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Fred_Avant_2019

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  1. Depends on what you shoot. Enemies like Moas don't get hit as hard in their weak spot because the multiplier is different. But I can understand how it's difficult, I rarely find myself using the Boar due to the spread working against me when I try to charge the Incarnon form, even when I'm in melee range because it has so much damage already. One thing to mention : it's easier to charge a status weapon than a crit weapon, Incarnon Furis has got to be some of the easiest to charge.
  2. Hey look, it's another Titania/Wukong normal star chart player making a thread about Volt speed. Original. You can turn off Razorwing. The mission ends only as fast as the slowest player can get to extraction, unless they take more than a minute by the time at least two players reach the extraction zone and the countdown starts, assuming they can't keep up with the rest of the team (an issue that Volt aims to deal with by using Speed). Going faster than everybody with Titania isn't going to end the mission faster unless at least two of you secure sufficient Void Reactant and reach the extraction zone over one minute before your teammates can (which isn't going to happen on most tilesets) while making sure everyone has got all 10 by the time the mission ends. In contrast, Volt users granting Speed to the whole team ensures even the slowest players on your team can keep up (for the most part) with the fastest ones. Learning how to go fast with a Volt speed is easy, but it's a discipline to follow, as you then become faster by pressing only W and basically nothing else : you never let go of that key, you do not strafe, you do not aim, you avoid unnecessary bullet jumps, you do quickcrouch cancels to gain speed, you guide your frame as if your mouse is now a steering wheel. Necessary, no, but increased speed in a game where mobility has so much impact is always welcome. Except it's not. Everytime there's been a thread regarding Volt's speed being so "disruptive", it's been made to express frustration of getting shoved into walls when playing Titania / complaining about how they miss a jump when their top speed and acceleration is increased. Not only that, but it's a whole lot of bull... especially when Vauban on his own can dominate disrupt and automate gameplay with his base kit, Limbo is a thing, Revenant ignores any damage checks with his 2, Nova and Equinox controlling the speed of enemies, Gara can block enemies all the way at their spawns, Nyx's Chaos Sphere... And none of these have any business getting changed but have far more impact than Volt's Speed. Yet people will have their neurons attempt to communicate through chemistry to claim Speed is a hindrance. Just because they get walled when playing a frame that's already fast by default. Meanwhile, if Titania's Razorwing speed was hardcapped to something that's actually playable, you would never see any of these threads. But no, I guess it's all fair to nerf Volt, just so that Titania can still use 398% Strength Razorwing Blitz builds and go in diagonal from one side to the next in plains of eidolon within 2 seconds. By herself. If you made Volt's Speed shared only through an augment, the status quo would remain unchanged, people who play Volt to boost their teammates would pick up the augment and complain about being forced into it for something they've been able to do by default since the game's inception. Other than that, Titania players would still hit the wall. If we theorized that Speed's melee attack speed increase was the only thing players cared about, then naturally they would play Valkyr. They accordingly do not. Nor is Warcry a common subsume either. Because movement speed increase is that valuable, as much as is reliability, which is why Vauban's BOOST PAD is something you never see, even though it's able to launch you into the stratosphere. Speed is a buff. Like Haste mote. Case closed.
  3. Rather self explanatory, the latest UI changes have made it so you get some specific information when you hover certain stats. What I'm suggesting is to enhance it a bit further by showing the status duration stat in the same way you can see status weighting on your weaponry when you hover status, so that it would look something like this : So that if you are running some duration on Lavos or are using any of the mods that increase status duration or are even just running Saryn who has an omni +25% Status duration as her passive, then you can see that value right there evolving accordingly.
  4. Limbo's really good at getting people confused. He can take control of alot of things, including a mission's pace, which has people upset you suddenly have to play on his terms, which leads to many debates where nobody agrees. My main issue with Limbo is how sending stuff to the rift is unrewarding at best and a source of frustration at worst : Basically, sending stuff to the rift ensures nobody on the team dies, which is a big deal, but that pseudo immortality is mostly worthless in actual gameplay. Sending stuff into the rift only grants energy on kill from Limbo to Limbo, not to teammates, sending stuff into the rift doesn't exactly make killing enemies easier either outside of the CC element : if you want to kill enemies faster you need to run Rift Surge's augment, which only Limbo gains damage from. For a frame's that has the role of a support, he doesn't bring much of anything to the table *in a realistic scenario. Immortality is already something your average build achieves anyway, CC is fine, but not if it works against you. If it were up to me I'd change 4 things on Limbo : Rework the 300 Impact damage upon rift transitions to be a consistent useful damage source, like I mentionned elsewhere, 10% Current Health dealt as true damage would go a long way. Allow teammates to interact with stuff that are not in the same plane + Limbo himself in the funny last gap issues. Add damage vulnerability to Rift Surge to incentivize its usage outside of Rift Torrent, and justify the usage of Ability Strength on standard Limbo builds. Change Continuous Cataclysm in one of two ways : Make it so it restores range when it restores duration, and also have the duration restored scale with your Ability Duration. Make it so Cataclysm is changed into a channeled ability with a fixed range.
