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[DE]Momaw

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Posts posted by [DE]Momaw

  1. Hm.

    Siding with the Corpus limits Grineer expansion. Siding with the Grineer recovers suspended Tenno.

    But let's look bigger. The Grineer are a genetically modified race, suffering from over-cloning and degradation. Their immediate goal is to repair themselves and then go on to conquer the galaxy. They want Tenno frames as conscripts to fight for them, but in this particular conflict their major goal seems to be stomping all over the Corpus who invaded their territory and broke faith with a treat. The Corpus are high tech merchants, that seek power through economics rather than solely military intervention. They want Tenno frames to dismantle and reverse-engineer to improve their technology base. We aren't immune to their influence even as they hate us: The starter Braton rifle, implied to be both popular and numerous among the Tenno, is a Corpus design. They don't use it, which means they export it, which means we bought it from them.

    Under Grineer rule, everything becomes incredibly corrupt despotism. Under Corpus rule, everything becomes megacorp dystopia.

    What are the Tenno's long term goals? I'm a little fuzzy here, but it seems like the Tenno are an artificial race designed by the Orokin. Their design purpose seems more defensive than offensive, since Orokin ships and facilities are absolutely lousy with Tenno pods just waiting for something to wake them. This goes along with the general impression of the Orokin being incredibly paranoid with all their traps. With their beneficient masters now gone, the Tenno should fall back on their core principles, which seem to be preservation of peace, pursuit of personal perfection, and integrity to the clan.

    Preservation of peace: Neither side is interested in peace except through victory, though a Corpus victory would result in less blatant misery since their conflicts are covert, digital, and economic while the Grineer are gratuitously violent, fractious, and think nothing of killing and maiming opponents in any arena.

    Pursuit of personal perfection: Neither side is interested in advancing the Tenno and sees them only as a resource to be acquired.

    Integrity to the clan: Obviously, assisting the Grineer and recovering the dormant Tenno displays more integrity than leaving them to Corpus vivisection. The Grineer want Tenno also, but they want them intact and functioning.

    And what of the shifting in balance of power as a result of this conflict?

    If the Grineer win, they gain several new worlds to exploit for materials and possibly a quantity of Tenno soldiers. It's not really clear whether they are prepared to give up the pods in exchange for our help, or even if Tenno *can* be forced into service to a new master. If the Corpus win, they gain new Tenno technology that will advance their state of the art, which they are already prepared to immediately go to market with. I have a strong suspicion that the only reason robots like Jackal and Raptor aren't in mass production is because Corpus wants to maintain exclusive control of their best hardware, but completing "Zaruka" sounds like it would give Corpus Tenno-equivalent tech which means their current prototypes become available for mass production and export.

    All in all... I'd suggest supporting the Grineer. If they do capture some of our people, at least they will be alive and we can do something about it later. And ultimately the Grineer are a damaged and decaying species with obvious points of vulnerability to keep them in check (i.e. their bioresearch). The Corpus, if given unrestricted access to a bunch of Tenno to butcher secrets out of, already have a plan in motion to basically take over everything...and they are stable, efficient and unified where the Grineer are not.

  2. I want a Paris Prime.

     

    I have 4 of the 5 things I need:  The blueprint, the string, the handle, and the upper limb.  I need the lower limb, which according to the wiki should drop on T1 Survival missions.

     

    So far I have played about a dozen of these missions, to or past the 15 minute mark, and gotten just about everything except the part I need. Latron prime stock? Great! Not a Paris limb. Mag Prime helmet? Great! Not a Paris limb.

     

    The statistical chance of my having played this many games and not gotten the thing if it's supposed to have a 30% drop rate is starting to become a little eyebrow raising. My character development feels like it's at an absolute standstill, because I need a good armor-ignoring primary to move into higher level content. I have even acquired some Forma and a Catalyst that I want to use with it.

     

    Has anybody out there actually gotten this part recently? Does it even exist? Does anybody feel my pain? :(

  3. Hek has better burst damage? Um. Briefly, I guess. Sobek does 100 damage per shot. Hek does 140 damage per shot. Hek clearly wins.

