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(PSN)haphazardlynamed

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Posts posted by (PSN)haphazardlynamed

  1. On 2023-10-05 at 7:22 AM, OgreEye said:

    Hey, this is an old request I know, but since it seems like the upcoming update is including a lot of accessibility, including automelee (thank you for that one), this is particularly topical. As it stands, even after the change you made to it, many semi-auto weapons simply get too fast. We have mods that nearly double fire rate (Vile accel anybody?) and things that are already starting at like 4.0, on top of wisp existing. I like a few of these weapons but it's easy as hell for me to get carpal tunnel, I'd appreciate a toggle to just change semi-autos full auto in the settings. In a perfect world you'd be able to set a minimum fire rate threshold for the switch (to account for factors like said wisp players on a gun you might otherwise want to keep semi) but really just the switch on its own would be extremely helpful. I'd also like for it to apply (or maybe for there to be a separate switch altogether) to things like bows to make them automatically fire at full charge so it's not a weird timing guessing game when you have to fire at many things at once, because even with things like nataruk where you want a perfect charge, if you're charging to full anyways you already missed the window, so it won't be a impediment.

    DE already addressed this problem

    they took a handful of 'too fast' semi guns, and nerfed their fire rates.

    so its 'fixed' now.

    RIP Burson, Vasto Prime

     

  2. DE

    can we just remove Tap Alt Again to Deactivate Incarnon Mode?

    I have Never wanted to intentionally do this

    on the other hand, I have lost count of how many times I've Accidentally Wasted Incarnon Mode by trying to Heavy Melee after aim gliding.

     

    I'm pretty sure most people would agree with this?

    It's not a useful feature and actually an hinderance.

     

    • Like 2
  3. 9 hours ago, SirPaladin555 said:

    I ask this from a lore prespective,  not from a gameplay prespective.

    Did the orokin have kavats on their ships and towers that just happened to outlive them and somehow survive on the derlics this whole time ? 

    If that is the case that would explain why they are feral and look completely different from domestic kavats , they likely evolved to be more wild and bigger to survive.

    Although it's hard to tell what they would have eaten,  maybe infested stuff or the plants that are found on non infested orokin towers. 

    Additionally they look pretty similar to normal khora's venari ( not venari prime ) , not sure if that means anything but I think it's worth noting , and looks like master T's kavat from cetus.

     

    Anyways what so you guys think ?

    It's a Red Dwarf reference

    where the descendants of a cat smuggled aboard manage to survive thousands of years in the derelict ship.

    • Like 1
  4. 8 minutes ago, Traumtulpe said:

    Then just give them a weakpoint where the player can shoot them down after they've been activated or something.

     

    I like this idea, its similar to what I Would have done if i was the first squad member through and shooting the scanner itself.

    Let's me keep doing what I was going to, even if the First Guy screwed things up.

    • Like 1
  5. So the Gas City tileset has scanner traps

    walk through the doorway before shooting the scanner, and you get hit with toxin or electric traps.

    ??I guess the intention, is that DE wants players to proceed carefully and shoot these, rather than just speedrun through the map.??

     

    Well, that's not what happens

    instead, the 1 guy playing Volt rushes through and trips every single trap

    and everyone else behind him gets hit with the consequences.

    making it even harder for them to catch up.

     

    This interaction is toxic and just creates resentment between the squad.

     

    Either get rid of the traps

    or make them Effective against the Player Who Set Them Off.

    -how about have them set off 2 hallways further down instead of just 1, so you can't outrun the consequences?

    -or act like tripwires where it'll force stagger you out of Speedrun if you hit them? this way you can't just ignore them and leave the problem for the next guy?

     

     

    • Like 2
  6. 6 hours ago, (PSN)magusat999 said:

    I don't know how long this enemy behavior has been going on, but its annoying. I'm proceeding forward in a mission, killing enemies ahead of me. I have killed the enemies BEHIND ME, cleared the previous area (this is not a spawning mission like Survival). All the sudden from the room I have cleared, I get hit by shots - I see enemies coming from where I have cleared, just so there can be enemies behind me, attacking? It makes no sense! Where are they coming from? I killed everything and the map was clear??? Why is there all kinds of enemies coming from that way? I'm dealing with enemies ahead of me, now Ive got to defend against these suddenly appearing enemies coming from an area I just cleared too? Why cant they spawn somewhere that makes sense and just run behind me???

    In the same vein, there are some maps where if your in a certain spot, the enemies seem to spawn forever. There's a Corpus map like that, where you can take an elevator and walk around, or jump across some structures at the top, come down to a wide door, that's commonly locked (you can open by interacting). To the right is the corridor that you could have optionally used by getting into an earlier elevator or jumped down from a room in the middle. Right at that corner, if you stay back a bit, the enemies will spawn forever. I usually kill some and open the door to keep going, then they will stop - but if you just hang there the enemies will just keep on spawning right there.

