Jump to content

FrackingBiscuit

PC Member
  • Posts

    661
  • Joined

  • Last visited

Posts posted by FrackingBiscuit

  1. Luckily I didn't have to worry about Hellion spawns breaking.

     

    Everything else was exactly my experience.  I ran Nyx and another random on my team did too.  We were the only useful team members.  Not because the other two were bad or were using bad equipment; we were the only things that could keep the excavators alive.

     

    Desert skates are a textbook example of how not to design an enemy in videogames.  Extended periods of invulnerability combined with attacks that bypass all of your defenses.  They are not an enemy that provides a challenge; they are a numbers game that you are mathematically unlikely to beat.  I also ran into a host of hitbox problems because of them.

     

    I will say, the excavators drawing the attention of subterranean wildlife that you unexpectedly have to fight off was a really cool idea.  But that was the only thing the desert skates had going for them.  Would have been better if the Lotus had made some mention of the unforeseen complication after they appeared, but it seems that the Lotus never noticed what was going on.  The same way she never noticed the Corpus found some way to super-charge there weapons to ridiculous levels in the Avalanche Offensive.

  2. I agree with move speed increase.

     

    I think that rather than damage mitigation or adding shields, Hysteria needs a way to regenerate health and shields quickly.  Her method of survival needs to be killing things as fast as she can, and if she's playing smart she can kill things very fast.  I would rather see health and shield regenerate from doing damage and having added passive regeneration than boosting her health (or adding invulnerability).  It means that rather than being able to tank more damage, she still dies from the same amount of damage but has ways to get around it or recover.

     

    I also agree with making this skill synergize with Paralysis is a good thing.  But with shield regen she would be doing damage more consistently, whereas boosting her maximum shields means he would do more damage at first but burn through them just as fast.  She needs to keep doing damage throughout Hysteria's duration rather than doing a lot of damage up-front and having to fight for it as it goes on.  It's the same reason a lot of us want a speed boost; she hacks up the first group of enemies quickly but she has problems closing the distance without stamina mods or when she's out of energy for Ripline.

  3. I don't understand this.

     

    Stances are an integral part of Melee 2.0.  They're more important than channeling and the changes to blocking.  Without stances, Melee 2.0's features are next to pointless.

     

    So why are important stances so hard to get?  I have more Fracturing Winds and Reaping Spirals than I know what to do with, but trying to get longsword and staff mods is a terrible experience.  And that was with 700 hours of playing before Melee 2.0 hit; trying to get any usable stance on my second account is about the most anti-fun task in this game.

     

    DE knows there's a problem with access to stances.  They talk about it on dev streams and Prime Time.  And the one time they corner a dev at Tenno Live about the problem, he sweats and mutters and bumbles and then just shrugs and says, "Next stance is uncommon?"

     

    And then it drops from Stalker.

     

    Stalker.

     

    This doesn't help.  It's worse than not helping; it's making the problem worse.

  4. When I play Mag, I play support.

     

    Pull will kill pretty good in the beginning of the game.  But even if it doesn't kill, whatever you hit with it will be ragdolled and wont be able to fight back.  It sets up juicy kills and, perhaps more importantly, keeps you and your friends from dying.  It also ignores line of sight, so you don't need to worry about accuracy and can use it to drag enemies out of cover.

     

    Shield Polarize makes you the closest thing to a medic at the very start.  I highly recommend going into your HUD menu and setting team health + shields to display be default and learning to watch your team's stats.  Polarize guys that are in trouble and keep them fighting.  A maxed Shield Polarize restores half of your shields and does the same for nearby teammates.  Get a feel for the distance.  It will also cause enemy shields to blowout for massive damage; against Corpus you are a nuclear bomb.

     

    Bullet Attractor is good against heavy enemies and especially against bosses.  Honestly though, I think at the beginning of the game you don't really need it.  If you can't have all your powers equipped at once, take Shield Polarize over Bullet Attractor.

     

    And don't worry about making room for Crush... you can leave it out.