    However.

    Sobek has 20 round magazine. Hek has 4 round magazine. Sobek can dump 250 damage per second for 8 seconds while Hek dumps 308 damage per second for 1.8 seconds. If your target/s live longer than 4 shots, then Sobek wins by a ridiculous margin. Even if you have to double-tap to kill with Sobek due to its lower damage, it STILL has over twice the number of kills per reload which is what you need for an assault weapon like a shotgun.

  4. In my appparently ongoing saga of having minority opinions,

     

    1.) Shuriken. Does a rather nice amount of damage at low levels, a great way to get rid of inconvenient heavies. Like many offensive abilities, loses a lot of steam later on because it doesn't scale as well as your weapons do. It kind of feels like this should be cheaper, to be more spammable for damage, or it should be more useful in a utility sense. My suggestion would be to have it do relatively little damage, but give more shuriken to hit more targets per throw and inflict a damage resistance debuff for a few seconds on whatever you hit  Throw a handful of shuriken, run in and slash everything to bits while they are vulnerable. Much more dynamic. The way it is right now, just a straight up damage pulse, you have to compare it against dropping a smoke bomb for a little more energy and getting in a ton of free hits on whatever you want.

     

    2.) Smoke bomb. No complaints. Very potent.

     

    3.) Teleport.  ...   Why. I need line of sight to an entity to teleport. I can't go to a PLACE, if I teleport to a monster it's probably going to turn around and slap me, and if I wanted to teleport to a downed team mate I would need line of sight which reduces its potential usefulness by an order of magnitude.  I dismounted this and never missed it. If it were combined with a distraction mechanic (something like Saryn's molt) so that everything didn't turn on you in an instant after you teleport, it would be more useful.

     

    4.) Blade Storm. This one is....strange.  The AOE/target selection is unreliable and I frequently do not get the number of target hits I'm supposed to. The damage is hit or miss, usually everything dies but sometimes it doesn't. Oddness. It makes you invulnerable for the duration of the thing which seems to be a major aspect of it.  The freaky camera moves are REALLY disorienting and sometimes it takes a few seconds before I even realize that I've got control back. I'd like to suggest overhaul on this make it into more interactive power instead of just Yet Another Radial Win Button.  Something like: Ash is fully healed and gains 10 seconds of 50% damage reduction. His melee damage is increased by 200%.  Every time Ash makes a kill with melee, the time on Blade Storm is extended and the damage bonus increases. A hard cap on the duration prevents this from being indefinite. This makes it a survival ability AND it scales with level AND it's more interactive and player-based instead of what we have now.

  5.  Out of curiosity - what would you do to fix this little weirdness with the bow?

     

    It's not specifically and uniquey the bow, it's pretty much all the things that aren't DPS engines. Like, the Latron. It's a sweet little rifle that can pull off some really pin point shots and drop enemies at a respectable distance. A sniper rifle without the clumsiness, basically. But, it rarely gets to really shine for the same reason that the bow has trouble: by the time you're lining up precision shots and dropping enemies from a safe distance, somebody else is already up there rolling over the enemy with zero effort.

     

    As for how to fix, it's not a simple one shot fix. These are fundamental issues here.

     

    I'd start by roughly normalizing DPS versus range. If you want to kill at range, you sacrifice deeps. Assault rifles should not be as accurate as precision weapons like bows and sniper rifles, and pistol bullets shouldn't even FLY as far.

     

    I would give rapid fire weapons and shotguns badly reduced armor penetration. The higher the power of your round, the more you get through armor. Using a machine pistol on a Grineer Heavy Gunner should be a complete waste of time no matter how awesome a machine pistol it is. On the other hand, *light* enemies should have almost no armor whatsoever.  This is to encourage a diverse loadout and squad makeup: You need punch weapons to kill the heavies and DPS weapons to kill the hordes. Currently this mechanic doesn't exist since armor piecing costs little and scales perfectly with DPS.

