Hierarch777
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Posts posted by Hierarch777
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Heavy Impact as a passive (and as a mod) is pretty outdated and not very useful, as the landing animation can get you in very unfavorable situations (even getting you killed in higher levels). So I propose that he gets a new one that both compliments his skill set AND makes him even more fun than before.
In the old trailer for the Profit, Rhino was seen beating multiple Corpus goons to death with his bare hands. That leads me to the first part of his new passive: Pseudo-Exalted Fisticuffs (just like Garuda's claws), either as a Fist or Sparring weapon that deals pure Impact damage.
As for the second half of his new passive:
Whenever Rhino's break and trigger shield-gating, he gets a temporary boost to his base armor stat (150% boost for 10 seconds, quick example) which would synergise with Iron Skin and the augment for Rhino Charge for more Overguard. A risk of waiting for the short window of invulnerability upon your shields breaking, but a risk rewarded for good timing.- 2
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I loved using the DSS a long time ago. In today's era of the game, it feels a bit lackluster in its gimmick. But I feel it could be much more than what it is.
The idea is to give it a form-switch function much like Incarnon weapons, with a few tweaks to play into its Heavy Blade + Dual Swords hybrid gimmick as well as a good incentive to perform the form-switch. Also, to be flexible enough to accommodate several potential builds and play styles instead of having a one-build-to-rule-them-all scenario.
Firstly, the Stances.
In order to accommodate a Stance mod for both Dual Sword mode an Heavy Blade mode, it'd need one Stance slot for each form. This means you could have 80 Mod capacity when giving the slots matching polarities and a Catalyst.
Next up, the form-switch.
Thanks to newer melee weapons having overrides for Heavy Attacks and certain combo strings, this brings me to the form-switch function itself. It would involve two different Heavy Attacks with a prerequisite of at least 2X Combo Counter for both of them (at no Counter, you perform regular Heavies appropriate to the weapon class).
As for the actual Switch-attacks:
Heavy Blade: Rip both handles apart, releasing a medium-range radial explosion that deals Radiation damage
Dual Swords: Fuse both handles together and perform a powerful forward slash, releasing a long-range swordwave that deals Radiation damage.
You could opt for a pure Light or Corrupt Charge Heavy build, both are valid choices. But I'm meaning to have the theoretical weapon incentivise a combo count chance + Heavy attack build for maximum burst damage.
Lastly, the pros and cons of the 2 forms.
Heavy Blade:
Pros: 100% follow-through, higher range, status chance and damage
Cons: Lower attack speed and crit stats
Dual Swords:
Pros: Higher attack speed, blocking angle and crit stats
Cons: Lower range, Follow-through damage and status chance
Now I understand that this might be a very code-heavy weapon to design and implement, but how often does a weapon arrive bug-free anyway? :D
Lemme know your thoughts on this concept. Cheers.- 3
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Thanks everyone for the help.
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Ngl, I almost always forget that I have Invigorations available.
I do have fun playing around the added bonuses, though. Makes me try out new loadouts and such.
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I took a look at how Iron Skin is calculated but I'm unsure which stat increases the amount of Overguard more, power strength or armor mods?
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I have completed the challenge (375 Sentient kills) but have still not received the Apex armor set via the Inbox. The counter is just sitting at 375/375 and nothing happened after I went on another mission and killed a few surplus Sentients.
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The Scaffold part on Amps are always facing and clipping into the bracer, when they should be pointing upwards. This happens with every Scaffold part on any and all Bracer parts.
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So... Will Anniversary begin alongside Tempestarii, then?
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Yet again, Critical Deceleration still grants only 48% crit chance.
Are you actively avoiding it?
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You forgot to buff Critical Deceleration, it still gives only 48% crit chance.
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Critical Deceleration (for shotguns) still grants only 48% crit chance.
Please increase it, thank you.
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You forgot to buff Critical Deceleration (shotgun mod). It still grant only 48% crit chance on max rank.
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Probably cause Balefire's projectiles only have the explosion component, not direct hits (projectile physically hitting a target- 0% damage, explosion - 100% damage).
Not that AoE weapons were good against Eidolons to begin with...
