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DeLawrence

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  1. I'd assume something like that would be an intrinsic perk on the command tree once that drops in.
  2. After playing a bit more with the Railjack and getting virtually every single avionic there is, I've noticed an issue with the battle avionics...they're very few and kinda boring, in the sense that, once you get them all, Void Hole, Ram and Vortex are virtually the go-to setup. The others are literally unusable in my opinion, they're cool looking, that's for sure, but damaging ones like Shatter Burst and Seeker Volley do little to no damage to Veil enemies. This is not necessarily a game breaking issue right now, I understand there is tweaking to be done to damage, scaling and other parameters. However, I'd like to see more variety/choices of equipment, some made, as you hinted in the TennoCon demo, on the fly. This is when I thought," What if battle avionics had a set of 3 augments each, that were toggleable on the fly for a small flux cost(like, 10-25 or so)?" I didn't choose 3 because it's a magical number, no, I did it because you can link it with something that's already in the game: grid slot enhancement. Since there's 3 grid slot upgrades...these should also be the 3 augment slots for each battle avionic. Given how capacity is still being tweaked, I don't think these augments should cost any capacity. The flux requirement to switch between them should be more than enough. These augments should bascially change the way an avionic works in order to make it suitable for a use scenario. For example: Particle Ram; Augment 1 - Particle Shield - The Ram changes shape and envelops the Railjack in a bubble like shield that absorbs damage for x seconds/hits. The Railjack moves y% slower while this effect is active. Augment 2 - Particle Nova - The Railjack comes to a stall, creating a particle ball in front of it and rendering the ship immune to damage. Damage "taken" while in the stance gets absorbed into the ball. When released (could be a flux drain/hold button mechanic), the damage is then dealt in a 750m(this needs testing, as distances aren't quite eye-bally in space) radial explosion, multiplied by something(seconds active, damage threshold etc.) Augment 3 - Particle Vaccum - Particles flow outwards in a range of 1000meters, then inwards grabbing all the loot in the area. (Sort of like Hildryn's Pillage). This also deals some damage(enough to break containers, rocks and stuff) This could also open up variety in normal modding. Like for example...right now...al we do is just pump HP and armor into the ship and call it a day. This is the setup I use...ship's just pure bulk and firepower... Having the augments I described above, would maybe make me drop the Vidar Reactor in favor of one with more Flux, drop the Bulkhead to a lesser cost one etc. etc. Another example of augments: Blackout Pulse Augment 1 - Seeker Pulse - Instead of one big pulse projectile, it shatters into 5-10 little seekers that stop and disable enemy fighters. Augment 2 - Healing Pulse - Emits a 500m radial healing pulse of 250 HP/s for 5s(regardless of ally stat, this could mean that you could be in a crew ship on foot and get healed) Augment 3 - Hijack Pulse - Hold the 1 key for 3 seconds, then discharge a pulse that converts the target into an ally for 30s. After the effect ends, its alert state is reset. These are just some examples...I'm sure the devs and other memebers of this community can come up with far, far more and better ideas than I can. I wanted however to propose a way to make gameplay more varied without compromising slots, mods and other parts of the modding experience. Instead of having a separate battle avionic for what I just described,driving their number to 1500 out of which only 10 might be viable, existing ones can be molded into more specific tools.
  3. After playing a bit more with the Railjack and getting virtually every single avionic there is, I've noticed an issue with the battle avionics...they're very few and kinda boring, in the sense that, once you get them all, Void Hole, Ram and Vortex are virtually the go-to setup. The others are literally unusable in my opinion, they're cool looking, that's for sure, but damaging ones like Shatter Burst and Seeker Volley do little to no damage to Veil enemies. This is not necessarily a game breaking issue right now, I understand there is tweaking to be done to damage, scaling and other parameters. However, I'd like to see more variety/choices of equipment, some made, as you hinted in the TennoCon demo, on the fly. This is when I thought," What if battle avionics had a set of 3 augments each, that were toggleable on the fly for a small flux cost(like, 10-25 or so)?" I didn't choose 3 because it's a magical number, no, I did it because you can link it with something that's already in the game: grid slot enhancement. Since there's 3 grid slot upgrades...these should also be the 3 augment slots for each battle avionic. Given how capacity is still being tweaked, I don't think these augments should cost any capacity. The flux requirement to switch between them should be more than enough. These augments should bascially change the way an avionic works in order to make it suitable for a use scenario. For example: Particle Ram; Augment 1 - Particle Shield - The Ram changes shape and envelops the Railjack in a bubble like shield that absorbs damage for x seconds/hits. The Railjack moves y% slower while this effect is active. Augment 2 - Particle Nova - The Railjack comes to a stall, creating a particle ball in front of it and rendering the ship immune to damage. Damage "taken" while in the stance gets absorbed into the ball. When released (could be a flux drain/hold button mechanic), the damage is then dealt in a 750m(this needs testing, as distances aren't quite eye-bally in space) radial explosion, multiplied by something(seconds active, damage threshold etc.) Augment 3 - Particle Vaccum - Particles flow outwards in a range of 1000meters, then inwards grabbing all the loot in the area. (Sort of like Hildryn's Pillage). This also deals some damage(enough to break containers, rocks and stuff) This could also open up variety in normal modding. Like for example...right now...al we do is just pump HP and armor into the ship and call it a day. This is the setup I use...ship's just pure bulk and firepower... Having the augments I described above, would maybe make me drop the Vidar Reactor in favor of one with more Flux, drop the Bulkhead to a lesser cost one etc. etc. Another example of augments: Blackout Pulse Augment 1 - Seeker Pulse - Instead of one big pulse projectile, it shatters into 5-10 little seekers that stop and disable enemy fighters. Augment 2 - Healing Pulse - Emits a 500m radial healing pulse of 250 HP/s for 5s(regardless of ally stat, this could mean that you could be in a crew ship on foot and get healed) Augment 3 - Hijack Pulse - Hold the 1 key for 3 seconds, then discharge a pulse that converts the target into an ally for 30s. After the effect ends, its alert state is reset. These are just some examples...I'm sure the devs and other memebers of this community can come up with far, far more and better ideas than I can. I wanted however to propose a way to make gameplay more varied without compromising slots, mods and other parts of the modding experience. Instead of having a separate battle avionic for what I just described,driving their number to 1500 out of which only 10 might be viable, existing ones can be molded into more specific tools.