     

    I would look at creating more wide-open map tiles where a well placed sniper can give significant and worthwhile covering fire. Currently there's only a few places where a long range weapon is truly desirable, like the wastelands on Phobos.

     

    On the social engineering end of things, I would make an effort to duplicate mission reward *types* across a variety of battle levels, but have the *quantity* scale with level. In other words, you can farm resource X one at a time by fighting way below your level or farm it 3 and 4 at a time by challenging yourself. This is in a bid to stratify players by equipment and and discourage the rather frustrating mixing of newbies with maxed out superveterans.

  6. A while back I got the blueprints to build Dread and now I got an opening to print it out and start using it.  It's a very intersting weapon. Nice change of pace. I know it doesn't do armor ignoring damage so I have to aim, but aiming is fun right? I like to aim and pull off accurate shots. Makes me feel like a space ninja.

     

    The thing is, my first few experiences with it underscored and helped me to see and quantify a basic frustration I have with the game. Basically: This game has no place for finesse. Due to the way the game's scaling works, a maxed out player can basically faceroll through any battle below level 100ish. Guns scale somewhere between 500% and 800% once you stack on all the bonuses for damage and multi-projectiles, which means enemies simply evaporate in front of the expanding wall of bullets that accompanies the players.  Which leaves me, with a bow, that I have to aim accurately, desperately trying to kill ANYTHING before it's lulzed into tiny pieces by people with Somas. The only pace supported is fully automatic. Which is a shame because the developers have obviously put time into the enemy AI. It will try to use cover, and flank and lay ambushes and all that clever stuff they should do, but none of it matters when their life expectancy on player contact is less than a second.

     

    Compounding this is the fact that the game doesn't scale in any way for solo play. Yeah the game is more challenging solo. Challenging here meaning "complete BS". When enemies aren't swarming by the dozens, they're using completely ridiculous abilities that shut a single player down in an instant. Hey, let's have a unit that can teleport you! Without having line of sight! And let's make sure that they can do it over and over and over, completely invalidating the concepts of "playing cautiously" or "using cover". Meh.

     

    So basically either I use a full auto weapon and join the DPS lulzbrigade, or I use a frame with strong AOE attacks, or I am a second class citizen and a weight on the team. The view that's sort of crystallizing here is that Warframe does not really encourage tactical play or finesse.

     

    Discuss. :-/

  7. Not just dual versus not-dual, but also balance changes in general. I got a Hek and found it to be a mediocre weapon...Apparently it used to be MUCH better. Tried Gorgon, found it to be terrible...Apparently it used to be MUCH better. Everybody who invested in those weapons wasted resources in the long run.

    There's no sense in investing anything into a weapon unless I can be reasonably certain that it's going to stay what it is, that the nerfbat isn't coming. And since there is apparently no rhyme or reason whatsoever to the balance changes, I don't think we can ever have a reasonable degree of certainty that a weapon has achieved its intended point of balance and will no longer be changed. Maybe some significant time after launch, things will have steadied out, but for now... Don't potato. Don't forma. Save your resources until you can be sure which are the good investments.

  8.  

    Shotguns need 3 slots to boost base damage up to +270%
    Rifles need 2 slots to boost base damage up to +330%
     
     
    Realy balanced don't it? And this is not even taking in count damage fallof.

     

     

    Eh. I'm not entirely which mods you're talking about, but let's do some theory crafting here:

     

    RIfle uses Serration (14/7) and Piercing Hit (9/5) mods for +225% damage and spends 24 (12, polarized) mod points.

     

    Shotgun uses Point Blank (9/5), and Flechette (9/5) mods for +180% damage and spends 18 (10, polarized) mod points.

     

    Shotgun has somewhat less damage, but you save 2 points and the mods are an order of magnitude cheaper. Taking Serration to 14 requires an ocean of fusion cores.

