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Ambyli

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Posts posted by Ambyli

  1. I've noticed that the shoulder plates for this armor set, the Syrinx Armor Set, have a slight size discrepancy. The slight lack of symmetry just bothers me so much xD

    Here are some pictures. It's absurdly subtle but you can tell by where the edges of the armor line up with Wukong's arm:

    BD70FB9FB1151623A40E76C53EEBF82E4D7A209F

    EC8DAEDA2F440E80A9C151E69AB4EF91DE023F59

    FAF08F13CA2F336B15795F6AA7C1574E266E017D

  2. I noticed in the latest devstream Steve discussed the possibility of removing the walk animation that we see most of the time in missions.
     
    You were right about the immersion!
     
    I really like to have the choice and sometimes I kinda just enjoy casually walking around. Being forced to run will kind of ruin that "immersion". Just seems pointless to split off running and walking to only be in different areas, such as hubs and missions?
     
    Also why not flip it like older games do, make holding a key to cause you to walk while run is default. Or toggle it like you also mentioned!
     
    I will say that reworking the crouch move animation is welcome though, its kinda weird right now. lol
  3. Of the three IPS damage types we all know Slash as the superior with its status proc. 

    The reason I believe this to be true is because the other two physical damage types, Puncture and Impact, are extremely underpowered or downright annoying. 

    In an effort to bring these up to par with Slash and make them something you'd want to build for I've come up with something possibly in this interest for Puncture.

    Inspired by the status effect of Viral and by its physical damage name, Puncture, I think a fun and useful effect for it could be similar.


    Puncture's status proc could do the following:

    - reduce enemy armor and/or shields by 50% for 3 seconds

    - reduce enemy damage by 50%


    The reason I suggest both is because there are still enemy types that dont have either armor or shields which would make the proc completely useless. Having both would allow for a benefit no matter what. Could be a little too powerful having both thought though, so maybe get rid of the damage reduction. 

    Additionally the reasoning behind the 3 second duration is because this way you dont entirety have the issue similar to Viral procs. A Viral proc lasts 6 seconds and carries no benefits to a re-proc other than refreshing that fairly long window of time. Having the Puncture proc last only 3 seconds incentives players to keep the proc up similar to Slash and or Corrosive. Speaking of Corrosive, this 3 second timer wouldnt kick its dominance out as a status proc. Rather, if programmed in such a way, having both proc could create a synergy similar to Viral and Slash making you strip armor quickly before 50% of it returns (This can bode a problem where armor doesnt strip when 50% of it removes and after the Puncture duration the other half returns despite armor being gone 3 seconds ago). Another synergy with this setup would be Magnetic and Puncture to remove shields even faster.

    Now if 50% removal is too much or 3 seconds is too long then it could always be adjusted as such to make it balanced.


    Now, onto thinking more about Impact. Hmmm... 

  4. 28 minutes ago, angias said:

    pride, elitism, getting gud, the usual.

    Sometime limitating things are good for the flow of the game.

    It force you to backup in order to charge once proper gear has been equiped.

    Against everything else it would be awfull but against the profit taker, it add weight to the fight. (not playing in god mode or dodging everything, you have to get out of range)

    How does it add any weight except by the arbitrary statement that these are heavy weapons. People are fine with the animation of getting the gun out, just not being stuck into one spot. Either way bullets are still going to hit you whether you can walk while getting the gun our or not. So either way you still ideally would have to retreat to equip the weapon anyway. This is quality of life, not game changing.

     

    I would also like to add, sometimes when you try to use it... nothing happens and you sit there spamming the keybind or the wheel to have the animation never begin :D

  5. On 2019-01-05 at 4:32 PM, rand0mname said:

    Yes to knockdown effect and flashy animation. Something unique and useful for Archgun aside from lots of bullets, supposed punch through and feels of a waving a heavy gun meant for space battle would be nice.

    @Ambyli never happened to me. Do you keep alert levels down and kill turrets if they are around? Have you been hosting or joining?

    Not sure Quick Thinking is useful on Chroma - in my experience, his health rarely drops THAT fast, certainly not in the Orb fight.

    I play in pubs. There seems to always be 2 people that are either dying or doing nothing lol. Also have you not had the glitch where the Moa latches to you and kills you instantly?

  6. On 2019-01-05 at 1:57 PM, angias said:

    hhhhee... i actually did the heist and all i have to say is: get gud.

    Well, I complete the heist always in around 5-6 minutes. I'm sorry, if you think having a 3 second animation that locks you down is good for the flow of combat then so be it. I'm willing to adapt and use the weapon without getting gunned down instantly, but for others its clunky with how warframe plays.

  7. I've noticed the animations for the Soma family's skins are messed up. At first I thought this was just for the prime variant but I just tried it on the original Soma and the same problem occurs. The magazine doesn't feed and the reload is messed up. Would love to see these fixed as they're great guns and great skins!

    I have also noticed if you reload while bullet jumping then the gun model disappears!

    I also know this has been a problem for awhile D:

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