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(PSN)haphazardlynamed

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Posts posted by (PSN)haphazardlynamed

  1. It's worth pointing out

    that Encumber is Not Affected by Multishot. it is Capped to only roll once per firing instance.

    on a shotgun pistol like Bronco for example, only One of the pellets is allowed to activate Encumber. additional pellets in the group will not re-trigger Encumber.

     

    for this reason to best take advantage of it, you want a Beam Weapon with extremely high RoF and high status chance.

    it breaks from the pattern of shotguns being traditionally good at applying multiple statuses

  2. I find that arcane to be outclassed by the alternatives.

    its only a small chance of an additional status effect, which you will then use to add another stack to condition overload for more damage

    worse yet, you have to start over for Each Target buiding up status effects on each one to get benefit

     

    Too Many Steps

    I'd rather just use an arcane that Directly increases damage, and keeps itself active even when switching targets

    Something like Cascadia Flare 480% damage

    it'll take 4 status effects on a given target for Encumber + Galvanized Shot at full spool up to match that amount.

    Most targets are dead before then. Encumber only pulls ahead if targets are really tanky and stay alive long enough to stack up more unique status effects -ie, bosses. Except DE went and made most bosses have partial or full status immunity, so this synergy sucks.

     

  3. 1 hour ago, CrownOfShadows said:

    Bratons

    It doesn't need a damage boost, they just need to Fix the Glitch where Multishot doesn't apply to the aoe (radius) portion of the damage in Incarnon mode.

    (note, same glitch is why Zylok just plain sucks, no Multishot)

    Yes the arsenal UI displays it as applying, doesn't actually in mission.

     

     

    Regarding low Incarnon 'ammo' pool on some weapons.

    Just allow mag size mods to apply to the Incarnon bar as well.

    -note, more headshots will be required to fill up larger bar. This is purely a downtime QoL change, not a direct damage buff.

  4. One of the Best Things from Halo (CE)?

     

    Sniping a Shield Jackal in the hand, which makes them do that stagger animation and lower their shield; followed by a perfect headshot to finish them off.

     

    'ranged finishers' to capture that experience would be awesome.

    • Like 1
  5. 3 minutes ago, taiiat said:

    the game shares some contribution here - it's not unfeasible (it really isn't) to be dealing with Enemies as you normally would and end up "walking the Enemies out of the Objective".
    you don't even have to be actively trying to do it for it to happen.

    Absolutely.

    You kill a group of spawns, the game decides to spawn another wave Farther Out.  Gradually drawing away from that Circle.

    I say the game mode needs a redesign.

    IF DE really wants us to camp one spot, then make it an Interception or Defense mission, where enemies attack the netracell terminal and we're incentivized to Stay Near it and Defend, rather than get drawn away as we do now.

     

     

  6. 1 hour ago, DarkSkysz said:

    Solution > Be the host and turn off your connection when you find those suckers slowing the mission.

     

     

    It's not that simple, that'll disconnect you from DE's tracker as well, which will invalidate your mission session.

    To do this properly, you need to Only Disconnect the other Player IPs.

    It can be done, but it'll take work, not just the usual power cord jiggle lag-switch.

     

    Really, best thing to do is just set your matchmaking to Solo in the first place; much less work than having to IP filter mid-mission. (and doesn't get banned for network manipulation ToS violations)

    yeah, actually, just play solo if that's how you feel, don't do sketchy connection stuff at all.

     

     

  7. 1 hour ago, Shanguish_Alfa said:

    like, if i want to spend all my resources on detonite, just add a screen [make "x" amount and stop], its kinda frustrating the way it is, same with mineral ores of open worlds

    That's on purpose.

    Foundry Rush Build for Platinum, is a thing

    Less people would spend on Rush, if they could just set things to auto-build, sign off for a weekend, and come back to see everything all done.

    The Manual interaction is Annoying, because annoying == encouragement to Pay to skip it.

     

    -you will find this Pay-to-Skip business model is a foundation of Warframe and is present throughout the game.

    If that frustrates you, consider bailing out now before you get too invested.

    • Like 1
  8. Little confused on the interactions for this mod

     

    removes explosion delay, bigger radius. ok that makes sense

    but what's with the Punch Thru??

    doesn't punch thru Not Apply to any AoE projectiles? or is sporothrix an exception because the 'delay' makes the initial bullet Not count as an AoE projectile? even with the 0-delay?

    how does that end up interacting? chance to pass through a target and not explode till it finally stops? doesn't seem like a good thing to me.....

