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[DE]Momaw

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Posts posted by [DE]Momaw

  1. Not a huge fan.

     

    * The reason crit based weapons are amazing is the head-shot crit multiplier.  But it's not really accurate enough in terms of cone of spray to really get consistent head shots, unlike (for example) the Somas.

     * Extreme rate of fire means you should fire in short bursts, but the weapon porpoises up and down violently if you try and shoot in short bursts.

    * Rate of fire mods make the wind-up more bearable, but make it harder to stay in control of those bursts.

     

    My suggestion for all of the Gorgons was that the gun should wind up, and stay spinning at full speed, so long as the player has the weapon up in ADS. Recoil would also be eliminated while maintaining ADS because the gun is already ready at peak speed. This would help their usability a lot, as far as porpoising, burst control , accuracy, responsiveness...   This would basically turn the Gorgons into a more "emplaced weapon" type of gameplay, where it remains a kind of clunky thing if you're trying to run and gun with a Gorgon but once you take aim and prepare to fire in a given direction you'll be able to do so very efficiently.

  2. In general punchthrough is kinda wonky with all non-hitscan weapons. I hear it has been for a while now.

     

    It can be hard to tell when your projectiles are punching through and when not, because...

     

    8A70EkQ.jpg

     

    ... The projectile's trajectory isn't really intuitive.

     

    Imagine a ray AB, which follows the screen space's Z-axis starting from your crosshair (point A) This is the path the player thinks projectiles should follow, and would if we were actually holding the gun so that AB was looking down the sights. But we're not. We're actually holding the gun to one side in our character model's hands, at point C  The first time that AB intersects with an object in the game world (a window, a wall, a box), is point D.  Projectiles follow a ray CD, not the ray AB that players expect it to. The closer that A is to D, the more obtuse the angle ACD becomes, which means the more obtuse the angle that the projectile will leave the back side of whatever plane point D is on.

     

    In other words: The closer you are standing to something with a projectile based weapon that has punchthrough, the less likely you are to actually hit anything you aim at on the other side because geometry and 3rd person camera.

  3. Armor's effects are slight unless you are playing Valkyr or Chroma.  If you're seriously considering Steel Fiber on any other frames then I would highly recommend Handspring instead. Given how many knockdowns there are in the game, being able to shake them off faster is huge for your survivability.  Reflex Guard also very strong for frames who aren't Excalibur (Excal gets this for free as part of Exalted Blade).

  4. I don't get why people only have 1 kubrow I have 20 with names I like and I potato them all and get them all to level 30 make prints ect. And then I make a new one.

     

    Can only use 1 dog at a time due to defrost process making it a pain to switch, I like my Raksa more than the other breeds, and, I spent a LOT of time and resources getting exactly the dog I wanted.

  5. The Mind Control augment is actually pretty good for certain game modes, or when you get tired of just spamming Chaos and Absorb over and over. You can build for over 200% strength without sacrificing anything but range.

     

    Allow me to sum up the problem with Mind Control build in one screenshot:

     

    DUKYbBS.jpg

  6. You want max power efficiency and max range. Generally I would recommend staying about 80-100% duration. Shorter durations are hypothetically better crowd control on Chaos because greater proportion of time enemies are hard-CC'd, but gets expensive in energy and irritating because you have to cast so often. Longer durations make the power unwieldy and will leave you vulnerable between casts.

     

    Do use Overextended and sacrifice power strength. The only thing Strength affects for Nyx is base damage on Absorb damage on Psychic Bolts, and damage multiplier for Mind Freak augment... all irrelevant or suboptimal. The difference in range for Chaos is huge.

     

    Do not use the Chaos augment. It's absolutely terrible.  If you wind up with a slot free after your power efficiency, range, and defensive mods, then consider Pacifying Bolts augment (makes this power handy in a pinch i.e. useful in any way whatsoever) or maybe Handspring (as long as Nyx can get on her feet to Absorb, you can survive a lot)

     

    If you didn't add Pacifying Bolts, then blink in and out of Absorb to knock down enemies near you protect yourself from dangerous enemies that slip through the Chaos.

  7. Exalted blade consumes energy while active

     

    Not really.   0.6 per second with power efficiency. More than sustainable in pitched combat. Even without max efficiency, a Rage+Lifestrike build does wonders for this.

     

    >> and while using it you can still take damage <<

     

    I think I already outlined the way that Exalted Blade confers the defensive power of Reflex Guard with none of its disadvantages. This is arguably on par with defensive powers of other warframes. You "can" still take damage, but in practical terms you won't unless you let yourself get surrounded.

     

    >> Nikana also does oneshot low-mid and even high level enemies <<

     

    Nikana doesn't have a reach of 40 meters. That's kind of the whole point that so many of your are missing.  The blade part of Exalted Blade is fine. Keep it. Good job.  The problem is that it also gives the player an energy-blaster with infinite punchthrough and infinite ammo, and makes it into an astonishingly cheap and powerful linear AOE.

  8. The issue is that, in a world where eveybody and their dogs carry Roflcoptor weapons like Quanta Vandal, Boltor Prime, and Amprex, by the time your Opticor gets off a shot all that's left for you to hit is empty air. You have to be in very specific situations for it to be good.