     

    For all your mods - you'll really start feeling it when you get things like Redirection, Vitality, Serration, and Point Strike up to rank 3.  Early game you're probably struggling for the credits and cores to rank up mods, so decide what you want to prioritize.  I would focus on Serration and either Redirection or Vitality; Redirection scales much better on Mag and she can replenish her own shields, so probably rank up Redirection first.  But remember; shields are great and all, but don't neglect health.  Your shields hit zero and you're still fighting at full capacity, but if your health hits zero you're dead.  For your abilities, I personally would concentrate on Shield Polarize over Pull.  Pull's ragdoll is useful at all levels and it'll help more than the damage in the long run, so you don't need to worry about cranking up its damage.  Shield Polarize will only regen so much of your shields though; getting it higher ranked gives you more shields.  I focus on surviving more than damaging; I'd rather a fight last longer and keep from dying than have me and my enemy kill each other real fast and have to wait for teammates to pick me up or burn revives.  Getting an Intensify mod will help all of your abilities, and Streamline will help you cast more often and cast sooner when you're hurting on energy, since you wont need to gather so many orbs to power up.

     

    Braton is a good generalist weapon.  Standard shooter tactics work with it.  It's actually a pretty decent weapon once you get an unbroken Serration mod ranked up a few times.  Its focus on Slash damage may some cruddy once you figure out how physical damage works, but you'll end up getting a fair amount of Bleed procs with it; the end result is that your Braton does a bit more damage than its numbers suggest.  Just pick a target and tear him down before moving on to the next.  A dead enemy can't hurt you, so focus on killing individuals as fast as you can rather than trying to take on whole groups at once.  This is especially true for Mag; she has big shields but low health.  You can afford to stand around about and tear down a target's health, then retreat into cover to reload and let your shields drop.  But if you try running and gunning, your shields will help you for a little bit but your low health means you'll be taking dirt naps surprisingly fast.

     

    MK1-Kunai are hard hitting, but slow in every regard, and have heavy drop.  And they're inaccurate; knives from either hand have different flight paths.  It's good for punking Grineer when you can't use your Braton, but against Corpus and Infested you won't like it.  If you're trying to be stealthy, however - such as in a Corpus mission with a bunch of pesky cameras - it is silent, meaning you can kill knock out cameras with it without alerting the enemy.

     

    Skana is nothing special.  Use sliding attacks to close the distance with enemies.  Learn your distance and use slides to both close in and hit the enemy for damage.  It's not so great on the Skana, but most other weapons it's a very handy thing to know.  Also use slides to dart in and out of cover.

  5. The winning concept art is real front-heavy and wedge-shaped with truncated hind quarters.

     

    The current WIP is a big round boulder for a torso, equally thick upper legs, and stilt-like lower legs.

     

    I honestly don't think these are the same creature.  I understand that things need to be changed to keep the overall design in-line with the Infested aesthetic, but there have been so many changes that it's basically a different design.  The only similarity is the tentacles coming out of the back.  I wouldn't mind seeing both of these designs implemented in some way, but at the end of the day it really is two different designs.

     

    Honestly, I'm disappointed.  I feel like it's a disservice to tell someone their design won and then make something radically different.  Regardless of whether or not I like this design, the fact of the matter is that it isn't the winning fan concept.

  6. Instead of the camera zooming in on a set position to focus on a weapon - which a weapon frequently isn't in because of different idle animations - when selecting a weapon to mod/color it, our Tenno should hold the weapon up to show it's being worked rather than just going into the equipped animation.  Add some sparkly levitation effects, have the Tenno kneel as they contemplate their tool, do whatever; but put the weapon up in front of the camera, put the focus on the weapon with the Tenno behind it to that you can't possibly block the view of the weapon, and let us spin it and move it around like was said above.

  7. Attachment should be crafted.  Since it is a piece of equipment, it should be usable across multiple weapons.

     

    I do not think they should use a points system.  I think a weapon should have slots - essentially locations a certain kind of attachment can be attached to.  A basic set of slots would be sight, magazine, and muzzle.  Weapons might not be able to take certain attachments (example: the Tiberon's magazine is inserted through the back of the buttstock in such a way that it wouldn't be able to physically accept any other kind of magazine).  Extra attachments could fit into bottom and side slots.

