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Magneu

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Posts posted by Magneu

  1. As someone who's actually played them and not just number crunched (Region!), I can say that if the numbers are higher (I haven't done the math), that doesn't mean much as time firing is rather short, as well as the accuracy being Detron levels. 

     

    You think I'm kidding, but these are 100% CQC pistols. Damn sexy ones too.

  2. Went to Hiercon for some fun infested slaying (ice chroma with Rage/life strike Ripkas), only to find that apparently fun wasn't on the schedule as I got knocked off the same edge three times in a row by overlapping moa shockwaves, drained by a disruptor, Also couldn't even find the buggers, as they blend in with everything, jump like Mexican Jumping Beans, and can reload their stomp in about 8 seconds, stunlocking with anything more than four of them if you're solo or with non communicative teammates (and please don't try to argue "Handspring"; a single mod shouldn't be mandatory for an entire faction). With a high strength Vex Armor/Ice Ward/max Steel Fiber/Vitality, I was getting killed cause I couldn't land any strikes due to constant knockbacks onto my dragon-pelted butt.

     

    I love the enemy concept, but can we not have a single unit do so frickin much?Evasion jumps, area slow and damage/vision obstruction, DoT, enemy armor buff, knockback attacks, ranged capability on top of it...these units aren't fun at all.

     

    Edit: changed a word that may have been similar to another but remarkably different in meaning xD

  3. What if the pulses after the initial pulse were released from wherever Volt was? Would be cool if they were affected by duration as well, but that might make it a little nuts. I think a change like that could make Volt even more versatile, as he could camp and shield/shock, or pop a speed, overload, and dash through crowds, stunning them (I'd honestly prefer this over a damage oriented nuke)

  4. Effigy does actually have gravity mechanics, I've spawned mine right at the edge of a box several times and it will spawn, then drop to the floor (it is sliiiightly affected by your previous momentum, but only by a little bit). It does have a 20m range, so being in the air would be cool...melee units don't often even get to touch it, besides heavies.

  5. Crazy Moa spawn rates aside (they also do waaaaay too many things at once), I find it really annoying how aside from extremely niche builds with high status, high damage single shot weapons, Gas damage is literally useless when the Toxics show up. And even before that, Healers ensure you HAVE to kill them before taking out light units. AND Disruptors make any radial ability 100% useless. And when all of those auras stack, along with an Eximus buff, and armor from Swarm Moas, and you're stuck in a goo puddle...no more fun. Don't nerf the infested, just change some auras and spawn rates so more playstyles besides camping are viable.

  6. As i said before, i remember perfectly having more damage with that mods BEFORE, and last week I had exactly 0 mod points

     

    BEFORE PATCH 16 I HAD 0 POINTS EXACTLY in boltor prime and gammacor and if i haven't changed it's becouse i prefere having -2 than having 0 and one mod less

     

    REPEAT: LAST WEEK BEFORE PATCH 16 I HAD 0 POINTS EXACTLY BALANCED IN BOLTOR PRIME MOD CAPACITY

    Cyro Rounds was recently bumped up to 11 points overall at max rank. Do what I said and check an unmodded build; the base damage is EXACTLY the same since it came out. The mods also have not been changed at all. I can't trust what you said about damage numbers in the arsenal changing as you only provided one image, nothing to compare to. In addition, the percent changes from your numbers provided don't match up for each damage type, which leads me to believe you're just trolling, or letting off steam. 

  7. I think your mods are to fault, I just logged in to check and my damage numbers are identical to ever since the Boltor Prime came out. It's always had 55 overall damage. 

     

    In addition, your base damage mod isn't fully leveled, not a single 90% elemental maxed, only one dual stat elemental maxed, and you prioritized blast over corrosive on a non status weapon...double check your builds before raging please.

     

    EDIT: You also have -2 mod points on your build, and I believe that invalidates the elemental damage of the mod that tips it over (don't quote me on that though). After seeing that, I'm starting to believe this is either deliberate trolling, or an extremely ill informed rage post.

     

    DOUBLE EDIT: You could always just check an unmodded build and easily see that it still has 49.5 puncutre and 5.5 impact, just like always, since the minute it got released.

  8. It was nerfed because it hit over 64k burst and 58k sustained against alloy, its biggest resist, at the grand cost of 11.6 ammo a second out of a 75 round magazine.

     

    Mods accentuated the problem (pistol mods are crazy), but the base stats are what made it so OP. Also, you do know there are dual stat mods for every type of weapon, correct?

     

    The challenge wasn't modding correctly, it was that modding for just a basic Corrosive/Blast/Magnetic build let you steamroll everything to level 60+ Voids.

     

    We really don't need weapons that strong; people have done multi hour runs before even the Marelok. 

     

    It's also not an attitude of "nerf this and that but leave my weapon alone", it's "nerf that weapon that makes it difficult to even kill anything because the try-hard over there is wiping the screen simply by moving his mouse 2 inches....and he used about 10 ammo total.". 

