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Tiltskillet

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Everything posted by Tiltskillet

  1. Cool, it's good to check in mission too. I didn't mention it, but I also checked the stealth affinity thing earlier, 0 multi Daikyu vs ridiculous ~60 multi Twin Rogga. Both one shot everything, but the Daikyu had no trouble getting and building the affinity buff, and the Rogga was pretty hopeless at it. Even though it has about 4x the damage up close.
  2. Looks like it does. In the Sim against level 185 gunners a Hell's Chamber VArm build with lots of damage needs 3 shots to fill the meter. Against level 10 it barely moves.
  3. It would surprise me if it does get addressed soon, if it ever does. It's been the way multishot has worked probably forever, and at least since I started paying attention to game mechanics. It's just not relevant 99% of the time. The reason I became aware of it in the first place (before forgetting about it again) was because of inconsistent stealth affinity bonuses. For a while I even had a few stealth affinity spec'd ranged weapons without multishot to get around the issue.
  4. Of course it should be much worse at disarming than Radial Disarm. RD does nothing else, other than paltry impact damage and a knockdown to targets it can't disarm. It's also an ult.
  5. Odd topic, since DE just as often or more often has had things underpowered on release or overpowered and not touched for years. Or overpowered for years and still not touched. Leaving aside the subject of intentionality since it's all speculation, the number of times they've gone the direction you're complaining about seems to me like it's decreased the last few years. Anyway, you're attributing to DE some skill at balancing and ability to plan around that balance that I would not say are their strong points. To put it politely.
  6. Seems reasonable for it not to affect that attack. I mean, I know the attack has issues--the biggest one for me being the hitbox not lining up well with the effect--but that doesn't seem like one of the flaws.
  7. It's very good. And I've been wanting a better machete, preferably a Nami Solo, for a long time. So I'm delighted to have it at all. But if I was going to quibble with it, it's a little dull in terms of mechanics and evolutions. And the most interesting perk--the follow through bonus--doesn't work, and the condition of equipping no melee weapons will be annoying when it does get fixed.
  8. It does nothing for recoil, but it does eliminate other forms of screen shake.
  9. Can we link threads to trash them though? Because then you could go the "Warlock Frame like this guy suggested is a garbage idea that could never work in Warframe! Change my mind!" route. Inevitably you'll get people arguing how good an idea it is and trying really hard to "change your mind", lol. Hah!
  10. If there's a difference between host and client, it's too subtle for me to tell. I do know I'm experiencing the issue both in squad and solo. Less often in SP, more often in sorties, and most often in some low level syndicate alerts I do. The last are always solo, so naturally as client. I'm quite satisfied that in the Sim, the game is not dealing with multishot simultaneously. If I set the enemy level low there, not only does the Incarnon meter fill very slowly, but I'll only see 1-4 damage popups on an enemy killed by one trigger pull, rather than the dozens of popups that I'll get with a less modded Strun on a higher level enemy.
  11. Wouldn't hurt, and could be really interesting with follow through over 1.0. If that even works--it's not functioning on Nami Solo at all. But it seems odd for Furax, considering it already has the best follow through in the game, outside of exalted and Ghoul Saw. *** I am really enjoying Nami Solo, FWIW. But not because it's awesome in the way the really powerful ranged Incarnons are. Honestly I didn't expect that much power from the system and am a little turned off by it. That said, they could have done a better job of making Incarnon Nami interesting. And if I wasn't already fond of the base version, the Incarnon wouldn't have grabbed me like it did.
  12. Against base SP armor viral / electric / HM is totally viable, which makes 3 damage types without priming. (Not a comment on whether amprex should be used by Gyre over other weapons.)
  13. I was totally confused by this until I realized you were using CC as an abbreviation for Cathode Current or maybe Congregation Carnage. :P
  14. I think it's a bug. Not that I would expect it to be described by anyone at DE even if it was intended. They've outsourced mechanical information to the wiki mostly, so we often don't know for certain what's working as it should and what isn't. I think this approach functions as a kind of "Security through Obscurity" on their part, but for the purpose of suppressing complaints about bugs. I don't think this is entirely conscious, or the only reason they don't explain mechanical details, but I believe it's a factor.
  15. A client-host issue was my first thought, but I've seen it happen plenty solo. No, it's just the way the game handles multi. See my second post above...
  16. Welp, think I already figured it out, lol. I forgot that Warframe actually handles multishot damage instances consecutively rather than simultaneously. So when I'm hitting strong enemies, more pellets have a chance to register. When I'm hitting weak enemies, they might die from only one pellet in the extreme case, with the rest never registering. Which means only one Incarnon charge.
  17. [edit: see my second post. It's not a Strun problem, it's just the way the game handles multishot.] Anybody have intermittent issues getting Strun's Incarnon meter filled up? According to the wiki, it only requires 20 headshots, which does count individual pellets. I've got 45 multi at base, 60 once Galvanized Hell stacks are up. In the Simulacrum it's easy to get a full meter with one shot and it never takes more than two. Out in the wild, the majority of the time it's just as easy. But sometimes, even with enemies locked into place for clear headshots with Condemn, the meter will barely move on each trigger pull. Strun P is fairly accurate for a shotgun, but no doubt some pellets are missing heads even close-up. Still, I expect more than one or two hits with each shot. My accuracy isn't that bad. :P And like I said, it's really easy I've got no trouble activating Deadhead or Consequence with the weapon. Just Incarnon, and that only sometimes. Anyone have similar experiences?
  18. Sure seems like it's factoring in multishot. It's a little hard to say for absolute certain since it has natural slash, but I loaded up a Hemo build with as much radiation as possible and was getting about the number of bleeds I'd expect. I tested mostly with the charged shot due to its low status, but I looked at uncharged too. Two things occur to me as possible explanations for what you saw: - Forced impact only occurs on projectile damage with Epitaph, unlike some other weapons. If you were expecting another bleed chance from the radial damage instance, this doesn't happen. - Multiple bleeds from one trigger pull are lumped together into damage popups. So two bleeds results in one higher damage popup rather than two smaller ones. But this is normal behavior, not something special to Epitaph.
  19. But I wasn't limiting myself to talking about "greatest things". :P I'd argue it was already much more inclusive once electric CC was brought up. Where, if I have my math right, 0% is less than 65% when important targets are taken into account. I do think electric status is better than cold. But it's mainly by virtue of its damage mechanics with some CC to sweeten the deal. The other meta-view part being that building for electric doesn't prevent building for viral, while building for cold makes this harder.
  20. Oh shoot, I don't know why I forgot about the impact proc when Catchmoon was already on my mind.
  21. You think it's better than Laetum? I have trouble seeing that, although it is quite amazing. (I don't know anything about Endurance, but FWIW Aznvasions rated Lex lower than Catchmoon for ultra high level stuff due to the lack of multiplicative GunCO.)
  22. I'm loving the Miter the most by far, in terms of mechanics. Behind that... Boltor probably. Maybe Lex. Honorary mention to Strun. I don't like its Incarnon mode much--not because it isn't powerful--but I'm really enjoying the damage and reload speed in regular mode. So nice to have a really good Strun again.
  23. Electric status and its stun duration are not the same : the stun duration lasts only 3 seconds and do not scale with Status Duration mods, but the Electric status will still cause DoT for the other 3 seconds of its duration (and also damage nearby enemies), but with no stun effect. Also many targets are immune to electric (and heat) status CC, while almost all are affected by cold.
  24. Why we don't have a "Favorites" flag and sort option for weapons after all this time is beyond my understanding.
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