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weirdee

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Posts posted by weirdee

  1. On 2023-07-31 at 1:02 AM, CrownOfShadows said:

    The headshots aren't as bad as they sound, it seems a little "fuzzy" about what counts compared to things like the Dread, and like a few other incarnons trying to get a full charge on this is a complete waste of time, just hit a couple and then switch over, take the lower mag hit.  Update: even a full charge is extremely easy to get.

    The incarnon itself is interesting. It really seems to struggle against beefy opponents but it's very early yet, still a lot of testing to do. Definitely better at long range than close, easy to miss at close. Incarnon requires some actual aiming, which I kinda like. Also, it FeelsGood™

    Oh, well in that case they STILL haven't fixed the explosive headshot bug and the design self sabotaged to be "basically bodyshots but inconsistently" anyway. Idk what to make of it really. I don't really have any more hope that they will touch this weapon since it didn't even seem like they were interested in it in the first place, to the extent that they clipped a machine gun on it so that people could use the weapon for more than ten seconds at a time without them having to actually evaluate the effectiveness of the thing.

    Also, who is mindlessly firing this? Does everybody assume that every single explosive weapon in the game works identically? Like I said, the thing has the AoE range of a fart. If you miss, you will miss, you can't reflex ground shot this weapon like the Kuva Ogris. I don't get the "incentive". To me it looks more like the motivation is to use this weapon in the first place after they turned it into a bigger joke than it was originally.

  2. tl;dr The Angstrum was perfectly balanced at the time of its release and should be restored to those base stats for ammo. The Prisma Angstrum can just have a larger magazine size and it wouldn't rock the boat at all. Just restore the original stats and stop messing with it. Also the incarnon requirement being headshots on a weapon absolutely designed to stop you from getting headshots without just standing directly in front of the enemy and pushing the gun barrel into their face is bizarre.

    I liked the Angstrum when it came out. It was a fun little pocket rocket gun that was good at killing enemies and sometimes the little explosion would hit some people around it. It also had a good amount of ammo, and somebody added a secondary fire to it that would be extremely funny if you more or less made a meme build that sacrificed most of the damage to fire 20 rockets at once. In no way was this efficient or even a useful application of the weapon, it was just a cool thing you could do. In practice you could use this burst fire mode to increase your damage but be left reloading afterwards. Either way, the relatively small AoE meant that at the most you would be able to hit a couple more enemies, like Tombfinger's AoE (Tombfinger didn't exist at the time). Using the multifire function was just more or less super temoporary multishot that burned lots of ammo and took lots of reloading, so it was sort of wildly impractical compared to other options.

    See, the charge shot fires the rockets in a circle pattern, so in order to get the maximum efficiency for this weapon, you'd have to be in a wide open area (uncommon at the time for DE's level design) and all of the enemies would have to be clumped up together while also being in the wide open area (also uncommon because enemy AI loves to spread out in wider areas). So half the time having a huge burst fire would waste a third to a half of the rockets fired, and in practice you would almost never have a use for this.

    Then for some reason DE thought people holding two explosive weapons at the same time was too much, even though by far secondary explosive weapons were.....not really that explosive. So they more or less introduced a kind of nerf that encouraged people....never to use explosive secondaries, because nobody would ever waste primary ammo on a secondary weapon, or bring an explosive secondary over an explosive primary. Having both equipped wasn't really unbalanced either due to the fact that most regular human beings can only fire one weapon at a time so it didn't make sense as a design decision at its core either. Overall, it wasn't worth the hassle, but neither was dying on that hill for a handful of very average weapons, and they faded from public use overall.

    Many patches later, DE decides that instead of this, they should just nerf ALL explosive weapons. While this has improved the spread of weapons in the game, it removed a fair number of weapons entirely from the game's consideration and they still haven't figured out how to actually have a practical balance here, but....

    They also nerfed secondary explosive weapons even harder. They had also already seen a few reductions in their ammo capacity before (which, because nobody on the staff has actually used Angstrum for more than five minutes, didn't understand that this also entirely negated any kind of building towards the secondary fire) but now there was no point in even single firing the weapon more than five times during gameplay in general because swapping between this weapon and the primary was a damage decrease over just using two normal bullet firing weapons. Angstrum was never designed to be an AoE powerhouse. Not even the prisma version really changed that. So nobody's using it, still.

