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taiiat

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Everything posted by taiiat

  1. if you're loading into a highly populated Relay, there's a lot of CPU work involved with drawing the loooots of Players that are visible. if you go to a Relay elsewise and performance is much higher(when there's a lot less Players in that Relay), then it sounds like you're CPUbound in this scenario.
  2. uhhh..... Drops are always pretty open as far as i recall? the Devstream specific Drops ofcourse are for just the official Channel, but other Drop campaigns allow anyone that's Streaming to participate, as long as they have setup Drops on Twitch themselves.
  3. i haven't seen the game make a distinction as far as Mods/Perks/buffs of whichever sort go. just to indicate to the game that you wish to Roll towards the Camera, versus normally the game always assuming you want to do things away from the Camera.
  4. it'll be pretty important to be able to prove that you are the owner of the Account. like Financial Records, perhaps demonstrating control over the previous E-Mail Address, your observed digital location + the Software behavior/fingerprint of your Computer, Et Cetera.
  5. pretty much - and that's all there is to say about that. a game about collecting stuff, then also not letting you use the stuff you collect. extreme contradiction to only discourage the Player from collecting your stuff if you don't want them to actually use that stuff. :sip:
  6. i mean for Saryn - the Warframe does one useful thing currently, so you better overhaul the entire Warframe if you want to take away the one relevant thing that Saryn does. relevant meaning in comparison to other Warframes you could use since they're all competing for the same 'Slot'. the couple things that Toxic Lash does uniquely(the math, and how Helminth treats it) are what makes Saryn relevant in this game at all. Saryn doesn't do anything outside of that. the usage rate being high we all know is not because of this, it's because of People going AFK with Spores. but going AFK with Spores isn't actually useful outside of things like Onslaught - pretty much elsewhere else Killing some random mooks doesn't matter and Spores is slow at Killing stuff anyways, always needs to be paired with something else to speed up its performance, even in Onslaught. right in the 'i told you so' to the entire Playerbase when Saryn was originally changed to this current model back in 2018 or whatever it was. it was a downgrade immediately then, and setting Saryn up to be practically useless in most of Gameplay despite being visibly popular. ending up in this scenario Today where the usage rate presents as being very popular even though nearly none of those usage numbers are using this part of Saryn. that model was..... not great when it was previewed, not great the Day it was pushed to live, and still isn't great now. and still literally manufactured the thing that they claimed they were primarily trying to target against (AFK'ing type behavior), in a comically contradictory way. again, if you want to make some changes here, it has to come along with reworking the entire Warframe.
  7. okay, that helps a little bit. Magnus can be good if you use the Augment - it's a total meme, but it is objectively good too. there's a myriad of Beams with longer Range - not infinity but it can be pretty long. the really high Range ones like Gaze will take a Riven to be powerful though. Vasto Prime is pretty good with the Incarnon Perks. Lato Vandal is pretty good with the Incarnon Perks. Quatz is pretty well rounded with having both a high Status Auto and a high Crit Semi-Auto/Burst. Furis can be pretty good with the Incarnon Perks, though is another where you'd really want to have a Riven for it. Pandero Prime is well rounded. Zylok Prime is pretty good, and pretty great with the Incarnon Perks. Rattleguts is pretty solid if you pick a good Crit/Status balance. your mentions like Tenet Plinx and Lex Prime (particularly w/ Incarnon Perks ofc) are also very competent, yes.
  8. meh, that's the only useful thing Saryn does. closing this techical loophole without overhauling Saryn in its entirety would just make the game worse.
  9. it'd help if you had some more criteria for the type/feel of Weapon you're looking for. since all 3 of your Gun mentions are heavier Semi-Auto types, i assume you're looking for that style? but even so, there's a lot of Guns that are good, so to mention a few things, it helps to really know what the feel you're looking for is.
  10. because the Description is completely wrong, ofcourse.
