Jump to content

CptLonesong

PC Member
  • Posts

    37
  • Joined

  • Last visited

Posts posted by CptLonesong

  1. 1 minute ago, Aoennor said:

    Good luck with that. RJ still do not shielding as much as there are buff while shields wears off. If you still want the shield things, i really hope you can make it great, but just do not let RJ become so easy until fighters hit you like throwing papers, please. While new players like the easy things made for them, old players wish things are made using the old ways. 

    As I have said, fighter damage is chip damage. Real threat comes from crewships which you try to dome because they will fight back. And there's more than 1.
    I won't mind DE buffing the damage of railjack targets, since it has become easy enough with just 2 mods, buffing shield would simply make railjack a breeze. In fact if they buff shield, they should be increasing the damage of targets as well, to a point where if you go full hull or full shield it's the same

  2. 22 minutes ago, Aoennor said:

    You know what? Get your hip out from your RJ and slingshot to the crewship, you lazy peace of..... 
    Shield are not that important if you have Bulkhead, or you have experience enough to repair and control your own railjack.
    Stop complaining, RJ had been made so easy until i hate it because it is too easy and giving too much credit to new players
    Players now just afk at the side gun and do nothing, back then i need to repair the hazard and forging while still need myself to go into crewship to destroy them quickly, multitasking 
    And now you are here to complaint about a mere shield? You are hilarious and need spoon feeding, sadnes

    As if new people could afford a shield setup in 1 week

    It's made easy because of the hull system. Try yourself using full shield and come back telling your results. People being gangsters and pros till they use that setup, at the point they will scream out on the forums like I do now. Unlike you who complains about Railjack being easy, I tried the classical full shield tactic and it doesn't work

  3. 37 minutes ago, Teliko_Freedman said:

    Are you using Forward Artillery on Engines you already took out? Because that does 0 damage.

    The oneshot kills happen when you fire the Forward artillery on an ACTIVE engine.

    thanks for the clarification. may I ask does the engine matter or just any engine shot would do?

  4. Just now, SpicyDinosaur said:

    First off, that's not how "trigger" is used, except maybe on 4chan.

    Second off, calm yourself. If you tested all the situations does that mean you were consistently getting 0 hp damage?

    yes. 0 damage, partial damage, 0.1% life. Armpit shot, top shot, direct at the face, side hull shot, side engines. The best place to hit them are spots between their side engines and main hull, which will usually leave them with very few life for you to burn after destroying 1 engine (yes, they poof right after you pop an engine at 0 life after a dome shot, no explosion, no notifications, just poof)

  5. 25 minutes ago, ILOHARTA said:

    while a boost to shields would certainly make things easier, it's already possible to solo all Veil Proxyma with no issues...

    I get your point. But is it only to people who has (almost) all the gears they need? Because if DE balances the game after those people, no one would play that gamemode ever again. If it's on a new player's perspective, investing into one of the two SHOULD make them able to solo Veil, but in reality it is not simply just like that

  6. 28 minutes ago, SpicyDinosaur said:

    It's possible it had shields up if it was in the veil. Which just means you'd need to shoot a missile at it first.

    I don't think you get my point. I have tested ALL the situations, and I am not stupid enough to dome crewships inside of those healing bubbles or shield. It's common gaming knowledge, please don't trigger me with assumptions like that

  7. 1 minute ago, (PS4)lumen2ne1 said:

    Maybe it was inside a healing bubble.

    it was out of the bubble, I made sure of that. Thanks to DE for making those bubbles visible. Or maybe that I blew it up right before he shot it so it registered 0 damage because he shot an invulnerable object

  8. 2 hours ago, 0_The_F00l said:

    I actually manage just fine without uttering a single word in chat or screaming. 

    As a matter of fact, I literally step off the pilot seat when FA is aiming to assist with the aim drag. 

    It's simple really, 

    Destroy fighters,

    if crewship appears target it,

    remove its shielding with munitions, 

    Maneuver behind crewship (not point blank, just far enough to keep within sight) 

    Focus on any one engine to slow it further and add some more particle or plasma procs, 

    Step off the seat when you notice FA charging. 

    Doesnt take more than 5 seconds once you get the rhyme set. 

    Slightly longer when solo due to moving to the FA. 

    Have nt had any issues so far. 

    very specific, tried them all. 3 crewships firing at you is somehow out of your guide

    and thus shield system is still out of the question

     

  9. 18 minutes ago, 0_The_F00l said:

    No it doesn't, 

    OP probably needs better piloting skills if he is facing issues of survivability. 

    The suggestions themselves are not bad. 

    I suppose you run around while your friends in the FA seat screams at you to make you sit still while fighting crewships

    As blowing their reactors take significantly more time, I can hardly see the point

  10. 7 minutes ago, (PS4)lumen2ne1 said:

    Turret damage is irrelevant when you have Tether or Void Hole. You clear everything with battle avionics, ordnance and forward artillery. I cleared every node, farmed veil and got intrinsics to 10 just with Tether and default Apoc on pilot turret just to make Tether explode. My side turrets had the default ones as well and it made me chuckle when people jumped on them while I obliterate everything. 0 turret avionics.