     

    Plus the damage balances out in a way when you factor in multi shot mods:  Rifle spends 15 (8) points for a probable 90% increase in projectiles, while shotgun spends the same 15 (8) points for a probable 120% increase in projectiles.

  9. Looking at the costs of equivalent mods...I'd say the real problem is that pistol mods are just too freaking good. Pistols should focus on being quick and efficient with the best mods for reload speed and magazine size. It is your SECONDARY weapon. Shotguns should be the ones with all the best base damage and elemental mods, and rifles should have the best mods for precision and armor penetration.

    But what do I know, I just play here.

  10. @Momaw

    Those two numbers shown in team status are shields/health so I don't know what you are talking about.

    I'm talking about UI design and numbers being slow and inefficient. The IMPORTANT information is their shield strength, but it's a number in a block of numbers. It's not shown, it's printed. Their health status is much faster to read but relatively less important. The display should have both shield and health in bar form to be most useful.

  11. For the one who said "L2P", thanks to your dismissive and unhelpful attitude, your value as a human being has been adjusted.

    Yes, I'm finding out a few tricks that make Trinity work. Allow me to modify my standpoint from "basically nonfunctional" to gimmicky. "WOL is the only way EV can be really used"? What is that nonsense. In what possible context does it make sense that a frame's bread and butter (combo) ability should be costing 75 energy, good timing, physical proximity, AND team awareness in order to function? Unless you want to call her "ultimate" ability her bread and butter, since that's basically her entire function on the team once you get the duration up on the invulnerability.

    Yes, you can pin open your squad's health status. I didn't realize there was a separate control for that. A pity it doesn't show shields being that, again, in this game taking health damage is usually the first symptom of being already dead. Not that it matters I guess, since Trinity's purpose in life is to farm energy and make everybody invulnerable at every single opportunity. Her ability to heal people is basically a side benefit of triggering her REAL support skill.

    The mechanics that aren't gimmicky, aren't suited to the game's style. The ideal situation for Trinity, both for her and for everybody else, is to be in a room on another planet with one enemy in it to farm energy where she can just keep granting invulnerability. There's nothing engaging or dynamic or mobile about it. The frame's entire decision making flow chart is basically this: {Have full energy?} [Yes: Use blessing, use WOL, use energy vampire, stand near enemy to regain energy] [No: Get more energy]

    So yeah. She can be effective once you figure out the system of it. A thread full of Trinity defenders has been useful for that. But frankly, making her effective is boring and feels like exploiting badly designed mechanics. There's nothing that encourages or rewards mobility or even teamwork aside from "please don't kill my battery, bro". There's nothing that varies from situation to situation or forces prioritization because there is one super-great cheap trick that Trinity does amazingly well and anything else is kind of a waste of time.

    In a word... gimmicky.

  12. Since there's a topic for it: My big grab bag of things I would like to see.

     

    Primary weapons:

    ===============

    * A shotgun with tube magazine that can reloaded one shell at a time very quickly. "Shoot one, load one" is standard tactical doctrine for shotguns and it feels weird that there is no shotgun available that can do this. Basically: It would take a moment to start reloading and a briefer moment to put in a shell. Say, 0.5 second to start reloading and 0.3 second to actually add a shell to the magazine. So if you down an enemy with 2 quick shots, you can have the weapon fully reloaded in 1 second. Reloading from empty, say 7 shots, would take 2.6 seconds which is fairly typical for shotguns in this game.

     

    * A grenade launcher. Similar in concept to the MGL. More powerful than the rocket launcher, but has an arc and a slow muzzle velocity. Detonates on impact with an enemy or will bounce for 2 seconds.

     

    * A suppressed submachinegun. We're space ninjas, why don't we have a suppressed submachinegun!??! Mediocre damage, damage falloff limits effective range, but very accurate and fast reload.

     

    * An antimaterial rifle. EXTREMELY powerful, one shot only with a fairly fast reload. Rifle has built in "puncture" mechanic and can hit several enemies at once if they are lined up.

