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AntifreezeUnder0

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Everything posted by AntifreezeUnder0

  1. I mean survival missions should be about us actualy trying survive enemy offensive, not us struggling to keep up life support even if we kill 3 planets worth of enemies.
  2. I mean if they truly afk, timer will do its work, if its griefing, you get to make report, make video/ screenshot . There no need special rules for frames if some intentionaly or not act in bad faith. Else every meta nuker is as bad in consideration as limbo, since both make others unable to do anything. 1 in a way annoying and preventing to you kill enemies, other in way that you dont get to kill enemies and end up called afker, leecher if one over minmaxed. You have tools to do missions w/o shenanigans, you are too lazy to use them, then its on you... And your punishment is the ''lazy troll '' limbo as squad mate...
  3. The randomization is more like, you want x rewards, theese are the conditions. I dislike the randomization as whole, but once i get atleast my go to frame and wep its fun to see how i can do in that gamemode, which by no surprise is casual fun same as everywhere else. Challenge is to not run into host migration/dc or bug, rather than do the mission. Since we already have 1 point to leeway to skip the 50 vosvor, every week is just easier depending you need the frame or the wep to breeze through.
  4. Game mod is as hard as worst of un- form`ed picks you get. About building weapons, there are some reason certain things are mastery fodders and some are braindead picks. Rest is just copy paste builds for specific weapon type, and generic strenght builds of {inser frame name} here. 1 dante or styanax in deep archimedia squad = easy mode. But if people deem the rewards worthy they will put up with the shenanigans the elite deep archimedea give. On the other hand, why not put on constant modifiers, no gear wheel, no operator, and throw in modless. After all its about challenge and game mechanics, and have nothing to do , rng on biass to lesser used picks- game and individual wise. Like i get punished for using stug a lot that it gets lower chance on appearing in the picks... What out of comphort is that?
  5. Well best response would be get something which gives you status immunity, or status clear. Like spellbind helminthn,carnis mod set gives status immunity, rolling guard as suggested above. Or even wyrm with negate could be real consideration.
  6. Your weapons makes music and enemies call for a song!
  7. Question would be have you ever clicked on the first evolutions ? in Arsenal?
  8. We just need game mode where we get to play what we like to use, to get the new shiny stuff. Even if it means current meta getting tad more op, yet opening doors to something like stug join in overkill club. Game needs to have certain things, like sp circuit for incarnons are grind and effort to get equally good rewards, i do dislike the rng on loadlouts , but for most part rewards are worth the trouble to swith to lesser liked frames and weapons. Deep archimedia, well it suffers same thign as sp circuit- its as hard as bad your go to loadout rng is. Once you get it or them its just breeze and few hiccups on the modifiers if any. Pretty much both of theese sytems indirectly forces you to make working builds for things you deemed unworthy , since they give acces to stuff you may need. Deep archimedia is as good as one gets full set of r5 duplicate and cescendo then its just off chance achon shard and even then those are just meh rewards.
  9. I would like consistency: Like we had grendel nerfwork- 5 enemies, scaling gone, canon ball turned into paperball, but with better on ground rolling, yet stuck on every pixel or loosing momentum while in air at random, and regurgitate ''as ultimate'' still does less dmg as pre-rework even if you got for 300 to 500%+ strenght and prerework wasnt even ultimate and didnt strip or had guaranteed status procs. Then we get hydroid rework- making it from frame which as ok, to powerhouse armor stripper. Giving away swims with kraken in puddle and ability to yoink enemies in pudle. Inaros rework was overall improvement of his kit and he still is mister health, but now there are more reasons to use abilities. Then we get new frame who off the gates comes with 3 layers of defense, and high slash u out put with half assed build, making many missions a joke , by remove fear of dying. Like if they didnt nerf nova`s stars she could achieve 100% dr, if you inputed enough in duration. Yet people got punished and her dr capped. Then we get dante who just by casting abilities spread slash/gain overguard for himself and squad in 40 to 100k depending how min max you are going. Then there is styanax and frost which could only dream supporting squads with 40 to 100k overguards.
  10. FAnction damage only matter when going long endurance runs /basicaly when enemy lvl s are high to lvl cap. Where dmg do matter. Yea it be nice to have such mod, but We would need 1 with 5 fanction: corpus, corrupted, grineer, infested, murmur, sentients/narmer Which doesnt soud realisting, and as abov said maybe we shouldnt be too much lazy after all, it only takes few clicks to swap out mod or change loadout config. I also wouldnt mind mods which gives 100% flat crit chance, status chance and crit dmg multipliers while we at it.(note the unserious tone in this one)
  11. Stug also need some nerfs: Normal shots dont stack no more and you wont loose out on dmg. And charge shot goes on only when fully charged. But what can be the- ''special'' mod effects? Larger aoe, force status procs, higher status/crit chance? Unless its flat stat lines it wont be good If i would make a stug mods id go for something like : Nox catalyzer : Gives flat 50% status and crit chance on kill , for 10 seconds(can be refreshed), or its just flat bonus w/o conditions, and side effect enemies hit with stugs ball are slowed down.
  12. Hower over magazine to see it. But yea reload speed, max ammo and other statlines should have stayed. It just feels they needed to waste time on something so wasted on weapons. Like how one remove reload speed , max ammo and clamps it in under magazine when we hover over. Yet make separate bracket for valence fusion which takes same space, and is completely useless, since we already know how much % of the wep was from lich/sister.
