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ZiIIion

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Posts posted by ZiIIion

  1. Never understood how enemies can eat Ogris, Bramma, or Envoy explosions and not get turned into chunks. Fictional universe or not, I still find it difficult to believe that an equivalent of a missile or rocket can't turn a Grineer or Corpus footsoldiers into red paste on impact.

    If you want Blast to be even blastier, it's gotta hit WAY harder than it currently does ingame. If I were to buff Blast as a status, I'd give it a % chance to instakill per proc for cannon fodder mobs and % chance per proc to deal a blast-weighted instance of true damage for special enemy-types like Eximus, heavies, and bosses. 

    • Like 1
  2. Make it a Toggle Tap/Hold. If the stats are problematic as they are now, simply just half the damage reduction % and damage bonus for Helminth, but keep them scalable with Power Strength to incentivize players to build for it - so that people aren't turning their warframes into DPS Tanks with no investment.

    Yeah I get it, 100% damage bonus ain't anything to write home about and 37.5% damage reduction isn't gonna protect you from very much - but I feel that's a good starting point for an ability when not factoring in mods and other abilities.

    Highly advised against f*cking with the duration however, 25 seconds already isn't very long to begin with.

    • Like 3
  3. So I honestly don't know what is going on with Chipper, but his whole Defense Mission seems FUBAR. I just played tried doing the Archon Hunt Defense mission and failed it twice. One was not being able to find Chipper to revive him when he got downed even though he should've popped up on the HUD - my only guess is he went out of boundaries. The second time he died with no warning and I can't tell if he just despawned or jumped off the map into the death barrier or just got vaporized by a really strong Eximus unit. Apparently, people had issues with him mysteriously dying all of a sudden before and this doesn't seem to have been fixed.

     

     

    • Like 3
  4. 7 minutes ago, sly_squash said:

    Anyone else having issues logging in right now?

    Count me as well.

    Was in the process of installing my new Coalescent Helminth Segment when I noticed it wouldn't let me. Tried to join a game, and got stuck at the finish screen before I had to force close it. Couldn't log in since.

    EDIT: Server's are back up now.

  5. 13 hours ago, Artekkor said:

     

    1. The damage is not as high than one would expect. Considering how infamous catchmoon was as a secondary - i was hoping for something... Special? Instead its rather... Moderate. Not a bad thing necesserily, but still...
    2. Why are projectiles so small? They require direct hits, instead of - for example - Arco Plasmor with his corridor-covering gigantic projectile. Or how secondary catchmoon acted. How is this even a shotgun? Unless we are going for slug-like style here (which is what punch-through projectile seems to imply).

     

     

    The two biggest points I too have against the Catchmoon Primary, especially. 

    Recoil, auto-fire, and ammo honestly are not really an issue if you know how to manage the weapon itself. The weapon's kick isn't bad once you've played around it and starting opting for bursts instead of holding down your left mouse. On your primary's down time, either swap weapons or use your melee, maybe even slap in Pax Charge to address your ammo consumption.

    With that said, when you're comparing the Primary to the Secondary, the latter definitely's got a leg up in DPH, Mods, and usability with a chance to hit 100% Crit and +50% Status without Rivens on a weapon with innate punch-through that tags way more enemies than what any multi-shot can offer. That's literally low skill high reward compared to the Primary's high skill high reward.

    Quote

    You're not applying your skill as a for of bandaid to a flawed gun, you are just using your skill as a way to exploit the full potential of a weapon that is hard to play but is stronger than average when mastered.

    Would you say snipers in the game are flawed because are stronger than auto-aim beam but only if you aim properly ? Of course not, they just have a higher skill cap while also requiring more skill to be used properly.

    But that's not how it is? Besides, who in their right mind would take sniper rifles outside of Eidolon Hunts or Orb Mother fights? In a hoard shooter? You can be a crackshot with a Rubico Prime and you'd still be out-damaged by that Rhino over there with the Bramma on standard missions. Work smarter, not harder.

    Anyway, back on topic.

    Even if we're to argue that the Primary Kitgun has higher DPS in exchange for skill to use, there are far better weapons to use that both out-DPS/KPS the Catchmoon and is much easier to use and arguably easier to obtain (secondary notwithstanding). If you want DPS, the Catchmoon is not the way to go when the Kohm and Acceltra exist. Even the new Stahlta (from what I've seen) can give the Catchmoon a run for its money. All that standing and resource gathering just for this kind of payoff in the form of a lackluster Primary? All that work for what basically amounts to an underwhelming payoff that OP's pointing out? Might as well make a different Kitgun altogether. Once again - work smarter, not harder.

    Also, Artekkor is right about another thing. As someone's who just forma'd his Catchmoon Primary, I can confidently say it's horrible against RJ, Sortie 3's, and Level 5 Kuva Lich enemies as it currently stands. Like dafuq, that's hella trash for a modular weapon of this day and age. That’s not right. Hate to imagine how it'll do in the upcoming Hard Mode.

    Now, admittedly I currently don't have Primed Ravage and Primed Charge Shell, so I'll get back to you when I have them and see if these two mods will make a difference, unless you already have both mods on yours. I might also swap a mod out for Motus Setup and see how well that does.

