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Tiltskillet

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Everything posted by Tiltskillet

  1. I'm not seeing it. I tried both in the Sim and on a Kappa syndicate defense, and the altfire looks like it lines up perfectly with the reticle. Even when I fired toward the ceiling, and even with Magnum Force on. Was there a particular mission/map you were seeing this? Client or host?
  2. That seems true, based on how much more difficult I always found tracking Demos in Lua compared to other Disruption missions. I disagree with you on stereo audio's general helpfulness though. Largely moot now, of course.
  3. That's interesting, but try reversing your headphones sometime. The last time playing WF I accidentally did this, I felt like my brain had turned upside down. And more to the point, I couldn't track down Demolysts worth a ****, lol.
  4. Not that I regard this as a stern test, but my pretty casual Dante build has zero problem with solo Incursions. I can imagine it's a bigger problem for builds that aren't killing fast though, or in content / on host platforms where low spawns are an issue.
  5. Sorry! :/ Often my humor is pretty obtuse. Anyway, the intended spirit was Mockery Level: Very Gentle; not Oh God, Hydrochloric Acid.
  6. My impression is that damage abilities for the last few years may get long range or may ignore LoS, but rarely get both. (And sometimes get neither.) The case with augmented Divine Spears is a little different. The ability itself is old, and much more of a CC than a damage ability. It would be odd to nerf Divine Spears because of an augment. And very unusual if the augment added a LoS requirement where there is none unaugmented. Although I don't think the latter is a terrible idea if the augment is overperforming, as long as it's spelled out on the mod card. As far as your larger point goes, yeah, balance in WF is all over the place.
  7. It's funny, I'm sure some people would say the opposite: that most of the comments are about things being useless or needing major buffs. And then some people will think it's mostly about features people want or grousing about lack of content, or whatever. Maybe what we see depends on where we tend to stand. People have opinions, and more of than not they're not going to to match up with yours exactly. Almost all of what we say here is just noise that will never affect the game, so personally I try to let most of it just roll by without affecting me much, and just read and reply to conversations that interest me.
  8. Good catch! IIRC, it didn't open enemies up to finishers before, but now the new "sleep" tooltip makes it stand out more.
  9. Maybe an oversight, although it was much pointed out at the time, in matching it to Heavy Caliber instead of Hornet Strike. It's not plausibly a bug, since it used to be much weaker than HC. For five years after it and Heavy Caliber were introduced, Magnum Force only gave 66% damage. :P Funny thing though, if it was raised to 220%, it would stir commentary about how it and HC are still worthless without much higher bonuses than their vanilla base damage equivalents. And if they were higher, you still have a lot of comments about them being worthless as long as arcanes and Galvanized mods exist.
  10. 5000 credits each! Right. Which reminds me...I collect Desert Skate Floofs, and I earnestly feel they'd make a good starting point for a "DE deposits $5 in the bank account of players for every Skate Floof in their possession before March 2024" system. :P
  11. Now that's a failure of imagination! :P
  12. I've had that happen too. I wonder if it was an oversight after moving the Jackal back to stage 4+ in the Circuit.
  13. Seems to be a general issue with ability tooltips on the Upgrade screen, not just with Nyx. As a workaround, the ones on Arsenal // Abilities do show the correct numbers.
  14. #s 1, 2, and 4 are just standard AI behaviors in this game, that generally work to our advantage. (Pay close attention, especially when there are a lot of enemies, and it's remarkable how often a few will be doing nothing, or next to nothing.) Maybe I'm wrong, but I don't see DE messing with enemy AI other than to increase or decrease aggro priority, unless maybe it's part of a large scale overhaul to AI. Likewise #2 is typical to most enemy melee attacks, and it doesn't seem likely players would react well to it changing just to make a few niche cases better. You bring up legitimate issues with the augment's effectiveness though. A quick and dirty solution could be to just raise the number of status effects to 6 or 7, so that at least when it works it works really well. Or to allow the Damage Decoy to additionally inflict x random status effects on its own hits (to enemies only!) although its AI limitations could still make this frustrating. Or more complicated, but maybe it could have an additional status aura, so that it's always putting out some amount of procs to enemies in range regardless of their behavior.
  15. That was basically just an export of Iron Skin to a system with a much better UI.
  16. Eidolons? Lol, that's awesome. I did test it quite a lot at the time against OGs as it was my usual Sentinel immediately after the companion rework. But I have barely used it since the fix, so maybe it broke again or still worked under certain conditions.
  17. Cordon was fixed a while back. Unless it broke again. Yeah, there are a bunch of "not-CCs that don't work through Overguard" I'm looking forward to retesting.
  18. Although one of the side effects of this change is the improved Decoy looks better than it would have if Breach Surge etc. were still CCing everything.
  19. Yes. And now that fewer harder CCs are working, Chaos and other aggro manipulation tools will look more enticing. (Although not especially so compared to murder: the hardest CC.)
  20. Since Dante Unbound. There's more information here ...although I'm going to wait at least another couple of hotfixes before doing comprehensive testing.
  21. As somebody who almost entirely plays Disruption solo, I don't regard it as an improvement to my enjoyment of the mode.
  22. Muzzle Flash blind still works on Eximus. (For now.). Radial Blind itself never did, although the mini-version on EB did before Dante Unbound--i haven't retested it yet. It's correct about Breach and Stomp and several other CCs no longer working.
  23. It had to change for accessibility reasons, so I'm pleased about that. But for my own part, as somebody who doesn't have hearing issues (yet) and enjoys using audible clues, and doesn't mind failing the occasional conduit, I have some of the same feelings as the OP. I do feel a loss of urgency in Disruption that I miss.* Perhaps it could have been handled a little differently. Like, instead of a marker, just have a x degree direction cone marked, and only for the player unlocking the conduit, until the Demo comes close-ish to either a player or conduit. Or a toggle in options between "visually focused indicators" and "audible focused indicators". These all sound complex compared to what DE did implement though. I'm not sure there ever was a solution that would be a great compromise between preserving the old feel, accessibility for the hearing impaired, and the practical needs of game design. *Although ironically enough, I did fail a conduit yesterday. It was Lua though, and I think that's just my own personal problems with navigating there. It's always been 10x harder than any other Disruption for me.
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