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Scar.brother.help.me

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Posts posted by Scar.brother.help.me

  1. 8 hours ago, CopperBezel said:

    Honestly, if I'm not using AoE or melee and I'm fighting Grineer, I make some effort at landing headshots. With a high crit gun, that's four times the damage, and that doesn't mean a quarter the TTK because status is a thing but it's enough difference to feel. I've always preferred Heat in terms of making headshots easier, but I guess I haven't used a lot of Cold even after the update, so maybe? As for enemy level, anything I can't kill by sneezing at, which I guess is really anything past level 70 or so. 

    On the main topic, 

    I'd really like to see this happen now. Physical damage with Bleed. Trade in all the IPS mods for a 90 and a 60/60 per weapon type that work like elementals. Dropping the preferential weighting kinda ended the special relevance of IPS distribution, and that relevance had literally become "how much of this is slash for the proc distribution" already, which just made Bleed Chance a third stat alongside Crit and Status. 

    And there are certainly far too many elements, it'd just be hard to cut it down at this stage. Combining elements prevent having more than two elements on a weapon at a time and limit the possible combinations. You'd need some new factor to have similar effects, like heat and cold or electric and toxin canceling each other out and having a null proc instead or something.

    It is true that whenever I see a new weapon my first check is how much crit, status and slash it has. I am not so much of a veteran, almost 2 years of playing but during these 2 years I've tried every element, tested it good both in simulacrum and during lots of different missions. And I've never ever noticed any benefits from puncture, impact, cold, radiation, blast, magnetic, electric procs. My first maxed primed elemental mod was Primed Cryo Rounds. I tried it as a stand alone element a lot, I wanted to save an extra slot for something else rather than add toxin for Viral. But I've always came back to Viral.

    Do you think Hunter Munitions would be popular if it granted Puncture or Impact procs? 😉

    P.S:"Cold is a nice effect when it comes from something else rather than your weapon, i.e. Taxon's cold beam (though for me this beam is a good way to point at the enemy where to shoot and a 100% proc for Growing Power and Condition Overload, a little slow is just a free bonus)".

    P.P.S:"I'd change IPS damage and status procs that way:

    Puncture damage portion to always ignore armor (as Toxin to shileds now),

    Puncture status proc to let the whole damage bypass the armor.

    Impact damage portion to ignore shields instead of Toxin and

    Impact status proc to let the whole damage instance (bullet/pellet/rocket/beam tick) bypass shields.

    And keep the old Slash proc bypass both armor and shields.

    That way puncture would be good against Grineer, Impact vs Corpus, Puncture + Impact against Corrupted and some corpus, Slash would be fine against anything but since its proc kills slower it would become a pleasant bonus, not the only useful physical element as it is now."

  2. 27 minutes ago, (PS4)IIFrost_GhostII said:

    I disagree! It makes shooting enemy weakpoints much easier and less annoying!!

     

    But it could use more duration and/or something helps deal damage like causing the ice coats to shatter and damage other enemies. That would be really nice.

    But dont call cold procs useless! Ill freeze you and then Haunt you 😠

    When did you aim at weak points for the last time? Who was the enemy? What lvl and what mission?

     

    The problem with enemies in the game is that there is a very thin line between "enemies die fast" and "enemies kill you fast". At the second point people just leave endless missions and it starts all over. Nobody really tries to control them, just kill asap, get the random prize and do it again. It's about grind after all.

  3. Prove me wrong and show examples where they matter.

     

    Let's go through every status proc in the game:

    Slash - applies damage over time, ignores armor - helps to kill heavily armored enemies faster. (useful)

    Puncture - reduces enemy damage - who cares if enemies still either die fast or you are not well equipped tor this mission if they don't. (useless)

    Impact - knock back, knock down, ragdoll - slows down the killing, makes aiming harder. (not just useless but counter-productive, the worst proc at the moment).