     

    * A proper machine gun. High accuracy, high damage, mild but steady recoil, low rate of fire. Kachunkchunkchunkchunk! The soothing rhythm of an M2 .50 cal. Large magazine size coupled to painful reload time.

     

    Secondary weapons:

    ==================

     

    * An automatic laser-bolt pistol that regenerates ammunition. Doesn't have to be the most amazing thing damage wise, but should start regenerating any ammunition missing //from the magazine// if you stop firing for a second. Does not regenerate "reserve" ammo.

     

    * Sticky bombs. Another ninja staple, surely? These hand-thrown bombs have extremely low velocity and will stick to whatever they hit. They explode when an enemy comes within their blast radius, or when you plant more than the maximum allowed.

     

    * Caltrops. Scatters a handful of sharp pointy things for enemies to step on. Enemies that hit a caltrop take minor damage and are slowed as if they were hit by a frost weapon. Escape and evasion!

     

    * Javelin. An actual space tech javelin, being a meter-long stick with a point on it that you hurl into your enemy's chest. Silent. Very high damage for a secondary, but you can only throw them one at a time.

     

    Melee:

    ======

     

    * Spear. The spear is surely one of the most underappreciated weapons of all time. Easy to make, easy to use, phenomenally deadly. Extremely important to the eastern martial arts traditions that Warframe draws so much from. Its basic attack should be a chain consisting of three moves: A fast sweep from the left, a fast sweep from the right, and then a thrust. The sweeps do minor slashing damage with a possibility to stun, and can hit multiple targets. The thrust does high armor piercing damage but only hits one enemy. The spin attack should be fairly weak, while the jump attack and charge attack should do devastating damage to a single target.

     

    * Plasma cutter. A very short ranged melee weapon that does continuous damage as long as the attack button is held down.

  13. If she's meant to be purely support, she needs support skills that aren't goofy and ineffective. That's why I was saying WOL needs to heal both hitpoints and shields for anybody nearby, so they can gain non-gimmicky survivability without having to switch targets. Creates a brief strong point for the team. And that's why I was saying EV needs to have an effect that isn't completely reliant on other people not screwing up in order to work. The concept of having a puppet that you keep alive for energy so you can spam Blessing non stop only works so long as everybody knows what that means and recognizes that's what you're doing. What other frame abilities are so vulnerable to obliviousness, carelessness, or trollishness?

  14. Maybe I'm just spoiled because of my first two frame picks.

    Mag has a cheap and spammable "Make everything better" skill that is both damage and CC in a huge area. Shields down? Use pull. Tons of stuff on your screen? Use pull. It's tremendously potent. Even when you don't kill things with it, it knocks things over so they stop attacking you long enough to either murder some of them or to run away.

    Rhino has ablative armor that makes him immune to a host of things. You turn it on and it's a persistent benefit. And when things really go south in a big way, Stomp offers massive damage in a massive radius with some CC thrown in as a bonus on anything that doesn't get one shotted by it.

    Trinity doesn't have CC or AOE attacks so she can get overwhelmed. Well of Health is a single target control that makes the target annoyingly hard to kill, while Siphon is a single target control that costs a lot to use a the time unless you're solo or can somehow persuade people to not kill your target the instant they appear so you can get your energy back. Spam Blessing for the invulnerability? Okay, now you've committed yourself to *chaining* Siphon and hoping that you can find new targets and get into range of them before the invulnerability wears off. Incredibly high-risk strategy and again pretty much only remotely plausible if you're solo because team mates don't care what you're trying to do when they can just DPS the face off anything in their path.

  15. Everyone else whined about 'balance' and that such guns make latron and sniper rifles (which were S#&$ back then) look bad.

    Which is why I was advocating that only the first shot when the gun is "cold" should be pretty accurate. Not sniper accurate, just...pretty accurate. So you have limited medium-long range capability if you click single shots off, using it as the Latron's underpowered and clunky cousin. But if you want to open up all the way to apply the gun's true damage potential then you have to accept the wild spray as the cost of the hail of bullets you're putting out.

