Jump to content

Kasarian

PC Member
  • Posts

    600
  • Joined

  • Last visited

Posts posted by Kasarian

  1. Yeah but with a long crafting time it would be useless... i mean, just like fieldron & co do you really want to wait 12 or 24h just to get one OC or neural sensor ?

     

     

    And even with the new star map it's very likely there will ALWAYS be one node at least that can loot OC, and therefore you can loot them by playing nekros/hydroid.

     

    Hence mentioning the plat rushing which would be the real plat grabber.

  2. Instead of massive amount of resources needed (not everyone has millions upon millions of all 3 common resources) they could have just added long build time. 6 or 12 hours for guaranteed resource that would cost you 5 or 10k resource each. The BP itself also could have been made cheaper (50-70). What they could have "racket cash on" would be if they increased the price on the resources (from 10 to 15) and make the speed up cost 5 plat. Doesn't seem much but after making 30-40 with rushing....

  3. Impact Proc:

    Enemy  is disoriented so he switches to melee and rushes at you. After the proc is gone he takes out his gun out again.

     

    Tenno - knockdown combined with stun upon standing back up.

  4. You regard Sarcasm as being hostile?... Mean, sure, but hostile? Man, I guess I hang with the wrong kind of people... Holy crap, my family completely dysfunctional....

     

    Still, no answer to regards the Lazyness.

     

     

    And for this post not to be a total deraling:

    There should be something like this when counting Credit rewards:
    Base reward = 3000 credits

    Mission reward = Base+Base*(10%*enemy level)

    Meaning that: Mercury Extermination 1-3 would yield 3100-3300 credits while Pluto Extermination 30-40 would give 12000-15000 creds if I wrote the formula correctly where Void would have the Base 2x. Also Endless Mission types would have their Enemies Level number taken from the end of mission state (meaning staying longer would get higher reward) BUT there would be some sort of cap so that people wouldn't stay hours on Mercury/T1 Survival.

     

    While those rates aren't "much" that's just a "prototype" of sorts.

  5. I'd like tweaks to that purely from a vision problem point of view.

     

    When I call up the cypher screen, the extra "movement" of the view changing and the zoom disorients me for a very small period, and I have to concentrate hard on where the hell the mouse cursor is, in order to bring it over to the "use Cypher" button.

     

    Just my personal experience with it.

     

    Not to mention when you're under heavy fire...

  6. And there should no need to go to Wiki to look up "common knowledge" and as stupid as it may sound - not all people know there are Wiki sites for games nor all people are willing to go through Wiki (as it is a pain in the &#!) when the game is not "supportive" enough towards new players when it comes to information. (and Region chat is... well... Region Chat.......)

     

    Also, that does not answer my question.

     

    Note: I don't see anywhere in my post where I was hostile, though lack of non-verbal communication element could imply that. If anything the last bit was sarcastic.

  7. That, to me, just sounds like pure laziness.  It tells you what resources each planet has when you hover over it.

     

    Yeah, when new player is starting he doesn't see entire Star Chart so he has no idea where to go in order to get Neural Sensor or Orokin Cell.

     

    Old Star Chart did show entire "Net" so you could first locate the resource and then see which missions you need to beat in order to get there, "new" Star Chart doesn't give that kind of transparency/ is not so "goal setting".

     

    Tell, me where do you find "lazyness" in that?

     

    It tells you what resources each planet has when you hover over it.

     

    Well no S#&$ Sherlock...

  8. I set out earlier today to find builds that would make the Latron Prime and Braton Prime feel fun and balanced on Ceres. Here is what I came up with:

    8ac.png

     

    The builds I settled on are extremely weak compared to maximum power, but they provide TTK's similar to Counter Strike (which I find to be a pretty good benchmark for weapon balance). I found that even two or three elementals started to go into the territory of oneshotting everything, without Serration or Splitchamber.

     

    First of all, those are Prime weapons so making them "fun and viable builds" without serration is easier since their stats are already high compared to both Clan and Market weapons (at least when it comes to older weapons, new ones tend to have good stats) so this is not much of an argument. Furthermore from what I see you're trading Serrations "flat power" for Status/Crit builds which when landing deal more damage that a one with serration. Also Status build tends to be more effective against more durable enemies (into which Ceres folks turn into if you throw away the Serration etc)

     

    About CS having balanced weapons - that is because CS is played as ESports (didn't start big) for a long time so of course weapons had to be balanced in order for it to work, Conclave we got does give us some justice but sadly only in PvP, I don't see DE ever balancing PvE section like that (maybe someday mods will be looked upon, but that's Soon™). Also CS is much more simple than Warframe and is PvP by default while Warframe started as Horde Shooter if I'm not mistaken.

