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Cool3303

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Posts posted by Cool3303

  1. 51 minutes ago, ChronoEclipse said:

    Do you play Banshee? Because Sonar ain’t single target. The addition of Resonance in particular makes it likely that many enemies will end up with their torsos/heads marked. Having the torso or head marked will provide Sonar’s damage buff to AoE Abilities and weapons, respectively.

    Sure but why would I want 15x unreliable damage if I can have 2x(or more) damage from Nova and slower/faster enemies, 100% of the time, all the time, guaranteed?

    Not to mention having to worry about refreshing and energy cost while nova comes (relatively) cheap

    1 hour ago, Cool3303 said:

    Also she sucks at stealth since she isn't invisible, can't ignore lasers and also can't teleport.... (not to mention silence not working properly currently, that is already in the Op though)

    51 minutes ago, ChronoEclipse said:

    Or maybe… you’re bad at stealth? I realize she doesn’t have utter cheese mechanics like invisibility, but two out of her 3 powers significantly contribute to stealth runs.

    ??? Silence literally does nothing currently...99% of all guns have a bigger noise range than Silence rendering it bloody useless...

    Sonar increasing damage I guess? See I think we can agree to disagree here because every bloody tile on Rescue and Spy has a path which requires you to kill 0 enemies (yes even without stealth, you start unalerted too) As for Sabotage ... nope

    1 hour ago, Cool3303 said:

    Also the issue with enemies standing up being able to shoot but stagger immune really needs to be fixed ->hard ragdolling to a certain range?

    51 minutes ago, ChronoEclipse said:

    Wat? Elucidate, please

    Enemies have stagger imunity during basically any special animation. Thus soundwave does nothing and in some cases the stagger immunity is longer than necessary and they already start shooting at you.

    1 hour ago, Cool3303 said:
    • 50% Chance scaling with powerstrength: Enemies in range are deafened (and hold their ears for atleast 2 seconds scaling with duration)
    51 minutes ago, ChronoEclipse said:

    The guaranteed hard CC on Silence is one of Banshee’s saving graces for anything in the range of Ceres or above. Removing that lifeline would be… unhelpful to say the least.

    In case you did not know "deafening" refers to not hearing loud weapons and the current CC-> Enemies holding their Ears because their Eardrums got shattered

    I will however agree that the numbers I threw around leave room for improvement (aswell as not mentioning either A or B apply)

    -> I edited my post to clarify that

    About the unalerted mechanic:

    I should have elaborated, unalerted enemies act as blind for the number of seconds and after that, need to be alerted by either noticing you or being alerted by a nearby unit, which also could last a few more seconds.

  2. Mind if I join the party?

    First of some stuff about the Original post: (Just general stuff, nothing specific for now)

    Spoiler
    19 hours ago, Archwizard said:

    Vacuum now is a universal Sentinel mod, Retrieve is now a universal Kubrow mod. Additional mods added to program focusing on cameras, shooting at traps, shooting containers, etc.

    There is already a mod which modifies Carrier to shoot at crates (Simaris sells it, I forgot the name) you might want to mention it in the Original post.

     

    Also I would appreciate a longer version of the unerpoint about energy efficency. Things that are missing are:

    1. Zenurik/Energy Siphon in the new System (as Abilities would cost approx 2x more would 4 e/sec be acceptable at all?)
    2. General cost of energy draining abilities in the new system (and/or in the current system) as they use both efficicency and duration.
    3. Are your balance suggestions with or without these changes in mind?

    There is also a MASSIVE gap between 2,5e/sec of Exalted blade 5e/sec of WOF and 10-15e/sec for Banshee Mesa and Chroma

    Now for the ongoing discussions

    10 hours ago, tnccs215 said:

    Something I've always been disappointed about with Equinox was that you really have no reason to ever swap; I will admit even I'm guilty of just using a Maim build.

    The problem here is not that there is no reason to swap (hint: there is healing) but the actual problem is how Warframe works.

    Sustained healing has almost no purpose outside of infested missions (we have no reason to do these) and as such staying in the healing/night form to retain your healing potential makes no sense.

