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(XBOX)HollowCube987

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Posts posted by (XBOX)HollowCube987

  1. 19 hours ago, NyreenKandros said:

    This super old bug is still not fixed in 2022. And got worsen after the Zariman update.

    Can't get exact reproduction step for this (since it happens in busy moments) but at least to me it happens when you get killed in operator form.

    To me it happens randomly when I go from operator back to the warframe while being a client in a multi-player game. The only thing that works is death, and it's really hard to wait as a single lvl 60 Lancer struggles to make a dent through Adaptation and Quick Thinking 

    I wish there was a definite answer for what causes it so the community could better avoid it from happening

    • Like 2
  2. My original post from before didn't age well in my eyes, so I apologize for showing my 8 malnourished brain cells to the forums for over a year. But now that I have quit my addiction of mistaking red paint chips for doritos, I'm ready to talk about sentient bows again.

    In terms of weapon lore, the bow would not be made for sentients because the sentients themselves are weapons. A better alternative would to have the bow be made out of sentient body parts (amps), or be made combining another faction's weapon know-how with Tau Tech (Komorex) In terms of functionality, I think a cool weapon concept would be using a priming system similar to the Ticuu's Divination from Destiny 2.

    Upon firing an uncharged shot, the arrow would stick to enemies or surfaces. Each arrow primes the enemy they hit, and releases 2-3 wisps (regardless of where they land) that seek out other enemies to prime them too. Headshots with this firing mode will explode in a 5-8 meter radius, priming everyone in the blast.

    Upon fully charging a shot, a hitscan laser (or high velocity shot with no projectile drop) will be launched instead of a conventional arrow or bolt. Upon hitting an unprimed enemy, the shot will do average damage similar to an paris or paris prime. However, hitting a primed enemy will make the damage done from the shot chain between all marked enemies within range. (Ex. Hitting a marked infested runner with a charged 345 damage shot would deal 345 damage to all marked enemies in range). Upon killing an marked enemy with a charged shot, any overkill damage would be added to the chaining effect (Ex. Killing a marked infested runner having only 100 remaining HP with a charged 345 damage shot would deal 545 damage to all marked enemies in range).

    Having a weapon like this would change the way players use bows. They would have to aim their shots well in order to mark targets and maximize their damage. And most importantly, it would break the monotony that the Bramma promotes of "Pull back string, Release extinction ball, Now serving next in line."

  3. To me, every throwing secondary is horrible.

    Over half of them have horrible crit stats and base damage that doesn't come close to 100, and all of then except for 5 are mostly puncture based.

    The only things that these ineffective, underpowered, status based pieces of shrapnel can do is prime enemies with Viral and Heat for a stronger weapon, condition overload, or abilities.

    Avoid at all costs, unless you have several forma and a riven to achieve mediocre results at best

  4. 1 hour ago, DawnoftheWhiteFury said:

    So what about Fusilai Prime? 

    DE doesn't care about throwing knives of any kind. At the moment, Warframe is about AoE guns and literally every melee weapon now.

    Also, there can only be 2 new prime gear with a new prime frame and Gara had 3 signature glass weapons. They had to cut one out to keep it fair.

    But mostly the throwing secondary hate thing.

  5. 1 hour ago, [DE]Helen said:

    Astilla Prime
    Loose explosive glass slugs that tear through enemies with Gara’s signature shotgun. Presented here in its spectacular Prime form.

    Volnus Prime
    The glorious original Orokin casting of Gara’s signature glass hammer. Deceptively light and swift, while remaining lethally effective.

    Exclusive Gara Prime Glyphs

    979490f95351376a0387b7c33099c08f.jpg

    Okay, there's a lot to unpack here.

    Firstly, I'm starting to get the impression that DE themselves don't even like throwing secondaries. It's been over three years since a new one was added, and three years since any of them received a fix other than for bugs. And DE knows the throwing stars exist because they change Riven Disposition, they had to know Gara had a signature secondary weapon throwing stars, and they released a throwing secondary skin for purchase in the market not long ago.