  9. Synoid Gammacor

    28 Magnetic

    15 Fire rate

    420 DPS

    VS. Bombard 210 DPS

    Dex Furis

    15 Damage

    20 Fire rate

    300 DPS

    VS. Bombard 375 DPS

     

    Using rough numbers, does anyone else see the problem here?

    Why put all the work and spend so many resources on a secondary with limited range when you get something that if FREE and doesn't have a limited range. Not to mention how much easier it is to manage elements and not have to deal with the magnetic, and things immune to the magnetic.

    The problem is you're using magnetic against an alloy armored target; -50% off the bat, then even more mitigated by armor. Meanwhile, the Dex Furis is puncture based which is +25% vs alloy armor, then mitigated. It also has horrible accuracy at mid range. In addition DPS skewed by the large clip size of the Dex.

  10. Armor will always mitigate a lot of damage, but I was messing around with Chroma in the Simulcrum (spelling...), and spawned a level 90 Corrupted Bombard (was using a Corrosive Projection, so only 70% armor). My Dragon Nikana is built max Viral (North Wind, Fever Strike, Cold/Toxic dual stats), Buzz Kill, Pressure Point, Fury, Berserker. Using the RMB combo for Blind Justice I took down the Bombard in about 10-13 seconds, constantly knocking him down. This is the build I roll with ever since raids dropped, messes stuff up in there too.

     

    A ton of damage comes from the stance, and Blind Justice has good damage multipliers, tons of multi hits, and constant knockdowns/forced procs. Favorite stance for it overall, highly recommend for maximum damage. 

  11. I also got Trickery.    I guess its the ONLY type of arcane now.

     

    But its so meh.  2,5% on finisher to become invis for 5 sec?  Is it for those moments when you finish someone off in front of a heavy unit and like "Oh man, wish I was invis right now"......  aaaand it doesnt proc.  Hahahaha. 

    It can stack up to 10% for 20 seconds I believe...but that requires 5 mil credits, which is an objectively end game cost (although still very pricey), and requires you to get the Trickery Arcane 10 times out of the entire pool of other Arcanes. Plus, raids have a 23 hour cooldown for reward, so assuming RNG is perfect and you get it 6.66% of the time (total pool of 15, which may not even be them all yet), you're looking at...150 raids, if my math is right. That's 150 days, doing a raid each day to get every Arcane max, assuming no repeats (haha).

     

    This IS what trading is for I guess, but I can already guess the prices are gonna be sky high.

  12. And since the raid is the only way to get the arcanes, the prices are going to stupid potato level high. But I won't be buying any arcanes for myself until I can get one on my own. Seriously though, once I finish that raid at least one....the feeling of satisfaction is going to be great.

    First time through is definitely insane if you haven't talked to anyone else yet before. All I can say is frames that can survive standing still through CC, damage mitigation, or mass killing is a must (curse that 2nd stage), 4x corrosive projection, ALL the viral damage, and tile wide CC will greatly help.

     

    Also, voice chat voice chat voice chat VOICE CHAT. Seriously, even then pubs probably won't listen to you; run with clannies for best result. 

  13. So I completed a raid a couple days ago, got the Arcane Trickery which is sweet, I read about the stacking and was all ready to make a melee built Chroma even more awesome; However, after building it, I found out I need to get another Arcane Trickery to build it. I'm assuming that I will need to fight RNG to even get another Trickery, and doing that 9 more times really doesn't seem that great. 

     

    In addition, I look at other Arcane effects and would love to put them on my favorite syandanas/helmets...but then they're locked in. Can we please make them removable, even for a small cost? This permanent lock in really limits our choices and makes us think waaaay ahead when there could be potentially more Arcanes, not even to mention the desire to adapt our Arcanes (a 5 million credit/multiple raid investment) to the mission.

     

    TL:DR; Can we change having to get another of the same Arcane to rebuild it to reduce grind, as well as be able to switch them out between our gear? IDK, give gear a generic slot for Arcanes we can equip them from. 

     

    (Putting this in "Mission", as I can't find anything to do more with rewards).

  14. So an augment that makes Volt have a synapse in his hand and frost have a glaxion in his arm?

    Pretty much. Or Oberon streams Radiation, Saryn gets Toxin, etc. I have no idea what the number would be, but I'd use it just for the BA factor.

  15. So I had an idea while talking to my brother (shout-out to Glaivial), we were talking about his Sith Lord themed Volt, when a topic was brought up to let us channel his 1st ability, Shock. I think their single cast mechanic now is fine, but what if we could channel it with an augment? If not a channel, make it a timed duration ability that could be canceled at any time, just like Prism. Mod for range/efficiency to apply procs like crazy from a distance (literally hand-held Glaxion anyone? a REAL flamethrower?), or go full strength to melt single targets.

     

    For mechanics, I imagine it would be a mix between Gammacor and Embolist firing mechanics, where it would be a loose beam with base 10 or so meters, affected by range mods. You would have to strike a modding balance between range, duration, and strength (as well as efficiency to maintain long channels), but just for the ability to pour ice from Frost's hand would be worth it.

     

    TL:DR; An augment for elemental frames that let's them shoot their element in a beam style ahead of them for "x" energy per second with "y" max duration and "z" damage per second.

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