    Now you could argue that the lack of effective CC - the other purpose of night - also has a lot of influence over this and while it certainly contributes to a degree.... those enemies dont get themselves killed (Bombard rockets anyone?)

    IMO the notion that the way Equinox is played needs to be "fixed" is entirely wrong. Of course any build will focus on a form since switching is so cumbersome.

    Changes are necessary however: I propose the following (additionally to the changes mentioned in the OP)

    • Slightly increased range on rest (so Night works better as a main-cc power, giving Mend universal CC too is what you DO NOT want to do)
    • Maim Damage conversion on day scaling with Powerstrength (rate from 75%->30% so it requires a bit strength to charge up fast)
      • Also Hyekka masters need less live lol, they alone charge enough to kill anything except themselves
    • Rage now has a held (self centered) cast with the same range as Maim, so together you will get the same bang as before but endanger yourself should anything survive
      • I feel this is a necessary change since spamming rage on a opponent that dies as you sneeze at it defeats it purpose and just feels stupid (even if it is one handed fast cast)
        • You can argue that this would make sure nothing survives even more...however the margin of safety is all wasted damage ;)
      • Rest could get this too, while trading off duration for even more range
    • Duplicate gets more than bloody 7 seconds duration

    As for Banshee:

    I think the biggest problem with Banshee (and her lack of usage)  is... no one needs more -single target- damage (sonar) and her CC is only mediocre (Soundwave,Silence,Soundquake) and since everything is annihilated so quickly.. why take Banshee in your teamcomp?

    Also she sucks at stealth since she isn't invisible, can't ignore lasers and also can't teleport.... (not to mention silence not working properly currently, that is already in the Op though)

    • With Sonar I would like to see a weaker damage boost on the entire enemy , stacking with the weakpoints
    • Also the issue with enemies standing up being able to shoot but stagger immune really needs to be fixed ->hard ragdolling to a certain range?
    22 hours ago, Azamagon said:


    But, then we have Silence. Do we really need a THIRD CC in her kit? I mean, that was added onto it because its deafening bonus was rather ... niche (and downright useless once enemies knows your presence). And, how could it be changed so Power Strength mattered for it too?

    For an example of how powerstrength would work:

    • Silence: Banshee silences all weapons in range *insert fluffy description for AOE effect here*   ->This fixes that the power.... sucks for stealth
    • Either effect A or B applies, chances are scaling with powerstrength
    • Effect A chance, scaling inversely with powerstrength: Alerted enemies in range are distracted/unalerted for atleast 3 seconds scaling with duration->see above
      • So at minimum strength (40%) all enemies stop being alerted (maybe as a tradeoff semi-alert them at the end)
      • This means they are "functionally" blinded for (atleast) 3 seconds and cannot perceive you and after this, they would need to be alerted by other units (keep in mind everything is silenced, so they would pretty much need to see either you or one of their comrades die)
        • This also should include fully alerted enemies, they have to spot you or be alerted by enemies outside (for epic lulz)
        • Opening up that sweed buildpath for for a full CC Banshee
    • Effect B Chance scaling with powerstrength: Enemies in range are deafened (and hold their ears for atleast 3 seconds scaling with duration)
    • This is 100% the same old excep that it is 1 second shorter (approx) if you do not build for duration
    • Atleast obviously means "it cannot get any shorter even with negative duration"

    Ivara/Trinity

    I feel I do not know too much about Ivaraand nerfing EV/inv Trinity in the current state of the game (Raids) is IMO a way too tricky subject.

  3. I hope you appreciate my Gargantuan post:

    #1 Smite:

    I still feel there is some disparity between older frames #1 and then stuff like Landslide,Metamorphosis,Firewalker etc.

    I think generally ability should not be equivalent to a sonicor/(uncharged)staticor shot (at first glimpse). For added convenience and simplicity for new players I would suggest reinforcing the "marking" of targets,by noting it in the ability description and forcing enemies in a certain distance to fire at the target.

