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Ordel

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Posts posted by Ordel

  1. Halloe.

     

    Apparently with any semi-auto weapon (that you can fire quickly), ammo goes down quicker than it should.

     

    Tested with my latwraith:

    Clicked at approx. 1 shot/sec; 18 shots fired

    Spammed my mouse button, heard 10 shots but my entire clip was empty.

     

    AkJagara:

    Clicked 1shot/sec, 24 shots

    Spammed, varied from 10-16 shots out of 24.

     

    Sometimes when you're spamming, shots just take up 2-3 units of ammo even though you only shot once. No idea if this is a bug or intentional.

     

    Tried with automatics:

     

    Soma; worked perfectly fine whether I held the button or spammed M1.

    Tetra; same

     

    Then I got confused as to if this was a bug or intentional, so I set up a macro and used continuous weapons

     

    Amprex; with a 1shot/sec macro, it worked fine.

    Ignis, same results.

    Eventually I quickened the increments between clicks to be a few milliseconds (although the ammo didn't drop as quick since these do have a set fire rate), and there wasn't any ammo loss.

     

    I went back to my semi-autos and used a 2 shots/sec macro, same results as above. Skipped shots for whatev reason.

     

    Soo, no idea if this is intentional or not but if you start spamming semi-auto weapons you start dropping 2-3 shots at a time although only firing one.

     

    EDIT: Eventually I thought DE ninja-nerfed multishot or something so I took it off my latron and akjag; same results. I keep dropping shots that I haven't ever fired.

  2. Nay! What if we come across more than one vault? I usually build up to 8 of each key, and what if we come across 8 vaults and they're all the same type of key? Allowing players to carry more than one of the same key should be allowed because it allows potential efficiency whenever more than one vault appears.

     

    If we're going to have the limit of one key in the stack, how about allow everyone to carry all four key types?

     

    Well played.

  3. I think I've read somewhere about there being an enemy commander AI in warframe, feel free to correct me. From a gameplay aspect, there doesn't seem to be one.

     

    Overally, it's a very interesting idea with many possibilities. Me likey.

  4. The thing IS that I'm stunned/disabled when they're closing distance. The Tar Moa puddles slow your frame down to such slow speeds that even jumping out takes a good amount of time.

    The health drain of Despoil is affected by efficiency mods. Also makes Terrify a nice CC.

    So, is the thread about the grapple or the moa puddles? I can agree that they slow you down pretty harshly, especially since the tar projectile moves pretty quick and has a relatively large range. The grapples are a whole different story.

  5. I'm reading nothing but git gud here....

     

    10+ grapple spam has happened to me.

     

    Finally, when you have all of your focus on chargers right next to you, you don't have the human attention to notice a ancient behind you. When you are stuck in a pool of pus, it doesn't really allow you to maneuver.

    Well, I didn't really mean to send off that message.

     

    Chargers do medium-high damage with low-medium health. They're fast, but their attacks are slow.

    If you're stuck in tar, it's probably a good idea to get out of it.

    Ancient are usually prioritized over other infested units since 3 out of the 3(?) ancients make other units glow. Human attention is barely an issue if an entire army is glowing. :l

     

    The Infested already close distance quite easily. The sprint speed of fodder units, and the sprint speed of even the heavies is pretty fast; it's why shutdown CC frames are favored so much for Infested. And yes, I can dodge, but what I can't dodge is the Ancient that just grappled my tail bone while I was running the other way.

     

    It's very true that they close distance quite easily. But the thing is you're not stunned/disabled while they close distance that way. Usually, they die before they get within reach up until lv~60ish content unless they happen to form a wall of doom.

    Higher if you're using nice builds for your equips.

  6. Don't stand still.

     

    IMO, the infested do deserve to have something to close the distance since the majority of them are melee.

     

    Tenno are ranged.

    Infested are mostly melee.

    Therefore, give some infested an ability to stun+bring them into melee range.

     

    It's not like they're impossible to dodge. Come on now. You're being pansies.

     

    Now, that said, when you get grapple spammed by 10+ ancients- NOW you have reason to be frustrated.

     

    I think they should keep some form of distance closing. It by no means has to be a grapple. Perhaps introduce an infested that sucks you up like a carrier. (Wow, that would actually be interesting. I just came up with that on the fly. thoughts?.avi)

    Maybe, if DE really didn't want to add a new unit, they could just limit the grapples to one type of ancient. But to completely eradicate the entire grapple? I think that's a bit over the top.

     

    The only thing that's wrong with the current grapples is indeed that they're spammable and there isn't much of a cooldown on their usage. Their range is tolerable. Their damage- unless they're toxic, in which case you're royally screwed, is tolerable.

     

    Most high-level frame builds are either tanky, agile, etc enough to withstand getting grappled.

     

    As for MOAs- meh. I think their tar slowdown shouldn't apply to EVERY animation, but that's just me. They're not personally troublesome enough for me to care.

