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dadaddadada

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Posts posted by dadaddadada

  1. There is a big difference in the damage calculation between a +90% maiming strike and a +90% crit chance on slide atk riven. Maybe in the riven it's not a flat addition as it should.

  2. While it is true that kubrows and kavats have always been inferior in general, i don't think this change will slow down eidolon runs by big amounts assuming players are experienced. Limbs can still be two-shotted and the combo of madurai/unairu/volt will likely still strip shields in like 10 seconds instead of 2 second. However night is an hour away so cannot test for sure. I do agree that probably making eidolons scale would be a better band-aid.

  3. In the Launcher settings, make sure you have everything enabled except full screen.

    I don't trust task manager to check whether an application is cpu-capped. Try a thing called wagnard cpu core analyser. download it, click on the light blue "Threads" text, select the warframe process and see if one thread is higher than 95%. Worth a shot imo.

  4. 1 hour ago, BaIthazar said:

    while Rhino Stomp doesnt last very long its enough to get myself out of a pickle

    ...

    the Thief's Wit is purely because I feel I do fine without another mod..

    Use Continuity no? You should have Animal Instinct on the companion anyway. Or ditch Fleeting for Flow as you pointed.

    Also why the sprint speed mods? Mobilize will give you a better 3-dimensional boost in mobility for both bullet jump and roll distance. If you want sprint speed so bad (and you are lucky) you can get an arcane vanguard helm which takes care of that with no other mods required, so you can replace Armored agility with Stretch as you are lacking range imo.

  5. On my laptop running chromium i've noticed that if i manually remove the property 'fixed' from the background of the body tag i get vastly better framerate while scrolling. I would suggest to have instead a static background image with borders that fade to white, like this one i poorly made:

     

    3ioVSDg.jpg

    Also noticed that the original image is like 900KB which is alot. So i compressed the above one to 520KB with negligeable loss in quality, which was easy to achieve by increasing the brightness of the overall image and reducing contrast. Actually nvm, imgur has recompressed the image to even less than that which degrades quality further pfff

  6. 29 minutes ago, Kainosh said:

    What "distortion effects"? Cant remember this stuff, need example.

    You are right. The best example is invisibility effects on warframes and operator abilities like the Void Blast. Less noticeable ones are water ripples when you get in/out of water and weapon muzzle effects like with the sonicor.

  7. I don't remember a time when this wasn't the case, way too many times i find that maneuvering, jumping or gliding results in parts of my warframe covering the aim crosshair/reticle. Gets very annoying in conclave. I suggest to either reposition the TPS camera so that the warframe ends up at least 50px more to the left than now and 20px lower, or make the mirage effect universal and toggleable.

  8. There is a filter, which is a big step in the right direction.

    However, the following issues are still to be solved:

    1) the chats only start updating when you look at them the first time and don't update at all while you play. There should be an option to allow non-stop updating.

    2) filters are not retroactive, they only apply to future chat messages. They must me retroactive instead up until the default removal limit of old messages.

    3) with a filter active, messages not matching your filter will be lost forever with no way to un-hide or recover them. Instead, the filters should only hide or grey-out messages.

    If all of the above get implemented, the result is a very short-term auction house, which i think is a nice compromise.

  9. I'll be brief.

    The colours chosen are the same as critical hits (yellow and red) and thus could create confusion. I think they should all be white and instead should focus on better disposition, shape and size. I also think there is a way to make such hit indicator more general-purpose to account for body hits and headshots but also some additional middle grounds just in case:

    severely dampened and uneffective hit -> one dash below the dot like the ' i ' letter.

    normal body hit -> two dashes placed horizontally at opposite parts of the dot like so:   _ . _

    above-average effective shot -> three dashes around the dot, one vertical above it, two below the horizon in a triangle.

    weak spot/headshot -> 4 dashes like now.

    hits on objects -> no dashes at all

    Finally, i think the dashes should be another 20% smaller, 20% more transparent and vanish 20% quicker than now. The pulsing factor should linearly increase with hit effectiveness.

    That's all folks.

  10. 1 hour ago, BeeOverlord said:

    You would need 175% str (if i recall correctly) and 60% flight speed bonus normally.

