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TheLaughingSkull

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Posts posted by TheLaughingSkull

  1. Will you increase drop chance for Neurodes? Cause they're pretty darn rare right now and I like supporting you an all but I'm not going to buy platinum everytime I need them cause 10 for one is a little too steep if that's the case.

  2. Charge attacks haven't changed, and most of your opening post is based on a simple misunderstanding of the new system.

     

    I can answer any questions you have for specific weapons if you include their base stats and what enemy you want to fight.

    Can you answer whether or not the elements give their individual benefits or not, I do not think so but otherwise explain the new types of damage and how they effect different enemies, I think that some enemies have their resistances to certain types of damage, is this true?

     

         Also, my scindo has changed in regards to its charge attack, I used to deal 2000 on crits but now my crits are only 400 as it's listed, was it merely a calculation error from before the update?

  3. You're using weapons that are ineffective against a certain damage type, which is an intended feature of the new system. You're not going to to force a mod with low innate puncture damage to suddenly be as effective as one with a high innate puncture damage, etc, etc.

     

    We wanted more weapons to be viable and have a proper place within the game. We got it. So use more weapons.

          Good point, but weapons that I normally used to deal with enemies, notably my melee weapons, don't deal damage all around unless its one type of enemy. Example: My dual zoren deal a good amount of damage to Infested, always have, but my scindo doesn't even deal enough damage to kill a runner that's level 25 or higher. (yes it's maxed out) It used to be I could charge attack through five enemies repeatedly, now I can barely hit one guy for some reason, that might be due to a glitch but when I do deal damage it's most certainly not enough and definitely only hits two guys at most.

          Plus, the space in my inventory is getting cramped, even with the platinum I purchased recently, and the weapons I do have are weapons I can't just throw away easily. (Machete Wraith, Alert drops, ETC.) Plus the different weapons have different play styles, I'm personally a fan of fast paced melee+pistol combat...unfortunately my pistol of choice, Lato, is the starting pistol DE has always wanted now, a sorry piece of crap that stopped dealing all around damage. This is one weapon that should be able to carry our newer player until they get comfortable to try other weapons, usually by maxing it out or getting fed up with it only to find that other pistols are less effective...now, the Lato is the less effective one and, let's all face it, who has ever like the MK-1 Braton?

  4. well it wouldn't be so bad if i could get an explanation about what the damage actual does and why i cant get certain combination

     

    cold + fire = blast

     

    fire + electricity = radiation

     

    cold + electicity = magnetic

     

    -but when i put all three on i always get blast and i cant get around it no matter what i do-

     

    nvm figured it out 

     

    im assuming the damage types would all have their advantages against certain groups but i dont see why the old system was so bad sure they did add a armor ignore mod now and it works and the damage ui actually works for the most part but the base system didnt need to be changed in any way

    Agreed, unfortunately, DE isn't very good about fixing mistakes, thus we're likely stuck with the new damage system.

  5. I raised this concern a couple livestreams ago when ppl were overjoyed at this nerf. but my paris prime is hitting harder. It was vs grineer with puncture tho so i dunno how it will fare against the others. Still tho even with shields i was hitting hard as hell.

    It has puncture and blast.

    Yeah tho the new ele system seems redundant and i don't wanna have to constantly switch weapons in a firefight to pick the one that will kill the lancer and the one that will kill the minigunner. i wanted all the weaker weapons buffed instead.

    The Paris (prime or not) is innately a puncture based weapon thus any "heavily armored" foes are really going to feel the arrow, try it on not so armored dudes. Mind you, that weapon has high damage on all sides (except impact I think or maybe one of those) either way, armored foes are gonna die from the weapon.

  6. Anyone else a little skeptical about this new damage system? (It should be noted that these are speculations based on knowledge I had at the time, particularly when the content seems...guessable.)

     

           I am; I was playing and OD map as well as the event and I noticed that my weapons aren't doing as much damage to the enemies they slaughtered normally. I have come to realize that the new elemental system is the cause, as well as the new types of damage but I'll elaborate on elements first.

     

           When (in case you haven't found this out yet) you put two elements on the same weapon, they create a status effect. This is a genuinely cool idea, until you realize that you no longer get the benefits of those elements individually. Thus adding electricity and fire forms blast, I believe, and you no longer deal bonus elemental damage for said elements but instead get a 2% stun bonus pending on the weapon.

           This reduces the normal damage dealt by the weapon and, if you geared for anti Corpus, Grineer, or Infested obliteration, you don't get said elemental type coverage any longer. Rather redundant in my opinion and I don't know if it was intentional; if it was...bad move but nice on a challenge, if it wasn't...fixy fixy fixy.

     

            The different damage types. I have no idea how the negative effects on the initial damage wouldn't have been foreseen in this part, so for the lack of knowledge, I assume this was intentional. From what I gathered, based on personal experience and reading about it, there's the normal damage (slash I think), armor piercing damage (Puncture), and armor ignoring damage (Impact). Read about it yourself by hunting it down because I can't post a link.

            Basically, the base number of damage is by adding up by these types to get your over all damage...cool. But certain enemies have resistances to said damage types which make normally effective weapons (particularly modded weapons) less effective on that enemy. Not a problem in its own sense, I'll just mod the shi- oh wait, the damage multipliers from the mods are (in my opinion) too low to account for weakness.

