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(PSN)trontor

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Posts posted by (PSN)trontor

  1. I've completed a bunch of Deimos bounties this week to get Mother tokens for Naberus cosmetics.

    I'm concerned that this update fixed none of the game breaking bugs which have been present since the launch of Heart of Deimos:

    • The Defend Area bounty stage can still get stuck because no enemies spawn. A host migration (after which you have to finish the bounty solo) can be used as a work around.
    • The Cache bounty stage can still get stuck because the Hive Tumour over the cache doesn't disappear (after destroying the linked tumours). A host migration can not be used as a work around here. The only solution is to extract to keep the tokens and drops acquired in previous stages.
    • Enemies still randomly one-shot Warframes (at full health and full shields) despite shield gating.

    When can we expect a fix for these issues?

  2. This challenge is bad by design in my humble opinion:

    • A good team will destroy the Crew Ship before they can send out ram sleds or shoot down the ram sleds before they reach the Railjack. You are basically being forced to play in a suboptimal way.
    • The challenge encourages selfish behaviour of squad members like hiding (e.g. in the Forward Artillery position, see above), leaving the Railjack in your Archwing or similar tactics.
    • The challenge is unfair by design. Assuming everything plays out as it supposed to be (no cheese, tricks, etc.) you will have the pilot in the cockpit, two players at the turrets and one fixer (the engineer) who deals with boarding parties, repairs the ship and operates the forges. What will happen in this scenario is that this team player will fail the challenge because she or he gets hit while the other three players don't get hit (the pilot definitely not, the turret operators not if the ram sled use a downstairs docking port) and complete the challenge without doing anything.

    @[DE]Rebecca: Can you please take this challenge back to the drawing board and replace it in this week's Nightwave? Thank you in advance

    • Like 8
  3. 1 hour ago, WeaselBoy said:

    Only if said mods behaved like normal elemental mods. Currently a weapon needs to be extremely weighted towards a particular IPS (75%min) before even a 120% mod beats out a normal elemental one. If the mods added +60% IPS to the base damage of a weapon, then they'd be somewhat good. Would certainly open up the number of weapons that can go straight physical builds which there are almost none.

    Yes, you are right. 60% wouldn't be enough.

    They could change the +120% mods to be +150% / +60% status and they would finally be good and worthwhile drops for the Eidolon Hydrolyst.

  4. It would also be very useful to get Archgun (and Archmelee if that ever gets fixed to be useful again) mods which increase physical damage by 120% similar to Fanged Fusillade or Piercing Caliber.

    As physical damage no longer has a four times higher status effect priority it is impossible to create an Archgun status build that favours one of the physical damage types at the moment.

  5. On 2020-03-02 at 6:02 PM, [DE]Bear said:

    Status Chance Mod Buffs 
    The Status Chance Mods we released many years ago have not been considered worthwhile - there are simply better options within the Status Mod builds (Dual Stats) or Critical builds are more appealing. We are buffing all Standalone Status Chance Mods to increase the appeal of building for Status on your Weapons:

    • Rifle Aptitude increased from 15% Status Chance to 90% Status Chance
    • Melee Prowess increased from 15% Status Chance to 90% Status Chance
    • Sure Shot increased from 15% Status Chance to 90% Status Chance
    • Shotgun Savvy increased from 30% Status Chance to 90% Status Chance

     

    Please consider to buff Modified Munitions as well.

    • Like 6
  6. On 2020-02-28 at 4:21 PM, [DE]Rebecca said:

    Status Chance Mod Buffs 
    The Status Chance Mods we released many years ago have not been considered worthwhile - there are simply better options within the Status Mod builds (Dual Stats) or Critical builds are more appealing. We are buffing all Standalone Status Chance Mods to increase the appeal of building for Status on your Weapons:

    Rifle Aptitude increased from 15% Status Chance to 90% Status Chance

    Melee Prowess increased from 15% Status Chance to 90% Status Chance

    Sure Shot increased from 15% Status Chance to 90% Status Chance

    Shotgun Savvy increased from 30% Status Chance to 90% Status Chance

    Why? This is a long overdue change that will thrive when paired with the above change of giving >100% Status meaning. The goal is to give your Arsenals a shake up in terms of what Status may mean for some of your Collection! This is a power output increase across the board for Status. 

