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CataReverb

Hunter
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Posts posted by CataReverb

  1. Digital Extremes removed the Genetic Scrambler while they decide on an alternative to it. and the possibility of additional mechanics to support it.

    I read, but with the lack of current alternative, I'm stuck with a kubrow of each breed that all have a very samey brown on different brown pattern.  Even if I were to spend tons of plat on slots, eggs, and hatching, I'd prefer just to give a few rolls on the scrambler for something better until they have the new system up.  I'm kinda surprised the system isn't one random or default pattern on an individual, different appearance options in the market (like "stripe A pack 20p" / "stripe A head/legs/body 10p each") then you customize with the pallet and something like the armor, and bake the kubrow for 3-6 hours, basting occasionally.

  2. No faction?  Grineer do worse, kinda.  They have an unlimited clone army, but still use slaves because they don't know that cloning a work force is probably easier, and that they could probably use some of those slave's genetics as a base to reduce the level of genetic degradation "from generations of cloning" to zero.  Not a complete fix, but it'd keep them from falling apart.  So, why do they do this?  To keep their soldiers in pain and to keep civilians in fear of their empire to ensure obedience.

  3. 14.04 is working for me.  There's a cap on 3 loyalty restores per day, which means 3 missions where the kubrow takes damage per day, or 1 if he gets knocked out.  Really sucks that kubrows dont bleed out, they just die so the loyal companion mod is useless.

  4. If this system is working as intended, I see no reason to ever use Kubrows except to fill the dex.  I'm having this bug too.  Gonna put mine on ice till 1403 or 1404 whichever fixes it.

     

    Really sucks that Spot sees an electric trap and he charges after it only to get stunlocked with the electricity, and lazers?  He just lies down and takes them, even if he survives the initial blast, he just stands up and gets lazered again.

  5. Glaive is stuck at rank 29 in profile, despite the codex saying 30 and having a 30 one in my inventory.

     

    There is a second Burst Laser entry in my codex.

     

    What completion rewards and bonuses am I forfeiting by quitting the game?  Quest related ones?  Does that mean that my Kubrow will stop maturing because that's my active quest?  Or will I not receive the next Mirage part?

     

    Also there's no back out/exit/X button when you select something in the market.

  6. I'm not sure to what extent this bug is, but I was trying to trade earlier today, and the part wouldn't display despite the other person's insistance that it was there.  I had some troubles connecting to his dojo while when he thought that might fix the issue, and my system crashed either due to connection issues or because I was searching for the screenshot I took.

  7. dont take ability mods out completely because we may need multiples for different builds.

     

     

    remove them from the drop table, and sell them as packs in the market for credits

    If this happens, they'll have to make fusion of ability mods exclusive to ability mods to avoid them replacing fusion cores.

  8. On a more serious reply, there's another option to the tower difficulty idea: items similar to the dragon keys, but have a more across-the-board effect instead of focused effects (like -10%/20% damage,shields,health) but give the team a bonus like, extra resource and credit collection, a chance at extra or better drop tables, and perhaps a chance to break at mission's end for maybe a higher tier void key than the one put in?

  9. A water themed frame?  My mind is swimming with questions.  I'm going to go with the flow and ask how is it at wetwork?  How well can it turn the tide of battle in, say, invasion scenarios? What stream will it be officially revealed?  Will guilds need to pool their resources again like with the Zephyr?  I had more, but they seem to have evaporated.  Hmm, I'd say I really want to sea more, but that'd just be fishing.

    Edit: It makes me so excited I could just boil over.

  10. Anyone else having these?  So far I've found three of them.

     

    Yesterday, damage mods were occasionally failing to work in my brand new Ignis.  105% serration mod was changing the damage from 33 per tick to 33 per tick.  Reloading the game helped, sometimes, but switching weapons would reset this back to base state.  Non-damage mods were still working fine, such as magazine capacity from Wildfire, or multishot.

     

    Ogris refuses to damage crewmen.  Because all explosions tend to count towards credit for Head Hunter, is it because of the helmet?  Does wearing a helmet make you immune to explosions?  Would a bucket have been a better defense against a nuke than the fridge?

     

    Accellerated Blast is still counting puncture damage like an element instead of a base damage, as such it's either broken or the only physical elemental mod that works properly.

     

    It also seems that, for the most part, damage is kinda unbalanced in most all weapons favoring one type over all others, which makes modding a weapon to cover its weakness a really dumb idea.  Say I'm planning on taking on some grineer, mostly flesh if you aim for the head, with a rifle that does primarily slashing damage, then an armored heavy gunner shows up, and I'm wasting five clips to deal with it because my rifle can't deal with armor.  I'd like to change that, so I throw in a maxed piercing hit... and now my rifle does one more damage (3.0*[1+0.3],) and I save one bullet.

     

    Here's a modification to that system I'm thinking a good solution would be, that would validate a player's choice in mods, example uses values for the Latron:

    Start with a value, call it magnitude.  Add up all base on the weapon, that's now its magnitude value, this is what base damage mods (serration, point blank, hornet strike) would affect.

    Example: 40

    Divide each individual physical types by the magnitude for a resultant modifier.  Damage type mods (Rupture, Piercing Hit, Sawtooth Clip, etc.)  would affect these as an additive value.

    Example: Impact: 0.15, Puncture: 0.7, Slashing: 0.15

    Elemental damage would work off of a composite magnitude value of all previously calculated results, the same way that it did.

     

    Let's say the person was planning on fighting Corpus, so they used Serration rank 4(75%), Stormbringer rank 1(30%), and Rupture rank 2 (15%).

    Magnitude: 40*(1+0.75) = 70

    Impact: 70 * (0.15+0.15) = 21

    Puncture: 70 * (0.7) = 49

    Slashing: 70 * (0.15) = 10.5

    Composite Magnitude: 21+49+10.5 = 80.5

    Electric damage: 80.5*0.3 = 24.15

     

    The problem with a straight conversion to this system is that it would be a universal buff to damage for the players, so the enemy health scaling would need to be adjusted based on the increase, but the increased flexibility of the system would allow for greater agency in modification decision...

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