  11. so..... exactly how the game is now, aside from like, a couple specific Enemies? 😕 those specific Enemies are doing good too - a surprise Enemy in a Faction that has different Health Types is a way to spice things up. usually this has been done in an interesting way when a Corpus Unit has a different Armor Type or such, not saying that Corpus Units should suddenly be appearing with Cloned Flesh. i'd like a bit more of that rather than less if anything - since we have almost none of these anomalies, and they are a good sticker shock as long as they're occasional, IMO. eh... being able to use a Status Effect even if the Enemy isn't weak to that Damage Type is quite important to the Damage system - it allows more options to be useful against an Enemy than just the one or two things they're weakest to. having Status susceptibility follow their Health Types would Kill like half of the Damage Types from being useful. the 'non meta' Damage Types already take considerable effort to be good despite their disadvantages, they don't need additional ones. which is fine, as it allows the other Gear choices to be able to be viable. in your "ideal game design", basically everything other than the 'current meta' would be functionally useless, and so we'd have less Gear diversity than we have now.
  12. but they all already have this stuff well, not all, not every Unit Type qualifies for each behavior, and some Varients have behaviors that others do not. but all of the behaviors they have are already running at all times now, anyways. nothing is being kept off. for the most part i think this works out acceptably - the Factions tend to have different Health Types, but they do overlap a few of them. if they were all unique it'd likely just end up being bloat, honestly. because the types couldn't be too different from each other as otherwise we'd need more Damage Types than we have now, and that would just add permutation bloat without really making anything better. Enemies are capable of providing "different experiences" within the Damage Types and Health Types that we have now, if you ask me. they don't always do that, but the capability is there. the game not indicating Status immunity certainly isn't great, plus that being immune to Game Mechanics just cuz is....... well, that's not a Mechanic, that's an absence of a Mechanic. plus ofcourse the age old issue of the UI indicating with +/- ticks in a number of increments while there are actually more increments than that in existence. i mean, Health Types are still quite significant even with giant Stats, the Enemy has just died anyways despite it. that's to be expected in a Gear hoarding type of game. that's why we have Missions that wildly vary in Level, as well as Modifiers. if you're 'lategame' and are playing an early game Mission, then it's inevitable that your Stats will be 'bigger than the Enemy'.
  13. wait, was? past tense? how long have i been asleep?
  14. i don't need it either, but i don't claim to speak for the entire Playerbase as to what assistances i need or do not need to have present in the game. if you want another Gun, ask them to make another Gun. this is a F2P game, making 914t256379182567512986 pieces of Gear to get is a big part of the Business Model, they'd be happy to.
  15. i wouldn't mind moving Armor weaken from Fire to Puncture, sure. if i assume we're going to 'fix' Fire Inherit, what is Fire going to do that's useful now, however. it wouldn't really do anything useful anymore, over other Status Effects. unless you mean move the Armor weaken but leave it as is. in which case IMO i don't think anything really changes. the Armor weaken doesn't really do much in lategame, it's good because of the peculiar way the DoT works. wait, huh? it doesn't bypass anyones' Shields now, i don't follow. oh, okay. we're both saying the same thing, then. every Warframe is Weapon buffs, DR, Status spam, and Armor remove now. the game has walked itself into this corner i suppose, making so many Enemies that are immune to everything but.... Bullets and Swords, so now Abilities can't really do much other than make your Bullets and Swords better. otherwise the Ability just wouldn't work on... anything that matters. even my favorite Warframe has been that way for Years longer than this even became the norm - literally nothing usetul to offer other than Weapon buffs and a cool looking distraction/speed Abiilty. the direct intended uses of... two of the Abilities being completely meaningless in almost every Mission, nobody needs to Kill a bunch of Lancers at a moderate speed. i can live with it, the core combat Gameplay is most of why i played the game longer than a Day or two in the first place (came for the "everyone is Talking about the game", stayed for the Gameplay, especially in later Years) - but it's also not exactly the most creatively wide landscape, there. 'i Cast Gun' is okay, but it's not going to get me excited really.