    Try slapping on max transient fortitude, power drift and intensify and tell me if it works. If it doesn't, blind rage will have to be involved, and in this case you actually do need calculation.

    After more testing i came to the conclusion that the required values for strength/flight speed lie on the line y=234-x, so:

    required flight speed = 234 - strength

    required power strength  = 234 - flight speed

    example values of strength/flight are 174/60, 189/45, 194/40, 219/15, 234/0.

    Assumes a maxed jetstream. when building always add a +2% power strength for margin. Case close enough brb updating wikia.

  11. 9 hours ago, NightmareT12 said:

    Well, I know that the older method looked way better for me. When the update dropped I noticed 2 things immediately:

    -More jaggies (that was because since SMAA+Temp was deleted, I was automatically at SMAA)

    -Color contrast had been tampered and image quality being too rough, as if someone added some kind of color correction effect but it's not color correction (and I'm not the only one, had a few people pop up in Reddit and here too). Either that or the previous AA was really good at smoothering the image.

    Besides, the new temporal filter is making my effects do wuzzy things. Best way to check it is to use Ember Prime and see her flame with SMAA and TAAx8. Old SMAA+temp had the SMAA and then kind of smoothened the image a lot. And it was really nice, in fact any screenshots you can find will show what I'm talking about (even though it's never like seeing the game for yourself and judging the effect so as to speak).

    Aw man. I really wish they had saved it for after X-mas, and then we could have given proper feedback in a proper working schedule.

    nono i meant the difference between the two old kinds of taa that were before the patch, not old-new difference. Its pretty obvious and clear that at least a sharpening filter has been added with the new taa and that's what people are writing about, what i am trying to tell is whether 8xtaa+smaa would in any way differ from normal 8xtaa so that to determine if its worth putting both these options in the future or not.

  12. 14 minutes ago, NightmareT12 said:

    What I don't understand is... Was it possible to have the old Temporal and Temporal + SMAA AND the new TAAx8 antialiasing modes selectable without issues? I mean, it sucks to be locked out of options just like this. Anyone who used the previous method has been forced to embrace either, a new AA method that they may or may not like or an older AA method that's not as good.

    On the sharpening thing, I'm pretty sure it's being used throughout the game as a post process without any control over it. I noticed the second I got the update a rougher, more contrasted image than usual and has been like this ever since...

    Well i got rid of the sharpening filter by downgrading the AA at medium, so thou shall try and check how it worked.

    I guess theyre just still experimenting, give them some more time to settle with what options to keep or whatnot.

    Were you actually able to tell the difference between 8xtaa and smaa+8xtaa? i mean, the 8x taa alone is obscenely hardcore, the effect of the smaa would be pretty much negligeable, just for curiosity, i know i couldn't tell the difference.

  13. I found the previous iteration of TAA to be very blurry. I fixed the issue via ReShade using the "Lumasharpen" filter. Extremely good results.

    DE has added built-in sharpening to TAA which is an awesome idea, even tho its currently mistuned and creates the noticeable black-border artifacts people are talking about.

    That said, TAA 8x is quite a performance jump from the medium settings which is SMAA 1x (or 2x? couldnt tell).

    TAA 8x should be the "very high" setting and an additional "high" filler mode should exist and it should be the SMAA 2xT, which is basically the combination of the normal SMAA option and a very lightweight 2x TAA.

  14. Switching should be network-indipendent first (as doors should), then the animation should lose the habit of resetting back to the previous weapon if you get staggered/knocked while switching, i also dont think animation should be just cancelled or sped-up, as that would just look cheap. Only after this has been acknowledged, we can discuss a rework.

    The switching animation should be rushable: when you switch, the animation plays normally, but the moment you start using the new weapon, it gets rushed. If the animation was still playing when you start using the new weapon, you can use the new weapon right away but at a temporary accuracy/recoil penalty which should not exceed 3 seconds and should decrease with time.

    Current mods involving holster rate of any weapon in both PvP and PvE would affect the accuracy/recoil debuff, the trick being that they should bring the debuff to the negative, actually giving more accuracy and less recoil when maxed.

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