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Lancars

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Posts posted by Lancars

  1. I know there are better weapons but i wanted the jaw sword to get an incarnon genesis. I used it for awhile before it fell off for better weapons but with genesis i hope there would be a revival or something.

    • Like 1
  2. A lot of times if there is a synth target you get that one player who is all "AHHHHHHHHHHHHHHH!!!!!!!" *slash,slash,slash,slash,slash,slash,slash,slash,slash,slash,slash,slash,slash,slash,* And you're telling them to stop but there they are going Fist of the North Star/Devil May Cry on the target and end up killing it before you can outscan them because they are moving around like they are in a wow PVP match going ADADADADA.

  3. 1 hour ago, (PSN)robotwars7 said:

    imagine if this played whenever you used Mach Rush: Sevagoth has a theme, they could've added this for Gauss' deluxe lol.

    for anyone who hasn't seen it yet, and for OP to enjoy themselves:

     

    reminds me of DMC 5 music. maybe I'm crazy, but I feel like this music could appear in Warframe 1999, there was a lot of intense music like this around at the time, it was glorious!

    AHHHHHHHHHH When he opens the panels i just wanna see jets of fire coming out of them like when Machine Head in redline took a Steamlight! Or Genos vs Saitama!

  4. I NEED IT. It hits so hard right at the start I feel like this is a song I've been looking for where it just starts full throttle! No slow starts or amp up I want full burn off the starting line like you're launched off of it by an explosion behind you.

    GIVE ME THE MUSIC DE! I CRAVE!

    • Like 3
  5. Only thing that needs to change is the ramp up of void traces near the end. I've had defense waves where they weren't dropping the 2 last ones i needed even going all over the area to find them and i didn't get my reward.

    Then there is the times i'm dropped near the end of the mission and everyones already ran to the exit because the end of mission joining protection fails at times.

    • Like 1
  6. On 2024-01-02 at 3:01 PM, Famecans said:

    Technically [Zarr] is a longer-range AoE damage weapon because the defragmentation of the projectile in multiple directions makes this weapon independent of mods like [Primed firestorm].

    The penalty on [Zarr] was severe because the DE classified dozens of AoE weapons without specific rules and applied this to the ammo system of all weapons(I hate running out of ammo in Duviri), then we had the releases of new AoE weapons like [Sthalta], [Tenet Tetra], [Ambassador]... with mechanics where the AoE mode consumes fixed percentages of the maximum magazine volume, so these weapons are not nerfed in the primary fire mode.

    thoughts:

    Firstly, the DE must create new subcategories for primary weapons, similar to what we have for melee, so [Zarr] is classified as a grenade launcher and has a shotgun mode ability, totally different from [Corinth] which is in fact a shotgun(it is primarily wielded like a shotgun) and has a grenade launcher ability, we have [Trumna] which must also have a proprietary automatic rifle category and also has a grenade launcher ability.

    This category needs to have specific mods for damage/multishot/critical chance/critical damage/ammo/arcane/etc... this way developers will have more freedom to rework without problematizing other weapon classes and modifiers.

    Yea their balance pass was far to vaguely done as if they just moved some levers around and some of them shared levers. And then the nerf to that one arcane that increased ammo capacity in the pocket with it. They didn't have to remove that one cause i used it on other weapons besides launchers.

    • Like 1
  7. 1 hour ago, ChaoticEdge said:

    Right now, the real meta is that laser connects enemies for the Troid Incarion become beast god of war weapon because stats is king to build with for either turn troid into fire or electric or pure toxic weapon it just does mega forget about zarr and other explosive guns.  Yes I am still offended about it about the nerf from the past and today, but they shouldn't overkill it for they could have done 1 thing, nerf crit DMG only that is easy to resolved for it would've become balance for players will rely on status being mixing more but I guess the dev didn't understand the situation still which my comment was got ignored, oh well the dev killed the meta but birth a horrible meta worse then zarr.  Hey at least Troid Incarion is getting loved again, but I wished they incarion the zarr even it has the flip switch for making the flip switch become powerful shotgun blast do more dmg then explosive one and just flipping pierce though enemies or at least shred armors and increase the distance of the zarr's shotgun mode for it is flipping a shotgun.

    Can't incarnon the zarr due to the alt fire being the trigger for incarnon forms. DE would have to program a new button for those forms.

  8. 49 minutes ago, KitMeHarder said:

    Again, it's not the damage/KPS, it's the pacing. They want you to use AoE and to use precision, not simply AoE only. I'm just paraphrasing DE, these aren't my thoughts.

    I'm guessing you're talking about the framerate bug/abuse. It has nothing to do with incarnons.

    That's still way more precision than you need when you use the Zarr. That's how DE views it.

    IMO this is the main thing that needs to be unnerfed. I ultimately don't mind if we don't get anything else (because I don't think we would).

    I know the video had nothing to do with the incarnon but this is the kinda stuff we are dealing with. I also see videos of people doing easy group ups of enemies and you can easily fill the torid for incarnon mod, there  is no shortage of group up abilities.

