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KainDarkfire

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Posts posted by KainDarkfire

  1. the difference is that i can buy primed chamber from someone or i can win it in some event (rebecca stated that primed chamber would return someday as an event reward) 

    Excalibur Prime is not achievable. 

    They've said that a few times over the years, or made light obtuse comments on it.  But not having actually done so, I would throw that in the bin of 'said and not done'.  At least it has company.

     

    That said, there are far fewer of the mod than there are founders, so just saying you can throw 80 bucks worth of plat to maybe nab one of the few floating around isn't a good rebuttal either.

  2. There are ability strings, but they don't exactly make sense with the frame, so let's just call them placeholders for an earlier or an entirely different frame concept.

     

    I'm slightly more concerned in that I thought the next frame was meant to be female.  And while I understand the conflict with some of the symbolism of yin and yang, even the Yin half isn't very feminine, much less the default helmet in the concept renders.

  3. I think most posters are missing the point here, even the moderator.  Yes, obviously he'll be getting the new Excalibur kit.  That has nothing to do with the question presented.  Even during the 'rework' of Ember did DE finally go back and give her Prime version some sort of stat buff over normal version, there is no reason for both Excalibur, and later Frost to get the same treatment, as they are statistically (and honestly, aesthetically) identical to their normal counterparts.

     

    I don't think this is just some 'founder' issue, even though ultimately it will only affect founders, no, its a consistency issue.

     

    I'd also like to note that Primed Chamber is hella exclusive, and yet vastly more powerful than what the rest of us plebs got in Charged Chamber, where's your complaints for that?

  4. A (single) pellet from buckshot can retain lethal kinetic energy at approximately 200 meters. This is strictly against soft-body tissue. Ever heard of the Italian wedding? Shotguns were fired into the air and the pellets (at their terminal velocities) killed several people. Slugs maintain much more predictable trajectories and as such are much more dangerous at longer ranges than buckshot. This is obvious, though.

    I'm afraid we're talking about different mechanics now.  Okay, so a shotgun can go up in the air far enough to reach terminal velocity on the way back down and the combined momentum was lethal enough to kill some people and leave another unmentioned number more only injured.  Besides, we're boiling it back down to irl weapon mechanics and not game mechanics, which is too far removed from the topic, so please use another thread for that.

     

    give each sniper unique roles.

    Not addressing the meta problem at large, I see.  Though if you really want to give each sniper unique roles and not blanket buffs, I'm surprised you said to give them all innate punch through and not talk about making a new sniper that was just a piercing sniper that had enormous punch through equal or greater to bows.  All and all it sounds like you want to have different snipers efficient at tackling different factions, which isn't interesting either.

    There's no way that a slow-firing sniper will ever be able to compare to an assault rifle at the range that combat in Warframe usually takes place. Therefore to make them viable they need to make the player who uses them engage the enemies more tactically. 

    TL;DR, that's a glossing over the main issues I brought up with the spammy spawn counts and trying to adjust weapons to that meta instead of just fixing the meta.

     

    EDIT: Though, your thread goes into more depth on some of the core issues, I feel as though while saying 'longer range' is an issue, the key factor is the lack of places for a sniper to position in general, IE catwalks and the like that give good vantage points to terrorize areas with death.  This might be easier to remedy along with the 'lacks stealthy entrances' point I made earlier at the same time.  Still, you go on about how to mold snipers to the meta, instead of molding the meta to stop favoring automatic weapons so heavily.

  5. IRL shotguns aren't actually that short ranged. I mean, compared to other firearms they are, but even the most inaccurate shotguns are usually good at 200-300 meters, and slugs go way further than that.

    Sure, but we're talking about effective ranges here, I'm not trying to stretch the concept too far.  And we lack slugs, could be its own weapon, I'm sure people would like that.

    On topic though.

    I actually like the idea that the weapons aren't the problem here, it's the enemies and way gameplay plays out. There is a lot of enemies in some missions and honestly, they are not very durable, and can be killed fairly easily in a few hits from most weapons, and I feel this is probably one of the major issues with those particular weapons. While it may not solve all the problems these weapons have it could at least be more interesting.