  5. Dunno about all arcane interactions, but Arcane Fury works at least. I think I'd like it too, if you could just hold 1 for continuous punches, though I'd also like it if you weren't blocked from using it on ragdolled enemies.
  6. Likewise, I despise the cooldown system for Lavos, it's limiting his potential too much. Having a non rankable passive augment (that you should be able to put in the exilus slot) to scale every cooldowns into energy costs would do him a huge favor, although because he doesn't naturally have energy, maybe we could go a little crazy and have him use health points rather than energy, would pair up nicely with his natural bulk and his ability to regain some. As for his passive element imbueing (w/e u spell that), maybe have it work like Voruna where casting spells doesn't alter the passive you chose. So much button press for so little reward is a recipe for disaster, that's one of the reasons why you never see Titania players cast their buffs.
  7. Gauss can avoid triggering lasers, much like any frame who can move so fast the laser do not register you passing through them. The base speed of Mach Rush might not be enough, but if you mod for enough sprint speed and use infested mobility, it works out, although probably not sure about all laser types, but green corpus ones seem to be "skippable".
  8. Zephyr's passive applies to any of your weapons, not just primary and secondary. https://warframe.fandom.com/wiki/Zephyr#Abilities Basically, it's like if you had the Point Strike mod added to all of your weapons, but only when your feet don't touch the ground.
  9. They do not have such requirements. Daggers being melee can just abuse Melee Influence for crowds, or you can use even just half decent builds on them and benefit from their faster animations. Hell you're not even restricted to just using weapons. Some frames can clear the Circuit using just abilities granted you built them with that in mind and specifically for the Circuit. Let's also not forget decrees are a thing. Someone earlier mentionned something I find to be quite important : the decree that deals toxin damage in an area on headshots. Well that also works even better when you also happen to have the decree that spreads status in an area. Then there's the one that force procs viral upon any cold or toxin damage, and the one that deals cold damage on critical hits, and the one that forces your gun to gain extra corrosive damage on top of whatever you have on it... What I'm trying to say is you can obliterate stuff in the circuit with basic default configs granted you have good decrees. That's not so huge a requirement. Otherwise the Stalker would be just outright unplayable, and well, he's not. Also, come on Spearguns? That's the one category you're going to complain about? Even the Javlok's alt fire isn't that bad, and it doesn't even take multishot into account.
  10. You can notice the same sort of issue with rivens and their Multishot stats, with something like 103.1% and 103.2% Multishot appearing as the same in the Multishot section of your modding screen, but with the total being different. At the end of the day, it's still going to be 0.1% more likely to fire an extra bullet. Even if you did test the shots fired, you would be unlikely to find any significant results without trying to fire about a good thousand times, but there would still be a notable difference in a gigantic sample of a hundred million attempts. Not enough to matter in normal gameplay though.
  11. I'm not exactly against the idea of decreasing Survival duration in the Circuit but... Excavators need 100 seconds each, one spawns every minute, so at the fastest time possible, the third one spawns on the 120th second and is done by the 220th, that's 3min and 40seconds for the strictly fastest run possible where none get destroyed. Assassination is unlikely done under 3 minutes due to the forced downtime of the Jackal spinning about, parazon stab and teleportation and enemies to kill. Even if you oneshot a health segment from it (which you absolutely can with good setups), you can't avoid that time. Void Flood needs you to close 5 gates, which can take more than a minute each if you're in a squad due to Vitoplast requirements being scaled up. All that's left aside from Survival is Exterminate and Defense, which rely on your kill speed but also on spawn rates and terrain, the latter two which can get in your way, although Exterminate's spawn is constant and does not have a downtime between waves and enemies aren't stuck trying to pathfind up slopes. All things considered, I don't think Survival is as far apart from other gamemodes to the point it would take one or two more minutes on average. If you find it to be long, it's more of a perception thing, because you can see it actually tick on your screen, while the gamemode isn't exactly "demanding" on your attention. Someone could record themselves doing a decent steel path run and compare mission times per type and it probably wouldn't be such a huge gap. Except Exterminate for aforementioned reasons. Could it be shortened? Probably, but I don't think it's a necessity either. If Mobile Defense had made it into the gamemode, there would've been only up to 30 seconds between the two, 5 minutes per rotation is pretty standard across mission types. If anything, I'd be up for more different gamemodes, Disruption, Mobile Defense, Interception and Hijack could definitely be added to the Circuit to give a little more variety. Void Armageddon and Void Cascade could work too. Even Mirror Defense could work if you limited it to two minutes per area.