     

    Attachments should work differently from mods in that they have a flat change.  You don't rank up an attachment like a mod; it simply does what it does.  Mods and attachments should be entirely different systems without any overlap; otherwise, why not just make mods with the effects of attachments?

     

    Anything that's "internal" to a weapon would remain a mod; even if it could be rationalized as an internal component of a rifle, like the Speed Trigger mod.  But things that have to do with external features and the "handling" of a weapon should be made attachments.

     

    Take, for example, Fast Hands and Magazine Warp.  These could both be Magazine Attachments; Fast Hands would become a Speed-Load Magazine; a visually lightweight and streamlined magazine that has a set 30% cut-down on reload speed.  Magazine Warp would be an Extended Magazine, with a set increase in magazine capacity.  Because they are both types of magazines, they are not compatible.  Tainted Mag could be made into a Tainted Drum Magazine that add a lot of magazine capacity while increasing reload times.  Lore-wise it could be explained a perpetual-motion motor-less chain-driven magazine (read as:  it feeds bullets into gun through space magic) that relies on lost Orokin understandings of physics and motion; it could still be found as a reward inside Orokin Vaults.

     

    The muzzle attachment could fit things like suppressors in the place of silencer mods or a recoil dampener in place of the Stabilizer mod.  Sights would be your basic increased zoom mods but could add things like FPS-style snap-to-enemy sighting or highlight enemies in the environment like a scanner.  

     

    Attachments that modify a certain stat might replace mods of that type, or the two can exist alongside each other.  A weapon like the Tiberon that can't accept magazine attachments might instead make use of ammo capacity and reload speed mods; or you could attach a drum magazine and sacrifice a mod slot for Fast Hands to mitigate its drawbacks.  It could add an interesting dynamic to which guns can use which attachments, given them more pointed reasons to use certain mods alongside or in place of those attachments.  

     

    Warframes themselves could have similar attachments.  Different layers of armor and underlying systems could be swapped out; Insulation to act like a Warm Coat mod, a Shield Booster to take the place of Fast Deflection, Intrusion Software in place of Intruder and Radar Arrays and Detectors in place of Enemy Radar and Loot Detectors.  All of the functionality of these mods would be folded into passive abilities of equipment carried on the Warframe itself rather than being module artifacts that change the nature of the warframe.

     

    But it wouldn't really be solving the issue of many rifle mods being undesirable in the face of Serration + Split Chamber + 4x Elemental Damage mods.  A solution might be to move unpopular mods into attachments, but I think DE wants to focus more on giving us a reason to use those mods rather than replacing them wither another system.  It would also be in danger of simply emulating a Call of Duty style attachment system; which is a solid system in my opinion, but it's a Call of Duty system and not a Warframe system.  The problem would be finding a unique purpose to Warframe attachments that wholly separates them from mods, as well as giving it an aspect that is uniquely Warframe.

  8. Name any real life bullpup style weapons that are not shorter than than their traditional counterparts.  The functional intent of a bullpup design is not to "look cool"; moving the magazine and action behind the trigger allows for a normal length barrel in a more compact and easier to maneuver package.

     

    That's why I'm asking if Tiberon should be considered bullpup. It has one of the characteristics, but apparently not for the same reason.

     

    "Shorter" does not mean "short".  Bullpup rifles do not need to be short.  They are shorter than comparable platforms if they use the same length barrel.  Bullpups do not need to use the same length barrel.  Bullpups actually have an advantage in that they can be the same length as a traditional rifle but have a longer barrel and therefore greater power and accuracy.  Also, short bullpups most frequently compete with carbines, and therefore they are not shorter than many of their "traditional counterparts".

    The British L86A2 is a heavy-barreled 5.56mm platform based on the L85/SA80.  It is a bullpup weapon and is as long as other conventional rifles because of its 646mm barrel.