    We run into the same concept mismatches when talking about Stealth too, especially when mobs are practically walking over each other on their patrol routes and end up never moving at all.

     

    Similarly, it's also a concept mismatch when people are simply comparing dps as well, just due to how different each weapon performs its job.  But with the fewer/tougher mob setup, at least we can go from there in tilting how powerful weapons are when considering how people who can aim and chain headshots to kill enemies compared to the automatic gunner chugging down energy drinks and ammo plates.... etc.

    - Highlight all enemies for a second when entering scoped mode just like codex scanner to allow you to quickly and accurately assess enemy positions, even hidden ones

    Okay, I really like that one.  But perhaps give it a 5 second cooldown to avoid abuse.

  6. I'll just say my take on the issue and give a loose idea on a potential fix.  I'm more about stimulating a thought process than giving hard numbers in this case in general.

     

    So, the problems:

     

    For Snipers; You have a normally long ranged weapon type in a game with typically small 'rooms' that you need to progress through with very small singular openings between each room, the enemies spawn in en masse, and when in the higher level enemies come around the damage does actually fall off pretty heavily compared to its more kinetic cousin the bow.

     

    For Shotguns; Your shotguns are actually pretty realistic (Bravo!) in that they're rather short ranged and typically only effective against a single target at a time per shot. (Not having a disgusting spread like other games.)  That also means in this game that you're put in a major 'danger zone' when opting into this weapon type and that is not exactly viable with the typical Tenno durability, much like meleeing.

     

    -----------------------------------------

     

    I would like to think there are some simpler, elegant solutions to these problems, the most difficult one to address would be how rooms connect to each other and enabling more, stealthier entryways between applicable rooms- even if that requires mini 'hallways' or ventilation shafts to connect them properly, but let's just ignore that for now, there's plenty of other things on the table that would take less time to prepare and test for sure.

     

    The first one actually addresses both weapons' issues in some form or fashion, and that's beefing up enemy health stats and lowering the number of enemies that spawn in a single instance.  This changes the meta slightly away from automatic rifles (where it is right now) while not nerfing them directly, because no one wants that either- we just want options, not nerfs.  I'm sure you've already had this idea in mind, somewhere.

     

    For Shotguns, I thought of another broad scope solution to one of its core issues would benefit melee as well, and that's to give an armor value weapons that's only applied when that weapon is active, with typically smaller values for longer ranged weapons like the bows, snipers, and semi-auto rifles, to giving somewhat of a tankier feeling for closer ranged stuff like the flamethrowers, shotguns, and most certainly the melee weapon. (Especially the sword and board.)

     

    Snipers are simple enough, the only game with level up progression numbers that really made them feel impactful was in Borderlands, and while I'm hesitant to say that headshots should always critical with a sniper, having another multiplier for headshots would be a really good alternative for this game.  This with the lower enemy counts should give them the edge they need for people to want to pick them up, and hopefully enforce the need for more snipers than 3+2 discontinued ones.

     

    --------------------------------------------

     

    On a completely unrelated note:  When are the Grineer going to have mechs or power armors?  You've got a really under utilized defense type in Grineer Machinery that even the Archwing enemies don't use, and we're getting mean mini-bosses from Corpus and Infestation, it's your move, Grineer.  I want to see some Grineer in a suit grab a teammate and chuck him across the room.

  7. But to be honest who the heck needs that mmo ui S#&$s like time when some buff ends.

    Most people who play the game, because many frames have important buffs to give.  Not to mention Berserker users.  The debuff stuff was already there, but not quite as detailed and no timer.  It's all handy information to have if you're not tunnel visioning down the scope of your noob gun of choice.

    Besides, not everyone has the sodding time to farm 25k rep for hours a day to try and get one sodding T4 run in. Which might not even happen, and you get a T3 key instead.

    Especially since they can just sell their rep on trade in the form of mods instead.  3 random keys or ~10p?  Man, decisions.  That said, we should have expected this, the absurd platinum prices for keys and fusion cores kind of gives away the idea that they don't really know how much many things are worth to their player base.

