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garbenzine

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Posts posted by garbenzine

  1. I'd rather they upped the sprint speed of every frame by 30%, deleting Rush after that if they like.  Or turned Rush into a third type of potato.  On the slower frames, I want to pull my hair out if I'm not running both Rush and Amalgam Serration.

  2. 6 hours ago, (PSN)Zbeatza said:

    Also i don't understand why everyone mentions universal vacuum when we already have it as a mod for all beats/sentinels, why is nobody mentioning their abilities or the fact that you have to equip a mod to allow your sentinel to attack that already has a weapon equipped.

    The fact that we can prevent sentinels from attacking by leaving off Assault is one of the aspects that gives them superior survivabilty.  They don't go charging into enemy clusters, or draw aggro to themselves with the mod removed.  Not equipping a weapon to prevent attacking isn't really an option, because of the way you get set mod bonuses from anything they have slotted(the mechanical behavior of it wouldn't be consistent anyway since none of the organic companions equip weapons).  If anything I'd want an Assault equivalent for the other companion types too.  With those though, they could make the Assault functionality inherent to the various special attack mods instead of it being a completely separate mod.

    • Like 2
  3. How about a heavily reduced maximum kuva cost the higher the disposition is on the weapon?  You'd get to roll a ton more times on the weapons nobody uses so you can get a riven that'll make it more usable if it's one of your fun guns, while the meta weapons would remain at 3500 to try again.  Make the scale go something like -625 max cost per pip, so a 5-dot only costs 1000 to reroll.

  4. 13 hours ago, Lutesque said:

    Speaking of Which... Why does Gauss... Who drops on Sedna need Resources from Both Cetus and Fortuna to Craft ?

    My guess would be that there's two factors involved.  The first is that they were looking through the junk we carry around and said "O hay, these resources are mostly collecting dust right now."  The other one is flavor, in that Gauss can make use of the big open spaces to rush around, combined with the way he can actually run across the surface of the water when he's in GO FAST mode. 

    • Like 1
  5. Although it's not the focus of these tests, I think some consideration should be put towards making nanospores available earlier(say, making them a universally available drop in dark sector missions).  There are a number of lower-MR things that need them(low enough that it's understandable that you wouldn't have access to Saturn or Deimos yet), and every other week I see a newbie lamenting over how the hell to find them.  

  6. The funny bit about Amalgam Serration is that I'd use it even if the damage was removed.

    movement speed > killing enemies quickly > killing enemies in a lulzy fashion >>>>>>>>>> anything else

    Though I do wish the sprint buff on Serration had been used for shotguns too.  I'm basically all but unwilling to use a primary that can't slot Amalgam Serration these days because moving fast is such a massive QoL requirement for me.

    • Like 1
  7. Pretty much the only thing status shotguns had going for them was the ability to hit 100% SC, and now outside a couple outliers they've been given the old hucklebuck.  If you're going to leave it like this, at least buff the base damage on them or something.  They're neither fun nor useful like this, and I can't imagine what sort of internal testing is going on that would coax you into nerfing lesser-performing weapons that were already largely used by enthusiasts keeping a flame lit for a particular gun rather than the general population.

    The gas damage nerf is well into WTFville, of course.  I actually really like the change to gas damage for the procs from a thematic standpoint, but you should have left the function of the effect exactly as it was(though perhaps altering the +toxin mod damage boosting function to work on some average of tox and heat) and changed the weakness tables to give gas some HP-damage advantages across the factions.  Magnetic remains junk because it doesn't have a bonus vs any HP type.  That really sucks for me, because I love the idea of magnetic as a damage type.  I mean seriously, it should at least be strong vs robotic and ferrite.

    I'll parrot what others have said about impact/blast.  Impact both as a damage type and status effect has been a net negative for a long time.  Changing impact to a stagger/open-for-finisher-at-higher-stacks would be ideal and on point thematically, and I like the idea of blast being changed to a small AoE on proc.  Added stacks could either increase the splash damage, or increase the radius by another 0.1 or whatever.  You'd have to be careful with that though, either trying to keep the proc damage kind of low, or coding it as a singular event so you don't get a chain-reaction of AoE bursts when you use an already-AoE weapon with blast damage.  All that said, by all means keep ragdolls on death, and have bodies act like bouncy balls when the killing shot contains blast damage. :crylaugh:

  8. It started at the release of the Jovian Concord, when they had the patch note about changing faction grenades and giving them each their own unique look.  I figured it was on purpose, since before you could and would just ignore the things.  Now when you heat that beeping, it's time to dive the hell away before it goes off.  I mean, makes sense, right?  Even if it is a bug, they should probably keep it for gameplay flavor.

  9. I'll piggyback on this.  Direct invites to people seem rather broken.  In the dojo, I've noticed any sort of network stuff seems massively delayed.  Like I go in, wander over to something like the dye console, and I have to wait over a minute for it to load(it shows name placeholders during this period).  Interacting with it(or anything else in the dojo) before it "clicks", or trying to send an invite, results in no response at all from the game.  After it does finally kick in it'll try to do the first thing you originally did(if anything).  Invites triggered this way have failed every time, and any subsequent invite attempts after it fail.  If you leave the dojo and come back, then wait for the catchup period to end, invites work as expected but seem sluggish.

  10. The only real solution I can think of without completely nuking the current gameplay mechanics is to develop several new mission types where CC is the golden ticket to finishing them hassle-free.  Now as to how those would even work... I can only make bad guesses.  Missions where stuff can't be killed?  Or revives a second after dying?  Change Clem's mission from just survival, to something where you're actually raiding the place for goodies with constantly spawning caches that have to be hacked to be opened so you can find the "I win" item and leave?  A Sentient tileset where the damage adaptation is constant and mission-wide?  Something where you have a machine collecting dudes and launching them, but to do that you have to stun them with relevant procs or CC abilities?

  11. Not just the music, but the tilesets themselves too.  I hope that someday each planet gets its own of both, and maybe some of the pre-existing stuff can still be kept around as wildcard sets to appear randomly on multiple worlds.  There wasn't really anything wrong with the old Jupiter tile, it'd be a shame to throw the assets out completely.

  12. 2 hours ago, PatanDeAcero said:

    In case of activating this option, allow to indicate the maximum waiting time to find a party, in case the timeout expires, it will allow me to be the host.

    I would modify this a bit.  Have a "oh god my internet is horrible" mode, where if it finds a party for you great; it puts you in as a client.  If however it can't it launches you as host, but, changes the session to be invite-only or solo for just that mission so you don't have to be embarrassed when some poor bastards try to drop into your 1500 ping funhouse.

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