    Unfortunately, Warframe isn't Rainbow6

    the idea of tactically clearing rooms doesn't exist

    this is more like an arcade game, enemies just randomly appear out of nowhere

  7. If people are repeatedly offering a different amount than what you expected

    perhaps it is your expectation that is wrong? and not everyone else?

    This is the nature of a Free Market, prices are determined by what people are Willing to Pay, not by what you expected to sell for.

     

     

    anyway, about 5p for prime parts junk, is about what I see on average for playstation prices

    so you probably shouldn't be getting mad over people offering to pay that... seems pretty standard

    • Like 3
  8. Doesn't make sense that we have to go to that specific location to Extract

    considering we Entered the map from a totally different location

    If an air vent is good enough to get in, why can't we also use it to get out?

     

    ...wait a minute, that extraction dock is like 2 rooms away from the boss in lots of maps, why didn't we just have our landing craft drop us off there in the first place?

    and why didn't frodo just ride the eagles up the mountain?

     

    • Like 1
  9. I want to see a Deadhead/Merciless Combo Arcane

    Kills award 1 stack. Headshot Kills award 4 stacks.

    each stack grants 30% damage. max 12 stacks. lose 1 stack every 4 secs.

    Retain both the Headshot multiplier of Deadhead and Reload Speed of Merciless perks at max rank.

     

    Note that this achieves OP's goal, of Deadhead not 'dropping off a cliff' but instead decaying smoothly.

    (my main motivation though, is there are a number of Alt-Fire weapons, or Incarnon Mode weapons, that switch between Single Target and AoE modes; and a Deadhead/Merciless hybrid would be nice so cover both sides.....)

  10. I'd suggest making the Kuva pack and Veiled Riven unlimited. no more weekly cap.

     

    Side Note

    is it just me? or are Zaw and Kitgun overrepresented in Paladdinos stock?

    approx 1/3 of the rivens I get from here are those, yet they represent what? like under 1/10th of the weapons possible? Seems like the weighting is wrong....

     

  11. Oh. and there's also supposedly a Huge Glitch, where Incarnons that have Hitscan AoE effects

    like the Braton's splash, the Zyloc, ?and Maybe the Gorgon too??

    are Not Applying Multishot to the AoE splash.

    -it shows in UI, but ingame numbers suggest its not actually happening.

     

    That might be a factor in Gorgon failing, tho I'll leave it up to a streamer to do a frame by frame analysis to determine if the glitch is there or not.

     

    • Like 3
  12. 2 hours ago, Vaml77 said:

    Why are both weapons so bad in incarnon mode?

    I'd say the biggest issue with the Gorgon, is that it changes weapon type drastically, from a Single Target Rifle, to an AoE Launcher.

    That's a problem when it comes to picking an Arcane. Deadhead is more beneficial for single target, yet nearly impossible to use when in AoE mode.

    Whilst Merciless is great for AoE, yet extremely difficult to maintain stacks (kill rate) when in Single Target mode.

    Now I guess you could build exclusively for Incarnon AoE Mode.... except I find that to be unsustainable, in practice I swap back and fourth a lot with Gorgon; this isn't like the Torid where you can stay Incarnon forever for free....

     

     

    for the Gammacor, I think the problem is the Pull Effect is just too small and weak.

    If it was bigger, and did a full ragdoll pull, not just a nudge.; then it might actually be fun.

  13. I'd propose that being buffed by Wisp (especially when you didn't ask for it)

    leaves your Melee speed unchanged, but instead buffs the melee damage by the same proportion.

     

    makes logical sense in a way, greater acceleration/force behind your swing equates to more damage dealt

    but let the player stay In Control by not messing up the Cyclic Rate of their swings.

    • Like 1
  14. I just want all the evolutions to Actually Work

    a bunch of them are still glitched to have conditional perks that don't activate, or stay active when they shouldn't.

    multishot doesn't appear to apply to the aoe portion for any of those that have hitscan+aoe (zylok, braton)

    and all but like ?1? of the Incarnons is using Normal weapon Base Damage to scale galvanizedCO instead of the Incarnon Damage stat.

    (though I guess that's no big surprise, considering galvanizedCO uses the wrong damage scaling on a ton of non-incarnon weapon variants already)

    • Like 3
  15. Sounds Fair

    now when I get Rad Proced and proceed to PKill everyone for the Luls.

    I can use '"my hud was messed up, I'm not Purposely hunting players" as an excuse.

     

    You know. they could take Radiation even farther than that, in addition to the HUD suggestions, actually scramble the in-game graphic models.

    -you know how in Index that one guy clones the skins of Warframes? make it so that when Radiated, all the Grineer randomly swap skins with Squad and vice-versa. You could even have a scrambled lotus transmission giving you false directives, change of plans the VIP is a traitor, shoot him!

     

     

    • Like 1
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