     

    #2 Hallowed Ground:

    I feel you are stepping on some slippery ground (get it? XD). Aside from the horrible lag it might cause for some ppl... Try out Oberon with 235% Range, it is plenty of ground you can cover.And the speed boost would not be any more usefull either... you can go faster...... so why didnt I take volt? Volt can't heal? oh yeah I forgot I don't need heals in exterminates... do you?

    Also the Speed bost would probably rather upset other players because while it's funny for the Oberon, anyone walking/rolling in it at 10xspeed would persistently clip trough the map.... (If I am running a 160%Range 175%Effi 180% Strgth 140?104?%Duration Build  I would add a 70% speed boost for each cast over 35x10 metres ground... lol) You know what? That's so hilarious I would pay for it.... Imagine a Nezha running into it and tapping slide... that would be a railgun

    Spoiler

    Fun fact: since DE did not really fix the physics with Parkour 2.0 (like they had us believe) Horizontal Bullet Jump is completely unaffected by this.So please dont tell me it would have any use outside of missions where you simply want to go faster (like exterminates)... I mean I guess you can slide trough Nullifier bubbles unaffected at 3-4Sprint speed and Tonkor them.... *Ähem*

    Back to the topic:

    Oberon just simply needs to reward people for going into it. I would recommend moving the heal of Renewal to Hallowed Ground because:

    • Hallowed Ground is simply visible than the intangible Health Orbs Oberon might dispense, it makes the heal of Oberon much more reliable (reliably achievable by allies) and makes it easier to place the ground in an Area where it is usefull (behind a slab of cover/under your allies)
    • It also let's other players recognize Oberons value and is immediately understandable: Instead of some intangible health orbs move into shiny ground=heal
    • Ontop of that giving Hallowed Ground a Flat % damage reduction would work out really good.
    • Oh and the damage needs to be increased... I mean Hallowed Ground does more DMG in PVP than in PVE which is just unbelievably stupid (okay maybe 100 in PVP vs 125 PVE).... wait why am I defending it?????

     

    #3 Renewal

    I would also suggest bringing allies back to life (you only wrote what happens when they die while already under the effect)

    And (if you accept my above suggestion for Hallowed Ground) remove the heal in turn for more Armor and a chance for allies to proc radiation, to reinforce Oberon als character that brings both offense and defense.

    Furthermore: You might want to look into Renewal replenishing energy, while draining more (than it's base rate) from Oberon in return. Having Energy Vampire as sole contestant for energy replenishing effects is ultimatively more unhealthy to the game than giving the other supports a better limited and more sane version.

     

    #4 Reckoning:

    I would reckon that it isn't that good at all... and I don't think your rework changes much... I love the synergy ideas with smite though (why aren't they in the smite change suggestion?

    I think it needs to be much more fleshed out as offensive power instead of giving it a heal. Also the Heal of Reckoning becomes irrelevant trough your current Renewal.

    The problem beyond that is simple.... for most enemies it's just a slight speedbump... and if you can kill them with the power... why aren't you using a Maiming Equinox... she can also heal if she wants too...

    I guess the Augment is pretty good... but a Frame's power shouldn't only be about it's augments.
    I would suggest adding a immediate effect to enemies marked by Radiation Procs instead of triggering it with Smite, this both makes it more comfortable for ppl not wishing to use Smite while still retaining a limited effect and it also makes the Ult itself much more impressive than with a delayed effect.

     

  4. I feel like there's some disconnect here.

    I'm not saying loot is only available by performing style kills under this system - it's a bonus. The goal is that the only difference between it and now should be that someone isn't spamming one button in the back of the room while everyone else continues nuking to give that bonus, but rather that everyone concerned with rewards is contributing to get it.

     

    I think there is a disconnect too... You talk about "loot caves" but Draco,Sechura,Hierarcon,Triton... all those are just played because of EXP,Fusion Cores and Keys.

    You just ask for drop increases.. I think? Clearing that up would be nice.

    Also let me rephrase my critique.... I thought it was obvious and focussed more on other ways to increase the diversity of missions being played...