    • Like 1
  6. On 2020-06-18 at 12:41 PM, BiancaRoughfin said:

    e8a.gif

    Catchmoon already deals very high damage as it sits and the fact it has a wide area and infinite punchthrough allows it to take down large groups of enemies with ease. Why buff the Damage even more?

    tenor.gif

     

    On 2020-06-18 at 12:45 PM, Skaleek said:

    We talking about the same weapon here? The primary catchmoon variant?

    You know what, I'm gonna build myself a primary Catchmoon and I'll get back to you if it's as strong as the secondary. Either people here are lying about them being on par with each other or I'm tripping on something and maybe they are.  Mind you, this is first time I'm hearing 216 damage on a shotgun being labelled as high. I know 460 is high especially on a secondary, but 216? Particularly against armor, DPS kinda goes out the window if your DPH doesn't measure up with an abysmal fire rate to boot (like 3 LOL). 

    EDIT: Got my Catchmoon Primary with Tremor and Slap+5 Forma. Suffice to say - while it's serviceable for the star-chart, it's trash come level 100+ enemies (especially Grineer), DOESN'T EVEN COME CLOSE compared to the Catchmoon secondary. You're better off using the Fulmin (DPH) or Acceltra (DPS) if you want a more effective weapon that's more bang for your buck. I'd hate to imagine anyone taking this to Hard Mode once that comes out. You most definitely don't wanna take this Kitgun to Sortie 3's or 2+ hour runs.

    • Like 1
  7. I don't know if it's just me, but I'd think the puzzle map from this Nightwave would make a pretty awesome new area/environment to play in. If not a new planet, perhaps maybe it can be a new void node? I would hate to see it go to waste once the season's over.

  8. There's a number of players on Warframe who do feel that there aren't enough mod slots; this definitely isn't the first thread discussing this. The necessity of mandatory mods like Damage and Multishot are the reason why modding weapons feel so constricted - that's a loss of 2 mod slots at best and 4 at worst if you decide to use mods like Heavy Caliber and Vigilante Armaments. 

  9. Not sure if this is a bug, my trash RNG, or due to a past patch. Say you vanquish a Kuva Lich and obtain its weapon, is it possible to spawn the next lich with the same Kuva weapon;?

    I'm asking as I've been trying to farm for the Kuva Ogris from the larvlings. I vanquished a lich with one and was hoping to spawn a new lich with another Ogris, though it appears the next larvlings are spawning with anything but the Ogris. All I've gotten are Drakgoons, Hinds, Ayangas, Karaks, Shieldegs, Tonkors, Kohms, a whole bunch of Brammas, and basically anything but what I'm looking for.

    Again, not sure if this is a bug or just my bad RNG. I know we had a patch a while back that prevented Kuva larvlings from spawning consecutive Liches with the same weapons, but is it still in effect even with Valence Transfer being a thing now as well as being able to see what the next weapon lich will be?

  10. I do agree that this is a pretty lightweight update. Unfortunately, fam, that's about as fresh as things get, so you might as well give the new warframe and weapons a try to kill some time until the next update. Worst case scenario, take a break.

    Empyrean and Duviri are in the works. Problem is that they're not coming anytime soon.

     

  11. 27 minutes ago, Elyann said:

    So what ? Let's screw 95% of the playerbase because the 5% composed by tryhards wants to feel rewarded and for things to be exclusive so they can show off ?
    Hmmm....sounds like how the real world works. Nah, thanks. I think I'll pass and prefer this game to keep on being more casual friendly.

    There ain't no such thing as a free lunch. Just saying.

    • Like 2
  12. Simply report them to Zen Desk if you feel they're being a bunch of asses and play another match. Stuff like this happens whenever randoms are involved.

    3 hours ago, Mr.SpookSpook said:

    And how exactly does complaining on the forums about 2 people not treating you with candy and sweet words when you do something very annoying makes the situation better? You are being toxic yourself in posting this.

    The irony is lost on you, sir.

  13. 24 minutes ago, -Temp0- said:

    90

    TBH, I'm still a little fuzzy on the calculations. I know in Nekro's case, using Shield of shadows (90%) and Health Conversion (82%) gives around 98.25% dmg reduction (and this has been confirmed by the wiki and by youtubers numerous times). Based on that, I'm guessing 90% reduction (Adaptation) on an already existing 90% (Warding Halo) reduction would equal to 99%. My assumption though could be totally wrong on this so yeah, if someone could calculate this correctly, would be great.

  14. Cosmetics should remain cosmetics.

    For more stat bonuses, I rather we get more mod slots instead. You already mentioned that certain mods can't compete the mandatory ones - having more space to fit in those extra mods pretty much would solve that and provide the opportunity for those stat bonuses you want to have. More mod slots is pretty much a win-win for everybody.

  15. 30 minutes ago, Condeangel said:

    The main problem I noticed in this post is the elimination of mandatory mods, as well as lack of enemies feedback/problems. If you eliminate the mandatory mods by buffing weapons, all star chart aside eris, pluto and sedna will be filled one-two hit kill enemies. 

    I second this. Mandatory mods need to exist for the sake of progession. If you raise the damage of every weapon for the sake of eliminating mods like Serration, you render enemy levels worthless the moment you start the game up til Sedna. Is that the kind of game you find fun to play?

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