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atejas

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Posts posted by atejas

  1. Whenever I've tried to purchase a relic pack from a syndicate today, the syndicate terminal has simply kicked me out and reset my syndicate standing for the day. This has happened twice so far, once with Steel Meridian and once with Suda.

  2. 5 hours ago, Persnoody said:

    From the sounds of it going to a fixed range value would be worst for already high reach weapons and amazing for close ranged weapons like claws and fist guards and whatnot, honestly the current system of a percentage seems more balanced.

    The fact that the current range system disproportionately favours already long-ranged weapons is precisely what makes it unbalanced imo

    • Like 1
  3. 5 hours ago, Xhobract said:

    EDIT: Btw DE, what's up with Wisp not having her pretty particles anymore when she goes invisible. I currently have a coating in her energy color instead.

    Yeah, it's honestly hard to tell when she's invisible now since all you have is swirling energy. The best thing to do would still be to bring back the effect seen in the trailer imo.

    • Like 1
  4. 2 hours ago, Persnoody said:

    When were they talking about changing the range value system? it may have been not that long ago, but I've only been back to the game for just under 3 months (couple year break).

    Sometime last year there was a picture in a devstream of Reach that added a fixed length value (something like 3-4 meters), not a percentage.

    2 hours ago, Persnoody said:

    Are whips that nuts with Range?

    Not since they made melee weapons stop ignoring level geometry tbh. I barely see memewhips anymore, thank god.

  5. 1 minute ago, KenthNisshoku said:

    its not really an AOE weapon and also the self damage comes from the bullets that bounce back towards you

    A small AoE is still an AoE. The Javlok has a relatively small radius and it can use Firestorm.

    And as for self-damage, there are weapons that don't do self-damage at all that can use the launcher mods, like Staticor, Scourge and (now) Javlok. And unless I'm mistaken, every other self-damage capable weapon can use the launcher mods.

  6. 2 hours ago, Wyrmius_Prime said:

    What YOU do not understand that is the fact that Komorex isn't a typical sniper.

    Then why complain that it's not useful for typical sniper scenarios

  7. 11 hours ago, Plasmaface said:

    I'm ok with self damage when the projectiles hit enemies, but they go off even when they hit allies. I can't control when people run in front of me. It really doesn't seem fair to take damage purely because of someone else not watching what they're doing. 

    This is a mechanic that needs to be fixed for all self damage weapons.

     

    Besides that, Cyanex is fine. If there's an enemy right next to you, maybe you should try the alt fire instead of launching homing explosives into your face.

    • Like 1
  8. Another simple synergy that would significantly buff Sol Gate: When a surged enemy is hit by Sol Gate, they have a 30% higher than normal chance to spawn a surge spark.

     

    Also, why can't Wisp cast her 3 while her 4 is in use? I can understand not letting her cast it off her own body, but at least let the decoy surge enemies.

  9. 21 minutes ago, Steel_Rook said:

    Honestly, the Grenades mechanic in this game is severely lacking. For as much damage as grenades do, they're actually very hard to spot. Yes, they make a sound if you have your volume turned up and good directional audio, but they seem to have no visual indication of where the grenade is. If I didn't know any better, I'd swear they're invisible. Half-Life 2 did AI-thrown grenades damn near perfectly 15 years ago. They emit a chirping sound which pulses faster the closer they are to exploding, they have a blinking red light attached to them and they leave a red trail as they move through the air. The game WANTS you to know where these grenades are at all times so you could avoid them or Gravity Gun them back at the Combine. Hell, even Payday 2 does a better job signifying its Flashbang Grenades with an obvious blinking red light and the ability to shoot them (which myself and others insisted on for a few years before it happened).

    Warframe goes as far as the chirping sound and that's it. And it's not even all that loud of a sound, either. It's easily covered by gunfire or random team-speak chatter. Please, give these grenades a flashing light and a contrail so that we know what we're responding to. Proper player feedback puts agency in players' hands even against otherwise pretty cheap game mechanics.

    I don't even think traditional grenades are a good fit for the game considering we have more visible area denial enemies like Mine Ospreys and Napalms. Really feels like a leftover from when Warframe was being developed with a tactical shooter mindset

  10. 5 minutes ago, Abadonae said:

    Only gripe would be the floating animations need finishing so they span across melee, aiming, pistols etc etc, it looks really silly when she goes from floating to running on 'stumps'.

    They can't reasonably do this for every melee etc. animation in the game, but an easy solution would be to have her perform the normal animations while floating a few inches off the ground.

  11. In the Jovian Concord trailer, when Wisp activates her passive, she becomes smoky and transparent. Why was this changed? I think it looks much better than the effect that made it into the game where she just lights up like a Christmas tree.

     

    Also another quick question-- does activating Wil-o-Wisp cause performance issues for anyone else? I briefly drop below 30 fps whenever i send out the clone, and it's noticeably worse if I do so while casting Sol Gate.

  12. Wisp is really satisfying to play overall, but here are a few small notes:

    -Her reservoirs need a bit more visual clarity in general. It's hard to target them in the middle of a fight, and it's hard to easily distinguish your reservoirs from another Wisp's. I would prefer it if they were highlighted in your chosen energy colour, even through walls, which ties in to my suggestion for her 3.

    - Her 2 will continue to move past the specific position you point at. I think I would prefer it if the slow version (and only that version) moved to the point you specified and stayed there until it expired.

    - The reservoir teleport has infinite range, but requires line of sight. In 90% of the game, I think a range-capped teleport that could go through level geometry would be better. The targeting function also needs to work a bit better, but that can easily be solved by the highlight that I suggested above.

    - The damage on her 4 is more than decent when you have all 3 motes, but it's still a hair too slow to ramp up. If the haste mote added corrosive damage as well as procs, I think it would round out her 4 nicely.

    -The bigger issue that Sol Gate has is the visuals. On any enclosed map, I honestly can barely see what I'm shooting at and I basically just wave the beam around until I see a healthbar. That really needs to change.

     

    Another thing: When there are multiple Wisps in one mission, their buffs should work like Rhino's -- the strongest one wins, not the first one you pick up. That would be better for everyone I think.

    • Like 2
  13. 2 minutes ago, AntiMomentum said:

    Idk her cc looks like it could be very strong. She can place those buffs down, multiple at a time, and pulse them to hit enemies from anywhere on the map.

    The manual pulse ability was her old 3, I got the impression that her cc reservoir in its current implementation just pulses by itself periodically. Basically a better Tesla seems like.

  14. Here are some bugs I've noticed when playing with Revenant. A few are exclusive to Arbitrations and I suspect they're linked to the nullifier drones rather than Revenant in particular:

    • Occasionally, enthralled enemies revert to being allied (but lose the enthralled status+visual indicator). They then become immune to damage from Revenant or his allies unless they are re-enthralled.
    • Dying thralls sometimes fail to spawn a damage pillar. This occurs mostly when I'm playing as client.
    • Enemies that have previously been shielded by an arbitration drone (but are not currently so) can shoot through multiple layers of mesmer skin without being stunned. These enemies also appear to be immune to being manually enthralled.
    • Reaving thralls in arbitrations sometimes fails to damage them or restore mesmer skin charges. I suspect this is because the thralls are being 'protected' by an arbitration drone (despite them remaining enthralled and without the red aura appearing on them).
    • Some enemies in the Orb Vallis appear to be able to damage Revenant through his mesmer skin.
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