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(PSN)Saint_RNG

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Posts posted by (PSN)Saint_RNG

  1. I'm actually really surprised people are having energy issues with atlas, even with streamline and fleeting? I would consider Atlas to be my favourite frame and whilst he certainly isn't that great (only ever hit about 3 hrs in a solo survival against grineer, corpus basically hard counter him later on) I never saw energy economy as an issue with him. Energising dash is all ive ever needed.

    My build for reference: Steel charge, power drift, all 3 umbral mods, 2 from the top adaptation, streamline, r3 fleeting, natural talent, stretch (no umbra forma needed for this either)

    2 arcane avengers and an adarza cat to make landslides crit chance up to 125% instead of 5% and a mire stat stick with a riven, torrid with either corrosive/blast for grinerr or viral/rad for the other 2 and a rattleguts with gibber/thunderdum or splat for nullifiers.

    you probably already knew all this but the only thing I can think of is you don't do enough damage so you need to punch and petrify way more than you need to thus expending too much energy, do you have body count on your stat stick to make landslide scale with the combo multi? It still does that like before just at a lower damage multiplier ( I think it caps at 3.75x damage at 12 now).I dunno I will play around with him tonight now, I don't think anything has changed with him since his prime has come out but I haven't tried to push atlas since he was primed, ive relegated him to the fun but kinda crap pile tbh.

  2. 39 minutes ago, YUNoJump said:

    They removed all momentum, when you press a key to move you (almost) instantly reach top speed, and when you release movement keys you stop instantly. 

    Overall the bindings are probably the weirdest thing; blink is very awkward without setting up an secondary sprint button, and if you like to use normal boosting then having to release the forward key might feel a bit weird. This stuff really shows that Archwing needs its own keybinding section separate to ground controls.

    So does this now mean you can no longer boost to gain speed and go into hover mode to glide off momentum? I would do that alot looking for vomvalysts and it sounds like itll be a bit of a pain to stop start all the time if i can basically only go full speed or stop completely.

    The control scheme has me worried though, if boost and blink is now sprint then having to hold in L3 to boost is going to suck, even if it ends up a toggle it will suck. On console boost is tied to L1 which is roll/slide in ground combat, has it always been sprint on pc or did they move it there?

  3. 40 minutes ago, Iamabearlulz said:

    The new system is quite similar to the Experimental Flight model, but without the 6DOF and with even less inertia. Overall, it's better on the open worlds, better than the default controls in space, and better underwater, but it's not as good as Experimental was in space.

    Tbh ive only just realised there was an experimental flight setting so ill have to try that out when i get home and compare to default space settings because i hate default space flight.

    Does this now mean archwing movement is now the same between space and open world?

  4. Is anyone able to tell  a console player in detail what they changed about the archwing handling?

    From my perspective there are 2 different handlings currently on console for archwings, the one in an actual archwing mission which i find terrible (oversensitive and floaty) but servicable and the one in the open worlds which i think feels perfect.

     I assumed when they said they updated the archwing controls they would just make the archwing missions feel more like the open worlds control but from what im reading people are not happy with the changes with the open world archwings either.

    Are they now controlling the same in each mission type but both are bad or are they still different to one another but now equally as bad?

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