     

    Heat - adds damage over time, halves the armor (useful)

    Cold - slows down enemies, which is good on the paper but enemies die so fast that this effect does nothing (useless)

    Toxin - damage over time, ignores shields, even direct damage toxin portion ignores shields (useful)

    Electricity - stuns enemies around the target, part of the damage goes to those around, sounds good on paper but needs a boost may be, I still don't feel any increase in killing rate from this one (could be usefull)

     

    Blast - reduces accuracy to the enemies around? used to be as bad as Impact now but since the last update it is not counter-productive anymore (but still useless)

    Corrosive - was good and still good vs armor, reduces armor, makes killing armored enemies faster (useful)

    Radiation - confusion and bonus damage of this unit to other enemies. It does nothing in practice (useless)

    Viral - increases damage to health (it was good and remains good)

    Gas - similar to toxin, but very small aoe, no shield bypassing, though upcoming changes should make it a more viable proc (kind of useful and should be even better)

    Magnetic - increases damage to shields.. why, when we have toxin that ignores shield... never was useful, not useful now, I wonder if it will ever be. (useless)

     

    The problem with any proc that deals no additional damage is the game itself. Enemies die too fast, there is no time to feel benefits of debuffs on them. What's the point of slow, inacuracy, confusion, reduced damage, knock downs if the game is designed the way you need to kill hordes of enemies as fast as possible? The best crowd controll in warframe is - DEATH.  And it is easier to kill an enemy than proc debuffs on them. 

    If you aim at the enemy and shoot bullets - this enemy either dies with a blink of an eye or you are doing something wrong.

     

    The only viable CC/debuffs in warframe is if it is a wide range aoe with low/no damage. If we had weapons like our explosives with highly boosted range but very low damage and high status chance - that would be kinda way to play with debuff procs that weaken all targets in range. I mean one weapon for debuffs, another weapon to kill. But if we get weakening procs on our weapons that make the killing - what's the point?

    • Like 7
  4. 1 minute ago, WhiteMarker said:

    And still, what you are talking about is blackmailing.
    Sure, I know that people are willing to pay if they are happy, and that's how the world works. But wording it the way you did is simply blackmail.
    And you didn't even properly explain yourself in your first post. So chances are your thread will get locked.
    Pretty smart thing you did there.

    It is not worse than slots for platinum, boosters, color pallets and some other stuff like that. Do you think DE is so fragile? 

  5. 8 minutes ago, WhiteMarker said:

    Sure, DE will do everything they can to specifically please you, so that you buy the accessories. I'm sure DE is that desperate, that they let you blackmail them.

    not me alone, there will be some common sence and folks will be more or less satisfied, so shall I even if it won't be 100% as I desire but some other changes will compensate for it and I stay happy and enjoy the game I am willing to pay for if I enjoy it.

  6. 1 hour ago, krc473 said:

    You really need to specify what you consider "good". What is your minimum expectation to make you buy the accessories.

     

    effective + fun 
    Less restrictions (already they are mostly slow, low ammo, low magazine, low reload speed, slow flight speed, some have no crit which is not compensated by any big raw damage)
    Knock-back should be at the point blank distance, like 1 meter, and faster recovery, beyond that just a push back with fall off without any interruption, like a strong wind blow (we are solid war machines, not a paper after all)
    Damage fall off - 2-3 meters after max range to even improve it slightly

    DE makes whatever they want with Kuva Brama alone, though. It is like 2-3 times stronger and more effective than any other explosive weapon.

  7. dude, you are the only Warframe player loving glave weps.. I feel your pain. 🙁

    P.S:"(whisper) radial blast weapons are in a very bad shape after update"

  8. To make extractors worth bothering they should be either full auto (just send them and forget while they slowly day by day give you some resourses) or make it x20 resourse extraction (to be honest I still won't bother unless they bring me x50 or x100). I thought they were something when I just started the game but even then they were not worth it.

