies die in one aoe nuke so you have hundreds of mods laying around at the "cleanup" phase. Bad move on DE's part, they need to simply remove the stupid particle effects if they are causing that much performance loss for people and replace them when they fix them instead of just removing the item that emits the particles. Ridiculous all around, people over reacting as well as the "fix" itself.

  12. Viver, Eris = Well balanced and actually fun now. GG. However Alpha tower doesn't exist so the AI totally ignores it (basically makes it impossible to fail at the moment). 800 primary syndicate in 4 rounds without a booster (4 person squad) is pretty reasonable to me. Definitely more fun and more effective than ODD but not ridiculously mindnumbingly boring/easy like it was before. Just my opinion, but I like this new Viver a WHOLE lot better. I will actually play it now. Old version was pretty bad...

  13.  

    "They can't post anything on the internet that isn't true."

    lol...

     

    On a more serious note.... WHEN YOU GONNA FIX THE "PLASTIC EFFECT" on every metallic (and not metallic, but game thinks it should be metallic, like infested tissue) texture in the game? It looks TERRIBAD. Makes me cringe... ugh. ALSO: why must you reset cryptologist achievment every time I get close to 1000? So cruel... so cruel...

  14. The data clearly exists.... goto your profile and it shows the total number there, that is how I knew I had enough. A way to retroactively grant the achievement however may be more involved than simply running an algorithm that checks your profile info before rewarding it, no idea. Only reason I noticed it was because the popup that shows your progress said 200/1000 and I was like, "WHAT?!" and checked for myself, lol.

  15. I noticed I hit 1001 ciphers decoded in my profile statistics tab and the progress for the challenge/achievement says only 201/1000, it wasnt long ago I had 930/1000 shown in steam and codex, which matched with the profile value. Either U14 or late U13 reset them. Hardly a big issue, but I it kills my need to have all the achievments currently possible completed. QQ.

  16. only interactions that increase loyalty count to the 3/3, normal interaction is not limited and never was intended to be. the wording on the 3/3 interactions is just ambiguous. it should say "3/3 loyalty renewals" or something of the sort.

  17. SOLUTION:

    to sum this up for you, confirm button will not save submenus, you must back out of the submenu before hitting confirm. when you are in the keybind menu you need to hit BACK directly below the window NOT to the lower right, once you are back in the main option screen hitting confirm will save the changes, one way to make sure it saves (see the saving icon display) is to change something trivial back and forth. for me i used fullscreen and borderless window toggle and that forces a save. hope this makes sense. but yes, it is a bug with the confirm button not saving submenu changes and hopefully they get this fixed soon.

  18. It is the same bug that makes earth's water look blue in places and glass floor segments look blue, etc. It is supposed to be metalic with energy color highlights, like it used to be, however the rhino prime not having the gold skin im not sure if that is a separate bug in itself, if they changed it to be same as regular rhino which is bugged so the bug carries over, or what.... but no, it is NOT supposed to be that way.

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