    I guess all that's left to do is to play the guessing game; what will DE do for these new weapon variants?

    1.) Have them serve as direct upgrades to their previous incarnations with no special hidden function or a quality of life function that's easy to forget it's existence (like Zakti, Pandero, Akjagara, Panthers, the list goes on)

    2.) Give them a special function at an unforseen cost to make the prime more of a sidegrade than an upgrade (like Corinth Prime or Zhuge Prime)

    3.) Give them good stats and a special function so it doesn't feel like you're using the same exact weapon but with more numbers and gold accents thrown at it (Tiberon Prime, Pyrana Prime, Cernos Prime)

    • Like 4
  6. It happened to me too. I would be airborne, and firing the Ayanga in the direction I'm traveling. The grenades leave the gun barrel, and collide with me nanoseconds later.

    I died from this because I'm using a gas build with a riven, and it made me want to throw out Konzu's early lunch out of anger

  7. 2 hours ago, Oreades said:

    It's like the Larvaling mechanic, there are a constant influx of threads about how someone has ended up with an unwanted Lich because they accidentally interacted with the generic X prompt on the larvaling. Now people can defend that system all they want and god knows they do because the player should have "been smarter" but that does not change the fact that regardless it is the base system that makes it possible for that situation to play out. 

    Yeah, I can see the issue with my idea now. It wouldn't be great to be in a spy vault and you go operator, and your frame goes haywire with a gunblade...

    • Like 1
  8. 10 hours ago, Oreades said:

    Yeah I would definitely not want that on all frames. Sometimes I just want my frames to stand there and not touch anything. 

    I made a few sections if you just want your frame to keep doing what it normally does

    11 hours ago, (XB1)HollowCube987 said:

     

    - You have to stay within 10m and in line of sight of the frame at all times. If any of those conditions are not met, then the warframe acts like they normally do when Operator form is activated while there are no active abilities.

    - Because void mode is technically a different plane of existance, your warframe will fall limp if you go into void mode. There is a small delay between returning to the normal plane, and the limp frame getting back up and fighting.

    - The frames will not use any abilities. Furthermore, the frames will act like they normally do if Operator form is activated while an ability is active.

     

  9. From the Sacrifice quest, we can see that Umbra is and/or was alive. We know that because of his sentience, he can act like a free specter while you are in Operator mode. We also know from the Second Dream and the War Within that Warframes are just metal puppets controlled by the operator, and is controlled only when the operator is inside of them or in very close proximity to them, except for Umbra.

    My simple idea for this post is to give an altered version of Umbra's Sentience to all warframes while in Operator mode. The rules I have in mind are simple:

    - In order to gain the altered sentience, the frame has to have at least one Umbra Polarity on them.

    - The frames with altered sentience would only be able to use the melee weapon you have in that mission. Mods on said weapon apply. The frames cannot gain health back from mods like Life Strike & Healing Return.

    - You have to stay within 10m and in line of sight of the frame at all times. If any of those conditions are not met, then the warframe acts like they normally do when Operator form is activated while there are no active abilities.

    - Because void mode is technically a different plane of existance, your warframe will fall limp if you go into void mode. There is a small delay between returning to the normal plane, and the limp frame getting back up and fighting.

    - The frames will not use any abilities. Furthermore, the frames will act like they normally do if Operator form is activated while an ability is active.

    - The health, armor, and shields do not work with mods, and instead scale with level like Vapor Specters. This is to keep people from having the game play itself with a god build Inaros

    - Transferic Static takes away the shields and 10% of max health, but also prevents the altered sentience until all stacks of Transferic Static is gone.

    I hope this is implinented into the game. I would LOVE to see some Warframe Stand users.