    Here is an in-depth explanation:

    Currently you need a Team comp and the correct node, you then spam abilities

    You add a extra step, pulling weapons into the mix.

    Since there are multiple variants for Style kills people will look for 3 things:

    #1 A Team Comp that immobilizes enemies with minimal effort (max range snowglobe,ice wave,Molecular Prime,Bastille,Prisma)

    #2 The weapons/style kills that drop the most loot most quickly and reliably

    #3 The planets with the most elite enemies enemies with R5 cores on them.

    Give it 1 week and no-life-hardcore-powergamers will have checked ALL the nodes, ALL the weapons,ALL the powers and ripped your vision a new a**hole. Hence why adding gimmicks to core progression is a supremely bad idea.

    If you dissallow CC-ed or slowed enemies

    People will do it with invis ->Exclude that->Firequake, Silence,Soundquake and Maim-stagger

    Disallow any ability ->players will hate it to the point where the rewards need to be way higher than normal play.

    Less than 1,5-2 Times and people wont do it.This would still be below the "old" system with nekros too.... so I guess it won't be that bad? Just another unnecessary nerf that makes the grind even more aggrevating.

    But if you really want to recompensate... you might cross the dangerous line of random drops being more worth than fusion cores.

    If most people play the nodes then you effectively killed x-fusion core farming-node for pubs.

    Meaning people wont be able to find a group and they will be "forced" to do it your way

    On that note: Phrasing something as "buff" does not help with everyone... with most people though... Hence why most people believe Mesa does more damage... which she does... after 30 pathethicly weak shots.. and max 30% more.. with reticule and duration affecting efficency....

  5. Rather like the existence of Desecrate, Prowl, Effigy, or Pilfering Swarm. Or soon, Atlas' version.

     

    What the major failing of the Style Kills system is, that I see, is that it comes off less as the intended "bonus for doing cool things" and more as a "do cool things or you get nothing" (in spite of a lack of changes to the baseline). Can you see a solution to this?

    Our current loot system is: Kill something and get one thing.

    Your intended system is: Kill something somehow and get one thing.

    There is barely any (meaningfull) difference.

    I would even go so far as saying that your style system would be the greatest thing ever.... for Novas headshotting enemies that are barely moving.

     

    Also I get you disdain for loot powers but how about another suggestion for a recompensation: allow Items like dragon keys to be build which for example add a 30% loot group Multiplier.

    Having these equipped would disqualify you from public matchmaking and add a negative effect (such as take more damage) to you warframe, adding both challenge (ideally atleast) and a way for playing any frame and still get the current "max" drops

     

    For making more nodes more worthwhile I would examine the current system and polish it up, bear with me for a second:

    Rewards you periodically need are Credits,Ressources,Affinity,Keys,Fusion Cores/Mod Drops (and Ducats)

     

    Raids/sorties make credits worthless (because Raids pay 300k and Sorties 100-200k everyday)

    Sechura/Draco make other nodes affinity is worthless (because they earn you more and have halfway competent pubs on them)

    Hierarcon/Triton make mod drops and other Fusion energy nodes worthless (because those nodes earn you fusion cores/energy at a much higher rate than any farming comp can)

    Ressources are actually requiring you to do different missions but advanced players have plenty - Except Argon and Nitain

    You already get Keys for free from Draco and triton, so these are worthless too

    Regarding the mods, the exception was G-Mag E-gate and Uranus with the Heavy gunners 100% Mod/Ressource Dropchance, at no other time were random mod drops a worthy source of fusion energy

     

    If you were to destroy those loot caves in one way or another and then buff up other mission types (simultaneously) to fill the gaps we could have 5 Mission types with meaningfull rewards.Then double that: Select a endless one with higher rewards for 25mins+ and a quick non endless mission.

     

    The missions should be worth less in other aspects (by droprate modifiers and according tables) but even faster than what we are used to by draco (which ATM gives Keys and O.Cells too) meaning you can both feel a meaningful progression but have drawbacks on the other hand.

    Lastly we need to rebalance faction affinity, Corpus and Infested give way less than grineer; and ideally balance spawns on defense/Interception maps aswell as the biggest survival tiles, even though that would be a lot of work.