     

    It's hurtful to be ignored.

     

    Oh well, there's a lot of nice shiny fixes in this patch too, it's just natural to focus on negative things, kind of a survival instinct.

  8. Can you tell anybody why you hate the update though? I've yet to see any post bawling their eyes out at this actually explain WHY they don't like it.

    Sounds like he mentioned and detailed exactly why he hated the update.  Don't know why the augment nerf either, that poor 1% of people who were like shield gods in the void.

    FYI i voted Null seeing how those options were bs from the get go.

    Same, I took the George Carlin approach and didn't vote, stating that they should vendor out Fusion Cores instead.  Something EVERYONE can use to power up and be relevant in this game.

    ^^^See this is a very clear, well thought out post.    Sorry for quoting you just that this post is a good example of things a lot of people aren't doing, asking the questions in a clear and calm way.

    Give this poor guy a few months of this stuff, he'll turn out like everyone else.

    yeap, get it in 7 runs

    I'm farming one now, this is about run 40 now.  You need 5 out of the 6 items from that mission's loot table to make one just to turn it into another weapon now.  How about just changing Miter to use mats like every other SANE weapon?  Or did they forget how much people freaking HATED to farm for this monstrosity just to be disappointed in how poorly it performs?

    If u fix color - fix pls all guns and prime versions of 2 last.

    I hope they're working on this, and wish they mentioned as much somewhere.

  9. Also, I think some people here are dumb over Mag.  There wasn't a nerf, the max OVERSHIELD is 1200, ON TOP of normal shields.  If anything, they buffed her Greedy Pull to full range instead of half.

     

    EDIT: Oh, wait, Augment.  Don't mind me.  It did sound rather derpy though.  Not that durability is an issue in this game (oh, wait.)

  10. rotation "D,"

    *facepalm*

     

    Well damn DE, take the things we use the most from syndicates why don't you? 

    I think that's the point, it was borderline abuse.

    The decision, I’m sure, was debated, and I’m sure the devs have a very good reason for removing them, and I suspect that they will be replacing them with something in the stores. Also, the decision has been made, and a bunch of people asking for it to be unmade will likely (not definitely) not change their minds.

    As far as I can tell, some of the more level headed and conscientious people are being ignored when moving forward in design choices.  But I don't see what's so incredibly wrong with rotating what syndicates offer, which is what's been implied here anyway.

     

    Ultimately, I think everyone here just wants to stop seeing mods and credits pop up before keys and things they actually want and can use.  That I can agree with- at least add some chance for keys or rare resources for rotation A, keys on B, and then not-mods/credits for C as well for the solar map.

  11. No fix to Mesa's weapon passives?

     

    Still nothing for un@(*()$ your Infested Moa bungle?  Seriously?    How hard it is to understand when a moa shoots at you from inside a vortex or within a bastille it's broken.   Or perhaps being 1-shot from across the map?   You people and your priorities.   You're making your game challenging sure, but also unfun.    Balance guys.   Balance.

    Welcome to Warframe, the devs think we only want hype and flair, and not core balance issues or frustrating game breaking scenarios being tended to.

     

    I just hope we get some durability buffs now that nearly all enemy factions are not brain dead anymore. (Sad that the Void is the weakest faction right now.)  It made sense to be glass cannon when the enemy could only walk forward and shoot at you, now they have all kinds of traps and powers too.

  12.  

    Hotfix 15.5.8

     

    Warframe Changes:

     

    Mesa: Removed or broke her weapon passives

    Which one is it?

     

    EDIT: Can... can we just go back a patch and try again?  This is misery and woe with all the broken things.  Mesa's Peacemaker ability went from being underrated to actually being bad.

  13.  

    So Stoked. Thanks DE

     

     

    edit:

     

    WHOOOAAAAHHHHH. STOP.

     

    This Nova change is not cool. I worked too damn hard to max my mods on nova just for someone else to get credit for my kills. Who even thought this was going to be a good idea? Change it back. This is stupid.

