Jump to content

Tiltskillet

PC Member
  • Posts

    11,338
  • Joined

Everything posted by Tiltskillet

  1. Melee ganking companion overguard is listed in Known Issues. Unfortunately could be a while before it's fixed.
  2. Yeah, being able to run DA without the search pulse sacrifice but forgoing tier rewards should be a thing.
  3. In the Sim, Cloak Arrow is lasting the correct amount of time for me, both on the ground and on a specter. (The latter I used a stopwatch.) Are you only seeing the problem when it's targeted on escort NPCs?
  4. In comparison to what? :P On the face of it, I'd much rather use radiation-cold Verglas or Helstrum for CC. I'd lose out on viral or heat, but Artax is such a mediocre primer for anything but cold, it's hard for me to see it as a big loss. Better not to outsource those at all if I'm relying on them. If there's more to it, I'd love to understand it better.
  5. Sounds like a bug. Both are working for me. Only thing I can think of is to make sure you're within range of enemies with Lockdown, as it's only got half the range of Anomaly. Although even so I don't see much point in Anomaly, and maybe less so in combination with Lockdown.
  6. I would not go anywhere near that far, but I sure hope it's getting reviewed and they decide to fix it.
  7. I don't know what you mean. Headshots are fun, of course. Sniper headshots extra-extra fun. But Sniper combo just depends on hitting the target directly, not on headshots. If it's not bugged, it should just be a straightforward propagation of damage from all of Zymos' effects. But I haven't tried it. It does strike me as the kind of thing where something might not work as expected.
  8. I do occasionally in sniper sorties. But mostly if I'm using a sniper rifle, I'm not playing in squad. Even though Kullervo is better than anybody at keeping up with 2024 squads while using one. It's a touch deeper than that with snipers, as Curse propagates not just melee combo but also sniper combo. I wouldn't know whether to call it "very unique" or not. It's more work than melee, so probably not popular.
  9. "Reach", "augur", and "range" all bring it up for me. Normally I'd think you have an issue with your mod filters or....you're already using the mod on your current config. :P If you're not sure how to change mod filters, just ask. But I can't explain "range" bringing up Carnis Carapace. That doesn't happen in my Arsenal. Could you have selected a different language accidentally when you started up the game? I'd think you'd notice a bunch of other stuff looking wrong too, but I'm puzzled for another explanation.
  10. Well, it's really hard to get headshots with. And the magazine is tiny, so you're constantly reloading. And it only gets half a charge per headshot. So overall, I think it's harder to charge than any other Incarnon. And it might not seem to do all that much once you get it into Incarnon mode. Does that explain it well enough, lol? I will say it helps a lot to have punch through and the 1.2 sprint speed perk active, and a riven. Periodically it'll do something downright amazing...although that's at least partly because I have low expectations! Hipster cred. I think that might be the best explanation. :P
  11. I'd guess it suggests they don't have more changes planned, other than maybe some clear bugfixes. If that's the case, it seems like there's not a lot they could say that both hasn't been said already and would be well-received by the people who are unhappy about Dante. One thing I'd appreciate, anyway, would be a more thorough explanation of why they felt it necessary to add LoS to Tragedy. And how that contrasted with frame abilities and weapons that ignore or aren't particularly troubled by LoS. But maybe that's better handled in something more formal than Devshorts are. Even then, while I'd like to hear it, maybe any explanation does little more than rile a bunch of people up again.
  12. I should hope so. Artax only does 5 damage per shot, and only fires once per second at base according to the wiki. (It actually seems to me it shoots a little faster than that, but not much. In any case, a typical beam weapon it is not.) The weapon has forced cold, with only 3% base status chance for natural procs. Not directly to companion weapons or attacks. Hopefully some of this is coming with part 2, supposedly sometime this year.
  13. I have zero objection to it, and it might encourage me to spend some more on the game and play some frames I don't play much otherwise. I don't really care about frame gender, but I might prefer the aethetics of, say, a female Lavos, or a male Saryn--frames that seem cool mechanically, but I just don't bother with because something about their look turns me off. OTOH, if I had a choice between this and DE just putting out a bunch more Deluxe skins out a year, or getting voidshell textures to work on more skins or with prime toggles, I'd I think I'd take those instead.
  14. Phenmoar. I even love it in semi-auto, AKA Veldt Prime Prime Mode. Miter. Incarnon mode done right, where it adds something new but is still reminiscent of classic Miter. Boltor. Full disclosure, I've got a RoF riven for this thing. One word: BRRRRRRRRRRRRT. Onos. Great aethetics, delightful headshot machine in normal mode, with completely bizarre but powerful Incarnon mode. Bronco. I can't explain this one. Somehow so frustrating and so, so satisfying at the same time. Nami Solo. Machetes are awesome. 9m long Machetes with 100% Follow Through are