  16. Pretty much every aspect of this has issues as I see it. Not enjoying this frame at all.

    1.) Well of Health. Healz! Great! Except... I'm not really sure who it's supposed to be benefiting. Certainly not Trinity, since she has no armor and her health evaporates the instant her shields go down. And even for the heavily armored frames, if you start taking enough health damage that this ability seems like a good idea then you're probably an instant from death anyway. This isn't an active heal or a buff, it's an ability that creates a potential for healing in a game where taking health damage is usually the first symptom that you have died. The only applications seems to be keeping people from melting away to Infested shield-penetrating poison damage, and setting up the energy siphon combo.

    2.) Energy Siphon. This would be GREAT for solo if Trinity had any damage abilities. Which she doesn't. Making this the most pedantic way imaginable to hold and kill one enemy at a time. When you're teamed, allies typically mow through everything so quickly that they don't notice (or care) that they can get free energy if they just stop shooting for 6 femtoseconds. It's pointless trying to use this to get a charge off random low level goons because they are vaporized long before you can get close enough and/or finish charging from them, making this one of few abilities that actually requires your team mates to pay attention and not screw you over in order to be effective. The only applications of THIS one are single-target CC for heavies and the energy siphon combo. Which aside from boss-killing shenanigans is an even more pedantic way to hold and kill one enemy at a time.

    3.) Link. .Reduces damage by a big chunk and reflects it back... Except, again, Trinity has no armor. By the time you're in a deep enough hole to justify the 75 energy, you're already on the brink of death. Enemy groups that are safe enough to use Link in don't need your fancy Link and can just be casually shot in the head. Enemy groups that are big and dangerous enough to need Link do so much damage that it won't save you even if they knock one or two of themselves out on it.

    4.) Blessing! .... when do I use this again? Why can I not pin my squad view open so I can keep an eye on when my team might actually need this? And it seems to me that the most pressing situation where you would need a healer's "ultimate" is when somebody is down and needs a rez... Which this doesn't do. Finally, with no obvious indication that the invulnerability aspect is working (or when it will wear off), it's impossible to count on it for anything.

    Instead of what we have now, I'd rather see:

    1b.) Well of Life. Allies in reach of the "well" heal for X points per second automatically, which can spill from health into shields if they are already at full health. This lets it function as a general purpose support ability instead of only working on health which is the far weaker defense for most frames.

    2b.) Energy Siphon. Affected target takes a jolt of electrical damage and is ragdolled briefly. All team mates gain 5 energy per second for 10 seconds regardless of what happens to the target after Siphon is used on it. This means Trinity needs 50 energy to initiate the siphon but will always get the energy investment back and serves as a net plus for the team without them having to pay attention (which they won't). Can't initiate a new Siphon until the effects of the previous one have worn off.

    3b.) Link. Honestly, no idea. Total invulnerability is too much, and anything less than total invulnerability is questionable on such a fragile frame.

    4b.) Blessing. Let us pin our squad status open so we know if others need support. Let Blessing instantly rez ONE (nearest) team mate if they are down. And give this ability a visual effect on allies so that they know it's active. Maybe create a translucent shield on the front and back of the torso (a literal shield, like a knight's shield; should be an intuitive visual). It should flash just before the invulnerability ends so people know to seek cover.

  17. More accuracy? No thanks. It is a minigun, not a sniper.

    But it is not supposed to have accuracy. That goes against everything a minigun is.

    I know this is hard to believe, gentlemen. But video games and television have lied to you. A real minigun is not particularly inaccurate. It's a heavy, long-barreled weapon fired from a hard mounting. The maximum useful range is considered to be 1000 meters. Compare this to the Gorgon, which is so bad that I'm not sure the shotguns aren't more accurate, and has an effective range of...20 meters? Maybe 30 if you don't mind wasting a lot of ammo.

    If you want to call Gorgon a minigun, then it's a minigun with chopped smoothbore barrels and a nearly dead power supply. It is nothing like that what that weapon system can actually achieve.