  9. 5 minutes ago, Scar.brother.help.me said:

     

     

    In my opinion - stagger range should be MUUUUCH less than the explosion range - knock down if you catch an explosion with your face and only a little nock back/momentum loss partly without damn interruption on further distances. It should be punishing a little, but not annoying as hell. Or at least let Causious Shot work like that (-90% knockdown range).
    Fall off damage should be AFTER the initial range. Lets say Kuva Ogris has 11.36m of full damage and 11.36 more meteres of fall off damage to 99%. (even so it will remain a mediocre aoe damage weapon as it was before the mainline)


     

    Or buff the hell out of the Ogris damage like 3-5 times (crit can be 1% and crit dmg x1.1 if DE is afraid it can become OP) - then it will be a raw damage weapon and all the drawbacks can be as they are now.

  10. 15 hours ago, Enxchiol said:

     

     

    3. The AoE changes. This I believed is the worst outcome of the update, as it achieves literally the opposite of what it meant to. 

     

    The only explosive weapon that warranted the falloff addition due to self-damage removal was the Kuva Bramma, due to the obscene everything it had(literally, it had no downsides but the self-damage and ammo economy). And yet the outcome of these changes is that every other explosive weapon but the Bramma has been rendered obsolete, as the Bramma does enough damage and has clusterbombs, so it too is useable as an AoE weapon, the rest of the explosive weapons are now basically single target weapons. For example weapons such as the Penta, Ogris, Zarr, Akarius, Tonkor and Komorex. 

    Not only the explosive weapons got the change, but all AoE weapons, which had no self-damage, recieved the falloff and many of them the self-stagger, which is a direct nerf. Weapons affected include the Astilla, Ferrox, Javlok, Scourge, Staticor, Sonicor, Quanta and its variants, Kuva Chakkhurr, Simulor and its variants and possibly more. None of these weapons were exceedingly powerful before, and now they've been made even worse. The simple and easy solution here would have been to simply nerf the Bramma instead of adding the falloff range and adding self-stagger only on weapons that had self-damage before. 

    I haven't tested shotguns and statuses much yet, but I had such hopes for Kuva Ogris after watching devstream, that this is the biggest dissapointment of the year for me.


    Here how was it before the mainline update:
    - 10m AOE range (Firestorm + Furax mods)
    - Cautious Shot (-99% self-dmg)
    - mediocre damage
    It was really hard to kill myself playing frames like Wisp, so I could ignore self damage, since Kuva ogris wasn't really a big damage in the first place.  It was enough to kill Hydron enemies till about wave 15, Sortie 1, may be 2. Then it's damage was not enough. It was still a fun weapon for midgame.

    After mainline:
    - 11.36m Range (Firestorm + Furax)
    - Stagger most of the time (which appeared to be extremely annoying and unfair for the damage the weapon does and aoe feels more than actual explosion like you are a paper frame on the wind, not a deadly space ninja)
    - 80% fall off (which makes this mediocre damage into a joke damage but with a stagger like you shoot nuclear warheads)

     

    In my opinion - stagger range should be MUUUUCH less than the explosion range - knock down if you catch an explosion with your face and only a little nock back/momentum loss partly without damn interruption on further distances. It should be punishing a little, but not annoying as hell. Or at least let Causious Shot work like that (-90% knockdown range).
    Fall off damage should be AFTER the initial range. Lets say Kuva Ogris has 11.36m of full damage and 11.36 more meteres of fall off damage to 99%. (even so it will remain a mediocre aoe damage weapon as it was before the mainline)

    Oh yeah, since the update it deals 4 times less slash procs since elemental mods now have an equal proc chance to IPS (which is a good start, but IPS needs improvements to make it good, like IPS+status mods and pay attantion how IPS damage is calculated for procs)

     

    • Like 2
  11. DE, please, stop that non-sence! AOE weps are not OP!! NOT EVEN CLOSE. If you wish to have drawbacks to them, buff their damage 3-5 times or make that damn Fall-off AFTER initial range as more range of reduced damage and let us enjoy it at least for this weekend and then listen to feedback.
    But 90% to 80% - do you even try it yourself? This is still nothing, you are not finetuning it, you do literally nothing. Even if you double aoe range and remove the fall off, remove stagger completely - aoe weps will still be an average option to clear out enemy crowds (may be Bramma will me a bit OP).
    Just let us enjoy these weps while we have x2 affinity weekend.