            Here's what I'm talking about: it used to be you could put an armor piercing mod and it added based off the base damage of the weapon. EXAMPLE: Base damage: 100+armor piercing bonus: 10%= 110 damage. Pretty simple and seemingly the same, however the armor piercing, whilst having the same benefit listed (10% from example) now only applies to the listed puncture damaged of the weapon. Basically, Slash: irrelevant, Puncture: 2, Impact: (not sure when this ever applies) apply armor piercing bonus of 10% = 2.2 puncture ... really?

     

            Got my concerns? If not...I don't blame you, but if you do...I don't really know how to get it across to DE. It's a cool addition and it really spikes my brain cells to calculate needed adjustments but it's a bish to when added adjustments don't make up for enemy type coverage of the addition, and the elements are really my main concern for now.

     

            My solution for the elements, cause the other types are on DE, allow the elements to still apply their bonuses and add a proc here and there; might over power a few things but hey, DE added it, it's up to them to figure out the math.

            As for the damage types, I like that idea, they just need to increase either the listed numbers on weapons or benefits from mods (personally I think the mod idea to decease overpoweredness of certain weapons). Also to list your resistance to said damage types, I wanna know when AP (puncture) is the cause of my death or whatever.

     

            Ok, officially I can say I'm not happy with the new damage system; yes the elements are getting worked on but the mods are still redundant and renumbering (in my opinion) is still needed. Also (I hope this is a glitch) armor, even with armor piercing mods, is impenetrable, even by the paris bow. I shot an arrow at a dude's head and it disappeared and no damage was dealt. Either the guy was an epic ninja who teleported my arrow away at the last possible moment, or his head took the arrow and no damage was dealt...between you and me, I think the first one, cause it was hard as hell to hit the guy when he was alerted after my arrow failed to kill him. (Don't even try to pull the, "Oh you probably missed" I was literally in the perfect spot and my arrow made contact, it just didn't do any damage.)

     

    Upon further investigation, I have discovered the pros and cons to this new system and realise that everything was intentional. DE is working to balance a few things out but this is definitely what they what they wanted. I don't know why, obviously but were stuck with the new system, I just hope that this isn't their mistake that ruins the game. (Come on, we all know developers have do that from time to time, lets just hope DE doesn't)

     

    Good bye.

  7. I have yet to be able to invite someone since the most recent hotfix (or a few before it.) I believe 10.3 is when it started for me, I have tried several times but I'm never able to invite someone even from my friends list. I'm trying so hard to use the recruiting system but I hate it so much because I always have to use other people's keys and I think we can all agree that its annoying to wait for someone to say "Hosting Blah blah blah" and then find it fills in 2 seconds without you.

  8. Yes it actually did happen before the Dragon Keys were added. It was rare but other faction spawning is part of the OD map generation. Now it could very likely be that said code is bugged and causing the Grineer spawn to occur far more frequently then intended.

    Yes, Grineer will spawn in large groups depending on the level of play. It is quite possible to wander into the sights of a firing squad. As to 50 grineer, are you sure you got a good head count and it wasn't more like 25 and just felt like 50 because of the bullet hell you weren't expecting to face?

    I watched the counter as I killed them, sure enough, just about 50 or at least 45 guys were in one room. The room was fairly large I won't deny and, looking back with a cooler head, it is possible the gunfire attracted guys from other rooms. I most certainly agree with the proposition of the corrupt coding which is why I hope to see it fixed soon.

  9. OK...I can only guess I'm not the only one out there but, lately I've been running the OD keys thanks to the vault prize. Unfortunately, my mode of choice, Extermination, as been spawning Grineer on a, to what I am to believe, an Infestation only map, not only that but they spawn in the numbers of the Infested which means (no joke guys) 50 dudes in one room. I accidently formaed my maxed warframe so I'm back to a noob in regards to survivability and I'm geared for infestation.

     

    I'm just wondering if it is a legit problem or if they added that in as a little surprise like those random mission events. Either way, definitely needs nerfing, I'm sure with a group its no big deal but I hate recruiting people and I don't have many online friends. Seriously, I get &!$$ed off at the ancients as it is, I don't need the napalm guys trolling my shields as I get knocked down every two seconds.

     

    I assume the other modes are having a similar situation but I can only confirm the Extermination.

  10. I agree, particularly with the "pushing to the right" problem, it's very annoying. What's also very annoying is trying to find the person's name in the chat when attempting to msg them, slots tend to fill up quickly in recruiting and sometimes their name is very hard to find.

  11. Well yeah, it's the same glitch we're talking about then. This happens to all melee weapons, not only your Dual Zoren of course.

     

    There are a few ways that got me out of this glitch

    - Do a dodge roll

    - Do a Warframe power (works best with those that stops you in your track, such as Trinity's Blessing, Ember's Overheat, etc.; does not work with any of Vauban's abilities)

    - Get hit again by a knockdown <--- most reliable way so far

     

    Not sure when they'll finally fix this gameplay issue, since they are constantly bombarded with them (and adding more to it with new content XD).

    thank you for your help.

  12. Recently when spamming my melee in infested maps, my Dual Zoren constantly freezing up in the charge animation; mainly when I don't use the charge at all. I usually just shot my gun and it resets but sometimes they will just stop being usable at all. I think this happened to me in a Grineer level too but I don't melee as much on those so I can't exactly recall that.

    I was wondering if anyone else has this problem or if it's just me somehow.

  13. One thing I always try to do in solo missions is stay slealthy even with non-stealth warframes, its always fun to try and sneak around when no one else is with you to increase not only survivability but also challage as well. I think these are perfect to add for that type of game play, particularly the turn off alert. (That always angered me when I'm busy killing one guy on a console when another guy is already on one nearby.)

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