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Cyborger1

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Posts posted by Cyborger1

  1. Well, since launchers are now their own things, I'd think they're maybe holding this off to add a "Launcher Ammo Mutation" into the game.

     

    I couldn't tell you if it's a bug though, maybe it just is. Maybe it isn't and they just don't want us to use mutations on these things anymore.

  2. We could always have an "underwater under the ice" tileset.

     

    Come to think of it, both could be combined. The drop-off point would be close to a small ice outpost where you infiltrate it and take an elevator to under that ice into the underwater labs. You'd eventually pop out at the other at some other outpost for extraction.

  3. Maybe putting in too many status chance mods broke it?

     

    Edit: You should give us a list of the evolution of the status chance as you put in the different mods, including Hell's Chamber.

  4. You've just been very unlucky, I play a few void from time to time and end up with too much argon all the time. Try something like a survival or a defense.

  5. What Xalev said about mastery.

     

    Though I know exactly what your problem is, even though with the ability to not use certain weapon types in missions, there is still the obsolete requirement of having another weapon in your inventory so you're not left with no other weapons for that weapon category. Buy a placeholder Lato or something in the mean time. 

  6. They couldn't change it though, once a weapon is out and has certain polarities, it stays that way forever. How could they handle it, I mean, what if some people have the weapon crafted and like that V polarity? Maybe you could change it only on newly built Karysts, but it would annoy the aforementioned kind of people that don't have it crafted and people that did want a - polarity will either have to rebuild the weapon or expend a Forma.

  7. https://forums.warframe.com/index.php?/topic/286054-psa-warning-points-20-code-of-conduct/

     

    Maybe it's just my inherent distaste for attempts to limit what other people say, but I feel like this leaves a lot of room for silencing someone without a lot of recourse for appeal.  It's their game, so they have that right, I guess.  If PWE buys them, they will most certainly need to make use of it, so the timing seems apt.

     

    I just read these rules pretty quickly and unless you're going around saying REALLY bad things, you shouldn't have anything to worry about. I mean, most of these rules are pretty much common sense.

  8. That seems pretty improbable (how do we make an explosion more silent anyways by just altering the chemicals? And how are we sure that the power of the explosion is not affected), but for the sake of gameplay, maybe. 

     

    I know it seems pretty improbable because what deals the damage is a rapid expansion of gas which creates a high pressure wave which in itself causes a loud bang (since the definition of sound is pretty much that, rapid variations in pressure), but it's just me trying to maybe figure out a way to justify silencing mods being functional on explosive weapons.

     

    In the end, thinking about it, it just can't be justified. Disable silencing mods on explosive weapons, it's not like you're going to need them anyway.

  9. The last tiome i tried using the silence mods, even maxed, they seemed to have limited effect on gamepla.

    I vote to not use them at all till the silencing mechanic is improved

     

    The thing is, unless you kill the enemy very quickly, they'll become aware that they are being shot at. You need weapons that have very high damage per shot to effectively use silencing mods. Also --^ (up one post)

  10. Yes. 

     

    God dangit, you'd think that with the recent weapon changes they'd address that. I mean, I can understand the weapon being silent on firing but the explosion should not be.

     

    Although, I've though about it and I think you should still be able to use silencer mods on the launchers to make explosions do less sound, but have the mods only get half efficiency on these weapons. Think of it as changing the chemicals in the explosives' payloads to make them slightly less loud.

  11. You could always go into the game and find the numbers in the codex.

     

    Although for instance, the Spectra has half the firerate (from 10 to 5) but the damage per second has almost been quadrupled and the clip size increased from 50 to 80. The flux rifle also has a whopping 200 clip now.

  12. Weapons that do not appear as blueprints in the market are either Clan-Tech or special boss drops (like the Miter and the Twin Gremlins). Rest assured that nothing in this game can only be unlocked through Platinum except for inventory slots and cosmetic items (excluding alternate helmets which often show up on alerts).

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