    You can't FA crewships consistently enough with all FA mods on nodes higher than Gian Point. Either they are left with 0.1 life point or half the bar, as the damage system to it is bs. Hit them in their armpits with a whole world crackling shot, deals damage ranging from 30k to 3 million dmg. And yes, I tried them all. In order to reliably kill them within 1 shot you need to burn their engines which is why turret mods are still relevant

    Railjack needs 2x the amount of fixing until it becomes what people would expect it to be. That is my point

  11. 40 minutes ago, Autongnosis said:

    Yeah. Also, the only thing that matters on shields is them being depleted for the +25% dmg zekti mod. 

    And the RJ is pretty much impervious to damage as is. 

    Well if you go full hull yes.

    If you want to be a mage build with full shield, you are screwed. Hard. People who claim that shield don't have my issues are those running heavy hull. Try a shield build and you will see. You can't fit both lest you lose turret damage. And I doubt people would go down to a battlemage path

  12. To those wondering about my skill: I don't think I lack them when piloting a ship. Or the shield part: Gating doesn't work if you get hit with multiple chip hits instead of a powerful slam. Unless out of combat, your shield will never regen enough to face crewships, when your hull can stand like 2 minutes of their gunfire

  13. Rivens enable some weapons to be usable and some overly busted. But the main idea of it is to make builds normally unachievable in your grasp, for example futurely released augments for a random weapon in the dust.

    6 minutes ago, o0Despair0o said:

    Honestly, the shields are just there for the sake of having a shield. Their functionality was about as thought through as Rivens - which is "not at all".

     

  14. Because of 2 things:
    1. It needs both avionics AND a really good shield, which brings the arguments to the 2nd point:

    2. The shield components are exceedingly awful. Let me draw out why

    With a maxed Zetki array, you will be getting 500 shield, along with your base of 1000 which is then scaled by mods to a total of about 2500 at most. When you go with a Lavan Reactor and underhanding your avionics you will get 4k+ about. And guess what, shields don't have armor applied to it, neither are reduced damage multipliers. With Bulkhead and the armor mods, you can make your Railjack from having 1000 hull and 1000 armor to about 2000 armor and whopping 6060 hull, effortlessly multiplying the EHP of your ship by about tenfold. What about the blue bar under your hull bar you say? Well it's a glorified placeholder, when you get damaged by chip hits make your shield unable to regen. And the regen mod on your MkIII shield ONLY applies after not taking shield damage at a certain amount of time (5s without any mods and 1s with a maxed Zetki shield array). It would still be okay if shield regeneration and shield recharge are seperated, which is currently not by the way as my testings have proven. And the only thing that keeps people from running Lavan or Vidar shield arrays is that those Zetki fillers have up to -4s recharge time, which is totally unfair. You can say try to avoid damage. Running from enemies is a temporary option, because crewships hit like ICBMs with world cracking damage and boosters on the ship either yeets you to another dimension or runs out when you need it.

    I would like to point out some possible suggestions:
    1. Make the shield to somehow have the Wicked Ward effect from Path of Exile, being if your shield has recharged recently then it won't be interrupted by damage. Either through the Engineer tree, innate effect or from shield arrays, something.

    2. Buff the numbers on avionics, being the shield amount, the delays on Lavan and Vidar versions, the regeneration per second.

    3. Seperate shield regeneration from shield recharge, and make shield recharge a fixed amount that can be scaled. The avionic Anode Cell should also be multiplying the base regeneration per second and its effect changed from Shield Recharge Rate to Shield Recovery Rate to fit both aspects.

    4. Buff the numbers on the shield mods. If people can slam a Bulkhead on a ship and make its HP scales up by 10 times, then with a full fledged shield build it should be at least around 8000 with no armor and a decent enough regen per second applied to it. Because the concept of shields on ship should be a factor for invested players who spent a lot of time perfecting their avionics, their combat tactics and their mindset to adapt to the system.

    • Like 4
  15. Like the titles go, I have been encountering problems during Scarlet Spear. For example, when I enter the Murex or get teleported back to the Railjack, the game freezes my keyboard and doesn't allow me to chat, use abilities or use weapons. I can only move at 1 locked direction, and my warframe doesn't turn to the direction as well.
    Is anyone having the same problem?

  16. So I recently tested Mesa in Kuva Floods, and I noticed that to Kuva Guardians, if you are a host, Peacemaker will fire at them when their Keshegs are down. But if someone else is a host (especially high ping), Peacemaker will simply skip those Guardians. I have tested this in Simulacrum too

  17. Hello, I have noticed a problem that with Excalibur Umbra, whenever I use Transference in and out, there is a slight chance Umbra will be inflicted with Transference Static, the probability is greatly increased when I am in a high ping lobby. Please review this case. I have several vids to prove my tests, but sadly Idk how to upload them

×
×
  • Create New...