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Tiltskillet

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Everything posted by Tiltskillet

  1. I saw that and the immediate thing that came to mind was you doublefacepalming. :P Or maybe...
  2. I'm pretty sure DE is quite aware how many relics are out there and has zero interest in us actually cracking all of them. :P These options are what I hope for...some day. Even if they were made saleable for some nominal amount of credits, I'd use that option for organizational purposes to trim down my relic screen.
  3. Dual Toxo is more of a crowd clearer. Laetum is versatile but even better at killing tough targets fast. So I'd say Laetum covers what you feel Torid is weak at better. And it's not nearly as headshot dependent as Dual Toxo. Since you're using Torid, the part of your brain responsible for hitting headshots will begin to grow mold and eventually be eaten away to nothing, lol. They're both very good, versatile weapons though. So I feel like the best answer really might be "The one you find more entertaining, duh." :P
  4. I value HC and its siblings primarily for their effects on spread. More in the Sim than anywhere else, but Magnum Force and Vicious Spread get a bit of use in actual missions.
  5. Sorry, I didn't notice this was under Mobile Bugs, and don't know the answer.
  6. It could have been more clear, but between 1:17 and about 1:18 they mention three times, in various ways, that the auto setting can be used in parallel with the mod. If that's not what they meant, they really need to script these streams a bit more, lol. Well, that'd be a buff for those weapons' APS, and a severe penalty for the 5.0 APS semi-auto weapons. Even though I think slow weapons tend to have special problems in this game that faster weapons don't, I hope they don't go that route.
  7. In a way that's pretty comparable to the old knockdown, as we'd get complaints about "People using Blast disintegrating mah corpses FFS!" :P I assume you're not proposing that's all it would do. But there's something inherently funny to me about giving Blast any kind of stealth association.
  8. During the stream they said it wasn't coupled with or contingent on using the auto toggle.
  9. It's fun to speculate based on what was said during the stream versus what was written in the summary. But whatever ideas they had during the stream may change a lot before release. I'm not getting too wound up about it until I see a screenshot or a leak, and maybe not until I get it in my hands. I'll just note that in the summary it only says "Mod for Semi-Auto weapons that disables the ability to equip fire rate mods but offers damage buffs." But I'm not going to take any of it too literally at this point. After all, Pablo used Sybaris as an example, and it's not technically "semi-auto" as far as the Arsenal is concerned. I'll just talk about what I hope happens: Hope it works on charge, burst, and other weird trigger weapons and not just what the game calls "semi-auto". Probably full auto too? Since they said it would work on semi-auto converted to full. But I'm less sure about that. There are some weapons with high innate RoF that might be pretty unbalanced. I hope not. That would be very silly. Plus there are times it's nice to build for slower RoF, for IB/Hemo, ammo economy, or recoil management. Tricky. I'm leaning toward hoping it does, mostly because it'll be a way for me to control my RoF regardless of squad buffs. And it makes the penalty more of a real penalty instead of a nominal one that can be largely circumvented. But it'll be painful in some cases. I'd have some tough decisions to make with Harrow, for instance. Obviously I hope so. I'm really curious not only about the quantity of damage bonus but the type. And if it's 0.5 PT, I may cry. :P
  10. Honestly, I don't think anything (or almost anything) should provide lasting immunity to self stagger/knockdown. Not PSF, not Unairu, not Mesmer, not Overguard, etc., though they could still be good for reducing magnitude, or provide temporary immunity with a cooldown, or stuff like that. Not that I actually believe any of this will ever happen.
  11. Nerf Primed/Sure Footed to no longer affect self-knockdown (or stagger) and there's your Handspring buff. Easy-peasy. :P
  12. Just to be clear, melee transference isn't the operator/drifter performing a melee attack, which isn't possible outside of Duviri. It's using the quick melee button to transfer the operator back to the frame and perform a melee attack in that mode. If you're saying melee transference isn't working, or is working but doesn't activate Magus Aggress and similar anymore, it'd be good to know which. Also specifics like where you tested it, with what weapon, and so on. For what it's worth, it is working for me in the Sim with Scindo Prime. I can melee transfer, get the counter in the buff bar, and the critical damage bonus is applied for 4 attacks.
  13. It sounds like you're saying the weapon can't or couldn't qualify for headshot damage at all, or benefit from Deadhead. In any case, neither one is true now. If a headshot is made, both the projectile and the radial damage benefit from equipment headshot bonuses on that target, including Deadhead and its own innate 50% bonus. (The radial damage component won't benefit from the innate 3x multiplier of non-radial headshots, but this is as expected.) If the target dies from headshot direct damage (and probably gas/electric status, but I haven't tested this recently) a Deadhead stack is generated. and both components benefit from its base damage bonus as usual. I think of it as a hybrid ST/AoE weapon. Not exactly typical in this game, but there are a fair number of other examples.
  14. Which procs did you have in mind?
  15. I think exceptional would be the value for the real trace miser. But it's hard for me to regard traces as a bottleneck compared to relics. I've got gobs of most relics, but the time and willingness to crack them is always limited. If I need traces, I'm running intacts for forma bps, or dipping into my huge stockpile of radiants.
  16. Well, "largely a noob trap" not strictly one. Trace cost will matter to some people more than the best chance of success per run.
  17. Yes, please. It would make it easier to differentiate duplicate frames as well.
  18. Rest & Rage. Not because they're especially synergistic in Dante's kit or anything, but just to rub Equinox's nose in it a bit more.
  19. Approaching this from the more cynical angle that DE's unlikely to make the system more controllable for players...Would there be more harm than good in just getting rid of exceptional and flawless, at least as far as refinement goes? They seem largely to be noobtraps, except as rewards in endless missions. Presumably that's valuable, so they could still occur "naturally" in those cases, and players could still upgrade them to radiant. But no longer create them in the relic console.
  20. Yeah, I can definitely imagine people being very upset, particularly if they misquote what was said. Or don't understand tricky words like "unless", "plan", and "foreseeable".
  21. I like the way you think! I don't think it matters at that point. It's only when people can pop in to and pop out of a pre-existing mission that the behavior comes into play. After the first relics are cracked, no harm in having all the information out there.
  22. Just letting go of the button.
  23. I've never tried it, because there's only been a time or two they didn't work...and [effort]. The little I've read about other people trying it has not seemed encouraging. But I don't see that as a reason not to try if you're motivated.
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