    So, uh, yeah, how about just using AMD and outright killing enemies and not just debuffing them and gobbling up someone else's hard modded work then? I think it's a great idea.
  14. ~450 per punch is balanced? (Crits are 3k.)  Wait, does power strength even work with it anymore?  Do WEAPONS even count toward it anymore?  I don't think so (Same damage/crit damage from Dual Ichor to Dragon Nikana to NO MELEE EQUIPPED), they seriously broke it for U13.  Completely.  4.1 updates later and still broken.

     

    All Valkyr does right now is hold a gun and rez people.

  15. Weapon(s) used: Dragon Nikana, Nami Skyla, Dual Ichor, Orthos Prime

    Faction(s) fought: EVERYTHING

    Mod(s) equipped/Stance used: Tranquil Cleave, Swirling Tiger, Coiling Snakes, Shimmering Blight

    Thoughts & Experiences:

     

    Short version;

    Melee looks fancier, still does about the same amount of damage and is harder to make an effective build now for multiple reasons.

     

    Longer version;

    The lowered attack speed negates the slightly raised damage and channeling damage on weapons, the stun is a nice idea, but only consistently works on light units you shouldn't have an issue cutting down to begin with, and the combo system times out too soon, and doesn't work against heavies that well due to unstoppable, unblockable (that is, you don't have time to stop your combo mid attack and successfully get into block mode) knockdowns.

     

    And now, with only eight mod slots and a ton of choices, it's about impossible to make a build. I don't expect to use all of these, in fact, if any one of them were good enough to compare properly to gun builds, this wouldn't be an issue at all. 

     

    As it is, we have mod problems, which is a large part of why people never used them to begin with (the other part is that melee is inherently riskier than gunplay, just to do LESS damage than said guns), +60% damage for cold and electric?  +60% critical chance? +90% critical damage is about on par, at least...

     

    Nikana; The attack/cleave portion is too short, and the flourish is far too long.  I have had a much better time avoiding knockdowns using daggers than this weapon so far.  In comparison dual swords/axes have a nearly 100% attack cleave time, you can just sit and spam melee attacks on a heavy gunner and they can never knock you off your feet.  Those aren't heavy weapons either.

     

    Coiling Snakes; This stance is terrible right now, the motions are great, but it is -incredibly- slow, everyone prefers the uncommon dual sword stance over the rare, because Swirling Tiger doesn't take an era to put blades in the other guy's face.

     

    Possible improvements?

     

    Mods; long and short of it, numbers need to be recrunched across the board here, said enough about that.

     

    Stealth/Unawareness mechanic; This is the only currently viable outlet for melee since the beginning, and only two frames do this reliably.  I don't mean to nerf these frames, I like that they can do this well, but I think the numbers need rebalanced here too- make it only a 200% buff so you can raise the numbers for melee weapons across the board WITHOUT sacrificing overall stealthframe power.  I think that's really the only real issue of making melee too powerful, because then this mechanic would be maddeningly game breaking.  (I say that as people run around blowing up everything with 30k+ critical Penta shots.)

     

    Combos; every non-basic combo should have a knockdown, or at leas those with pauses and holds in them, give those combos some MEANING, it's not fulfilling to practice which animation you're supposed to pause or hold after to get the combo rolling correctly... just for it look flashy and not add damage or an effect or any defensive advantage.

     

    Blocking cancel; Someone else already mentioned this, but I second wholeheartedly that pushing the block button should stop everything you're doing to IMMEDIATELY put you in defense mode, without this kind of mechanic, even 1280 armor isn't enough to stop you from being more than a feeble martyr at around level 40 enemies.  And not to make the mod situation any worse, but channeling could do with an armor boost mod as well, while we're at it.  Probably a FLAT amount?

    Approximate Time Spent: Days

    Supplementary Info: Mouse/Keyboard; Middle click is melee, left is block, right is channeling.

  16. I'd much rather see knockdowns at the end of combos than an air juggle.  Sort of the same effect, not as tricky as remaking the whole damn system again.

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