     

    Secondly about running Ceres - what type of mission, what warframe, solo/team?,how much time each mission took, how many consumables it took and there would be few more questions to ask about that but can't think of more. I might as well argument that we don't need any mods on weapons since I can run Pluto with Braton/Lato/Skana with no mods while all I did was quick run through the Spy using Perma-invisible Loki.

     

    Lastly - just because it is fun doesn't mean it is efficient and seeing as game is Loot/Reward centered mission taking ages is not really good, especially for newer players. Try making new account, run through 15 missions on Mercury (without staying long in Defense/Survival) and then with what you have go (ask a friend for a taxi) for lets say Eris Extermination - this will be the "games difficulty" you'd be imposing on non-veteran players.

     

    PS. The builds themselves are questionable to me as well...

  9. It will take 8675309 Vacuum mods to level a Serration mod to maximum.

     

    Or level several for the money you get from selling that amount of Vacuums using the Fussion Cores that dropped along with them...

  10. Don't give them ideas.  You're gonna end up with Tactics Ogre snapdragon swords, where the BP requires a raid only mat, a base weapon, and the complete Warframe.

     

    Add requirement of 10 peaces of a resource you can only buy One At A Time from the Void Trader. And then you have 10% of getting it, the other 90% you get one completely random MK-1 weapon.

  11. When:
    Will we see new stuff for dojos?

    New mods that aren't Event Uniques? Or for that matter, will there ever be remake of older mods and reintroducing previous sets?

    Rebalancing of weapons?

    Event that will NOT be have to be hotfixed?

    Changes to Void Trader? (appearing weekly, having more items)

    Any thought on having Bonus Weekends? (every weekend is double something)

    New Sentinel? Or at least fixing/rebalancing older ones?

  12.  it's a clunky implementation of what would otherwise be interesting*

     

    This pretty much sums up anything DE lets out for the past months. Maybe weapons are an exception. But the rest.....

     

    *it should be "be AN interesting" but modified the quote to be grammatically correct (I think...)

  13. If you stick Catalysts in "mastery fodder" weapons you are doing it wrong.

     

    A weapon with 30 Mod points is enough to test out all the mechanics it has, you just take off Serration and Split Chamber and just test it on a lower planet. You can still test for Crits or Status, because the only change is the damage output, which is balanced by enemies with lower EHP.

     

    A Soma with max Serration and Split Chamber, doing 23K/14K, will do 7.5K/4.7K and need 29 LESS Mod points, and keep the other stats, so you can "mechanically" test the weapon, you can duplicate what it will do against Lev 50 Enemies by using it on Lev 25 enemies.

     

    http://warframe.wikia.com/wiki/Enemy_Level_Scaling

     

    Firstly I have no idea what does Soma have to do with mastery fodder (easily one of the best non-prime weapons). Like really, how does Soma even compare to such weapons like Tetra, Drakgoon, Buzzlock or Paracyst for example? (Also just putting in Serration and Split Chamber doesn't seem like much of a test, especially when Soma itself works after throwing in some Crit mods)

     

    EDIT: And I forgot that Soma has two innate V polarities while huge chunk of weapons lack any innate polarity at all, so then there's that.

     

    As for the rest of the argument, 30 mod slots you get only AFTER maxing it out, if by then the weapon won't prove anything than being a pain to use due to it's limits (and not being that weapon you use normally, 5 formas and all) it will be simply tossed aside, nobody normal will sit on Wiki along with Builder in order to count DPS or overall weapon performance. Also 30 slots you will not be able to see how most of the build (around 5 maxed, 6 if weapon has polarity) will actually perform in mission, and then there's testing it out on few Frames.

     

    Though I admit that phrase

     

    Not enough to experiment with Mastery Fodder.

     

    was an exaggeration, proper one would be:

     

    "Not enough to gamble on weapon you didn't see anyone using to see if it's maybe a good weapon seeing as how rare they are for those who don't pay for them with real money."