  16. this is indeed true, though i think we create a catch22 now where it's hard to touch either without breaking them. nerfing Viral also nerfs everyone that... isn't using Slash Status, and nerfing Slash just removes one of the playstyle options from being an, uh, option. it indeed is, but also... Fire Inherit is fun - and honestly without it, Fire Status is just a pretty minor amount of extra Damage and would only really be good in the hands of Warframes that do special things with Fire Status. Fire could do entirely different things and be more relevant, but it doesn't currently. the Armor weaken is nice for earlier in the game but later it's not doing much if the DoT gets weakened (or uh, probably made intentional to the way it was supposed to work). without Inherit, at higher Level honestly.... i think Electricity is just better. because we're always debuffing anyways, regardless of what we're using. another catch22 i guess i don't think we've lost that, we just have more and more options poured on, so any particular one is less, uh, 'necessary', i guess you could say. i do miss the hilarity of using Ballistic Battery to make a Soma deal a couple Million in a single Shot without even building that hyperniche into it - but also that wasn't actually like, good, it was just giggle huehue i can pop things with my LMG for a Mission or two and then put that back away and go use something that's actually practical to use. options by volume is ok i think - anytime new stuff is added there's always a few silly options that suddenly appear that didn't before. can always have more of this than we currently have. Abilities too anyways, making every Ability Kit do very similar things is uh... one way to make everything feel viable but that's definitely a House of Mirrors like you're grumbling about - that's where the options are getting confusingly narrow despite trying to widen them. yesn't - it's a complicated landscape because if someone likes a Weapon they should be able to use it - we may have 3 Weapon Slots but the things that fit in them certainly don't all work the same. so if you want to bring whatever because you like the way it works, the best way to support this in a game that's about collecting and hoarding Gear for no reason is to let you make it viable enough that you can take things that you like to use. otherwise, that heavily devalues any purpose to new Gear being added to the game if it isn't at bare minimum equally as powerful as like the top10% of Weapons, or even just better than everything else - and that's not good, that's boring. Enemies already have a lot of behaviors in general - but most of these tactical strategies involve locomotion and other setup processes, because they uh, abide by the laws of Physics more than we do. not that they actually abide, but they abide by them MORE than we do, so if they want to make a Formation or whatever, they have to Walk over to each other and do it. or it's based on the RNG of what Enemy Types end up actually Spawning. Et Cetera.
  17. Weapons with a spool offer the capability to fire short bursts or potentially individual Shots on demand, even while having a high Fire Rate. that's the feature that it offers, i think.
  18. generally i'd agree, but i like selfloader Shotguns the most, when it's specifically a Shotgun. and Felarxs' Fire Rate is also low enough that i can treat it like Semi-Auto without it having to be, which is nice.
  19. it's pretty good in almost every game. you get some amount of penalty for it to keep it from just being an objective upgrade. and besides, stacking Holster Reload on Felarx is the obvious choice anyways.
  20. i like everything about the Shotgun mode exactly as it is, so any changes should only be to the transformation if anything(to make it actually useful for something). it's like, the perfect style Shotgun i've wanted since basically forever.
  21. personally at high Level i feel the effect of Fire Status more than Slash. some Enemy hits me a higher modifier Fire Status (so like, anything that isn't an Ignis), and i could very well die to the second or third tick if i was busy and didn't notice it being applied to instantly dispel it. i could tell many times that a Fire Status breaks my Shields in one hit, and the next Tick after my Gate wears off, Kills me. :^D partly my fault if i don't notice in time to dispel it, but i can't always be seeing everything, so, heh. that works well too, yeah.
  22. Shield Mods got massively buffed then - we can Mod into reducing the Recharge Delay now. vs never in the entire history of the game. just not sure if Fast Deflection paired with Catalyzing Shields or Vigilante Vigor is better. stacking the two Recharge Mods offers an amusingly short Recharge Delay, but you may just end up getting your full Gate with Catalyzing Shields anyways and not need the extra. i'd even say that as long as you can find space for it, Fast Deflection is one of the best Mods in the game. as long as you have Shields at all (obviously), it's a dramatic improvement to the Damage you take. Catalyzing Shields is pretty up there too, but on its own it does have some tradeoff.
  23. the only active form of Shield Gating is pushing heavily into Augur and Brief Respite though, elsewise it's actually more passive, generally. the Mods i was thinking of was Fast Deflection and either Primed Redirection or Vigilante Vigor. or Fast Deflection + Catalyzing Shields. you basically ignore incoming Damage entirely, the only maintenance is watching for incoming Toxin or Slash, and Healing through that. otherwise you're inherently immune to like 95-98% of incoming Damage. not reduced intake, just immune. that's true i suppose, but i'm just going ooga booga and clicking on things while doing Parkour. pretty basic stuff to me.
  24. uh, sure, you could? if you have something else to Prime Viral first, then you can just stack DoT's. provided you aren't fighting any Enemies which are resistant or immune to DoT's or Viral Status, though.
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