     

    Was Modified Munitions overlooked here?

  7. Hello,

    I'm using an alternative controller layout for normal Warframe missions where abilities are mapped to the D-pad and R1 is alternative fire instead of the ability menu. This all works fine and has for a long time.

    The problem seems to be that it breaks Railjack controls. When I press R1 while piloting my Railjack the ability menu remains open permanently. As a result I can no longer use the Railjack's weapons and more importantly not exit the pilot seat.

    I've tried to fix this by reseting the control bindings and then changing the Warframe controls back to the way I like them. That fixed the problem for that Warframe session. But when I logged back in today and launched a Railjack mission I got the exact same problem and had to abort the mission.

  8. 2 hours ago, DrakeWurrum said:

    Keep in mind that loot boxes also hide their contents so you don't know what you're going to get.

    I've commented on this before: they do hide their contents on console.

    In the meantime I've found a video which shows the current state on PC where you can preview the rolls. And that indeed removes the loot box aspect. It seems that DE has reacted to community feedback and addressed this which is good. I'm however still concerned how the initial implementation got through a design review in the first place.

  9. 2 minutes ago, (PS4)xtharbadx said:

    Sounds like somehow you lost the perception of what a loot box is? Or you haven’t played games with them. I have, and it sucks.

    Go try a game with real loot boxes and you will see that it’s not remotely the same.

    I have played games with loot boxes e.g. Mass Effect 3 Multiplayer.

    And please explain why it is not same:

    • A chance item with a small chance of something useful (also the chance part seems to be fixed on PC where you can apparently preview the contents)
    • Massive amount of game time required to unlock it (I haven't even half of the Titanium to repair a single salvaged items after dozens of missions)
    • Grind can be conveniently bypassed by spending Premium Currency.

    This is a text book example of a loot box.

  10. 10 minutes ago, (XB1)GearsMatrix301 said:

    Also PC currently has better resource drop numbers than Console.

    I've responded to that before:
    PC has two times higher drop rates which is still very far away from being reasonable. I'm 5-5-5-7, completed dozens of mission and have only one Veil Proxima node left to complete. I've got something like 5800 Titanium. 11600 Titanium would of course be better but still not enough to build more than one MK III DoJo research. The drop rates need something like a ten times boost.

  11. 48 minutes ago, (XB1)bioblaze10656 said:

    I guess you could consider it a loot box sure but you don't have to pay for it. If ur on ps4 then us consoles haven't gotten the hotfix yet for the loot increases 

    The loot increase would help but is IMHO not enough. The PC players got an increase by a factor of two which would mean that after dozens of mission I have enough to roll the Gacha dice once. That is still a very bad loot economy.

    In the meantime if DE wanted to help console player they could create a bunch of alerts with 10,000 Titanium each.

  12. 33 minutes ago, DrakeWurrum said:

    I guess at least now... we can see what the stats and RNG rolls are before we repair them? So in that sense, they're not.

    On PS4 you can see the general stats of the type of equipment but you cannot preview the randomly rolled bonus stats.

  13. Hello,

    am I the only one who considers Empyrean Salvage drops loot boxes? You basically have to invest insane amounts of time (after dozens of Railjack missions I have only half the Titanium to unlock my Vidar MK III Reactor) or buy Rush Repair Drones for premium currency. And in the end I might get an item with a bad stat roll that is basically useless.

    • Like 1
  14. 17 minutes ago, Aadi880 said:

    On a dps perspective, I kinda want it to have 15.33 fire rate, which would certainly make it more on par with the other kuva weapons. Yes, its technically weaker than all the kuva weapons, but that's something automatic ARs have something common in general. Kuva karak does not need a higher base damage, but a higher fire rate to back it up, or at least, that's what I think.

    Thanks for the correct calculation of the damage bonus, I was misinformed. The good news for me is that the 46% roll that I can unlock now will elevate it past the Karak Wraith.

    I could also live with a fire rate increase. I was tempted to try Primed Shred but as the weapon already has Punch Through (even if it is not a lot) it felt like a wasted mod slot.

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