  18. what is needed

    If it were me, I'd

    * Increase initial accuracy to "good". About as good as the Braton. Keep the pathetic accuracy at full spin.

    * Reduce rate of fire to 6 rounds per second and lock it at this rate all the time.

    * Instead of increasing ROF as the gun spins up, giving it increasing multishot until it is 100% multishot at full spin. This takes effect before multi-shot mods. (Currently 12 rounds per second + 100% multishot = 24 hits per second, proposed change would be (6 rounds per second + 100%) + 100% = 24 hits per second)

    This gives you the same kind of bullet spray it does now at full spin, but with greater ammo efficiency and some minor utility at medium range if fired carefully.

  19. Basically the problem with the Vulkar is that it's either extreme overkill, or a waste of time and ammo. Can one-shot basic enemies? That's nice, but every other weapon can burn through basic enemies in a fraction of a second too and do it a much more sustainable fashion. Can one-shot basic enemies from futher away? That's nice, but closing range to score reliable hits with assault rifles or pistols is almost never a problem. That and if you have anybody else on your team who doesn't recognize and support your being a sniper, you're only going to get 1 or 2 shots before THEY close the range and massacre everything. It's not even a great weapon to bring out against the heavies or bosses, since there is only a very specific level band where the target is tough enough to matter but can still be dropped before you have to reload.

    Carried it as dead weight until level 20, then did a ton of solo Exterminate to get kills, then ditched it. This weapon does not suit the way Warframe plays at all. Really the only place it ever felt like a sniper rifle was the appropriate response was on Phobos with the rare wide-open areas.

  20. My bet is on these two possibilities:

     

    A) A replacement that isn't the Soma (aka non-ridiuclous crit numbers), but a heavy impact machine gun that delivers much more of a punch when the bullets DO hit.

     

    B) Removing these weapons to lighten up the item database, as the more entries in said database, the more resources the game consumes on the backend that can be better used elsewhere.

    A.) doesn't make sense because why would they spend more dev time to remake a weapon that already exists and just needs numerical tweaking to be relevant?

    B.) doesn't make sense because these guns will still EXIST you just won't be able to get new ones anymore. (Also I cannot imagine that gear takes up any kind of significant space in their database.)

  21. Tried Gorgon. It's terrible. REALLY terrible.

    But I have to agree: Why retire the weapon when you can just...make it not terrible? You've got the art, the sound, the animations, and the UI hookups and everything else. That's the expensive part and it's already done! You could spend five minutes to change a few numbers and make this a great weapon. I have some theories as to why they wouldn't want to do this, but they aren't charitable.

  22. If we're pitching fixes, I see a 3 pronged approach.

    1.) Adjust ammo maximums for different weapons. Why does a Gorgon, which is obviously a sort of light machine gun, carry the same amount of ammunition as a Braton which is obviously an infantry rifle? Why does the rocket launcher get a gajillion rockets? Why do heavy pistols like the Lex get enough ammo to do an entire mission without ever picking anything up but machine pistols like the Viper run dry after one engagement? Conceptually, a good place to start here is the concept of "fight time", where primary weapons should typically be able to sustain intense combat for X minutes and secondary weapons should typically sustain intense combat for Y minutes. Then, adjust those values based on how swank the weapon is (power, accuracy, DPS): In general, the swankier it is the less ammo you should be able to carry.

    2.) Adjust the mods which increase reserve ammo capacity. This should go from 20% more ammo at rank 4 to 100% more ammo at rank 8.

    3.) Ammo pickups restore a PERCENTAGE of your maximum ammo rather than a flat value. 10% is probably a good place to start.

    The end result is that weapons which are old or generally kind of "bleh" will get tons and tons of ammo to work with to encourage/allow their users to be promiscuous with their fire. Weapons that are really high tech and amazingly powerful will get limited ammo, but, they can sacrifice some other mod to double both their ammo capacity and by extension their ammo pickups if they want it.

    Choice, strategy, AND minmaxing!

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