  12. I don't. It's not even my Config A build either, not something I default to. Except the way you describe it is in no way how it was intended to work. Styanax's Final Stand augment released in a state where the Overguard he generated was not capped, it's only after they noticed players were reaching millions of it that they changed it. Frost's Icy Avalanche initially didn't even work this way, you only gained Overguard based on whatever cast of Avalanche had the most targets in it, it didn't come with a cap, per se, but it did have one based on enemy density, since Overguard didn't add up onto itself with how the augment worked. Seeing how Frost couldn't generate millions of Overguard, unlike Styanax, people started complaining about it on the forums, DE later decided that Overguard gains would be capped the same way it's capped on Kullervo (although Kullervo's OG is 5k lower in cap), instead of potentially being infinite and changed Icy Avalanche to build up to a cap instead of being a value that's hardcapped based on enemy density. It was kinda weird introducing a mechanic on a frame only to have it completely outdone by Intrepid Stand. Regardless, the Overguard cap isn't so much here to be a value you must hit within seconds, it's a value that's here to prevent players from going way past that value within seconds (although that's more true for Styanax than it is for Frost, since Frost's hits per cast is reasonable), there's a notable difference. And I have, despite your false claim that I didn't. Otherwise why would I tell you that doubling up the base Overguard gain per target hit on Frost is irrelevant? Enemies against which Overguard has any significant value (level 1 normal to about level 1k SP) are not even able to make a significant dent in your Overguard even if you just stand there as target practice. When you factor in Snowglobe giving you pretty much infinite cover and Avalanche's CC, it's tough for enemies who can't oneshot any amount of Overguard. Not one person here claimed it would change anyone's playstyle. Why is this the one thing you can't get off of? Like I said, your suggestion lowers the number of hits from 250 to 125 (assuming you do not lose any Overguard between casts). It's only relevant in the cases where you can't hit many targets at once, be it because of modding or enemy density, although that's assuming reaching the cap of Overguard matters, which, as many others have told you already, does not. It won't, as a single digit of Overguard is all that's necessary for it to do its job. Unless you want to play a Frost like you would play a Rhino. Set Ironskin and forget about it until it breaks. Almost original, nearly on the same level as the half million rev mains in this game. Prevents enemies from playing at all, prevents objectives from dying, prevents players from dying, removes the only form of defense enemies have that matters against gunplay. He's not the most overpowered Warframe out there, but he sure as hell is doing wonders in the game's sandbox. Your lack of experience spawned this thread, can't blame me for trying to help.
  13. I've been using it more and lately, as guns are so overwhelmingly powerful. A good chunk of frames where I run stuff like Narrow Minded but don't need much strength investment are perfect candidates for it. A 432% Duration Gauss (classic 306+ 15 Nira mod + 75 tauforged archon shards +36 molt efficiency) with this ability is the scariest thing you can play as : 324% bonus fire rate, 216% bonus reload speed, 172.8% bonus attack speed, it's uncivilized. You even still have room for Arcane Velocity/Acceleration/Tempo/Strike since energy is of no concern at that amount of duration. Nova, Limbo, Loki and Zephyr are all good candidates for it too.
  14. Energized Munitions + Primed Ammo Stock, then your Tigris evolves into an Octigris, 16 effective ammunitions for 8 burst of duplex firing mode. Now that's some funky business.
  15. It's not that you "can" get a survival before hitting those levels, you will, all modes rotate in the same fashion. When you're nearing the thousands on steel path enemy levels, they tend to deal with Excavators in a matter of 2~3 hits, should you not have a Frost/Limbo in your team, stray bullets are quick to happen, even more so when you consider objectives have a higher aggro rate than players, doesn't matter how well you perform : if you can prevent the bullet from hitting, one way or another you're fine, if not, you're gonna sit there for a while longer. Not only that, but Excavator spots can range from edge of map easy to defend to middle of the map where you're completely surrounded. 5 mins of survival is still reasonable.
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