    Also enemies of higher level get higher dropchances and more affinity so nightmares are rewarding.

    If we then multiply the amout of worthfull nodes we have (10) with 3x (1 for each faction) we have 30 nodes with purpose.

    And Add 8x2 more for a different's planets resources.

    Of course this would Damage being able to go to any node for any reward in the consequence... but let's be serious here, that is not possibe with a style system either

     

    There is also a huge amount of polish that could be added to older mission types:

    Let's say we have exterminate, with the problems:

    Takes extremely long->Due to low enemy density

    Need to search for the last enemies in each room->Feeds into problem 1

    Possible fix:

    Shorten missions by a few rooms (they actually can adjust that)

    Spawn more people than needed, despawn any not in the current room after filling up the kill requirement cap and add any left alive to it

  6. Place: Mastery Rank 19 Test

    Issue#1: Test requires you to have all 3 weapons equipped despite only needing melee

    This probably causes Issue #2:

    Issue#2: After being spotted/falling of a ledge you will be unable to use your melee weapon for the remainder of the test

    Prompted Finishers are still possible but no regular attacks.

    Since the MR19 test requires you to destroy 6 Orbs (wich don't have prompted finishers) it is very inconvenient

     

    Reproducable: Yes, happened 3 times to me before completing the test using bulletjump damage

     

    Reproduction Steps:

    1.Get in the Mr19 Test

    2.Get Spotted/Fall of a Ledge

    3.You are now unable to melee

    4.???

    5.Profit

  7. Damage is far above primaries, actually. It's just that it can't hit anyone who knows how to utilize the movement system, but can be used to pick on and farm those who don't. It needs more midair options and ways of getting to the target. I doubt that'll happen, though, because anything implemented would also have to be viable in pve, where gap closing is not necessary. Most other things based on being good in pvp simply won't work in pve and vice versa. Melee is one of those that is meant for cutting down AI hordes, not any sort of aerial combat against another actual player.

    Well Air melee and slides are supposed to knockdown players.

    Too bad knockdowns last so shortly.

     

    What if a mod was released that reduced Mobility by 70% for 3 secs when hit by air melee?

  8. With the "recent" changes for Damage Multipliers in Melee we now have an entirely Different System.

    Taken from the Patchnotes:

    Melee-spam’ combos do half damage.

    The attack before the ‘pause’ in a ‘pause’ combo does a stagger or knockdown.

    The attack after the ‘pause’ in a ‘pause’ combo does 2x damage.

    All other melee combos do 1x damage.

    Melee slide attacks stagger or knockdown with melee equipped.

    Charge Attacks do 1.5x damage.

     

    Simply put: Killing people with Quickmelee, or simply by mashing E is impossible.

    Weapons with 3 strikes to a Pause combo are useless

    Weapons with heavy animation lock are useless, whereas before you could simply quickmelee to circumvent this (Kogake)

     

    After testing all the melee Weapons I got with all stances, I came to the conclusion that only 2 reliably allowed me to get kills in a 1/1 or greater ratio.

    #1 Dragon Nikana,Blind Justice,Guiding Light combo.

    -This combo catapults you forward with a slash dash that oneshots anything, afterwards you can do 3 quick slashes wich do insane damage too.

    -This is probably a bit op due to the huge distance the slash covers.

     

    #2 Ankyros Prime/Tekko,Seismic Palm,Sudden Rockfall/Echoing Hands

    -When triggering the combo you have to sit trough a insanely long long wait till you get the explosions from Sudden rockfall. These will do 100dmg and knockdown in a pretty wide range.

    -When not triggering it you will most certainly get to Echoing Hands, which also does 100+ dmg for the final 2 strikes. Takes forever though.

    -Ankyros prime has less hitting power than Tekko, you might need to do the combo twice.