    After so many rounds of this, DE decided that people weren't using it enough (????????????? memeofericandrebeingshot.png) and made an incarnon adapter for it. Fine. Okay.

    It requires headshots for some reason???????????????????????? Hildryn's Balefire Launcher, which is a copy of this weapon minus the secondary fire function, uses body shots to activate its augment mod, and they wanted to require headshots on an explosive weapon that has at most medium range accuracy.

    Also it still has all of the other drawbacks that have been added to it over the years.

    DE, for whatever development reason we've never been privy to, is deathly afraid of this mildly above average on release weapon dominating the meta and just the mere mention of an AoE the size of a small fart cloud is enough to get them running for the nerf bats. The most anybody could use the AoE weapon for is to fire it at the ground and hope that it hits maybe three enemies on average if we're being generous here. And that would still not activate this incarnon if it was body shots so people wouldn't be using it that way anyway!

    Who lives in fear of this weapon? Who complained? (My headcanon is Steve left behind a core design document that has a bunch of rules on it that were never really explained in practice but hewed to a design philosophy that was developed during the days of unreal tournament, but this is obviously not true and just comedic speculation on my part.) Where was the clamor to destroy this weapon's functionality? Just put it back to where it was before and it will be where it was before: a cool quirky weapon that will see some use but not a lot anyway.

    In the many years since its introduction, numerous other secondaries have been introduced that would overshadow the original stats of Angstrum and yet these changes all remain. It's truly bizarre.

    PS: Obviously if it were changed to body shots you would have to increase the incarnon activation requirement by a fair bit but that's just common sense design.

    • Like 1
  3. They added an alternate skin color pack in the focus points store. That being said....canonically, the Orokin can just change skin color to whatever they want, so it's not too odd for the Tenno to have been involved in such a thing too. The retroactive history changing of said alterations is just a goofy bonus.

    • Like 2
  4. Whenever I pull up a prime access page, or a prime vault page, or any number of package deals over the years from starter packs to digital tennocon packs, the description of those bundles is, at the low end, a text list of the items, at the midrange, a group of static item thumbnails that are the size of a postage stamp each, and at the very most, a more detailed static image that shows only some of the items at one angle.

    And the emotes are always a thumbnail that doesn't describe anything at all. The motion lines are basically useless.

    Then they list a price of like, 15, 20, 49 dollars, more for prime access/vault full packs.

    I've been wondering: how long would it take for DE to like, poke a marketing intern, and get them to screen record cosmetics, edit a bunch of clips together maybe at different angles or rotating around the display, and post it on the same page that the items are being sold. Like, just to humor the curiosity of prospective customers, so they don't have to rely on a single, 15 minute long meandering video posted by a random player to see what they're getting.

    • Like 2
  5. Well, the last time it happened, they didn't actually have the separate accessory packs, so it seems fair to at least make that available once before putting it back into storage.

    What I don't get is having to get Titan Extractor Prime multiple times if you're getting both accessory packs, it kind of seems like a waste. Smacks of that artificial price padding that was happening with not having the accessory packs in the first place. Which is kind of unnecessary when you're selling *virtual items*, it's not like you have to clear your virtual inventory shelves.

    • Like 1
  6. Cautious Shot seems like a waste of space because it doesn't block 100% damage (10% of the average Tenno weapon still one shots a Tenno, my dear Lotus), reduces overall weapon damage even though it doesn't have to (it's already taking up a mod slot for utility, which in of itself prevents a slot for a damage increasing mod, so you're losing like, way more than 15% or 30% damage bonus just having it on), and all things considered, if you were going to abuse such a feature, you'd pick the Rolling Guard and use it to point blank chump shot with impunity (the cooldown doesn't matter when you kill everybody in one shot) plus that mod already has utility beyond that.

  7. 7 hours ago, Geraion said:

    It may look better in-game. The Blade skins opposite looks a bit dosgy in-game from what I saw compared to the images on Tennogen. So...we'll see I guess? DE has made some...questionable choices in the past with other things, so...

    I hope so. The concept in of itself isn't bad, but.....oof.....I don't know if I would pay *Tennogen* money for that.