  10. I have been looking for this comment before I posted one myself.

    Loki's passive allows him to cling onto walls for a full minute. I don't use Loki and don't even use wall latching unless I'm doing rivens, which makes this the equivalent of getting a video game I didn't want for a system I don't even have.

    Equinox's passive gives 5 energy on a health orb pickup, and vice versa. The passive works, it's just too low to do anything useful or even noticeable.

    Frost's passive is a small chance to temporarily freeze somebody upon being struck with a melee attack. If you're on a high level, a melee attack will severely damage/kill you. If you're on a low level, freezing a butcher does not matter.

    Revenant's first passive provides him with immunity to the magnetic waters of PoE at night. A passive so situational that I would rather have no passive.

    And Inaros & Nidus, two of the most tankiest frames, get Passives that turn them into unkillable gods T_T

     

    • Like 1
  11. The secondary fire needs a buff. We were given a primary version of the nukor, but it has worse damage potential than primary fire.

    I would rather have high crit chance with below average Crit multiplier, because secondary fire is as useful as beating someone to death with string cheese.

  12. There are SO many weapon ideas that could be produced from existing weaponry

    Minicor: A pistol version of the Opticor. Small mag size and ammo pool, quick reload, status based, charges up for high damage.

    Twin Minicor: Dual version of the Minicor from above. Has 2 Multishot at the cost of 2 ammo per shot, similar to the Twin Grakatas

    Agkazi: the normal melee version of the Agkuza. Very similar stats, but is faster than the original with less damage. A sword with above average range.

    Centiny: The normal melee version of the Centaur. Very similar stats, but is faster with less damage. A sword with the block range of a sword & shield.

    Kaesis: The normal melee version of the Kaszas. Very similar stats, but is faster with less damage. Going by looks, a puncture & slash based scythe with no impact

    Knuxles: The normal melee version of the Knux. Very similar stats, but is faster with less damage. Fists, but the Heavy attack launches the fists at a target within a small area, like thrown glaives.

    Onorlyte: The normal melee version of the Onorix. Very similar stats, but is faster with less damage. Going off of looks, a heavy blade with innate electricity and slash, without impact or puncture.

    Rathbump: The normal melee version of the Rathbone. Very similar stats, buy is faster with less damage. A slow but hard hitting machete.

    Kuva Stug: A much needed upgrade to our beloved glob gun. Primary fire shoots a continuous spray of corrosive sludge that sticks to enemies and floors. The goo hardens on contact with an enemy, locking them in place for a very short amount of time. Secondary fire shoots a hardened, baseball-like mass that deals high damage with a higher headshot multiplier, but heavily arcs and has only impact damage.

  13. The title says it all, really. Through the patchnotes, I have seen a lot of nerfs for various items (Khora Nerf, Limbo Nerf, Redeemer Falloff nerf to name a few.) but I haven't seen many buffs. What positive things did DE impliment into Warframe? What good changes happened that can give me a reason not to snap my favorite controller in half?

    (that last sentence was a joke, I'm not actually going to do that)

  14. It has been weeks since I have replied to this post again, and now I think I may have been TOO hasty about Shield Gating for enemies.

    Yeah, it is annoying every once in a while, but I just needed to get used to it. It made Corpus missions more fun, and encouraged me to pop open Corpus toaster hats more often with my Euphona Prime, Redeemer Blasts, and even my Lenz arrows.

    There are still noticeable problems, like some enemies having shields but no heads and the percentage of damage that goes through the shield gate being very low, but I'm not as bothered by them now than I was before.

  15. On 2020-03-16 at 7:46 PM, Flying_Scorpion said:

    Just use a faster firing weapon, or have a secondary with magnetic. Boom, problem solved.

    I speak for the people who prefer Power rather than Speed. I don't WANT to use a faster firing weapon. I don't have the time to fire 90 bullets into a person, reload, and do the same to someone else. I want one slow, impactful bullet for each enemy. Fast weapons gain an unfair advantage over slow ones because the shield gate doesn't even matter.

