Jump to content

Thural

PC Member
  • Posts

    1,067
  • Joined

  • Last visited

Posts posted by Thural

  1. 3 minutes ago, SerenityEuphoria said:

    You 100% status chance per pellet was because of an awful spaghetti code, where 99% status chance was per shot, AKA a 10 pellet shot would have a 9.9% chance to proc status each, while 100% status was every pellet caused a status proc. Now it's normalised to be like every other weapon except they massively increased the status chance per pellet, so the 31% status chance is per pellet, with a shotgun, you're looking at 100% plus still, per trigger pull.

    and?  Does that in any way whatsoever change the fact that my status chance is now lower than it used to be?  No, it doesn't, so yet another person completely missing the point.

    also, a 10 pellet weapon with 99% status chance would have had 37% status chance per pellet.

    • Like 1
  2. 55 minutes ago, (PS4)RookTheKnight said:

    It's not a blatant lie, you just didn't read the patch notes.

    The arsenal is now displaying your per-pellet status chance. It used to display your per SHOT status chance (meaning across 10 pellets you had a 37% chance to proc a status). If the same UI was in place prior to this patch it would have read 3.7% status chance.

    Disclaimer: I'm a console pleb, so I'm unable to test anything. YMMV

    my kuva brakk went from 100% status chance per pellet to 31% status chance per pellet, that's not an increase according to my math.

  3. On 2020-03-02 at 1:00 PM, [DE]Bear said:

    Shotguns as a special case means we have buffed the Status Chance of all Shotguns by x3 or greater.

    Well this was a blatant lie.  How does increasing my kuva brakk's status chance by 3x result in its status chance being less than a third of what it was before

    • Like 19
  4. 1 minute ago, Harzipan said:

    Neither of us are using our Operators to actually kill things on the regular if that helps any, it's clear that at our current power level it's more of an auxiliary mode. Hope that clears some of this up, even just a bit?

    It's always an auxiliary mode, better amps and focus schools don't change that.  If you're trying to do anything other than clear resistances with operator, you're doing it wrong.

  5. 2 minutes ago, Harzipan said:

     

    Not arguing that whatsoever, the point of this all is that with how easy it is to get through the 'early game' with friends, when it drops you into a solo mission, the ones with mimics in particular, it's a little bit of a shock if you haven't really worked on your Operator at the time. Which, with how easy the content has gotten through that point in the game (With help, of course), isn't something a newer player has much of an idea about if they've been playing through blind like he has and like I did. And with how cool The Sacrifice is overall, I'd imagine most players that get a start on it would be more or less be forced to either power through with a LOT of struggle to experience more of the narrative interest or cut the coolness short by having to go farm out Operator stuff, possibly completely from scratch. And.. that's not very fun, nor does it play into the current 'power fantasy' that Warframe has become these days.

    You are arguing it, every time you say you need to grind out your operator.  You don't need upgrades to press 5, left click, and press 5 again.

  6. Just now, Calamir said:

    The first few quests when you get your operator make a big point of using your operator to bypass the sentients resistances. The first one where you run into them was fine, but when you get to the quest with the shape shifting ones the difficulty spikes greatly and it becomes apparent you were meant to have a better amp by this point. This is also before you get umbra.

    I do have umbra now and the mods and sword, that's all well and good but considering the last part of railjack and the amount of sentients it definitely seems less then ideal that I cannot use my operator at all to assist when the story made it a point to teach you that that was how to most effectively deal with sentients. I'm aware that Eidolons aren't "necessary" content but it all looks as though its forming a trend for where the story is going.

    Again, I have absolutely no issues grinding to get stronger, I expect that, i'm hella behind. But, it's the fact that the drop rates are so low on common necessary materials it's a test of even the most patient person. I can't grind to get stronger if the item I'm grinding just will not drop for me.

    you literally don't need to do more than 1 damage with your operator to clear the resistances though.

  7. Just now, Harzipan said:

    Eidolon stuff and the most recent quest require a better amp/operator and we both expect that to become only more relevant as we move further into the current plotline, which inspired us both to bring this up.

    the most recent quest does not require an amp or upgraded school at all, are you trying to kill sentients with only your operator?

  8. 17 minutes ago, Vahnstahd said:

    Hildryn is still going to be a hot dumpster fire though even after this patch, unless they have some hidden changes for her they havent shown. 25% damage reduction to shields wont help her much, and new enemy armor means less shields back from her pillage.

    enemy armor is getting nerfed...

    wait never mind, I'm smooth brain

  9. 1 hour ago, (PS4)IIFrost_GhostII said:

    You know, it seems odd that all the warframes look like robots but not one of them has a terminator like vibe with mounted cannons and such

    Can he automatically add it to his magazine too? I want a warframe that doesnt have to reload. It would be pretty cool

    This was the thought that actually started this warframe, a gun that you didn't have to reload, I somehow completely forgot to add it.

    1 hour ago, (PS4)IIFrost_GhostII said:

    I like this but i kind of feel like Scatter and Magnum need to be more different from each other as both basically increase damage. Maybe Magnum can knock back enemies to temporarily disable them

    Cool but once again i feel like magnum and scatter are too simular. What if magnum temporarily diasabled enemies shields for several seconds, creates a field that pulls enemies bullets to it for several seconds

    I took your advice, I made magnum a bit more about "precision" since crits get bonus damage on headshots and blinds make it easier to line up headshots.  And I made scatter more about just getting more lead out the barrel to match the minigun.

