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Twerking_Alpacas

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Posts posted by Twerking_Alpacas

  1. First time I ever got hands on the mod... 

    I tested this in the simulacrum and conclusion is: Damage and effect radius are wrong.

    On level 50 charger eximus kills, it dealt ~450 damage to nearby enemies on death (and they were really close)

     

     

    So, Yeah the mod is bugged, additional scaling damage and radius are not working properly

  2. If anything, zooming inside a snowglobe isnt as cancer as it was before. I like it.

    As with zarr and other explody weps, its still hella easy for shells to snag on a pixel of debris or a corner of some box, and blow yourself to pieces. Even without any of this snowgloby things. I hope devs take a look at self damage because not even nidus with over 1k health and all that armor can tank one shot.

  3. +1

    This thread cant sink. We need to make them see what we're seeing.

    As a simulor spammer myself, I've made its energy pure black which makes it moderately tolerable for myself and other players. This still doesn't do anything about the annoying sound and shaking effects.

    Not sure why they had to make it "spin" like the vauban, if only it mildly "vacuumed" things into a ball.

     

    On a side note, nova mp with infested exploding in akkad is no.2 on eyeball cancer list.

  4. As a tigris lover, i have to vote against this so called "intended feature". What does it intend to achieve?

    1. Allow players to have more things to do such as paying attention to ammo and magazine conditions;

    2. Handicap dps of weapons which are already suffering from slow clunky reload and small clip size

    Secondaries have lethal torrent which makes things like akvasto/brakk not so bad even with the tiny clips, but primaries like vectis/tigris are doomed to waste a mod slot, or suck it and Lmb + R all day.

    IMO a weapon's reload is supposed to be reflected in the description accurately, and supposed to be calibrated balanced compared to other things. How's it fair that soma p gets a huge clip and reloads instantly while the tigris gets this weird lag? Not to mention since fire rate is involved tainted shell gets even stinkier.

  5. Warframe is trying to be an inexhaustible game where there's always something for you to want/need. Now that it's given you a reason to farm, you've come back.

    Not that i'm defending the illogical mr requirement of rivens. That's plain stupid. I've seen a sybaris mod that's mr 18 to use.

    Maybe if mr depended on the weapon (say a tigris/soma riven requires mr 13+ and a braton/supra riven requires mr 9)

    Anyhow, dont stress urself out tenno.

  6. Snipers are just unsatisying to wield in the fast moving world of weird twitching enemies and teleport jumping. The recent changes to the sniper was to encourage scoping in (really, really in, literally zooming into a charger's backside with x500 magnification and overkilling it with a red crit that goes up to the ten thousands). Reminds me of the time kakashi poked naruto's butt so hard he flew to space and became a shiny blip.

    How about scaling enemy health to actually required that sort of damage coming in? How about smoothing enemy movement so they dont move as erratically?

    It's going to need a lot of work instead of making all snipers a mini amprex. Sure you'd finally kill things with ease but you'd get bored. Simulor and other explody weps already do that for you.

    (InB4 DE introduces some disgusting invincibility mechanic on creep spawns that require pinpoint damage control. AKA super nullifier bubbles that can only be hit on the top)

  7. As cael says, its more about interaction rather than straight up balacing. Basically any maxed frame/weapon in an easy mission 'breaks' balacing already. Just let em kill stuff with whichever gun they so choose.

    Tether grenades seem like a direction towards softly removing self damage from explosive weps. And i take it to be a step forward. It's a PVE game, everything should be made to stand as tall as each other to be balanced instead of trying to bash everybody's heads in so they're the same height.

    If balance is in heart then there needs to be a middle ground between "one shot myself" and "have no repercussions for firing at own foot".

  8. Kuva masters, scorch, or anything that holds an ignis is like instant OP. Evrything dies. And if your connection to host is laggy you'll never even see it coming.

    This isnt like gun turrets where theres a sound cue and bullet lights on screen. Its one yellow flash and ur deadedied.

  9. Agreed. Its as if they're afraid of breaking the game if they released OP gimmick weapons. A gimmick is always accompanied by an uncomfortable drawback. Even the newest Javlok is reflective of this design mindset: You get a half decent aoe weapon VS You have to pick it back up. No way in hell non tanky frames can think about taking it to a high lv mission.

