Jump to content

Tiltskillet

PC Member
  • Posts

    12,392
  • Joined

Everything posted by Tiltskillet

  1. Multishot doesn't count against ammo. I'd welcome some more ammo on them, but I consider Aegrit to be good. Not "Incarnon good" but still more than usable. Doesn't need a riven to perform or anything special. (Although I've been meaning to try it with Outburst.) Probably will get more out of the coming armor adjustments than the average weapon too. Talons and Scatanas hurt a lot more from the AoE ammo nerfs despite having much larger ammo pools than Aegrit.
  2. Shards make it easier, but long before shards existed this was possible via a combination of health, armor and mobility. What I'd call "incidental" shieldgating was a really valuable component of this too, but just a component. Personally I've always felt Adaptation would be wasted on her, but maybe I should give that a try.
  3. Like the conventional throwing weapons, personally I think the mines just need review of their numbers--I like their playstyle quite a bit as is. But an augment or "Throwable Mine" mod like what you describe could be fun.
  4. It's working for me in the Sim, although still not showing in the Arsenal like mentioned in the posts above this one. Braton Prime, 36% crit, no Prelude, no other crit mutiplier: 149 damage, 297 damage on crits. With Prelude: crits goes up to 743. (...until I get 3 puncture procs on the target. That raises my effective crit% to 51%, and they go back to 297. :/ ) You said you had base crit, so just in case I tested that too: same result. If you are looking at damage popups and not seeing better crit damage, my first thought is you may have changed to that Evo perk inside the Sim. The Sim doesn't always register these.
  5. To this day I think Kuva Seer ammo pool was a data error that was never fixed. What's your point? That it has a very small AoE? Tenet Spirex, which is very comparable (but better in most ways) has 50% more ammo than KSeer. Sepulcrum has 6x the ammo. Tombfinger sidearm 7x, unless its slotted with the battery arcane, in which case... All of these have better pickup than KSeer too, by the way, which is even more important than pool. If you're firing at the ground you're giving up 2/3 of the KSeer's raw damage before falloff. Not that the raw damage is impressive when things like KTonkor exist for this playstyle.
  6. Well, if it's only Circuit, that might suggest changing Circuit's equipment selection to be more like DA rather than introducing new special forma.
  7. Yeah, I have a riven for the Braton with added recoil that makes it feel a lot punchier. I've often wished for a +accuracy / +recoil corrupted exilus mod.
  8. I haven't used one in a long time, so maybe this is different now... They could move, but got stuck easily.
  9. I know the wiki says this in a few places about homing weapons but my testing on neutral vs. bonus projectile speed has been inconclusive. On the Cyanex somewhat higher projectile speed actually seemed to help, although the effect was minor enough I don't put too much into it. (I also haven't tested the Akarius with this, so it could be an exception.) Anyway, my gut feeling is negative projectile speed would assist homing very little, except maybe in cases where it was offsetting bonus projectile speed.
  10. Negative projectile speed is something I've hankered for on a few weapons. I don't know that I would seriously use an exilus mod for it on any builds, but it's really amusing to play with on things like the Buzlok and Cyanex. A corrupted mod with a good positive--like multishot maybe--would be interesting, but I think it should be restricted to projectile weapons.
  11. It's specifically intended to only work on Overguard granted by allies. (And Kullervo dropping a Dante specter won't count either.) I still haven't tested what happens with Overguard from oneself and an ally.
  12. I'm aware. That's why I said "one shot burst" rather than just "burst". But it can have one meaningful advantage to offset the downsides: if it gets you over a threshold where you're killing most things in one triggerpull, instead of two. As a sniper rifle, Vectis has a pretty high ceiling for doing just this. But more importantly AFAIC, single shot Vectis Prime is very fun if one is fond of OG Vectis or single-shot weapons in general.
  13. Not exactly what you want, but Sepulcrum has a "missiles homing in on previously tagged enemies" mechanic that's very fun.
  14. Long ago, in the depths of time, Exalted Weapons were forever forbade from equipping the "Acolyte mods". (Called that because they dropped from Acolytes back then, but that's no longer the case.) Anyway, that included Hydraulic Crosshairs. Galvanized Crosshairs is in the same family tree, so to speak, so the same prohibition was inherited when it came out. In contrast, Galvanized Shot and Diffusion are descended from standard mods. So I'd guess intentional? But I think most would say the whole issue probably should be revisited.
  15. Without Depleted Reload, Charged Chamber tends worse than the other choices though. Effectively half the bonus if you use both shots in your mag, and a ~33% longer reload if you reload after every shot. 0.2s longer reload isn't a big deal if you're not shooting rapidly for long periods, but personally I think I'd dislike constant manual reloading. Although I suppose if I put the reload on my mouse it might give a bolt action feel, which would be pretty cool.
  16. Out of the choices you presented, I'd go for HM or Hammer Shot. Hammer Shot for versatility and when things don't generally live long enough for bleeds to be a factor. Other things to consider if you have them, using Hammer Shot as a baseline: Bladed Rounds, superior to HS if you can keep its buff up. Primed Bane of Whatever, superior to HS against its faction. (Regular Banes, not so much. Unless you go for HM, in which case it's prolly worth replacing VA.) Radiated Reload, weaker than HS in burst, but better than HS for sustain...i.e., when reloading quickly is a factor. Depleted Reload + Charged Chamber, best one shot burst. (And so much better with Primed Chamber once you get it.) Harkonar Scope: much better than HS if it allows you to stack up lots of combo where you wouldn't otherwise. Makes keeping combo up very relaxed. If you're tending to kill things in one hit anyway, I'd seriously consider Stabilizer or maybe a regular reload mod. They have the potential to just make the weapon feel better.
  17. This is the kind of thing that's best to see for yourself in the Simulacrum. Or maybe a captura if you don't have access to the Sim. Personally, I cannot abide a maxed rank Heavy Caliber on any sniper rifle. Maxed HC is 3 degrees according to the Arsenal, but to my brain, spoiled by perfect accuracy, it feels like 30. Unscoped accuracy is pretty horrid even without HC. What's the rest of your build right now?
  18. You could also do impact, which opens up slash through internal bleeding. Offhand, I'm skeptical this is worthwhile compared to magnetic, plus Hunter Munitions if you want slash. But it's a third option. I really like Rad. But since it has a one slot option now I'd shy away from it.
  19. I don't know about that. If they're susceptible to CC he's not really getting screwed by this, not usually. Besides if it was the opposite--Hallowed Ground like a sticky trap preventing enemies from being CC'd by other frames--it would just turn things around and make HG annoying to other players. There's always going to be some potential conflict between players about what abilities take priority.
  20. After 8 years in a minor bug fix patch: "out of the blue" would be exactly right.
  21. Even if so, targeted abilities should probably be exceptions. And combo generation and Double Tap certainly, or at least I can't think of any good reason for those not to work, and it's completely unintuitive. We can melee them, we can shoot them, so....
  22. It'll be useful for shivering contagion Verglas and Helstrum. I wish it were a short range AoE slow instead though. That would be more impactful on what cold does for me directly. Which I'll always value more than the effect on what a companion can do.
  23. That's weird stuff. Have you bug reported these?
×
×
  • Create New...