     

    I don't use Quanta Vandal (looks terrible) or Amprex (auto-aiming turbo cheese), and Boltor Prime only occasionally.  So.

     

    Never really have issues doing good work with opticor as long as nobody on the team is P4TW'ing.  Put Vile Acceleration and Shred on there and get in the habit of using quick half-charged shots until enemies are high enough level to need more. Don't bother shooting the small fry near other players, look for the long range shots on heavies and eximus.

  9. I've never heard anyone say that the opticor is not powerful enough O.o

     

    Yeah, I'm confused. Plenty of people have said that Opticor is slow and clumsy due to its charge time and small magazine, but its damage is extremely high.  More "awesome but impractical" than "underpowered".

  10. nerf this and nerf that and buff this and buff that.......This community is getting........annoying. Why don't we discuss new game modes, new frames, new weapons and fixing bugs, that's more productive than asking for nerf, Nerf, NEft, NEFt, NERF. .

     

    There is no point in adding new game modes if people are just chain-nuking everything instead of actually playing the game.  There's no point in adding new weapons when the most efficient strategies don't even use weapons.  And the only time adding new frames becomes relevant is when those new frames bring some new form of nuke or support that surpasses or further optimizes the current meta.

     

    The philosophy of Warframe is the problem. Adding more stuff on top of an flawed foundation using a flawed philosophy isn't going to make things better.

  11. Another question: do you want the entire soldier to be shown, or is just the top half of him fine as long as the shield and spear is shown?

    This

    iHxuXJE.png

     

    The first one is more what I had in mind.  I like what you've got going on here where the gate is bigger and makes the figure feel a bit small and overwhelmed. o/

  12. For me the Kubrow "killer app" is Pack Leader, not Shelter. Kubrow with maxed out mods has more health than you do and with Pack Leader you have an easy, super effective, and basically free way to heal them.

     

    The bleedout time mod is also extremely good when you're leveling them or if you're worried about being unable to save them in combat.

  13. Just a question before I attempt this: what "style" do you want the emblem to be in? I specialize in a minimalist style, so I'm wondering whether you want that or a more detailed look.

     

    Something more realistic than stylized is what I had in mind.  Within limits, of course. Since we're talking about an image 128 pixels square it can't be super detailed.

  14. This project has concluded, thank you to HatchetHaro for his artwork :)

     

     

    saXD2qT.png

     

     

     

    This is the right place yeah?

     

    What I'm looking for:

    ------------

    1.) A soldier with spear and shield

    greek-warrior-19739213.jpg

    HSWeb4.jpg

     

    2.) Standing guard in front of an Orokin void gate

    da0a5c44c61a1c5586ebefc7ff8e04a4.jpg

    or standing in the opening of an empty "void key like" artwork

    DEVoid_Key.png

     

    3.) Stance should be from the back, or side profile with shield side facing the gate,  i.e. the figure is keeping watch for things that might be coming OUT of the gate

     

    4.) Colors: white with black and gold details for the gate/key artwork, white and sapphire blue for the sentry.

    ------------

     

     

    Offering 200 platinum for completed original artwork that meets these criteria and works as a clan emblem. I'll be happy to preview in-progress work if you aren't sure you're on the right track. :)

  15. He is a glass cannon, a paper tiger. as a swords man and samurai is job is to go in, do damage and have some help because he cannot take it.

     

    You're wrong about this. Excalibur has:

    * Decent armor (buffed by overhaul)

    * Blind ability, has huge range and basically shuts down all enemy activity.

     

    * Exalted Blade gives you free Reflex Guard while active for endless blocking of ranged attacks in whatever direction you are looking. Except unlike Reflex Guard it doesn't break when you melee or prevent you from having a ranged attack

     

    * Spin-slash while Exalted Blade is active gives you a second Blind power. Less range than his #2, but also free.

  16. Greedy Pull

    The idea of making it simply not work on energy pods at all, is worth discussing at gameplay design level.

     

    Either way: Greedy Pull must not ignore line of sight. This is a part of why it's so broken.

     

    Frost Changes

    * Freeze Change:  I thought guaranteed cold procs within AOE was also on the table? That was my favorite part of the upgrade.  Creating a slow-zone on impact is nice too, but cold procs are going to affect everybody within range for 6 seconds instead of having variable effectiveness on enemies based on how close to an edge they were.

    --

     

    * Ice Wave: Cone shaped AOE an improvement. More practical for large and outdoor areas.  Still wish for push/ragdoll ala slow moving ice-flavored Sonic Boom though. The flat damage value means the primary reason to use Ice Wave is to apply cold procs, which is less useful as a crowd control measure than actually pushing enemies enemies away and knocking them down.

    --

     

    * Snow Globe: Hard to predict how well this going to work out to be honest. Tossing out enemies is cool, but we still don't have a full understanding of how the "max globes=4" behavior is going to affect us. Reserving judgement.