     

    As for the zarr i just want more ammo in the pocket. 5 shots and 5 in the pocket just feel like a crime when i can use the ogris/penta/tonkor/envoy to greater effect. I want to be able to play with the weapon i want and it not be a chore to use. I also don't use just explosive i've been using the Rauta more because i like the Alof system and it feels good to shoot things with it. And yes while the Bramma also has the same ammo issue it doesn't feel like it suffers that much as it blows up way more things then the zarr does.

  9. 22 minutes ago, KitMeHarder said:

    (I agree with you, but...) This wasn't DE's reasoning. Their reasoning was that they didn't care about how much damage we did/how fast we did it, it's that is was all we did. They're fine with our damage/KPS, but they want our gameplay to be "diverse", and spamming AoE it was not. Thus they "reduced our overall ammo to incentivize us to use our secondary/melee when we run out, before we get back to the AoE spam".

    And incarnons already have this baked in with them needing to build charges, most of which requiring precise headshots. (Plus, specters can't use incarnon modes.)

    Maybe. But they where a bit heavy handed in their approach. Plus from what i've seen people are killing even faster now that even if these weapons became un-nerfed they would still be far behind whats going on now. People seem to liquidate things faster. I saw a video of someone vaporizing an archon boss in a second, they power creeped right back into the very same problem. Atleast now they should fix what they broke. They just went in with a butchers cleaver and hacked away at weapons and removed a perk from an arcane that gave you more ammo in the pocket. Feels like this was done with malice.

    Also torid incarnon doesn't require much as you just need to meatshot enemies instead of headshot and that thing melts people.

  10. You over nerfed it. When you reload it and you have vacuum it picks up ammo one at a time, thus wasting ammo drops to keep the thing fed. Then there is the barrage mode which isn't worth it with such a low ammo capacity. It's a chore to keep watch over ammo drops even with Primed Ammo mutation.

    And with all the incarnon weapons being so insanely over tuned you don't have a platform to stand on about AOE weapons being a problem.

    The mean reason AOE weapons got nerfed in the first place was cause of Mirage.

    • Like 6
  11. Magnetic: Higher the stacks the higher the status chance on that specific enemy and chance for a extra proc. (Example if you proc toxic once the higher the magnetics the higher the chance for a second stack on the same hit.)


    Radiation: Higher the stacks the more amplified the effects of other status on the target, dots tick faster and stuff like viral and corrosive effects go over their cap.

    Seeing as how Cold and Puncture got a secondary effect to increase build ideas (Crit Chance and Crit Damage increases per stack) and some damage types having no effects really at all on enemies (magnetic) I thought maybe they could do more.

  12. On 2023-12-28 at 5:35 AM, Zakkhar said:

    You may want to consider changing strategy to instead do faster/easier missions that drop less keys. This way you flatten the curve and get less frustrated when undesired stuff drops.

    Would you consider the above? I do not understand what you guys see in Veil. I always pick Skirmish, whichever Proxima has it.

     

    Surprisingly the missions go pretty fast. I can get through them easily if I'm prepared. So speed isn't the issue its the fact i will do them over and over, any mission and the chance to drop is low compared to what they say % wise. It's not an overall % otherwise i would statistically get keys but a per mission basis and you can go many missions without getting drops. Again almost every game seems to get these percents wrong at times. Again i've had games with low chance and you get stuff and games with near 100% chance and you get several failures in a row. I don't trust it either digitally due to the fact there are bugs that happen in games that can freeze or break chances so you can't even be sure.

    Heck i can't fully remember when but there was a time when DE posted percent chances on drops only to find out it was false as the real chance had an extra zero making its drop chance so low no one would get the drop. I think it was the amalgam mods from the boss fight. So in the end i can't trust their drop rates to be correct and truthful.

  13. 3 minutes ago, (PSN)Sentiel said:

    It's usually enough to fire off a few discs and wait while they clear the whole room.

    It might take a second or two but they are quite strong and efficient. I'd love to use Miter more if it only charged like Torid does...

    I use the charge boomy disc perk and i seem to get headshots but again when i activate it its gone at the press of the trigger yet i can do more with the charged discs alone then i can with the incarnon discs.

  14. 15 minutes ago, (XBOX)RaeOvSunshyn said:

    I don't understand this. There's been a couple times I was host, thinking I might end up playing solo in a public game had all 4 keys, on way to objective, and people joining still picked up keys. Like, why?! Why are you making it harder on yourself? Or this guy has 1, this guy has 2, this guy has all, this guy has none... in the same squad! It makes no sense to me that once the keys are picked up they aren't just gone -- somebody has it so you can't take it too. Outside of Chroma-ing, what am I missing here?

    Mostly cause if they limited keys someone could have all the keys and hold the team hostage. There is also the bug where they don't see your key debuff. Or they think the more keys the better the reward.

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