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stryker022

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Posts posted by stryker022

  1. 18 hours ago, CTanGod said:

    Do keep in mind that Stasis trivializes certain Riven mod challenges and helps a lot in fighting bosses with phases aswell. I don't think Limbo needs to be nerfed back into his old self just because people can't be bothered to use melee despite melee being broken op right now.

    I don't intend this to be a nerf. This change would improve Limbo's usability in groups and make him more than another melee focused frame. Right now, Limbo is almost useless in non melee squads and he is seriously annoying in pubs. The only thing this change does is add another way to quickly kill enemies in stasis without having to cast/recast constantly.

  2. Change stasis so that it doesn't freeze friendly projectiles. It looks and feels cool to freeze bullets with stasis and set up a bunch of enemies to die at the same time but it's also Limbo's most annoying and trolly ability now because it forces everyone to switch to melee. People who aren't carrying melee weapons or don't have a good one are prevented from doing any damage. It sucks the fun out of most missions.

    Also, something should be done about enemies keep freezing and unfreezing because they're on the edge of the cataclysm bubble. Maybe have the bubble pull enemies to the center or something. 

  3. Shade's cloak precept should have its range increased to 24 meters to be in line with the Huras Kubrow's cloak. Right now, the range is way too short and it frequently uncloaks at the worst times. A range increase would actually make picking between Shade and a Huras interesting and make Shade actually usable as a sentinel. He already provides way less than other sentinels like Djinn, Diriga and Carrier Prime.

  4. I think this game needs a feature where we can queue foundry items. Since we can only build one of any type of item at once, there should be a way to tell ordis to build a certain number of the items.

     

    For example, if a player has a bunch of forma blueprints, then he should be able to have ordis build a certain number of them instead of having to manually claim and build each one. This could allow us to have a much more efficient foundry and generally increase the fun factor.

     

    This feature could even be introduced as a foundry upgrade segment found through a quest or something like that.

     

  5.  

    The addition of alt-fire on the Tigris came as an unintended change during the split of alt-fire and aim.  As a result, the alternative fire button on the Tigris has been removed.  Players can now tap the attack button once for a both barrels, or hold down the fire button to delay firing the second barrel. Please note that this does not change the DPS of the Tigris!

     

    WHY????

  6. from the wiki: When equipped without a Stance mod, the Dark Dagger adds a 4th lunging stab on its normal attack combo that propels the warframe a good distance forward, which is useful for catching up to moving enemies. It also has a 100% chance of inflicting 18px-Slash_b.svg.pngSlash bleed proc, despite the fact that the Dark Dagger has no physical damage element. This effect is lost if one uses the Pointed Wind stance, which replaces the lunge with a sweeping slash.

    • If the lunge lands behind an unalerted enemy, a stealth attack will be performed instead.

     

     

    just use it without a stance it's like it has one included. if you need to polarize a slot other than the stance one

    Every dagger has the same attack without a stance, not just the dark dagger. If you don't believe me then check the wiki description for the other daggers. 

  7. It's not about a few weapon, is an entire damage and enemy scaling system that isn't working.

    Just go on a simulacrum and put an high level heavy unit from the Grineer or Void faction(from 65 to 95), you'll see how many weapons are NOT capable of defeating him without spending a huuge amount of projecticles and ammo magazines against them. This is the real problem, not the weapons damage.

     

    After saying that, we can say that many weapon that have been released years ago, like the Dera, are quite expensive and need an high MR. Even tho they're not capable to put down a lv 30 heavy unit in a decent time, and Heavy Caliber especially for the weapon said above completely broke it, changing from a high precision rifle to a stormtrooper one.

     

    We need enemy scaling and damage 3.0(this last if it's really necessary) and we need it now, cause right now the end-game of Warframe is only artificial difficult and a race to put down the enemy before he use his aimbot and completely destroys you, that's it.

    I also think that enemy AI and variety is what should be increasing for higher level missions rather than just enemies getting crazy armor and health boosts.

  8. Halikar- Buggiest weapon in the game, needs numerous fixes to make it useful.

     

    Sicarus Prime- Extremely underpowered for a prime weapon, especially compared to something like the lex prime.

     

    Boar Prime- Got nerfed during the shotgun buffs, needs its status chance boosted back up.

     

    Fang Prime- Also somewhat underpowered for a prime weapon, a small damage boost or crit boost as well as allowing it to use covert lethality would be good.

     

    Post any additional weapons below.

     

  9. The Halikar is still probably the most broken weapon in the game. The list of bugs it has is ridiculous. This is my second thread about it and I sincerely hope that DE will take notice and actually fix this thing so that it can actually be useful.

     

    List of bugs(from wiki)

     

    Deals only 50 total base damage when thrown, instead of the stated 105.
     
    Exploding the Halikar displays an explosion like that of other thrown weapons. However, it is currently purely cosmetic and can't disarm enemies.
     
    It can home in on defense mode objectives such as the Cryopod, and other player's Sentinels.
    If angled correctly, the Halikar can circle around the player indefinitely until they move out of the circle.
     
    Has been known to steal the weapons away from the Stalker. It is unknown if this is entirely intentional. The weapons you gain will only be available in that mission, however, and will replace your equipped weapon if you have one. Stalker's voice lines trigger as if Radial Disarm was used against him, however he will be affected by the Halikar unlike the ability.
     
    The Halikar is thrown with the right hand and caught in the left, sometimes the hand-swapping animation on catch will not trigger, leaving the weapon in the left hand.
     
    Ground slams sometimes deal additional damage inside a smaller radius, which shows itself as one or more additional damage number popups.
     
    When shown holstered within the Liset, the Halikar sometimes reverts to having default colors as opposed to any customized ones the player might have chosen.
     
    I really hope that this weapon is fixed soon because I am really interested in the disarm utility and the homing ability.

     

  10. Why was it even added?

     

    Damage fall off is the worst thing that has ever happened to shotguns in this game. The Kohm was one of the few good shotguns and now it sucks.

     

    I can't even use tainted shell on it anymore because adding range to it is pointless. Fall off needs to be removed from shotguns in general.

  11. List of bugs the Halikar suffers from:

     

    Deals only 50 total base damage when thrown, instead of the stated 105.

     

    Exploding the Halikar displays an explosion like that of other thrown weapons. However, it doesn't interact with enemies, i.e. it deals no damage (not even just zero damage) and it can't disarm enemies.

     

    If angled correctly, the Halikar can circle around the player indefinitely until they move out of the circle.

     

    The Halikar's homing capabilities are extremely buggy. For example, it might move away from the enemy the player is aiming at in order to hit someone else that is farther away, getting the player in more trouble. My suggested fix for this would be that the Halikar home in to the enemy that is closest to the aiming reticle.

     

    All of these bugs(and a few more) combine to make the Halikar a pretty terrible weapon. So DE, please fix it.

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