    Sometimes the drawback makes the weapon so disgusting no one wants to touch it: Panthera for example. Not even equipping three riven mods can save that thing. I'd still hesitate using it instead of a proper melee weapon like hirudo.

    It's a PVE game for christ sake, release your fears DE. Make weapons OP. Scale things to mastery ranks.

  10. Please do something about the extreme particles and lights and shaking.

    It's not immersive and its not fun. We need this QOL improvement 2017. Please.

     

    Strong lights:

    1. Frost, mirage/simulor, limbo, vauban, ember...etc

    2. Spawn point of corrupted enemies in fissures

    3. Corpus grenades, nullifier bubbles, arson eximus "flares"

     

    Shaking:

    1. Things dying. Literally anything dying near you. Runners, drones, anything.

    2. Nova MP, and the inevitable creds farm with secura lecta.

    3. Melee attacking.

    4. Recoil.

     

    The amount of anti-eyecandy is crazy. A frost globe with bright red energy. In a kuva siphon mission. I don't remember how long the 4 of us stood there in operator mode trying to make out a kuva cloud.

    Nova's Mp and creds farm is by far the greatest game-breaker for me. It's disgusting. The game is designed to require you to farm credits, because of the obscene amounts of creds needed to level up a prime mod. The optimal team involves a speedva to make waves come in faster. Thus you'll be stuck in Akkad for 30+ minutes every few weeks after Baro Kiteer comes. You'll be in melee range of every single MP explosion. So why are we doing this to ourselves?

    Moreover I'm surprised there's more noise coming from haters of the simulor-mirage combo. Instead of focusing our voices on a problem that has plagued warframe for years and years - graphical clutter. Half the time nobody's paying attention to what they're shooting at. Yet all the time the game is trying to give you reasons to do so. There's the scope mods, the sniper remake...etc. Why are people leaving sortie missions that are Sniper Only? Why do people like to spam simulor mirage when it's clearly not fun at all? Because naturally people just want to "win" asap and not care about actual gameplay.

    I've digressed. This isn't another rant post about simulor being OP, I couldn't care less. My point is that the simulor mirage combo is a key example to show why graphical cleanliness is important, and how much distress it can cause among players when it isn't achieved.

  11. 4 hours ago, DreamsmithJane said:

    That's strange. Even with their Kesheg, I think they're still vulnerable to some status effects (anything that doesn't stun or deal damage).

    I'm not sure (I run on fuzzy logic). But for the days I've been shooting stuff with Hema, certain things take forever to kill: object like grineer turrets, kuva guards, bosses.

    not sure if status weapons all share that weakness

  12. 16 hours ago, DreamsmithJane said:

    When you have multishot, the status chance in the arsenal is per shot, not per bullet

    Wait... so even without multishot the status chance shown means proc chance per burst, e.g.:  so shd be divided by 3 without any multishot mods on, to get proc % per bullet?

     

    I also notice some enemies not taking any status, such as kuva guardians.

  13. 6 hours ago, Darkmoone1 said:

    DE needs to loosen the leesh a bit.

    Agreed, not sure why get all clenchy around balance in a pve game.

    My own experience with javlok is the weird delay with everything, delay on regular shot, delay on throw, delay in having to run to your spear...etc.

    Trying to lead targets is frustrating enough in this game, where enemies move erratically. The delay isn't helping.

  14. I've got a riven with 90% multishot, and along with hammer shot + 4 element mods, just about puts the status chance to 100%.

    Somehow status chance modding works in diminishing returns,

    usage experience tells me that what hema needs is a bit more base damage

  15. Couple of issues with kuva:

    1. Fatty fat fat kuva guardians sometimes are invisible, and are immune to all forms of cc.

    2. Kuva siphon position should be marked on the minimap at THE START of a mission. Instead of having players run around the map looking for it after completing the objective. The worst offending tileset is grineer shipyard on Ceres. 7/10 times the siphon will be hidden away in a tiny room 5 kilometers from the mission objective.

