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Enexemander

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  1. It's an Artillery Cannon buddy. It's SUPPOSED to be an instant kill machine. That's the point. Let's have an analogy- You have two weapons. One is a knife. One is nug. Now the knife is just a knife. You can walk over to a guy and kill him with it. The nug is a bit different. For the nug, you have to decipher a code on it, whisper a sweet nothing in its ear, and then walk backwards and count to 20. Afterwards, you can kill a guy with it (but you might accidentally hit a button on his shirt which means nothing happens. Sure, you can have fun doing the nug mini-game, but if you want to kill the guy, you use the knife. You're arguing for the nug. Now of course, nug is just gun spelled backwards. A gun should of course just kill the guy over there a lot more simply and easily than the knife, because it's a GUN. Similarly, a CANNON should destroy things a lot more simply than infiltrate, break a code, and destroy, but it isn't. Because the thing they're calling Artillery is really yrellitra (a silly mini-game that's just more inefficient than the practical option). You like mini-games? Awesome. But that doesn't mean that's what an ARTILLERY CANNON should be.
  2. I expected what they announced, which is nothing close to what we got.
  3. I already have easy mode. Taking out crew ships is not challenging. I want an Artillery that serves a purpose, not a janky mess that's less efficient than literally hauling my butt across space time and doing it myself.
  4. You can make it work if you do a bunch of extra work before you use it, yeah. But it's faster to just take out crew ships normally (especially if you use the slingshot). Artillery should one shot crew ships, no exceptions. No stupid engine hitboxes. Not even damage, per se. It should just kill them instantly. All the extra work around (because of the poor implementation) is just a hassle that's foolish to do when a better option exists (destroying the core from the inside).
  5. Increasing Flux just doesn't make any sense, just as you've outlined. Worse, the increase is only really for the start of the mission, because you can refill Flux while you're in the mission and a higher capacity doesn't affect refilling. So the trade off of Avionics vs. Flux in practical terms is a fool's choice. You take the Avionics, full stop.
  6. I'll try to keep this simple and sweet. We need an incremental increase in power in Railjack, so that the feedback loop of Play Railjack -> Get More Powerful -> (Have more fun when you) Play Railjack. That's the loop the regular game runs on. In Railjack, it doesn't. I have a Sigma III reactor. I'm capped on Avionics. It doesn't matter if I get more Dirac, because I can't upgrade my Avionics. It doesn't matter if I get new Avionics, because I can't use them. My only recourse here is to hope for a 2-4% drop on a Vidar Reactor and probably a 2-4% RNG chance that the reactor actually has a decent roll. Due to the resources involved, even if I got one over 50, it'd have to be close to cap to be worth my time to repair it due to the crazy resource cost. So the gameplay loop is just broken, guys. I have no reason to do Railjack anymore. I can't upgrade the guns, because those resources... *drumroll* would need to be used to upgrade and repair the reactor. It just doesn't work. Avionics Capacity needs an incremental increase to cap, and you need to either take the RNG out of it completely, or be so generous that the result is the same (like 50% drop chance on a Vidar Reactor if the roll is RNG anyway).
  7. A couple weeks before Railjack, I think? It's based on how you play and past buying behavior. If you play less, you'll get the discount to lure you back. I once bought plat at a 50% discount, so I get that offer all the time.
  8. I AM THE TARGET AUDIENCE FOR THIS MODE. 100% without question that is true. I have well over 2,000 hours in Elite Dangerous (space flight sim game). I've got the Hotas, pedals, VR, voice attack, etc. I'm committed to the game type. If anyone is interested, here's my problems with it 1) The grind is ridiculous, and no I'm not paying you plat to skip it. Make a good game, and I'll reward you with additional purchases. I won't make additional purchases in order to try to make what you've created into a good game. 2) I have to fly well below my actual skill or else it's an absolutely awful experience for the gunners. 3) Roll (maneuvers I think this game calls it) should stick. I hate having to fight the controls for the position I want. I know this seems like a small complaint, but it's really not. It grates on my nerves every second I'm piloting. Pitch and roll should 100% be under my control at all times. 4) The weapons and especially abilities don't feel strong enough even at MKIII (and the videos I've watched show that it doesn't get much better). 5) I need a way to fire the Artillery as the pilot. MAYBE 1 out 10 groups I'm in I'll either have a gunner that goes to artillery or a boarder taking care of crew ships. The other 9/10 it's me killing the majority of the fighters while avoiding the crew ships, and then also me jumping out of the ship to kill the crew ships.
  9. I... kinda don't anymore? Now that I've beat every node in the Veil, and my ship is up to snuff to do a good job at it (at least if I'm piloting it) I'm not super excited about it. If I want to upgrade my ship, I'm looking at a frankly ridiculous grind wall. It's 2% end of mission drops on top of 15,000 titanium (+whatever else). And let's be real- it's the same mission over and over. That said, I AM THE TARGET AUDIENCE FOR THIS MODE. 100% without question that is true. I have well over 2,000 hours in Elite Dangerous (space flight sim game). I've got the Hotas, pedals, VR, voice attack, etc. I'm committed to the game type. If anyone is interested, here's my problems with it 1) The grind is ridiculous, and no I'm not paying you plat to skip it. Make a good game, and I'll reward you with additional purchases. I won't make additional purchases in order to try to make what you've created into a good game (specifically at DE). 2) I have to fly well below my actual skill or else it's an absolutely awful experience for the gunners. 3) Roll (maneuvers I think this game calls it) should stick. I hate having to fight the controls for the position I want. 4) The weapons and especially abilities don't feel strong enough even at MKIII (and the videos I've watched show that it doesn't get much better). 5) I need a way to fire the Artillery as the pilot. MAYBE 1 out 10 groups I'm in I'll either have a gunner that goes to artillery or a boarder taking care of crew ships. The other 9/10 it's me killing the majority of the fighters while avoiding the crew ships, and then also me jumping out of the ship to kill the crew ships.
  10. Honestly OP, I think you are being over dramatic. The resource cost for crafting ammo is basically pennies. If you don't want people to have fun with pennies, then pug groups are not for you. Recruit.
  11. The ship captain can always just not reload between missions. Start at 0. If your crew wants to spend resources to reload, then great. If they don't, then you're not out anything.
  12. I see that we're getting a lot of posts from people who do not main Ivara. Suffice it to say, many of these complaints are way off base. Her damage is incredible in several different builds (hint, use her dedicated mods). If you want a prowl build without dumping everything into efficieny or duration, just equip a sniper rifle and enjoy getting energy back for killing with headshots.... You know, the thing prowl specifically buffs. Ivara doesn't even need prowl, though. Her sleep arrow is fantastic, as is the invisible arrow and they work great together with her 4 (instant casts, people). If you can't make an Ivara bow build work, you need some Warframe 101.
  13. You used to be able to roll. At least, I could yesterday. I found this thread trying to figure out how to re-enable it 😞 {edit} Found it! It's Bank Left / Bank Right. Rebind your Railjack controls in options and Bob's your uncle!
  14. I'll tell you in a few days when she's done cooking! But just in general, I love the new design for Ivara Prime. I can't wait to dump all kinds of excessive and unnecessary formas into her (might even use my new Umbral, hehe). The Baza Prime doesn't really excite me, as I have a Soma Prime with a decent riven (that I found myself) and now I can use the ex slot to make it silent, no problem. Aksomati Prime is kinda whatever too, because I already invested heavily in Twin Grakatas and a (probably inferior) bullet hose secondary doesn't do much for me. I think a bow would have been a better pick, so making a thrown weapon secondary that was really good? Overall- Ivara Prime A+ Weapons C-
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