    You aren't supposed to one shot anybody with the Viper. You're supposed to unload your 14 bullet magazine into someone as fast as possible. You aren't supposed to take three magazines to kill someone with a Rubico Prime. You're supposed to kill someone with one shot, regardless of where you hit them. But  you can't anymore because the Shield Drone you were trying to take down moves as sporadically as the Grineer Manics, so you miss the head and shoot a wing, and somehow that's still your fault.

    It doesn't feel fair to have to double tap a level 45 Railgun MOA when the same Euphona Prime shot three 3 months ago would have sent it to Jupiter and turn it's weird robot fanny pack into an orbiting satellite, while Twin Grakata users don't have any problems aiming for the body because nothing changed for them.

    • Like 4
  16. Shield Gating for enemies is a double edged sword. It makes killing enemies with well placed headshots more rewarding than before, but makes a few problems arise.

    A good portion of Corpus enemies move around sporadically, have really hard to hit weak points, and/or have no weak points whatsoever. Most Moas have tiny heads in comparison to their bodies, but have a backpack that does even more damage as compensation. Anti and Fusion Moas have no headshot multiplier, and no other weakpoint. Drones have microscopic heads and move sporadically, making bodyshots hard to pull off as is. Arbitration Drones have no weak points, and still get shield gating despite not being Corpus in origin.

    An easy way to counteract this is to significantly increase the percentage of damage an enemy takes after the shield gate is broken with a body shot. 5% is extremely low, and seems to neuter a Rattleguts Haymarker Splat Kitgun more than it does a Rattleguts Gibber Splat if they had the same build.

    • Like 4
  17. Simply put, Anti Moas, Arbitration Drones, and Fusion Moas all have shield gating, but have no weaklings to shoot at to bypass it.

    I've spawned these enemies in the Simulacrum, and tested them with a Euphona Prime build with Viral, and the same build but with Magnetic. I shot everywhere on their bodies, and they have no way to bypass the shield gate. These enemies are some of the most annoying to fight. Anti-Moas knock you down from range, Arbitration Drones stop you from damaging others, and Fusion Moas MELT companions and defence targets at high levels.

    And yet NONE of them have heads, or panels to shoot at to kill them in one shot. To counteract this, they shouldn't have shield gating, or they should have weakpoints that work. (Because the Fusion and Anti Moas have heads. I can see them move.)

    • Like 1
  18. On 2020-02-28 at 12:52 PM, LordPantaloonsthe3rd said:

    Sentinels are meant more for utility and support rather than damage and DE doesnt want something like a specter hovering over our shoulders that we can just afk the mission with.

    EXACTLY. The entire reason the Vulkok is so slow is because people could go through defence missions without firing a round themselves. The nerf to the other sentinel weapons just mean that if you want a sentinel or MOA to do your dirty work, you have to put a LOT of resources into it.

    My sweeper prime cost over 40,000 endo, at least 780,000 credits, 4 Formas, and a riven that I farmed and rolled myself. While the grind is a lot, just imagining a MR2 Volt doing nothing but playing a Shawzin while his Taxon kills everything in a Lith void fissure makes me want the grind any day.

  19. I am a happy Equinox Main that uses the Lenz religiously. The Bramma came out, and I immediately was turned away from it because the innacurate arrows coupled with heavy arching and extreme self damage. When I seen the recent devstream that told me that self damage was being REMOVED, I played Crab Rave on my mantacord.

    However, I fear that self stagger will not be enough to stop people from shooting a roller from 5 meters away with a Kuva Ogris. There barely is any risk now. But I have a solution that won't severely punish you, but will make you think twice before using an explosive weapon at shotgun ranges. I call it the Shrapnel Effect.

    How it works is simple. If you are close to the center of the explosion, you get a temporary rebuff that increases the damage you take for a short amount of time. This effect stacks, increasing the percentage and duration, and caps, stopping at a certain point.