  16. 3 minutes ago, Rawbeard said:

    I find your lack of imaginaton disturbing. even just replacing the crit mods with base elemental mods would be a vast upgrade :/

    I might have enraged all the minmax ppl by boasting a 'final build'. But yeah it isn't the ABC faction tailored builds bane + weakness element.

    As far as imagination goes, we're still hard cap'd by the mod system. If you think about it, its 8 slots and the same deck of cards.  That's why people have been ranting about mandatory mods since forever. Rivens allow us to run around with a slightly different build (and even then only few attributes are useful), and I've rerolled into a few variants:

    1. Flight spd, fire rate, multishot

    2. Damage, cold damage

    3. Crit chance, crit multiplier

  17.  

    1 hour ago, K0VAH said:

    This build is like driving your car into the lake and expecting it to float.

    7 hours ago, Endless-Waltz said:

    Hey, question: Why are you building for crits on a non-crit weapon?

    2 hours ago, NoLazyShadow said:

    You use Heavy caliber and ctit mods on this? Are you crazy!?

    P.S. This weapon is really strong allready. It only need ammo fix..and stop useing this useless build.

     

    Block reply: Because there isn't much else to mod for and you don't have a lot of options left. You could put in more pure elemental mods for base damage increase. You could mod for full proc chance with rime rounds/thermite rounds, but you're only going so far without a riven ~97% proc. You could improve gun handling slightly with Terminal Velocity/speed trigger.

    In my experience, 78% is good enough for putting viral and corrosive on enemies. You still need to deal damage to 'finish' an enemy even if you proc a dozen times, that's where crit comes in to fill the gap. Hema doesnt have the base damage to do so.

    There's talk of having over 100% status makes a shotgun proc on every single bullet. But until there's a good verdict on what happens between a burst-fire rifle and proc chances, we don't really know. Last I checked, not even the guys on wiki knows about this.

    We need someone to test this extensively in the simulacrum, and contrast the time needed to take down enemies between proc build and crit build.

    I also rerolled the riven into crit chance + crit damage. Couple with point strike, vital sense, and hammer shot, it results in: 30.2% crit chance, 7.9 crit multiplier. It held up okay in a sortie. Since you're going for heads anyway with Hema, I don't see why taking advantage of the headshot + crit multiplier is wrong.

    And please, be polite.

  18. 8 hours ago, DreamsmithJane said:

    it will have a faster time to kill with fewer bullets, provided you have good rhythm on the trigger.

    Given the amount of bullets you need to kill, lets say, a lv 92 kuva guardian or kuva master... it might be easier on the fingers with a macro XD

  19. zPPzwbc.png

     

    A competitive rifle that fires in 3 round bursts. I've modded mine towards crit, because the riven reroll told me to. It holds up against high level enemies BUT if you want to be unkillable in teh face of hordes of denial bursas and kuva masters, equip the hirudo and punch away. You have a better chance of surviving with the brute lifesteal. In conclusion, the Hema isn't in the OP-IMBA bracket like the Tonkor or Simulor, but it's still a fun little gun to use, and even has more killing power than a lot of prime weapons out there. All I could ask for is maybe a slight buff in base damage and to decrease the unprecedented grind-wall that has ruffled everyone's feathers.

     

    Pros:

    1. Fires fairly tight bursts that are good for short-mid ranged headshots
    2. Capable of reaching 97% proc chance
    3. Non-static model. The gun has a throbbing heart and bites as you reload
    4. Grants hp lifesteal and ammo (~20?) on headshot

    Cons:

    1. Slight travel time of projectiles
    2. Low crit chance
    3. Heavy cal. will destroy this gun's accuracy, like Javlok
    4. The semi-auto/burst fire trigger type is still clunky to use and will limit fire rate
    5. Insane research costs that will keep a clan in intense farm-mode unless you buy it with plat

     

    Suggestions:

    1. Make burst fire weapons fire X round bursts CONTINUOUSLY on left click.
    2. Increase base damage.
    3. Balance the lifesteal in terms of hirudo
    4. Ammo restoration is achieved by dropping a rifle ammo box at your feet lol !?
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