Jump to content

Hedrax

Hunter
  • Posts

    130
  • Joined

  • Last visited

Posts posted by Hedrax

  1. The firing mechanic just doesn't feel smooth and reliable. It's almost exactly like the old Ogris firing mechanic with the minor change that partially charged shots fire off a much weaker shot. This firing mechanic was scrapped for good reason, not sure why it was brought back on another weapon. The quickshot is an improvement compared to the old Ogris jamming but it's damage and fire rate are underwhelming and probably not meant to be a real alternative to charged shots. And to add insult to injury a partially charged shot is a complete waste since quickshots don't scale at all with any charge.

    Now you might point to the Opticor and say it works for that weapon but that's a hitscan punch through beam that deals much more damage (or fires much faster in the case of the vandal) not an explosive projectile with travel time. Also quickshots with the Opticor do scale with how much charge you have.

  2. 2 hours ago, Wakata said:
    OK easy way how to do it consistently... at least now.
     
    1) dont hit a f*****k engines
    2) hit the crewship with apocs or carcinox to stack the plasma (aka corrosive) on the ship to lower its armor
    3) than one shot with artillery
     
    Zekti carcinox has hi overheat but fine status chance so its a way to go, if you got full squad able to cooperate, this is a nice (probably intended? dn) way how to one shot in veil and you dont have to shoot the ship with status gun for too long.

    My personal go-to railjack gun is the Lavan Apoc Mk III. Decent status at 14% but it also has the 30-60% fire rate and both particle and plasma damage to soften targets with. Can kill fighters decently quickly too, but I have maxed out Zekti Hyperstrike, Predator and Section Density so that's true for any gun on my ship. Though for clearing out fighters I mostly use Void Hole and Tycho Seeker MK III

  3. So Rank 1 Engineering is really great for patching hull breaches but I've noticed it being as much a hindrance as a help for dealing with fires, electrical shortages and frozen doors because of the size of the target for quick repair doesn't change but the gauge fills a heck of a lot faster, particularly near the start. Landing a quick repair in the first half, or two-thirds if you get a particularly narrow window, of the gauge is not really worth going for and just riding it out to the end or just tap clicking till you force the rng to give you a reasonable target is just more effective. Could we get a bit of tweaking/reworking for how Applied Omni works for those three hazards?

    • Like 1
  4. So I've been doing some titanium farming which is by far most abundant from the asteroids littering the map rather than enemies drops and end of mission rewards. This in its self isn't an issue but even with piloting 7 and an engine with +37.8 km/h speed and +0.17 boost multiplier the maps are very big and take quite a bit of time to scour. The boost helps a ton, especially the drift maneuver, but is very slow to refill. Honestly feels a bit like the old stamina meter for warframes outside of combat. Could we get something to help with that? An avionic that speeds up boost refill? Adding a boost refill bonus some where in the piloting intrinsic branch? Maybe a toggleable mode that reduces shields and/or weapon damage to reroute that power to the engines improving over all navigation of the map?

  5. It seems to be more an issue as a client. I *think* it's related to the clearing out units from a destroyed crew ship as it seems to mostly happen when riding out the time on the crewship or being in archwing when it blows. Effects Venari significantly more causing her to despawn and start her revive timer. Kubros seem to be labeled dead while flying around in archwing but "revive" when entering another ship/base. Though the kubro can lose loyalty as if it really did die.

  6. 3 hours ago, H.Katsura_999 said:

    I dont know if this is some client side stuff but I noticed that some of the greener ships, like fighters, regen their health at abnormal speeds.

    If you dont have enough DPS then they just regen their health to full in under 5 secs.

    Basically you need to have enough fire power and ammo to kill it because if you have to reload then it will regen instantly.

    Rad-cold Imperator Vandal with its massive ammo pool will still wreck them though.

    In the Veil the crew ships spit out expanding white orbs that heal things inside them and eat shots like nullifier bubbles. Half the time they are invisible to clients.

  7. 1 hour ago, 2ndPersonPlural said:

    I've seen a lot of people saying their archguns do better than the railjack guns.  The solution: upgrade your railjack guns.  You'll need to do this anyway to play missions past Earth where the archguns don't cut it.

    Status build Imperator or Cyngas kills things surprisingly quick even in the Veil due to how Puncture and Slash get turned into Particle and Plasma. And the effects of those are a stacking increase in damage taken and armor shredding.

  8. 49 minutes ago, DrakeWurrum said:

    In my experience, it's more effective to use the Railjack itself, enough that using Archwing to fight is just... pointless.

    The trick is to use status builds with as much puncture and slash as you can, because those translate to particle and plasma which have status effects that increase damage dealt and reduce armor respectively.

  9. I feel the current high speed and spastic nature of enemies fighters combined with their relative tankiness and slow projectile speeds is not fun. It makes gunning from the railjack a chore as you miss 90% of your shots, even with the lead indicator since even one of their many, many, many minor course corrections will send your shots wide. A few lucky shots isn't enough to take them out with most weapons, you typically need a dozen or two hits. These same problems carry into archwing dogfighting, only worse since they don't have a lead indicator to give you a rough idea where to aim. The fighters are even faster than archwings with a max rank hyperion thruster, discounting blink, so it's bothersome to chase them down. Blink lets you do it, but it's easy to misjudge a blink and even then blinking into range only gives you a short window of closeness, before the fighter starts spamming evasions. Every one is already using the Amesha because its slow aura is the only way to reliably land shots in archwing. The speed and spastic nature of the fighters is so bad there have be a couple times I have used archwing slingshot to get in engagement range only to be stuck in the seeking animation for 20+ seconds as the fighter I was locked onto flew around dodging me.

    Please, please make the fighters move a bit slower and make the projectiles move a bit faster.

     

    Edit; Alternatively/additionally, I'd like to see how it feels if you make the fighters much easier to kill, maybe 1/10th current health and armor but ramp up their numbers, either number of them per wave or number of waves we have to fight. I think it would feel much better to be rapidly swatting down wave after wave of fighters than the current flailing around trying to kill a small number of extremely fast and fairly tanky ships.

  10. The spawn logic for enemies on Plato, Lua seems unusually aggressive, frequently (near-constantly) spawning enemies into rooms I've just left or even into the same room I'm in. I've even had a few instances where corpus and grineer would pop into existence right in front of me. I think this is stemming from the pressure of the enemy kill count required for the Exterminate completion coupled with the relatively small size of the maps.

  11. There are still a few issues with the Archgun Deployer, namely some times you can get stuck being unable to switch back to normal weaponry even when it runs out. There are work arounds, like using an Archwing or K-Drive Launcher to force unequip it but if you are doing missions where those aren't available (see; every tileset/map other than Vallis or POE) you can get stuck with an empty gun and no way to refill it or switch to another weapon leaving you only able to cast abilities and use quick melee.

  12. Ever since the spawn change to the exterminate mission the game crashes on me citing hardware failure. I am unfortunately having to play on an old lap top so I have performance issues in general but this is the first time I've encountered crashes because of it. And it happens every single time I try to play an exterminate mission, regardless if I join some one else game or try doing it solo. No other mission types seem be affected.

  13. I just ran one Pluto mission to get the creds. Was hard, but no one died or quit. They seemed like they knew what they were doing.

     

     

     

    I'll prob help finish off Earth's Fomorian. I'll wait till Pluto is a bit weakened from where it is..I don't wanna waste time on it.

     

    Did DE work in the sweet invulnerability while loading for console with the Eyes of Blight? On PC when we had the even that wasn't a thing until after the event and it was only added because it caused so much headache for us. Half of the people doing pugs would die during the loading screen.

×
×
  • Create New...