  13. Thats the problem, armagedon was worth only to get the hespar blade bp ... thats it. Well and lense farm untill you get lucky to drop the hespar. Voidgels as side bonus and angel to some exta rewards. Mission itself aint bad. If you have good spawns and recognize pattern it still 20 mins per rotation C, which is rare, often its 25 mins, and only because you need to run who knows where to find first enemies since they spawn far away. Armagedon need bit smaller tileset or enemies need to spawn closer and move faster. But even then mission rewards as whole aint anything unique , except the hespar blade and the stance. Once you got those ignore the armagedon. But as bad as the rng is for hespar atleast its place to go farm , and for once people would suffer throught good old repeat farms, took me like 20+ rot C, 25 at max till i got .
  14. Good thing of deep archimedia is it require active play form whole squad, if not you are dead. Downside is the rng weps and frames. Because i prefer to play grendel , and have my go to loadout which i wish to use to gain the max rewards. Now am indirectly forced to upgrade every weapon possible in the suggestion to have a shot of getting max rewards. And even then once the god roll of loadouts come its just go in melt everything and collect rewards, and hope it wont bug out in the meantime. Its new place to get more loot and you still get to do 3 netracells. But i would like to have vosfor switched to tier 1 and tiear 3, so people wouldnt simply skip 1 modifier to always pick the op wep or braindead play frame. I dont like it similar to circuit, but if you deem rewards worth you can go and get them. Suggesting to make deep archimedia weaker , yet rewards stay same would be ridiculous. In this regard its same as in circuit/duviri the rewards are worth the trouble, if you even need shards or the arcanes. Else its just get sumdali and forget it exist. Unless something good appear.
  15. Grendel- Be a face tank, buffer, can snipe enemies using others as projectiles, and be pinball to traverse the map. I prefer grendel ith gloom, since struggling to keep him full gutted, so more gut reducing ability is not needed.
  16. Well i would put it inline with other overguard sharing abilities. Dante gets his high number, and maybe squad gets weaker version when dante gives them the buff. Even when gargoyle event was active. Squad with styanax had to worry about dealing dmg faster on 60 eyes, and squad w/o overguard was dropping like flies if got too keen on dealing dmg rather than paying attention to boss moves. In general my issue with dantes shared high overguard is the no fear of death in casual play. Even elite archimedia becomes joke with dante in squad, styanax too. And death is not priority worry anymore. Overguards saving grace is status immunity aspect, remove it then its jsut fancy colored healthbar with shieldgate, on top of usual shieldgate. Then again give us mission where enemies start like 2k on get go and dantes overguard does not seem so high. Aslong he doesnt disrupt other to point of disabling the playstyle its fine(which gets looked into) .
  17. My general issue with some game modes is the pace of it. All game modes should be 5 min per rotation. With time going shorter of longer depending of how effective you are(or ho lucky with tilesets one gets) Missions should get bit smaller tilesets. So we dont run in situations that its 2 mins of object defending and 3to 5 mins of waiting to enemies to arrive form other side of the map. Or in survival missions that is trying to find enemies, not you actually trying to survive by not dying , and keeping life support up. Camping strats are effective, camping is reserved for defense mission , where you stay near the objective. Or armageddon mission its great concept but in the end you spend more time running from A to B, than defending the object and c rotation varries from 25to30mins, depending ho good or lucky with enemy killing you are. And after you get the hespar blade, you can forget about gamemode as whole. Or that some endless modes suffer from insufficient scaling.Defense, excavations. Where after a while its 1 tap from other side of tileset if enemy see the objective. Over all i wish that rotation rewards had some more rewards in general with had like 0.002% chance so its like something to try and get, and cant be bought or traded. But also then it would lead to more diluted loot where sometimes its bad. People got so used to use plat to skip grinds of rng, that even remotely having to face one is met with outrcy of how hard it is or how there needs to be pitty systems. We need gamemodes worth doing, not just done and forget or minmax the crap out of it. Going as far, rolling for proper bounties, proper tilesets and so on.
  18. Yea, dormizone have to be its own headquarter, like orbiter and spoiler camp. I would suggest vista key view be quick tele to location, be it camp or orbiter, or rj.
  19. My suggestion is dont allow them to summon mech and dont try summon the eximus mech if you cant handle it fast. For me this week mirror defense was bane too, but only because always on last wave in first few seconds auricel randomly died, even if had 40k hp . Used melee influence on melee, so they died bit faster. Used mesa, but build was.... not good at all. In the end best was not to summon the mech and block them from summoning mechs, and stay near auricel and kill as fast as you can. Atleast for my squad. Auricel suffers same face as excavation, it doesnt scale same way as enemies. But thena gain having same modifiers on it would be more reasonable, yet take away the risk of failing. Some used summoned mech at last seconds of wave, before moving to next auricel, mechs dies/gets killed on its onw, you get reduced timer.
  20. I mean, running netracells mostly end up with same rewards as in deep run/elite run exception of vosfor. Only challenge is to get lucky roll to steeamroll the enemies. All it takes 1 overguard providing team buffer dying is nearly out of question. That is in squad play. It was fun, but some of the modifiers arent though through, we can summon mechs, but cant get to them because in order to get max points we had to give ourselfs certain handicap. After getting sumdali, no real need to tryhard to do any of deeps anymore. Well for those who want some guarantees on the duplicate and crescendo arcane and ore emphasis on tau shard sacrificing 2 netras per week could be worth.
  21. Quest aint garbage. It does not require anything new . If basic mechanics is too hard its you problem. If you want to get out of it, do as above said. If you encountered some bug, which is exceptions it doesnt make quest garbage either, just unlucky coincidence.
  22. He got buff from all the hand workout waving signs. Try go for ours actively waving you hands constantly adn why holding other hand in place!
  23. elite max reward should been shot at fusion shard/tau version, not 70 vosvor.
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