    --

     

    * Avalanche: Nope. If you're playing at a level where armor matters that much, you go in with a team of people that just passively strip armor from everything.  Also doesn't make sense thematically, since armor-debuff is Corrosion, and Saryn is the Corrosion frame.  Damage is still insulting low compared to other frames, and since it doesn't offer any new CC there's still never a good reason to cast this past enemy level 25ish.  It is very rare that Frost should ever use his #4 instead of his #3, since #3 actually prevents damage and has crowd control instead of being what amounts to a 3 second stun.

     

    Basically everything I could suggest to do to give him a useful and fun #4 power without just overlapping with his other powers involves making it Not-Avalanche.

    --

     

    * Passive: Nope. Already wrote a thread about this.

     

     

    Parkour 2.0

    Do not have or want PVP experience.

     

    Corrupted Mods

    What would I add?

    * Carapace: Adds base armor value, reduces movement seped

    * Methodical Repeater: For full automatic secondaries: Multiplies final damage, reduces final fire rate. Maxes out at (+100% damage, -50% fire rate).  Basically aimed at making things like dual machine pistols more practical.

    * Lightfinger: Slightly reduces magazine capacity, dramatically increases reload speed.

    * Feral: Kubrow/Catbrow mod, significantly increases armor, speed, damage, HP, at the cost of making them use their abilities less often.

     

    What would I change?

    * Tainted Mag/Tainted Clip/Burdened Mag:  should end up at higher magazine size bonus. This mod doesn't actually gain you anything if you look at "rounds reloaded per second", all it does is make your reloads more painful. Cannot compete with just adding more damage mods.

     

    Fleeting Expertise is... important. On the one hand this mod is at the center of a lot of the more abusive and game-breaking configurations players use.  But on the other hand, for most non-damaging abilities, the possibility to use our powers 4x more freely "makes" the warframe and lets us feel like we're in control instead of struggling to find energy all the time. :-/   Fleeting should probably be changed, but only as part of a comprehensive reexamination of powers and power costs.

  17. I think you never met Ash, Saryn, Mesa, and a few others. They'd like to have a word with you.

     

    Yes, those frames all need their ultimate abilities reworked from the ground up.  Excal's problem isn't mechanics, it's magnitude. His #4 is very definitely interactive, the player has to actually play to use it, unlike the other frames you mention.  That's good. It's just silly to see it doing 100K DPS with infinite punchthrough and almost no energy cost.

     

    Why not talk about the other end, the one where enemies have absurd health, armor and damage values and wreck US if we don't cheese with total CC, map lockdown etc...?

     

    I do talk about that.

    https://forums.warframe.com/index.php?/topic/462260-am-i-obsolete-as-a-tenno/

     

    It's not about nerfing one ability here and there. It's about fixing the core of this game. No more bandaids please. Even if it takes time and effort, it's still better than playing yoyo and wasting obscene amounts of time tweaking stuff over and over around this broken core.

     

    Actually I think a significant part of the problem is that players have some unrealistic expectations of the game. You can't balance the game for the starmap and endless game modes, because endless game modes cannot be balanced. It's an infinite progression!  The players who complain about nerfs are trying to do three hour survival missions, and of course everything is underpowered when enemies have a million hitpoints and kill you with an accidental sneeze.

     

    Life would probably be better for the average Warframer-- not the three-hour survival uber veterans, but the actual majority of players who aren't-- if DE would just take a stand and straight up declare that Level X is the maximum level the game is designed to be played at, and if you want to go past that point then Lotus save you from your insanity. If you can do 20 minutes in a survival or 20 waves in a defense, then you "win". You've gotten a chance at all the rewards and the gameplay is still sensible.  Then we could make strong assertions about what balance is, what endgame is, and what constitutes under- or over-powered equipment.

  18. The big issue, IMO, is simply the energy waves of Exalted Blade. Easiest answer would be to tie them to channeling and make swings immediately cost energy to launch the waves. Easiest way to keep the function but limit its use while still making it feel impactful and powerful... whilst making Excalibur less spammy. And if it really doesn't work, make the cost to swing a fixed value.

     

    I was thinking something like that too. Though I will add:

    * Cannot receive energy while #4 is active, except by picking up energy orbs

     

    Otherwise people are just going to abuse restore pads and trinity and stuff, and nothing will change vis a vis infinite energy wave spam.

     

     

    Everytime I see people complaining about some warframe ults being OP I can't stop thinking that that person don't want to see their kills being "stolen" by someone else. 

     

    Nope. My motivation is that I don't want to see players breaking the game to the point that it stops being a game.

  19. Ideally the game should offer a level of difficulty where enemies do not simply die en-masse because that's boring.  Enemies should be powerful enough to pose a real danger of killing you, and survive long enough to get a chance to shoot.  Simultaneously, the more devastating a player's attack, the more that attack needs to cost the player in materials, time, or skill in order to execute.

     

    Excalibur's new changes let him do literally an order of magnitude more damage than other frames. Is it difficult or costly to send out terrain-penetrating energy waves that one-shot any enemy that you will find outside of hour-long survival missions? No. No, it isn't.  You just keep mashing your melee button while spending the barest trickle of energy, and everything in front of you dies while never posing a threat.

     

    It's not good gameplay. It's not entertaining. It's not fair to other frames or other players.

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