  7. So, in non-verbose; you're saying higher damage = higher enemy shields?

     

    That's all I felt was necessary to understand this thread.

    EDIT: Oh.

     

    You're saying to add a mechanic that triggers an event when an enemy suffers an energy front from a source, and then whatever happens should be based on the enemy unit.

     

    Would've loved if it were in layman's terms, not everyone on game forums is an english major. /cri

     

    Nah, but cool idea imo.

  8. Some of these are kinda unreasonable imo.

     

    Main one that I bothered to read was shatter shield- the ability wasn't made for the damage, it was made so that Mesa wouldn't get destroyed by trying to pull off a peacemaker. I think the only reason it reflects bullets is for logical purposes. Iunno.

     

    Also, for sound quake- are you trying to make it harder for tenno to hit the targets in the radius? That sentence is pretty unclear.

     

    Finally- what exactly is a "sentinel frame"?

    IMO Mirage's prism is fine where its' at since not only does it have strong AoE (consider its' range), but it also has a blind effect. Think blinding is around a 3-4 sec stun IIRC, which isn't bad at all.

     

    EDITerino: Vauban is the name of an engineer. 

     

    http://en.wikipedia.org/wiki/S%C3%A9bastien_Le_Prestre_de_Vauban

  9. It should be a 100% proc chance in my opinion. Why? Just look at Volt's Shock (an many other CC "1" abilities)...

    I think a single tesla should build its proc every time it hits, up to 80%ish by 7 hits max and buffing any other active tesla by the same.

  10. Hola.

     

    Lately I've been dusting off my vauban (got tired of playing a peacemaker mesa in interceptions) and I've been having alot more fun than the last time I was playing as vaub (granted, I built him totally wrong and he had like -5 hp). One thing that kinda irked me was that his tesla barely ever procced electricity. I don't know if it's intentional or not but out of 10 times of shocking the same enemy it only ever procced once.

     

    Now, before I get all the "you're doing it wrong you need to spam it like 5 times" or "ur bad and u shud feel bad" replies, ye im fully aware of how spammable tesla can be, but for 1/10ish chance- and i only tested it around 4 times with the same results every time- I just honestly wonder if it's supposed to be this way since tesla doesn't really have damage with like 150 max IIRC as electricity and it still does cost 25energy (which isn't that big of a deal but for 75 energy I can trap an entire room still for 20ish seconds) Iunno, I thought tesla was a small CC ability.

     

    Anyway, anything anyone can tell me? Is the proc supposed to be abysmal and should I try rebuilding him for a spam build?

  11. My Saryn is my go-to ultimate tank, although the build I have for her is strictly survivability. I don't think I've touched her energy or abilities whatsoever. 2x shield regen mods, vigor, vit, rage, QT is all I can remember I put on her. HP Regen aura for extra swag.

  12. Well, since I'm using a laptop, that's very unlikely. Even if it was the issue, how could it affect the game only in missions? I think it's some sort of bug with compatibility or something. Hell, when that patch came out, in my settings Legacy colors turned on, causing all my colors to fade out, and I had to turn it back off. Also steam overlay has been acting up.

     

    My point is, that last patch caused a ton of issues.

    Mm. I see.

     

    In that case, yeah- definitely sounds like a compatibility issue. Mayhaps you should ask around and see how many other people have the same issue, or even file a support ticket for it.

  13. Well..I'm personally torn.

     

    Primary/Secondary:

    -long ranged (longer than melees, atleast)

    -quick, consistent damage

    -does not need any sort of buildup

    -trigger pulling isn't clunky unless you've got a high reload or a low fire rate

     

    However, melee is:

    -short ranged (throwing weapons and the Redeemer excluded)

    -doesn't deliver as much damage

    -requires the combo counter in higher levels

    -clunky, you can't control your comboes other than "do this many hits in this direction"

     

    There's no real reason to use melee over ranged, even after the addition of comboes and stances and the like.

    It's goddamn fun though.

  14. does his 1st give his melee weapon 20 range?

    you know that's 2/5 of the max power range..meaning my Hate will be ripping the heads off of enemies from 20m away + its' base range; unless you're talking about the actual rift energy which would still not be that useful

    any ability with 50 unmoddable damage is an ability that's not worth having, especially with a gimmick that will rarely ever have enough potential 

    blasting zone needs an energy drain if its' duration's gonna be infinite unless enemies have a way to escape by themselves

    does his 1st give his melee weapon 20 range?

    his 4th is basically a rip off of Peacemaker

  15. Oriental dragonframe in warframe?

     

    pls be trolling

     

    --

     

    I personally think he'll resemble tiamat in some way. If not that, perhaps be something like a hydra. Multiple heads, multiple elements. Except in this case, multiple colors and multiple elements. Pretty sure hydras are derived from greek mythology which fits the greek motif that Warframe possesses. I could be entirely wrong though. The DND chromatic dragon system looks quite fitting too.

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