  4. Ran into the bug some people also seem to be encountering, KUVA FLOOD NOT giving the guaranteed RELIC
  5. 30 ranks with 30 more "prestige"....hmmm, how long is this intermission going to be? If my math doesn't fail me, you can get about 40k standing per week, doing every act + dailies. So to reach rank 30, it would take roughly 7weeks and some of the 8th. So is intermission gonna go...wait...8-9 weeks until Christmas...are you planning on releasing S3 along with Empyrean and tie the story between the two? Because that wouldn't be the worst thing ever. With that said though, the rewards are kinda bad...i mean...I get some people didn't get the Wolf Armor and some other stuff from Season 1, but couldn't those be put in shop or at the very least in prestige levels? Why not have some unique rewards in the first 30 ranks, and past rewards in the prestige ones. That would reward those who finished the first two seasons with less, hassle free weeks of challenges and allow those who missed the previous seasons to put on some extra work for the past rewards. I mean...it's only fair right? People that finished the season don't get bothered by duplicates, and the others get something extra for their work. And the rewards don't even need to be some themed stuff...but IDK, throw in some more Kuva, some primed mods, maybe another legendary arcane at the later ranks etc. Slots(why not Riven slots) would be appreciated by many and so on. But come on...read the feedback people are posting and make a decision in the first week, because later on it might anger some people that have already decided not to bother with this intermission.
  6. I'm gonna start this post by totally agreeing with the CONDITION OVERLOAD / MAIMING STRIKE changes: "The change is bufffing it for the button mashers". Good...I'm tired of "endurance" purists with their 7 status loadouts looking down on me for enjoying the game. CO is a melee mod...everything it does and requires is and always should've been melee. I don't like being locked into using specific secondaries just to maximize damage of a totally different weapon. I don't like stat-sticks, period. I want to slash some enemies with a flashy combo, throw them across the room, pull out a revolver and finish them with a headshot or vice-versa...however I feel like and please. That is fun! The 7 stat cult was created based on a totally different issue and that is enemy scaling. Yes...I understand that past level x00 tactics such as this are needed, but my argument to that has always been "What's the point?". Rewards scaling has been awful since forever...it's been established long ago that DE doesn't know how to make "rewarding rewards" and reasons to push the limits of builds. Scaling enemies exponentially is not a reason to warrant a required loadout/playstyle. You should be able to find a playstyle/loadout that you like in order to deal with thougher enemies. The highest level enemies most players meet are the 100, 120 from sorties. On the rare occasions you go into a longer arbi session you might reach 300+ but those are outliers...exceptions...not rules. I referrenced these examples as potential objectives for players...like a reason to play and encounter such high level enemies besides the "just because I can". Don't even bring "world records" with enemies in the thousands level range into discussion because those only exist by "abusing"(not necessarily in a bad sense) invisibility/lockdown/one hit kill mechanics (Ivara + Sleep Arrow + Covert Lethality dagger). At that point you're not "playing" the game, you're doing something that maybe 1% of the playerbase would ever think of. Is it cool? I guess. Is it representative of actual gameplay? Heck no. Ah, if these changes succeded a rewards revamp that actually needed me to encounter extra high level enemies, then the discussion would be different alltogether. Until then, I'm not going to complain about an issue that is literally non-existent for the majority of players. The same thing goes for MAIMING STRIKE. Most actual crit builds have been invalidated by this mod. It was a mistake from the get go...how the devs could not predict a spin to win meta when releasing a mod with 90% ADDITIVE CRIT CHANCE is beyond me, but alas, it's happened and it's going away more or less...or rather, the entire melee system is getting buffed to a similar level so that "spin to win" is a choice not a requirement. Side note: Look at the market price of MS, panic sales have started already. There's a bigger discussion to have here regarding availability as well but I won't go into detail, I'll just say this: after making this mod terribly OP...DE did us one better and made it sorta exclusive this year. That led to the absurd 300+plat prices for it...like seriously? People seem to whine before having experienced the changes. Some just whine about their Maiming Strikes and Condition Overloads and completely disregard the new heavy attack mechanic and mod changes that open up paths to new builds. I will point out though that the info on the actual changes is pretty scarce for an update that's supposed to drop next week/ the week after at worst. With that said though I like the direction of normalizing melee weapons.If it works correctly, this should bring back variety and personal preference and move away from 2-3 meta weapons. Of course there might still be some weapons better than others, but if the differences are neglijable at best, it will be fine. But that's to be seen once the update hits. Until then, I'm eager to try it with an open mind and make my mind accordingly. One suggestion I have though. Seeing that there is now an emphasis on "Lifting" status and aerial combos, why not have a charged bullet jump that would pull some enemies in the air. Maybe have the same angle as the dodge. That could lead to some more fluid transitions between the staple of movement in this game, the bullet-jump, and the actual melee combat.
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