    Honorably Mentions go to:

    #3 Tipedo,Clashing Forest,Battering Roots

    -This combo is extremely hard to execute, and you have to stand still since anything will trigger Resolute Flurry instantly (which sucks btw). If you get it going however you can loop it by continuing to press E. Any Hit or Dash from it deals 70-100dmg

    #4 Jat Kittag,Shattering Storm,Smashing Fury or Chrushing Ruin,Shattered Village

    -This only works because of Jat Kittys ridiculous dmg and guaranteed knockdown on EVERY hit, but it wont use much the Animation lock is real, speed too slow

    -Knockdown? 100+ dmg, Slide 100+dmg, Combo 100 100 100 100 100 100....

    #5 Ninkondi,Atlantis Vulcan,Infernal Maelstrom

    -Doesnt do Enough dmg, Shacu might. Your Hitbox goes flying with it.

    #6 Glaive,Astral Twilight,Falling Star

    -Doesnt do quite Enough dmg (it's close), even with full combo. Your Hitbox rises to the Heavens.

     

    Combos I could not test:

    Four Riders,Vermillion Storm,Gaia's Tragedy,Final Harbinger,Vengeful Revenant,Defiled Snapdragon

     

    HOWEVER

    These combos are only remotely viable if used against new players.

    If you play against people which bulletjump obnoxiously often you cannot do anything.

    Also Enguard and Anticipation are really going to screw with you.

    and no, melee auto lock on is no magical demon tool that claws you out of the sky, it DOESNT WORK WITH GOOD PINGS (I mean seriously why is everyone so biased towards melee)

    The ONLY thing that claws you out of the sky is the Knockdown of Jat Kittag.... literally nothing else and suprise, Hammer stances suck.

     

    Things that need to improve for more Melees to be viable:

    1.Knockdown and Stagger improvements.

    I would suggest, with a "cheap" knockdown weapon, you now only get staggers (sonicor,Jat Kittag for example)

    However they should last about as long as a current "real" knockdown

    The real knockdown refers to the part during which you cannot shoot, the current knockdown animation has a period of time during which you can shoot but not do any other action

     

    Hard to pull off knockdowns however should last longer, simply due to the animation being broken and allowing you to shoot after a certain point.

    Enguard and anticipation are the most lazy design choices in the history of WF and should be removed immediately.

     

    2 .Slam attack and Slide Attack overhaul.

    Slams of weapons that do not have knockdowns have a unforgiveable long Recovery animation

    Slams with Knockdown have the same Recovery, however it is even worse since gun users can shoot during the recovery animation.

    Some Slides have a awfull animation lock. If the slides are supposed to be "catchup" tools they need to be much quicker.

     

    3.Extra speed for some weapons.

    I am terribly sorry but I want to get trough an animation lock stance or an stance with 3 hits to a mediocre combo I need MUCH MORE SPEED.Greatswords,Hammers,Scythes and Sparring (Kogake/Obex) weapons suffer insanely from this.

    Damage does not matter at all if I do it where I stand.

    if a melee combo can be avoided by WALKING backwards it failed, currently this is possible for all but the 2 combos mentioned above

     

    4.Preventing Bulletjump spam

    Running away, sliding rolling, jumping etc... should be a viable strat to escape melee.

    However many people just spam bulletjump and Aimglide, killing the melee players which cannot counter and are helpless against that strat.

    I suggest a mod that reduces Mobility by 70% if hit by air melee. This shouldn't be too punishing but prevent experienced players bullying melee players wich are by design landlocked.

  9. Your proposal has a few issues:


    Turning his ultimate into a ungodly buff monster would only serve to open it up to critique (either it is too weak, or too strong especially when stacking with banshee), it is also completely superfluos considering that we already have #1 Buff Augments (and everyone loooooves these right?)

     

    Electric Shield is perfectly balanced, it does comparatively less than snowglobe but backs it off with offensive power.

    At the same time it is difficult to use because it is so stationary so the offensive power has a boundary.

     

     

    -Shock:

    In low levels this is a great #1 because of the chains, however it quickly becomes superfluos.

    The CC part does not work since Animations override it (which really needs to get fixed)

    -Bumping up the damage to 400 at max would be good since one Shield drone completely negates it on baselevel.(It cant even kill level 20 enemies when maxed)

     

    -Speed:

    I agree that the violent FOV change can be annoying but it is also a critical Indicator.

