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Wight_Trash

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Posts posted by Wight_Trash

  1. I would like more mods to count as weapon exilus mods. Stuff like Nightwatch Napalm, Kinetic Ricochet, Napalm Grenades, Tether Grenades  and other mods that modify how a weapon works without directly impacting its DPS should all be included as exilus. Weapon mods that add unique functions to the weapon like Neutralizing Justice, Meticulous Aim, Bursting Mass and Exposing Harpoon should also be included, since while they do affect DPS, they don't do it by simply adding numbers to the damage.

  2. In one of the updates this year, the way the "random colors" button works was changed. In the past it would choose all the colors from the same palate, but now it will pick the colors from any palate. This change is annoying to me because when all the colors are from one palate they tend to go together better, making the random color button more useful.

    Honestly, I wouldn't mind having both! It would be cool to have a "random colors" and a "random palate" button.

  3. The infested are by far the least threatening faction. Ive noticed that when doing arbitrations, people will usually go 4 or 5 rotations with corpus and grineer, but will often go 10 or more with infested, simply because the infested are so much less capable of killing you.The most they can do is be inconvenient. Whereas Grineer have durability and lots of strong enemies like bombards and heavy gunners, and corpus has nullifiers and high damage weapons, infested really only have ways to knock you down or drain your energy.

    Ancients are mostly annoying with their grapple hook but are too slow to actually hit you themselves and their buffs and debuffs are mostly just annoying. Boilers dont do anything, since spawning more weak infested is the same thing as infested spawning normally. Brood Mothers are also incapable of being a threat, since rolling and jumping kills their maggots, which do pitiful damage anyway. The mutalist moas throw dust and poo-jelly on the ground, which is only dangerous if you are stationary, which you wont be.

    Also they have a total lack of ranged threats. Infested can be beaten by standing on a large crate, and their spitball attack they use when they cant reach you isnt a big deal, and isnt used consistently anyway. They need something that is immediately threatening and worth prioritizing over others, as well as things that can get a hit in before they are blown away.

    Id suggest making special volatile runners that cause a dangerous status effect such as viral or corrosive if they get you. Id also suggest making an infested enemy that is a dedicated ranged attacker, or one that has a continuous ranged attack like elite crewmen do. Have an enemy that can hurl a projectile to cause status effects. Also enemies that can close the distance for melee attacks better like grineer flameblades do.

     

    Whatever it is, infested are severely lacking in their ability to fight the player, they need  help.

  4. Id mostly just prefer that he be able to utilize his shadows more. Most importantly he needs a way to tell them what to attack so they dont just mill about doing nothing useful. I'd also like his shadows to deal more damage since they aren't good at dealing damage as it is, especially if they are infested.

    Also, maybe shadows should be their own units rather than copies of units you kill. There's a huge difference in quality between getting heavy gunners and bombards and getting less effective summons. I don't like getting stuck with a bunch of nullifiers that block my shots or any infested at all, since infested are atrocious at fighting anything, especially other enemies. I'd rather have dedicated ghost guys with ranged attacks than get stuck with undesirables.

    I'd like if his shadows could just be more useful than human shields or a damage resist buff. I'd like to be able to sacrifice them for buffs or heals, or to have a way to buff and command my shadows so they are more worthwhile and useful.

    • Like 1
  5. I would suggest making nekros' abilities synergize with his shadows more. Make him a real necromancer.

    Nekros's summons have unique models of 3 types: A melee ghost, a ranged ghost, and a tanky defense ghost that gives a small defense buff. Which ones you get are based on enemies killed. Like killing variants of crewmen, lancers, and mutalist moas will get you ranged ghosts, killing prodmen, butchers, and most infested will get you melee ghosts, and killing Nox, ancients and nullifiers get you defense ghosts. Attack power of ghosts is based on Nekros' build, so now strength matters a bit more. This way you won't get stuck with a bunch of bubble boys blocking your shots or napalms lighting themselves on fire over and over.

    Max number of shadows is now 10. Shield of Shadows drops that number back to 7 but retains its current effects.

    Passive: Nekros' damage increases with each shadow he summons, up to 100%.

    1: soulpunch- Nekros strikes a target with an intangible force that tears away the enemy's life force. Deals damage and ignores armor and shields and has infinite punchthrough up to its maximum range, diminishing in power with each subsequent enemy hit. Enemies killed by soulpunch will become shadows automatically if the max number of shadows is not reached yet, and will refund 50% of the energy used if max shadows are already active.

    This can be used as an alternative way to summon shadows if you need to replace one or two instead of using 4 to do it. It also gives you better control over what type of shadow you will get.

    2: Soul Sacrifice- Nekros converts a shadow into a projectile fired from his hands, which explodes and deals damage. Alternatively Nekros can fire the shot at his feet and heal himself by doing so. Holding the button will charge the projectile by sacrificing additional shadows, adding one every .5 seconds. Healing effect is 5% of max health for every shadow sacrificed. Can be rapid fired by mashing the button.

    3: Desecrate - same as before but in addition to the loot rolling desecrated corpses now have a 10% chance to burst, causing toxin procs on nearby enemies.

    4: Army of the Dead - Max number of shadows is now 10. Pressing 4 while aiming marks an enemy, causing shadows to direct all attacks at the marked enemy until it dies or a new enemy is marked.

  6. Nekros desperately needs a rework. Something to make him more useful than just a farmer. As he is his abilities aren't very effective for anything but farming resources. Id like something to make him feel more like a powerful necromancer with the idea being to make greater use of his summons. He just doesn't do much as it is. I'd like to be able to tell my summons what to shoot at or even use them as bombs to throw at enemies. Id like his abilities to synergize with his summons, the way a necromancer would.

    Something like using an ability to mark enemies for the shadows to kill, or being able to sacrifice a shadow to buff yourself. Shadows also need to be stronger to be able to damage enemies.

     

    • Like 3
  7. Of all planets on the starchart Pluto and Neptune feel the most neglected. Neither has a tileset of its own or even one that fits well. Gas City would work fine on Neptune except Neptune is not orange. The Corpus Ice Outpost would work fine for Pluto except pluto is very far from the sun and would have a dark sky and be darker in general.

     

    Im aware of how long it takes to make tilesets, especially ones with the quality that the recent ones have. I don't expect these planets to get makovers in the near future, but I am curious to know if there are any plans to update these two planets one day? Also Pluto is a planet, do not correct me on that. It might not be one in technical terms, but it will always be one in our hearts if you believe hard enough.

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