    P.S."I dare you make it op"

    • Like 3
  12. I agree with everything said by topic starter about last devstream, except "don't listen to the ones complaining".

    People who love the game but bring poor sides of the game to a public discussion and try to get to DE is what made devstream 139 so good. I wish there were 3-4 more devstreams like that, and the game would be pretty much cleaned of all the mess and ready for new content.

  13. On 2020-01-31 at 11:32 PM, Grey_Star_Rival_Defender said:

     

    • Fetch is a 3.28% drop from a strong enemy that only appears when summoned by a Terra Sniper on the Orb Vallis. This also needs to change. I have acquired several spare copies of Fetch. I've also done so many Orb Vallis bounties I'm R5 with Fortuna, and I've acquired every single bounty reward aside from a complete collection of Mecha set mods. Hyneas, the enemies that drop fetch, are easily the most rare non-Raknoid enemy I've encountered on the Orb Vallis.

    I think there is a bug there lately. When Fortuna was released, I have easily farmed Fetch. Those "doggos" were spawning a lot after you get 4 beacons and I got it within 10 minutes. 

    Now beacons start to disappear after a short while as you got 4 of them. In this short period you will be lucky to have at least 1 doggo to spawn, but most likely none. I don't know what and when happened, but if there is a good way to farm Fetch, let me know, please.

  14. I personaly spend money for cosmetics. When I am happy with the game like after melee 3.0 rework, after last devstream, I feel like I want to support the game. Then I buy some fashion (or plat if discount).

    I do not like buying forma bundles, but I do a lot 😄

  15. Warframe has an awesome style. DE are very good at how this game looks and how controlls feel. In my humble opinion Warframe needs a mission creator so that players invent their own interesting missions, share it, have weekly top 10's and such. DE could just update tools for the level creator and draw awesome skins, add more frames, weapons and such.

  16. 13 hours ago, Steel_Rook said:

    Suggestion: Use left-click to "quick hip fire" in full melee mode if "Use Fire Button For Melee" is disabled. If that option is enabled, use Melee key to "quick hip fire" instead. Basically, the option would determine whether you want controls persistence between modes, or whether you want "Fire" to use your "main" weapon and "melee" your other weapon.

     

    Yeah, sounds good. I hope DE notice this.

  17. 1 hour ago, BloodyEy3 said:

    makes aboslutly 0 sense !!  why do 90% run around with acceltra and bramma (before that cornith and lenz), before that tonkor for a long time. (other examples while not explosives are ignis and amprex)

    Aoe weapons already for the most part absolutly outshine every other weapon. (which is why they are used !!). It is the same reason why melee is extremely strong and always will be super strong aslong as its innate punchthrough and range is kept.

    In a game where alot of enemies swarm towards you in (semi-) closed corridors the efficienty of aoe weapons will always be above single shot. ingis and amprex atleast majorly fall down in later enemy lvl as their base dmg is not that high. Thats the opposite to aoe weapons. I am pretty sure they have next to snipers (which also have slow firetate) the 2nd highest base dmg while aswell having more often then not high crit and high status chance. --> seems like a pretty good reason to have drawbacks if you ask me.

    That they went for dmg fall off is a good start, but i think the right way to go for it would be make crit dmg the dmg amp at cencter and the cc the factor of how drastic it fall of is --> 100% cc no fall off dmg. (so with high cc and cd it just has a dmg amp and barely no dmg fall off --> but cannot crit --> rip explosives abusing hunters muntion !!!!!!!)

    I barely see folks with self-damaging explosives. I do see a lot of Ignis/Kuva Nukors/Catchmoons/Fulmins/Amprexes/Shotguns and so on, whatever deals with crowds with no risk, and they do their job much better. Even since Cautious Shot appeared, still no tonkors, ogrises around. I do own Ogris with a pretty good riven, and still it becomes a barely OK weapon. It is good, does low to mid lvl missions. It can become good with a specific build for specific enemies. But that's it. It can't compete with Ignis and such meta aoe. Even without self-damage they will become fun but barely good. Somewhere at the level of Bows after last boost - playable, fun to yourself but no big contribution into a team work.

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