    You might know about the buff but if everyone on your Team permanently slams into walls they will rage

    -Affecting Reload and other speeds would be great indeed maybe scaling inversely with powerstrength (aswell as a smaller FOV effect on negative strength)

    -Also maybe Volts buffed running speed should be applied to any frame affected instead buffing their own sprint values (so overextended volt speed with Rush and armored agility would have a greater effect on slow frames than powerstrength)

    -In my opinion Speed should be buffed to 25-30 secs duration and its power usage (25) increased to 50.

    This would be more consistent with other buffs and allow for much less recasting (which greatly interrupts teammates) aswell as allowing to focus on other stats

     

    Electric Shield:

    Scaling with Range would be appreciated by me too.

    -I think it should also be slightly curved to give a bigger firing angle, right now it is a straight wall

    -Taking away it's stackable buff would ruin it but changing it to give less weapon discrimination would be nice

    -Shields should swallow Rockets whole

     

    Overload:

    -Like previously said the Arc Trap effect on it (aswell as removing the destruction of affected appliances) would be great

  10. Sorry for being so salty...Those green names + the really screwed up conclave progression are stressing me out.

    Yes, I tried Team Annihilation, actually, though no one seems to play normal Annihilation, or, at least, that I can connect to.
    2.5k, I believe it was, the normal standing gain per match, for me.
    If I remember correctly, that's about a 10-15 minute match to complete to 50 kils, meaning it would be around 2.5 to 4x slower than Cephalon Capture.

    Weird I have never once seen more than 1.8k Standing as reward.
    However different plattforms/patch difference + exp booster/bonus weekend?

  11. I'm Mastery Rank 19.

    A Cephalon Capture takes me on average 2 minutes to complete.

    This gives me 1.4-1.9 reputation.

    2 Minute Cephalon Captures working as intended, Remember you heard it here first guys.

    #ModsRepresentingDE saying smart stuff

     

    Seriously what makes you think that this is the intended pace of the gamemode?

    Also did you ever try Annihilation? The Standing gain is abysmal.

    Not to mention that getting someone that doesn't want to be caught/fight in Parcour2.0 is ridiculous (yeah Coptering was already bad but parkour 2.0 now also adds unlimited verticality)

     

    Not to worry though PC Community got it figured out: After the great exploit by opening a private conclave game and just taking and returning the ceph with your buddy (let's remember this in all its pre-bugfixed glory) now you just capture it.

    Switching Matchmaking to the opposite end of the world enables you to create private games to your hearts content, smile with glee while you complete the stupid missions with your bestestest friends.

  12. [Map] So like i don't want to stress DE but why not make ALMOST every map spawnable? possibly Archwing? or even a Uranus tileset (please lets be mature) we would get a sense of feel of the enemy and the area instead of just killing a enemy in a dull old place.

     

    So you want to experience the enemies in Ur...anus?

     

     

    ...You asked for it

     

    -snip-

     

    I think full out changing maps would be too complicated but they could greatly expand on the room.

    I mean it is amazing already but imagine if it had bridges to a parcour,sharkwing or arkwing area and easier in and out.

    Would really love to see it. Boss arenas might be difficult because of AI for certain bosses but I agree that minibosses should be spawnable.

    Heck it could even serve as a museum/mini Dojo where you can put stuff you scanned.

  13. Warframe is using "normal" (weighted) RNG.

    There is something weird about it since it seems to have a seed for each player (there were issues where it stopped randomising but then it got fixed... and fixed again and again etc.)

    Rest assured it isnt using anything to even out the odds

  14. These things need to be sold by Teshin. They aren't even in the Codex, which means most players don't even know they exist.

    Are you crazy? So we put them with the 12 new Damage conversion mods which cost 15k each?

    Oh no let's just wall them off with Hurricane Rank.

     

    There are countless solutions to the problem: Multiple Drops, removing trash, reasonable f***ing Droprates and more.

     

    TESHIN SHOULD NOT SELL CORE PVP MODS.