    1 hour ago, (PS4)IIFrost_GhostII said:

    Sounds a bit like Nidus. I think this could be replaced with something a bit more new. Maybe something like a self destruct countdown that deals heavy damage when he blows up, but heals him when hes put back together? (Sorry im going complete robot here xD)

    Nidus was actually the inspiration for the third ability, except where Nidus is self damage reduction, This ability is the opposite, where you take the damage in place of your team.

    1 hour ago, (PS4)IIFrost_GhostII said:

    Yea this cool but id make scatter add more slash damage than it does impact.

    I wanted to make the 3 different weapons (and their accompanying abilities) complementary in some way, railgun for armor and precision, flamethrower for flesh and AoE, and minigun for shields and utter mayhem.  For that reason I made the minigun impact mostly for the stagger, but now that I think back on it, with the amount of fire rate that gun has, even if it was slash focused it would still stun lock enemies with impact procs.

     

    Thanks for the feedback, it made me rethink some things.

    • Like 1
  10. THE PITCH:

    Themes: better guns, bigger bullets, more damage, dying means less damage

    Panzer is a walking tank, that can deal damage, and take damage, while protecting his "crew" from harm.

    Visuals: Armoured, Heavy, shoulder mounted cannon (possible Grineer semblance)

    STATS: 

    Health: 200 (600 at max rank)

    Shields: 120 (360 at max rank)

    Armour: 300

    Speed: 0.9

    Energy: 150 (225 at max rank)

    ABILITIES:

    Passive: Special Munitions

    Panzer's abilities are augmented by his selected Munitions.

    As well, Panzer converts any ammo pick ups to use with his equipped gun (50% efficiency), and transfers reserve ammo to his magazine when not firing at half the gun's fire rate.

    First Ability: Autoloader [Cost: 35 energy]

    Panzer cycles between 3 types of ammunition, Magnum, High Explosive, and Scatter.

    Hold cast to load your gun with the selected Munitions, buffing your weapons for 20 seconds. [scales with ability duration]

    Magnum: +15/20/25/30% damage (multiplicative), +15% crit chance (flat) [damage and crit chance scale with ability strength]

    High Explosive: bullets create an explosion on contact, dealing 10/15/20/25% of the gun's damage (uses gun's modded crit, status, and elemental stats) in a 5 metre radius. [damage scales with ability strength, and radius scales with ability range]

    Scatter: +15/20/25/30% multishot (multiplicative), +25% fire rate [multishot and fire rate scale with ability strength]

    Second Ability: Grenade [Cost: 25 energy]

    Panzer launches a grenade from his shoulder mounted cannon, the type depending on his selected Munitions.

    Magnum: 60/90/120/150 blast damage in a 10 metre radius, and blinds enemies for 10 seconds. [damage scales with power strength and exalted mods, radius scales with ability range, blind duration scales with ability duration]

    High Explosive: 20/25/35/40 heat damage per second in a 15 metre radius for 10 seconds. [damage scales with ability strength and exalted mods, radius scales with ability range, duration scales with ability duration]

    Scatter: 40/60/80/100 blast damage per 1 initial blast and 3 cluster bombs, each with a 5 metre radius. [damage scales with ability strength and exalted mods, radius scales with ability range]

    Third Ability: Supply Depot [Cost: 50 energy]

    Panzer fortifies the weapons and armour of any allies that come within 15 metres of him for 30 seconds, giving them the effects of his currently selected Munitions and redirecting 90% of any damage taken to Panzer.  Panzer also gains 80% damage reduction until this ability ends. [uses the same stats as Autoloader for the weapon buff, radius scales with ability range, duration scales with ability duration]

    Fourth Ability: Heavy Artillery [Cost: 25 initial, 4 per second]

    Panzer readies his shoulder mounted cannon, which has 3 modes:

    Magnum: A high power railgun with high crit that deals mostly puncture damage and has infinite punch through

    80/120/160/200 base damage, 75% puncture, 15% impact, 10% slash,

    40% crit chance, 2.5x multiplier

    1.0 fire rate, 20% status chance

    High Explosive: A wide nozzle flamethrower that deals heat damage up to 15 metres

    8/12/16/20 base damage, all heat

    20% crit chance, 1.5x multiplier

    10.0 fire rate, 25% status chance

    Scatter: A high fire rate minigun that requires a 1 second spin up before firing (aiming keeps the spin)

    4/6/8/10 base damage, 30% impact, 50% slash, 20% puncture

    30% crit chance, 2.0x multiplier

    20.0 fire rate, 15% status chance

    The shoulder cannon can equip primary weapon mods, and has the same limitations as other exalted weapons. [damage scales with power strength, flamethrower range scales with ability range, and drain scales with duration and efficiency]

    Edit 1: added a blind to Magnum grenade and increased the damage of HE and Scatter, changed Autoloader to make each Munitions type a bit more unique

    Edit 2: added a passive reload effect and changed minigun damage spread

  11. 5 minutes ago, Lionsheart89 said:

    There has been plenty of exclusive items available in the game. I have probably missed a ton of them since I only really started playing last year. But that being said I have no issue with them keeping the Founders thing exclusive. On the flip side I also wouldn't complain if Excalibur Prime was made available again.

    Founder's stuff is the only exclusive stuff, verything else comes back.

  12. 2 hours ago, Joezone619 said:

    Reguardless... still a pretty cool idea isn't it? i was kinda thinking like the "mech assault 2" mech hacking, where you had 4 buttons and only 1 lit up that u had to press and failing to within 2-3 seconds would throw you off.

    no, button mashing is a terrible concept and should be removed from every game

    • Like 1
×
×
  • Create New...