    I'm going to use the devstream example that used Excalibur Umbra with an Ogris. If you are on the border of the explosive radius, where Umbra flinched, you wouldn't get affected by the Shrapnel Effect. If you are inside but not in the middle, where Umbra performed a single backflip, you would take +10% damage vulnerability for 7.5 seconds. If you were in the center of the explosion, you would take +20% for 7.5 seconds. The debuff would finally cap at +80% for 30 seconds.

    The purpose of this is to punish you, but only in higher stakes situations. You don't deserve to lose a life because someone ran in front of you during an E Prime run for Kurias, but you shoud be reprimanded for shooting a Lenz arrow at a charging level 97 Oxium Osprey that was heading right for you. The extra damage is designed to not effect you in lower missions, but make you think about the situation in higher ones.

    In conclusion, I designed the Shrapnel Effect because I don't want people to risk losing a mission for making mistakes. But at the same time, I don't want people to purposefully agree to making stupid decisions and get away with it because the fear of them recieving fatal damage caught Corona Virus.

  20. Our current bow lineup in warframe is HUGE. We have bows with mostly impact (Cernos), Punture (Paris), and Slash (Dread), a bow with innate Multishot (Cernos Prime),  a bow with above average damage and special mods for it (Daiku), A bow that has toxin clouds errupt from the point of impact (Mutalist Cernos), a bow with an innate Syndicate effect and the fastest charge speed (Rakta Cernos), and a bow with innate Arrow Mutation that makes an exploding snowglobe at the arrow's location (Lenz)

    The new Kuva Lich weapons gave us the Kuva Bramma, which combines the clusterbombs of the Zarr and early detonation of the Kulstar. Seeing that the Grineer can properly use bows and snipers even though they are all pin cushions for defects and extra chromosomes, this means that anything is possible. That being said, there is a sentient bow floating aimlessly in the origin system, and I NEED to have one.

    Getting the numbers out of the way,

    Ammo Type: Bow (But it doesn't matter)

    Noise Level: Alarming

    Fire Rate: 1.0 round per sec

    Magazine Size: 1 round per mag

    Max Ammo: 3

    Reload Time (With Ammo): 0.5 sec

    Reload Time (Without Ammo): 4.0 sec

    Disposition:

    Charged Shot

    150.0 impact   150.0 electricity

    Total Damage: 300.0

    Charge time: 0.8 s

    Crit Chance: 40%

    Crit Damage: 2.3x

    Status Chance: 10%

    Accuracy: 16.67

    Arrow Shrapnel

    150.0 puncture 150.0 slash 

    Total Damage: 300.0

    Crit Chance: 10%

    Crit Damage: 1.7x

    Status Chance: 40%

    Accuracy: 2.0

    Damage Falloff: (full damage at at 14m)(minimum damage at 28m) (85% Damage falloff)

     

    The function behind the bow is ingenious. You are required to charge the bow fully in order to fire the crit based spectral arrow that has impact and electricity. Upon hitting an enemy or a physical surface, the arrow shatters, spraying innacurate slash and puncture shrapnel with a high chance of dealing status effects.

    Pros about the weapon:

    Now that I think of it, this is just the combination of the Astilla and an uncharted Dragoon shot

    Regenerates it's own ammo

    Full IPS with Innate Electricity

    Average Charge time

    The arrow has high Crit Chance and above average Crit multiplier

    The shrapnel has high Status chance

    If the arrow detonated on an enemy, the shrapnell has enough punch through to go through them.

    If the arrow detonated on terrain, the shrapnell will ricochet, like a laser pointer hitting a mirror

    Cons about the weapon

    ALL ammo must be spent before the bow regenerates more

    Slow Ammo Recharge speed

    Arrow has low status chance

    Shrapnell has low crit chance and below average multiplier

    Shrapnell has extreme spread and heavy damage falloff, limiting it's use to close range only

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