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5 hours ago, (XBOX)EternalDrk Mako said:
a topic for conversation
the umbra echos, will or should they return ?
the umbra echos was a system to grant ai (temporarily) to non umbra frames. you would have to go to lua , grind the bp , build and use the echo on a applicable frame for a (iirc) 24 ai specter mode when you go to operator mode.
on reflection of this as it got severe backlash not for the idea but for how it was to be pushed out as a temporary thing to be grinded -to death
we know more umbras are to come per de , but the ai specter effect I think should not be limited as per what we know prior to tenno the warframes were untamable.
with the operators ability to pacify the frames, they were then tamable and usable for the orokins war needs.
this isnt to say warframes cant have a will or ai as given rhino primes lore it went on a rampage without a tenno.
so on reflection of this , i think a better implementation of the echos could be done as
--------echos of the umbras--------
- obtain an umbra echo device via LUA
- using an umbra in the helmith allows a unique choice to extract umbra echos (using helmith resources to fuel it)
- echos can then be instilled into any non umbra frame , this echo acts as a catalyst, triggering a reawakening of that frames consciousness (enables ai specter mode in operator state)
- the echos effect is permanent , as it reawakens the frame
- in arsenal a new toggle appears to enable or disable the ai specter mode
now with this setup i think it is fair and offers a universal ai mode , thats to be tied with umbras & helmith
Seems a good idea, especially if it can be toggleable, so the player can choose.
Only tricky bit would be making the grind bearable to the average player.
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Toga + floral accessories + sandals
I want to be a space Greek/Roman.
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Pootis
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Been putting on Endless Space 2 OST recently. Favorites being "To rise, Virtual", "Quantum Dub" and "Across the Drift".
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I'd settle for Umbra variants of the first 8 frames (Mag, Loki, Volt, Rhino, Trinity, Ash and Ember, Excal is done). No need for every frame to get umbrafied, cause that could potentially eliminate the point of Primes.
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Umbra Forma already is in main drops, as a reward from special caches in Railjack. 5% chance iirc.
Edit: Sorry, I didn't read previous posts.
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This sounds fine and all, but I strongly encourage you to work with Pablo to rebalance the least popular abilities like Ballistic battery and Spectral Scream. Outdated as they are, they are in dire need of tweaks/changes to make them fit in the current state of the game.
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I was thinking of how can corpus nemesis be implemented while keeping kuva a grineer thing. Of course, it will run on the same system. After many days of brainstorming, I came up with theories about how DE will go about corpus 'liches'.
First of all, how would Corpus come back to life? Some say Alad V would turn them into Amalgams, some say they will become cyborgs. My idea is a variant of the cyborg concept. When you kill the corpus 'larvling', he or she will be teleported back to Corpus HQ (wherever it is located) and have their bodies cyberneticaly implanted into a mech suit (think the Dreadnoughts from Warhammer 40k).
Secondly, how would the Corpus 'lich' inherit the element from their murderer? My theory is that, due to Corpus being gigantic tech nerds, they will scan the victim's brain and design the mech suit according to the warframe that spawned the nemesis. This would be a more logical way instead of 'void magic', since Corpus arent really capable of sorcery. Then again, Nullifiers exist.
Lastly, what will be the corpus variant of requiem mods? Requiems are more magic based, which fits kuva well, due to it being a substance that seemingly grants immortality. As for the corpus, I believe that we will use 'passcode' mods which we will use to shut down the nemesis' mech suit and open up the chamber which their implanted body is located, finally executing or 'hacking' their suit to obey us.
I am curious about your opinions too. Feel free to hit me up with your ideas.
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I was running Hydron, was leveling my Kuva Ayanga. I sometimes noticed that I had a corrosive proc on myself (same element modded on my Ayanga). Seeing as no known Grineer unit can proc corrosive without any Sortie modifiers, I suspected it came from my corrosive-modded Ayanga. After testing it in the Simulacrum, I tried to catch up with the grenade. And so I did, and I confirmed that the Ayanga indeed still has self-damage. I suspect that the same issue is present with other weapons with minimum detonation range, such as the Acceltra and the Tonkor. I would really like it if you at least considered patching this, as well as removing the minimum detonation safety precautions, seeing as we no longer have self damage in the game.
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Thanks for the notification. Take all the time you need.
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You are not gonna mention the primary kitgun parts you put up for preview at Zuud's?
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Coming Soon: Devstream #179
in Livestreams
Posted
Greetings!
Any chance for giving some older and outdated frames some love?
Such as Valkyr and Nyx.