     

    Longer but fully saying what I meant. This being said I don't see simply broken balance of weapons in this topic so let's just end at that. I remember [DE]Rebeca saying on Devstream that getting some measly exp on a weapon or something like that isn't much of a reward when the question about came up. Hence the promised Login Reward system rework...

  14. I don't visit void lately, last few days I've been almost only on Stephano Uranus. I have no idea how much i dropped Argon in last few days but right now I have 21.

     

    My advice would be to go for 15-20 minute survival (any tower, or defense, also any tower) with greedy Mag in team to be sure to collect everything OR just equiping loot radar Mod or Aura (or both).

     

    Putting Argon in the shop seems kinda pointless....

  15. considering we get enough in Alerts anyway.

     

    No we don't, Reactor - maybe, Catalysts - not enough to experiment with Mastery Fodder.

     

    But about the topic:

    They said they will rework the Login Rewards and I'm wondering how long this is going to take them seeing as it's minor thingy...

    Personally I have only gotten 2 Formas and one Reactor while logging each and every day since August last year so I guess I can consider myself lucky....

  16. Not sure about other people, but for me the simulacrum is easily one of the best things introduced in update 16. It provides a relatively safe place for curious tenno to experiment on simulated monsters as well give meaning to codex scanning. It's actually pretty good right now, but like everything in the game it could use a few tweaks and changes to make it even better.

     

    So let's begin.

     

     

    Quality of life changes

     

     

    1.Allow for Tenno to be able to change their arsenal within the simulacrum, running back to the liset just to equip a different gun is extremely tedious when you want to return.

     

    2. In spirit of #1. Allow for Tenno to be able to choose where they will return to upon leaving the simulacrum. Return to their the liset, or back to Cephalon simaris' room at the relay.

     

    3. If possible, allow us to invite other people to our simulacrum, however only the host can spawn monster.

     

     

    Simulation Aggressiveness

     

     

    This new addition will control the behaviors of the simulated monsters. It will be a series of checkboxes, checking/unchecking each box will alter what the monsters will attack/will not attack.

     

    [X]Attack Player. (This will be enabled by default.)

    []Attack opposing faction.

    []Attack simulations of similar faction

     

    If all 3 are checked it will create a free-for-all brawl within the simulacrum

    If only Attack opposing faction is checked then if spawn simulation encounter simulation which are not of thier faction, they will become aggressive and attack it. The same principle applies if only attack simulation of similar faction is enabled. It will allow you to mix and match enemy behaviors patterns as you see fit.

     

    Environment Effects

     

    These are a series of additions which will affect the environment within the simulacrum. This will be disabled by default.

     

     

    1. Enable Nightmare Mode Effects-This will allow you to add any of the current nightmare mode modifiers into your simulacrum. These include vampire mode, low gravity, no shield ect. Like simulation aggressiveness it will be a series of check boxes that you control what is enabled.

     

    2. Fire/Ice environmental modifiers- This will add the Ice or fire environmental effect into your environment.

     

    3. Enable auras- Using the aura of your collection, you are able to simulate the effect of any aura up to 4 times. Example- If i'm equipped with Steel Charge on my warframe, with this i can enable x4 Corrosive projections or x2 C.P + x2 Energy siphon in addition to my equipped warframe aura.

     

     

     

    Well those are my ideas, feedback is gladly welcomed.

     

    -Remove spawn cap of 20

    -remove level cap

    -let us spawn bosses

     

    Both of these Please, as it stands the Simulator is a huge disappointment...

  17. If there are 2 people each with Booster, would they get from each other Shared Affinity 4x? (cause the one who kills gets 2x, and then that is also 2x as shared for the other)

     

    Just wondering cause I was just at Stephano and I got way more Affinity than I was supposed to with Booster... (and since I run it a lot I know more or less how much I should get with/without booster)

  18. If you think about it, the Grinlok should have better damage/criticals and better accuracy, but worse reload speed. Compared to the Marelok family of guns.

     

    Why? Well, a longer barrel generally means higher velocity and better accuracy in a weapon. Higher velocity would mean more force, as an analogy to damage. But lower reload speed because the Grinlok is physically larger, and turning it around or handling it to reload would likely be more difficult as compared to the more compact Marelok.

     

    Makes sense?

     

    Yup, along with larger clip since the rifle could have bigger clip than a sidearm... +0.3 reload for bigger clip as well?

×
×
  • Create New...