    The M107 .50 caliber rifle is 48" long with a 20" barrel.  The XM500 is a bullpup successor; it it 46" long.  No-one would call 2" on a 48" a significant reduction in length.  The point of making the XM500 a bullpup was to keep the overall length and increase barrel length.

     

    The definition of bullpup has nothing to do with being compact.  The magazine of the Tiberon is behind the trigger group; it is a bullpup.  The end.

  9. Especially since the UI now tells you that a mod can't be installed because the same mod is on the sentinels weapon config B when your using config A.

     

    You think that's bad?

    I had my Carrier + Sweeper (with Point Blank) equipped while using a rifle with Serration.

    Unequipped Sentinel and switched to no companion + shotgun loadout.  Can't equip shotgun because the Sweeper - which I don't have equipped because I DON'T HAVE A SENTINEL EQUIPPED  - is using the same Point Blank.

     

    I am constantly equipping a Sentinel and swapping between Sweeper and Deth Machine Rifle because the game remembers the last Sentinel + weapon you had equipped and counts the mods on those items against what you can and cannot use with your personal weapons.

  10. We hit the capsules somewhere between 60-50% and made sure nothing went to waste.

     

    I see a lot of people do this and it still hurts you.  The faster you use life support, the slower it spawns.  What you need to do is wait until 40% before you hit a capsule.

     

    I can't give you the specific numbers.  But I just ran a few survival missions, and when I was waiting until 40% the first few capsules would regularly spawn at a rate of about 60 seconds,and you should have bout three or four on the map waiting for you.  Hitting them when the first capsule is at 60% has an immediate and noticeable impact on the spawn rate for further capsules from the Lotus; you will only have one or two waiting to go, and the third and fourth will take significantly longer.  You'll find yourself in a situation where you've just hit your last capsule and there are none on the map, forcing you to rely on packages dropped by enemies until the Lotus sends you another one around five minutes.  If you wait until 40%, you most likely will not run out until you've passed the ten minute mark.  Waiting until the 40% mark and trying to stretch it with the small capsules will also let you build back up a stockpile of the Lotus capsules.

     

    Unless you're fighting Infested, but that's because they have a much lower spawn rate for the small capsules, which are what you need to stretch your time.

  11. There's a difference between rushing as in trying to get to extraction as fast as you can, and rushing as in trying to move as fast as you can.

     

    Everybody tries to move quickly.  Everybody experiments with rolling and sliding and coptering.  If there's any issues with this, it stems from the fact that our run/walk speed is abysmal and our sprint isn't much better and only lasts a short time.

     

    I think the issue of players being in the mindset of completing the objective and getting to extraction at the cost of teamwork (and even getting so obsessed with extracting that they don't think about objectives) is an issue independent of how mobile players can or cannot be.

  12. Ooooh... is it? I don't remember that being like that...

     

    I suppose being able to just buy a Lato with credit sort of made me forget about that!

    It's been quite a long while. :O

     

    But yeah, more stuff like that... would be nice!

     

    I think a lot of problems can be helped by having advanced weapons we can build out of basic weapons.  Even divergent upgrade paths would be cool.  Give players the choice to pursue new guns while also letting them upgrade their old guns as way to expand player choice as the game progresses.

  13. There's only one answer to that: Kill enemies faster.

    Yeah, it sucks but there's no way around it, the more enemies you kill, the more will spawn, more chances at life support you'll get 

     

    He's saying the problem is there aren't enough enemies to kill in the first place.  You can't kill non-existent enemies faster.

     

    I'm running into this problem with my alt account (MR2 compared to my main MR15), and it's especially pronounced with Infested who have absolutely abysmal drop chances for life support.  I kill as fast as I can - and I can kill pretty damn fast - and I'll go through entire hordes without a single drop.  I can Shock + Overload my way through dozens of enemies simultaneously and still get a single drop maybe half of the time.  It makes it almost mathematically impossible to get past 9 minutes.

     

    Nekros is an answer to the problem - if you're not MR2.  But at the end of the day, the answer to the problem shouldn't be Nekros.  That's a problem unto itself.

     

    Also, question for OP:  At what percentage of life support do you hit the Lotus capsules?

×
×
  • Create New...