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Tiltskillet

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Everything posted by Tiltskillet

  1. Well I'm not ignoring your points. I just think the concerns are trivial in comparison to the benefits, and I've given up on persuading you.
  2. Unlikely, since it doesn't have a buff. :P (You're thinking of Galvanized Chamber.)
  3. Well it's not a law of programming or anything, a violation of which would cause a temporal rift in the space-time continuum. Snipers, for instance, have no trouble collecting multishot combo on overkills. Sniper combo isn't reliant on headshots, and fixing Incarnon to register multiple headshot hits on overkills may not be simply a matter of checking a box. But still, it shows this is a surmountable problem, if DE chooses to classify it as a problem. It is hard to charge pellet weapons, but this makes it sound even worse than it is. Nine out of ten times if I point in the vicinity of a head and kill a target with Incarnon Bronco, it's gaining an Incarnon charge, even on the the absolute weakest of enemies. I strongly suspect most of the exceptions happen because the spread on Bronco is so bad, nothing actually did hit the head in those cases.
  4. It's working fine for me. Split Chamber definitely isn't reducing the damage output. I tested it against both an empty slot and Heavy Caliber, and it outperformed both in terms of TTK, and the empty slot in terms of displayed damage. Hopefully it's just a UI issue. The possibility that comes to mind is you're only getting a display of projectile hit damage rather than the much greater damage from the explosions. You might try switching to Legacy from Enhanced (or vice versa) in Options>>Interface>>Show Damage Numbers and see if that helps.
  5. Yeah, playing with this some more on Moas it seems to me like the game is trying to prevent multiple overlaps. And occasionally fails. It's not striking me as practical for one Banshee. I tried a couple more non-humanoid units: Rollers, and Arcocanids. Rollers seem limited to 1x, which surprised me. Arcocanids I didn't observe any 3x, although I didn't try for more than a couple of minutes. I could get 2x, but still got a significant number of 1x even when I had them positively smothered with Sonar. Don't know what's going on there.
  6. The last few times I haven't been able to get a squad until, ironically, today. This time it happened on the first try.
  7. I played around with it with a Moa in the Sim. At first I thought you were mistaken, as I wasn't able to get more than two stacks worth of damage for a while. But then I got a 3x, and it happened a few more times after that. It was not exactly easy or consistent. Usually with 15 casts, I'd still only get 2x. I imagine this would be more practical with a bunch of enemies and Resonance, but the behavior strikes me as maybe buggy. I'll play with it some more tomorrow. I did confirm the Anatomizer problem. Pretty funny stuff.
  8. It can benefit from Sonar, as long as the right body part is highlighted. Generally the torso on conventional enemies. I was aware of the limit per Banshee, but didn't know there were units it didn't apply to. Besides the Anatomizer, which ones are you certain of? Sounds like a pretty obvious bug to me unfortunately.
  9. If it was a individual toggle, there are probably weapons I wouldn't use it on. Bows and long charge weapons. Snipers. Probably a few other methodical weapons like Twin Rogga, where I really want to be in control of each shot and like the idea of simulating a semi-auto trigger. Not many weapons, but not none either. If it's a blanket toggle, I don't know what I'd do. But let's say only a few absolute fools like me don't turn the feature on, and 99% of players go full auto full time... so what?
  10. Yeah, Reb seemed...cautious. My impression was this wasn't on the agenda for Friday before Steve opened his mouth, lol.
  11. Is it not working for you at all with Overguard? Is this in squad? Host / client? In the Sim, with a Dante specter, I'm getting something even more odd: the slow amount gets stuck at 3, 4, or 5% and then refuses to budge while Overguard is up. As soon as it goes down, the slow starts stacking like normal.
  12. On it's own? It would certainly detract from the game. It would make a bunch of mods, arcanes, and abilities not merely weak, but outright meaningless. It would significantly raise power levels in most cases, as Primed Flow, Energize, Streamline, energy shards, etc. could simply be replaced with items that are still powerful. Blind Rage would be on every build. All of this, and more, and without having the direct effect on physical accessibility that an automatic toggle would have. I can understand why you're anxious if you think this toggle is anything more than remotely comparable to infinite energy, The mystery is why you think so.
  13. Fair enough. I would rather hear about a Warframe and Godzilla and Nier Automata mega cross over Warframe event than predictable stuff like new Warframes and such (which will be getting too, in the Dev Stream, they talked about that too, so good news), I would rather hear about all-you-can-eat enchiladas and an open bar. But I'll make do with a Kuva Javlok instead.
  14. Ehh. Even if we don't end up with common ground here, my conversations with Silligoose have always been constructive AFAICR. I wish I could say that about everybody. :P
  15. If I'm understanding you correctly, you're right: I don't accept that. The diversity is still there for anybody who wants it by virtue of being an option. In fact, it increases potential diversity, as more people would be able to experience semi-auto weapons in an additional mode that wasn't available to them. If you'd said something like, "Some players may choose to toggle full auto on everything, and not experience the full richness of the Arsenal"--I would accept that as a potential downside. AFAIC a flimsy one compared to the upsides, but not nothing. Hah, it sounds like DE's never, ever presented you problems that you wanted to make any suggestions about. Does this mean that if DE does add an auto toggle, you'll be perfectly content with it as an update to the problem they've presented? Why are you so sure everyone would make the same decisions. And who are you to say all these people you're so worried about would be making the wrong one? And why do you care? I'll point out again that all this would do is expand access to an option that some people with macros and scrollwheels are already using.
  16. No, I'm asking for players to have the option to make that decision for themselves, rather than have it made for them by the game. (Or by other people who want to make the decision on their behalf.) So, I'll ask again, what's the downside to having the option?
  17. What's the negative impact in this case? Do you at least acknowledge that there would also be positive impacts?
  18. In what sense? We're talking about an option. An option that people with easy access to macros already have.
  19. Her most urgent need is better footwear. After that, one handed cast and a secondary effect on Sonic Boom. After that, I'd like Sonar to work on more targets. After that, I'd love it if Silence had a second stun that applied when targets exited its radius. After that, if DE could come up with a fourth ability for her since they forgot to put anything in that slot, that'd be swell.
  20. Ok, where you got "Improvements for Banshee: Hell No!" from that, I've no idea.
  21. Haha, good catch. I can actually see a difference in the multishot output if I put both on Twin Rogga, with its innate 15 pellet count. 31.5 vs 31.4. AmBD is giving very slightly less than the +110% multi it promises. edit: the wiki has a note about it... "The mod in reality grants 109.59% multishot, however the text and tooltip round up."
  22. Maybe. This would tend to make the mode dramatically easier on average though. Dramatically easier doesn't appeal to me. And this is basically a minor point, but a pleasant thing about a couple of these weeks was I was inspired to put some time and forma into equipment I hadn't gotten around to yet. (Ghoulsaw this week, which turned out to be fun.) It's been nice to have a few days in which to tackle these projects before putting them to the test.
  23. A rank 5 Arcane Nullifier confers immunity against the magnetic procs that Disruptors can inflict. However Disruptors -also- have an aura that allows it and units under its effect to drain energy based on damage inflicted by their attacks. Unfortunately Nullifier does nothing for this, and neither does Hysteria's invulnerability.
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