     

    also, is it intended that the only stat that changes as the mod is ranked up is status chance, not the radius?

  9. Having an arcane reward weakness instead of strength is kinda bad design in a game based on gaining Power.

    Doesn't fit with progression.

     

    maybe if it scaled? Something like

    yellow crits have a 50% chance to hit twice

    orange crits have a 75% chance to hit twice

    red crits and beyond have a 100% chance to hit twice

     

  10. 3 hours ago, (PSN)Sentiel said:

    Opticor release automatically. Being able to hold it like a bow would help a bit but it wouldn't make my original problem go away.

    Anyway, how can I write this macro on a PS5 and is using such a thing against Warframe EULA?

    warframe detects and bans for 3rd party Software.

    lucky for you the ps4/5 are incapable of running 3rd party software, so no risk of that.

    "Pro" Controllers are a thing though

  11. 1 hour ago, (PSN)Sentiel said:

    Whenever this topic or new Tenet Weapons pop up I always say the same thing.

    OPTICOR!

    All I want is for it to have a charge/auto fire function. Either a normal held beam like many other weapons have, or the unique auto fire function Tenet Ferrox has.

    I love Opticor but the way it works is soooo annoying if you use it for a few missions.

    It's essentially the same trigger type as a Bow.

    Your input pattern is: Hold, wait, Release -repeat

    So, its worth your time to write a Macro for this; makes opticor, bows, tombfinger, glaive throws, etc so much less annoying.

    I never used any of those weapons until I made this fix.

     

  12. Fair point

    many of the better Incarnon's are Drastic Changes, (like Latron turning into a rocket launcher)

    so far all the Incarnon bows are more or less, Still Bows

     

    heck if anything, the 'perfect shot' mechanic ought to be a Base Feature of All Bows to give them more depth and gameplay. -plenty of more RPG-sh games do this kind of thing with their bows....

    • Like 1
  13. On 2023-03-12 at 8:03 PM, gamingchair1121 said:

    scamming

    what's odd though, is the Mixed Messages DE would give regarding this

    people would make threads on forums here complaining about others Scamming the BP

    but then Letter13 (mod) would lock the thread and state something to the effect that Free Market prices aren't a scam, etc...

  14. You should have access to Galvanized Mods at this point, since you're already using SP Arcanes.

    So on Torid, replace Serration with Galvanized Aptitude, and Split Chamber with Galvanized Chamber. as these are direct upgrades to those mods.

    You might also consider replacing Merciless with Deadhead, as Torid in Incarnon mode can be Aimed for headshots; take advantage of the HS multiplier from Deadhead.

     

    • Like 1
  15. 5 hours ago, (XBOX)Rez090 said:

    Haven't seen them then. I have to ask though, if you're rebinding the alt-fire, then how do you activate abilities?

     

    R1 is Fire, R2 is melee

    L1 is ADS, L2 is ability cast.

    Dpad is ability select.

    Triangle is swap

    Square is reload

    Scuff Paddle Left Underside is Jump

    Scuff Paddle Right Underside is ALT

    Touchpad Gestures is Gearwheel/Map/utility junk.

    L3 (stick push in) is sprint

    R3 (stick push in) is crouch

     

    Notice, how my main attack stuff, Fire, Melee, Alt, Ability Cast. are all accessible independently of Thumbstick.

    Reload is Not, and requires removal of right thumb from stick to push Square.

     

     

     

  16. a QoL Request for the Catabalyst

    it would be really nice if tapping Alt would do the reload/grenade toss (in addition to just hitting the reload button)

    This would feel more natural, since you're using one of your Attack buttons to do ...well and attack... instead of the reload button.

     

    This is especially relevant on Controllers, where we often prioritize our layout such that the Fire and Alt fire are easy to tap with an Index Finger, as these need to be aimed actions that keep Thumbs on Sticks. while we typically put Reload button as a face button (thumbs conflict).

     

     

  17. 2 hours ago, (NSW)AegisFifi said:

    "fine since it isn't reliable"

    Ah classic

    balancing the game around glitches, instead of actually fixing the glitches (see also, gunCO)

     

    house of cards with no foundation

    they really need to work on that....

    • Like 1
  18. 8 minutes ago, quxier said:

    Lore =/= gameplay. You could do anything in lore, not so much in gameplay. Protea is the same - she doesn't roll back some stuff, like, afair, combo.

    on that note, Protea's 4 might actually be Useful if turning back time could do stuff like:

    reset a failed spy vault, revive a downed vip, undo damage to an objective

    you know, the stuff that time travel would imply.....

    • Like 1
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