    The PVP Dev Team really needs to overthink their attitude with those Droptables.

  15. How can you nerf something through the ground that wasn't even up in the air to begin with? The Grattler was probably the worst Archwing weapon ever released to begin with!

    I hope this gets fixed up after DE_Scott returns from Games Com.

    This just seems too much like a stupid misstake a coder made.Let's just hope someone notices it....

  16. 1 to 2 times in any given conclave match a host migration occurs. This thread is important for the longevity of conclave and needs DE's attention.

    I completely agree.

    It even is impossible to switch loadouts or leave between matches since the match immediately starts after the first host migration.

    Additionally some people ALT+F4 which works just fine for them but disconnects everyone else and forces them to join a new match which too will have a host migration.

     

    Hell the frequency of  host migrations in matches is absurd... just because people dont like the map or couldnt switch loadout

  17. People will stop using Hydroid and go back to Nekros, simple as that.

     

    It used to be a tradeoff, wonky and expensive chance for 400% loot, or reliable yet unreliable chance for additional loot.

    Now that Hydroid is a wonky and expensive chance for second loot roll, with Nekros doing effectively the same thing without tentacle wonkiness, there's hardly any reason to use Hydroid over Nekros for loot.

    People always used both together?

    Anyway it doesnt make any sense to use Hydroid  because the time the enemies take to run into tentacles is too long in most tilesets.

    Mesa will almost always kill 2times faster and thus produce more loot together with nekros.

  18. PVP Is all about strategy cheese.

    You need to outmaneuver outcheese your oponent and employ a superior tactic cheese.

     

    #1  Never stand still:
    A lot of players not used to pvp stand still or melee infront of people.
    Make sure you position yourself good and keep on the move, however dont overdo it.

     

    #2 Considering Cheesing Netcode:

    You will quickly realize that projectile weapons hit with varying degrees of success.

    Usually hitscan weapons are a safe bet but if you get your projectile speed over a certain limit (such as with Daikyu) they are reliable aswell.

    However if you notice enemies jumping/flashing all over the place switch to your melee.

    Melee always hits and your enemies will have a hard time reading your moves.Ambushes are really helpfull.

     

    #3 Utilizing Cheesing Exploiting Melee:

    Here is the thing: You can sit trough 15 minutes of a laggy S#&$ty match unable to gun anyone down.... or just don't

    Switch to Boltace and get easy kills.

    Always open with a jump attack!!! Go for Sneak attacks.

     

    #4 Cheese Combos:

    Channeling, Using Volt Speed, Iron Skin etc... are all extremely helpfull. Make sure you rake in safe kills with powers.

    However dont commit the newbie misstake of simply using a ability to inniate.

    You always want maximum cheese, if you cant kill your opponent with/after a abillity it is probably useless. You want the maximum cheese here consider stagger/recovery length.

     

    #5 Mind Cheese:

    You are probably playing against other COD players whose brains got dissolved by Mountain Dew (just kidding you are about to cheese some  oblivious new players that are unlucky enough to cross your way.)

    DID YOU KNOW? Volt's Shield can only be penetrated by arrows,Nyx's Mind Control makes players unable to damage you,Oberon's hallowed ground reduces incoming damage by 1/4th and does 100 dmg per tick, Frost's snow globe is a deathtrap.

    Did you know your enemies didnt? The more you know right?

     

    Always employ the cheesiest tactics to win. Remember it isn't griefing aslong as conclave is preparing us for the sentientpocalypse.

    Also remember that excalibur player that used his goddamn broken ult all the time and really went under your skin? the noobs have to pay for that.

     

    PS: You are now a terrible person, enjoy your 5(or more)/1 KD in conclave.

  19. I really want to know who has to sign of changes before they get kicked out....

    Code Person:"I am fixing the Grattler since we realized that releasing a flak cannon with magnetic damage was kinda stupid...

    So I thought about adding a tiny AOE that will never hit anything,Reduce the Damage and .... set the magazine size to 1/10th of what it was before"

    That Guy: "I LOVE IT"

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