  15. They do not. You should be able to see this yourself in practice by comparing, say, a dagger to a hammer heavy. To verify this just now, I used unmodded RDD vs Sibear, as these both have 1.0 attack speed. I never tried to match up wind-up speed numbers to actual duration, other than to notice that faster base wind-speeds seemed to match up with faster performance, all else being equal. I'd just say that wind-up speed only affects, well, wind-up, not the execution of the heavy attack or the length of time before it can be followed up on. If you're certain that using the same weapon with the same mods, and no new outside factors, I have no explanation for a difference feel though. On my builds it does feel the same to me as pre-Dante, though I also couldn't swear it's the same. On most weapons I've checked, I can see the original displayed base values by equipping wind-up speed, as the Arsenal will compare old vs. new. I've seen one exception: the Edun. /shrug I've seen nothing about making wind-up speed permanently visible again, but DE's acknowledged the display values are bugged in Known Issues.
  16. Update 31.5 (2022-04-27) Gyre Introduced. Hotfix 31.5.5 (2022-05-03) Fixed Gyre Rotorswell lightning strike cooldown being permanently decreased when the electric arcs chain to other enemies. So perhaps we should expect an augment next year that removes LoS from Tragedy. :P
  17. I can totally imagine an alternate timeline Dante, where DE made Noctua a direct energy generator for the rest of his kit. As it stands though, Noctua seems to me too strong of a weapon to have innate energy generation on top of the rest. It sounds like a great role for an augment though.
  18. Base damage on the primer isn't "inherited" by the dps weapon's heat stacks. What is inherited are heat% damage and faction damage. Furthermore faction damage gets applied again. You'll want that base damage on the dps weapon of course, as well as crit stats, and enough heat to make sure you keep refreshing it at least every 6 seconds. Base damage on the primer doesn't hurt, but there'll always or nearly always be other mods in that slot that make it a better heat applicator. More heat, more faction, more status, multi, RoF, some viral, etc. Definitely load up on base damage on the dps weapon of course. Here's Dystopia's full explanation. I think he was the first to figure it out.
  19. Magazine size is a significant dps increase for a lot of weapons. You're right that for the most part--with several exceptions with mag unload gimmicks or 1- or 2-shot mags--it's not enough to usurp a regular mod slot. However I think a better lens to look through than "How does the dps increase compare to regular mods?" is "How does the dps increase compare to other exilus mods?" There'd be a pretty obvious disparity, even without looking at the high capacity cost primed mag mods. I think we'd mostly get less varied mod building. Similar issue with reload mods. Better in some ways, but worse because these also have better application with Incarnon weapons.
  20. Don't be so sure. The number before was deceptive a great deal of the time. They could probably have reformulated it so that it was more useful. And I'm skeptical whether the Low to Very High ratings are any better, other than getting the information (or misinformation) across better to a new player. But if you want precision, at least we've got hover-over information that's more precise than the 0-100 Accuracy stat ever was.
  21. I will never turn down an Argonak buff, but in terms of dps it's roughly in the right place for an MR7 single target rifle. For me it's main problem is it feels bad in both modes, having RoF I can't use effectively and not enough punch in semi-auto, and having too small a magazine and too long a reload to use in full-auto. It really could have used something like the Stradavar Prime formula, where the weapon's mag/reload/RoF was balanced better around full auto, and then semi-auto used more ammo per shot. But seven years after its release, a restructure seems implausible. My main hope is for a higher MR variant with significant improvements.
  22. Can you be specific about at least one weapon you're seeing this difference on, including how much attack speed is on it and your frame, and exactly how much wind up speed you're comparing? Because when I look at this in the Sim, I see a big difference too, but in the proper direction. i.e., 120% heavy attack wind up bonuses results in faster heavy attacks than 10% wind up, despite what the Arsenal says.
  23. Ooh, I thought this was just weapon augments. For frame augments, Hushed Invisibility please.
  24. I mostly don't rush, but you can pretty easily skip all of the terminals on many maps. Probably most or all of them, but I'm still getting acquainted with the newer ones. Pretty decent explanation here:
  25. The prime version is way better than most melee weapons that don't have an arcane slot or a riven. Just the arcane slot would do it.
×
×
  • Create New...