  8. the idea i was thinking about before was like your idea, but your idea sounds better for that system, so i'll try a different one

    maybe could take the boring idea that they have so far (something that gets worse over time like mesa without any real meaningful way to interact with it) and make it so that instead of starting at 0% for max range, it should start at 0% for minimum range and minimum damage, and go higher in percentage points each time an enemy gets hit by (or maybe just killed by) one of ember's abilities/burning/fire damage (including WoF), which gradually increases the range and damage with each point that it ticks higher. when it hits 100%, it should fire off a shockwave that either lights an enemy on fire permanently or kills any enemy that is currently lit on fire when it comes into contact with them, switches off WoF (resetting the meter to 0%), and set ember on fire herself, which will trigger her passive ability.

    in fact, screw just confining it to the 4th ability, you could build her entire kit off this scaling

    in this way, ember's ability does not immediately start at super overpowered, reaches that point, and then resets itself instead of remaining that way, while providing ember with some level of engagement in which her goal is to murder things with her abilities to get stronger, but conserving her attacks so that she can use them when she needs it the most (or just going all out if you're more into that)

    it would require some balance work, but the end result should be more robust.

  9. yeah, it's starting to look that way, i guess i was thinking of another idea on my own and it doesn't really make sense in that context. it just seems kind of boring to have something go 0-100 without any interaction with that meter that grants some benefit as a result of the meter filling up (besides adding some damage) instead of making it mostly a drawback to using the power for too long.

  10. I understand most of the adjustments, but could you guys have BOLDED the single tiny note where you said you patched Tether Grenades? You're gonna kill me if you do stuff like that.

    If launchers are gonna have self damage again, they need to increase the max ammo capacity a bit (up to sniper weapon cap) because having both that low max ammo and self damage as limiting factors doesn't really make sense when Warframe isn't TF2. Obviously, those limitations should apply to Conclave, but not in the main game.

    Since there's other launchers, like Torid and Simulor, that don't have self damage for safety reasons, this is starting to get just a little silly, though...I suppose there's some kind of notes in their design doc about having an exception for DoT, but right now it's up in the air again and they can't pin down the balance just yet...again...

    Side note: the additional nerf to Tonkor's damage seems unnecessary, given the relative downsides that Tonkor already has compared to other launchers, except maybe Ogris, although I need to test that one out again once I get that Napalm mod. Unless you're also planning to make a Tonkor mod in the future? Hmm...

  11. syndicate procs now work as such:

    - if you are cloaked, the enemy doesn't move at all, like a silent fart (needs more testing to confirm)

    - if you are not cloaked but still hiding behind cover, the enemies will scatter and hide as if they were being attacked, but they don't know you're there and you can take them out at your leisure as long as you avoid line of sight

    in both scenarios, enemies do not enter search mode until they hear or see something

  12. 8 hours ago, SeaUrchins said:

    No, it is not impossible. If you kill it in less than 5 seconds after the spawn your bonus will disappear. And before you ask, I do not set alarms when I stealth farm.

    for instance, since enemies in spy vaults only spawn in when you unlock the entrance (for...optimizing performance, and to avoid causing situations with impossible enemy configurations of no fault of the player), it's very easy to rush forward into that one corpus spy vault where the first enemy spawns facing away from the entrance and take him out before five seconds are up, invalidating any prior stealth bonus (or not getting one, if there is no active multiplier)
     

    6 hours ago, GinKenshin said:

    But mate, when you set the alarms, all existing enemies and the ones they spawn are all alerted, I know what you said is true, but it has nothing to do with this topic, since you say unalerted enemies, when spawned remove the stealth counter before 5 sec of killing them, and I'm saying enemies spawned when the alarms get turned on are already alerted >.> 

    if you shut off the alarms and wait outside of detection of all enemies, after a while all of the previously alerted enemies, regardless of their appearance and position, lose alerted status and become open to finishers and stealth multipliers again

    even if they are still hiding behind cover

  13. 2 hours ago, John89brensen said:

    I wonder how does he see through that? Does it have like a display inside? Or does the operator just see through the narrow slit.

    there's probably some kind of projection inside of there because the operator has to see the warframe's PoV, not their own

    haven't you noticed how the HUD moves around a bit when you turn

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