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TheRealTuna

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Posts posted by TheRealTuna

  1. I disagree. There is no real reason to take Fast Deflection over Vitality. Vitality is what's going to keep you alive in case of emergency, whereas Fast Deflection is just a luxury mod that is good if you really want to go OD on survivability. In many cases the additional shield recharge speed won't make all that much of a difference in whether you live or die. In other words, if you're in a high pressure situation, Vitality is definitely going to benefit you more than Fast Deflection. In normal, non-pressured situations, you won't even really need any additional shield recharge speed as you aren't in danger.

     

    If you want to optimize for tankiness, you should take Redirection, Vitality AND Fast Deflection...but if you're just looking to invest 2 slots in survivability? I'd definitely go with Redirection + Vitality. Just my opinion I guess haha.

  2. Meh, not really a big issue and not something I would add. rather just make more and more weapons, this way people are more satisfied since they get new toys, there are plenty of options to pick and suit your style and there is far less likely balance problems and are easier to fix than augmentation idea.

     

     

    Creating "more and more" weapons is MUCH more of a hassle than introducing a new mechanic that would effectively offer extended personalization options to an array of weapons.

     

    Balance issues would definitely arise, yes...but that is true for pretty much everything.

     

    Come to think of it, I feel like if the idea were implemented, the augments shouldn't have fixed values. They should be implemented on a scale ranging from 0-100, and should allow the player to select the magnitude of the augment.

     

    As an aside: how hilarious would it be to see someone add 200% recoil, using two augment slots, to a shotgun. Fire a round off and be propelled really far backwards haha.

  3. Soooo after being abandoned by 3 trolly players in Outer Terminus, I was left to defend the cryopod myself. No prob...I got this.....

     

     

     

    But wait. my bronco clip runs out (not my ammo pool, just the clip). No problem! Still got 200 ammo, lemme just reload real quick....but nothing happens. When I try to fire or reload, nothing happens. I try to swap to my primary weapon, and it shows on the UI that the weapons have been swapped, but I'm still holding my broncos.

     

    Ya I really don't even know what else to say haha.

     

     

    fFXxRUK.jpg

  4. Hey guys,

     

    I'll start out by saying Warframe is an awesome game and is super fun.

     

    That said, one of my major gripes with this game is the lack of personality among player loadouts. This is not because there isn't enough weapon variety -- in fact I think DE has done really well in varying weapon choices, especially with the new dojo research weapons -- but is instead more because mods are not variable enough. Two players using HEK shotguns, for example, are likely going to go with Multishot, all damage types, and reload/capacity mods. It's very cookie cutter, which makes sense because it is what is optimal...and even if one player opts for, I don't know, RoF instead of ammo capacity, the difference in feel of the weapon is not so significant.

     

    In order to really change the feel of a weapon and allow for weapon personalization, I feel like another layer of weapon customization is in order. This is what I refer to, tentatively, as weapon augmentation.

     

    Weapon augments would differ from mods in the following ways:

     

     - Augments would not occupy mod slots / would have their own slots (a cap of 2 or 3 tentatively)

     

     - Unlike mods, Augments would revolve around a TRADE OFF. Some examples:

          -- Decrease recoil while decreasing damage

          -- Increase recoil while increasing damage

          -- Decrease bullet spread while decreasing RoF

          -- Increase RoF while increasing bullet spread   

          -- Increase zoom range while decreasing RoF

          -- Decrease zoom range while increasing RoF

                        etc (and of course available in some form for melee weapons as well)

             --- This would allow for REAL personalization as opposed to following some cookie cutter build

                  ---- Maybe one person prefers to reduce the recoil on a weapon at the cost of damage, maybe one person actually prefers increased recoil for increased damage. One is not necessarily better than the other the same way that there are cookie cutter mod builds; it is preference, and that preference creates personality for weapons

     

    EDIT: Maybe just potentially remove any damage changes and stick purely to other traits (RoF, Zoom, Recoil, etc). Not sure yet. Don't want to risk creating a cookie cutter style build by abusing damage buffs.

     

    EDIT 2: Ideally, augments shouldn't have fixed values. They should be implemented on a scale ranging from 0-100, and should allow the player to select the magnitude of the augment. For example, using a recoil-damage augment...one player could opt for a 20 or 20% (whatever the scale is) tradeoff between recoil and damage, while another person could opt for 50% increased recoil to gain 50% increased damage. That sort of thing.

     

     I feel like if the idea were implemented, the augments shouldn't have fixed values. They should be implemented on a scale ranging from 0-100, and should allow the player to select the magnitude of the augment.

     

     - Augments would NOT BE RNG BASED

          -- Implementing a non-RNG element to the game will be refreshing for players

              --- Will allow players to advance without having to test the RNG gods

     

     - Additional Visual Effects?

       -- Would be cool, but would also be a pretty significant undertaking I feel like and not necessarily required

     

     

    I feel like this would add another layer of depth to the game and would really allow players to personalize the feel of their weapons 

     

    What do you guys think?

  5. Community complained about the Snipetron sucking $&*^.

     

    Snipetron is taken away.

     

    "Give me a Snipetron, damnit! It's an amazing weapon!'

     

    Has very little to do, at least for me, with the functionality of the weapon. The game is so easy that you could get through the game effectively without just the starting MK-1 Braton, Lato, and Skana. Instead, it's more about the principle of the matter -- that DE abruptly removed something without consulting its player base -- in addition to my desire as a collector to...collect. Add to that a touch of nostalgia -- that it was my first weapon in CB I bought, leveled and potatoed, and there you've got the recipe for the original post! At least what elements of it were particularly important to me.

     

    DE already said that it will be reintroduced though, so everything's good!

  6. Remember that mods at % crit chance, not flat crit rate. A max'd out rifle crit mod will give you an additional 150% crit rate, but that means 150% of the crit value of the weapon. In your case, the braton vandal has an innate crit rate of 7.5% if I'm not mistaken, so modding it with 100% crit rate will bring your total rate up to 15% (base crit rate of 7.5% + 100% crit mod, which for the vandal is an additional 7.5%)

     

    That said, if you aren't going all out on crit, it's probably not worth investing in at all and just going for raw damage...and so I'd recommend that you go with the Electricity mod in this case.

  7. Mak Gohae tries to see every possible angle to things because those angles are there, stuff doesnt always have just one single path, one single possibility.

     

    Mak Gohae using his super ability to see many different angles is the person that discovered how to use Radial Blast and get the maximum damage while everyone else was crying over how it did no damage.

     

    Mak Gohae will now be known as Mak "Many Angles" Gohae.

     

    Ha! I know your tricks. I'm wise to your act, scoundrel. I'm not falling for this again. Have fun driving Indra up the wall, Mak_"Thinks He Conducts Logical and Profound Analyses of Subjects But Actually Doesn't And Just Enjoys Arguing for Arguing's Sake"_Gohae.

  8. Disclaimer: Mak_Gohae is notorious for arguing for the sake of arguing, and has been that way since CB. 

     

    Anyway Inda, it's almost not worth your time debating with him. It will never end, and, because all he ever does is take the words of the person he is debating with and mutate them to fit whatever argument he feels like making at the time, will prove completely fruitless. Believe me, I know.

  9. Haven't read through the whole thread, but my main problem with the initial pricing was that the cost of Orokin Catalysts/Generators and Weapon/Frame slots was not taken into consideration. With your new edited option of allowing for the purchase of those items along with the weapon for a discounted rate, I have no complaints whatsoever with all of this.

     

    Please please please DE, take everything that has been said with regard to this into consideration. Very good stuff, OP.

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