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zedkiller

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Posts posted by zedkiller

  1. The post-patch XP rates aren't as fun for me as they were before, and they discourage me from playing. If I push really hard and obsess over XP, maybe I can get half of what I could get before the patch by doing Tower Survival or even Kappa like in the old days before Forma and when the Gorgon was a good weapon. Maybe Sechura and others can be OK, but in practice I think they give maybe 40% of the affinity that they used to. It's not just one change; it's the 33% flat nerf, plus the 75% eximus nerf, plus the difficulty increase to infested (I actually like the infested difficulty increase, but since they're harder and you won't get to as deep waves, wouldn't that justify a slight experience increase, or at least not nerfing the experience?).

     

    What's kept me playing the game and spending platinum has been buying, leveling and formaing all kinds of weapons, frames and sentinels. Most of my platinum goes to weapon slots, catalysts and forma hoarding all the things. This XP nerf pushes the grind far enough that continuing to do that just isn't worth it for me.

     

    With Forma in the game, reasonably fast leveling at a high mastery rank in endgame content just makes sense. Also, I really hope this isn't part of a plan to sell boosters. I've bought formas, catalysts, instant weapons/frames, cosmetic items -- all of those are fun to put money into -- but boosters encourage burnout pace grinding to get your "money's worth" from the booster, and that is the definition of anti-fun and I just won't buy them out of principle for that reason. I've never tried 1-weapon "leeching", and I imagine that still works, but I'm not really fond of the idea.

     

    I will be taking a break and watching the forums, maybe crafting some weapons and stuff, and when they make leveling less time consuming, jump back in and start playing a lot more again.

  2. I like all your ideas. The Liset is a wonderful addition to the game, and by having our in-game ship effectively replace the user interface, it creates a huge level of immersion between missions and activities. And I want to highlight the fact that, regardless of the developers' intentions, it is the player home.

     

    What makes a home a home? It's not a question of architecture. Home is a haven we always return to when we're done with what we've been doing. Every time we log in, finish a mission, or complete a trade in the dojo, the game tells us the Liset is home by sending us back there.

     

    The Liset is the player home. But right now, the Liset is a tiny space-efficiency, and it's pretty bare bones as a home. So totally agreed. I think it would be amazing for the Liset to have rooms where we can show off our stuff and be customizable in a dojo-style way like you said with just one catch. It's very important (to me anyway) that if they add rooms, they let  us set where on my ship I spawn, even if it has to be in front of some kind of terminal, and to be able to place my own navigation, marketplace, lore, etc. terminals where I want to.

     

    I'm a programmer and I understand that this could involve a lot of development costs, so one thing that would be nice and something they can deliver in a way smaller time frame is some alternate predefined interiors, as it really is pretty cramped right now. But yes, I want to say I love the idea for the room types, especially having places to show off our weapons and frames, and I hope they have plans to either let us invite people to our Liset.

  3. Since the problem to be solved is that there's not enough customization, and the problem with the solution is that people will just stack DPS-increasing mods, why not just limit the additional slots to certain types of "bad" (worse than damage) mods? 

     

    For example, vanilla magazine size, max ammo, zoom, reload, weapon stability, and some of the worse corrupted mods that are just terrible and do not objectively increase the DPS of any weapon but really change the way the weapons handle. Really, anything to encourage more variety than just stacking seven mods that mathematically achieve top DPS and then either an eighth, or something like ammo mutation or shred.

  4. In terms Multishot doesnt really factor into critical chance since the game still only registers it as a single shot.

    If your original bullet crits though the Multishot bullet it fired with it will also crit everytime along side it from what ive seen and never alone.

     

    As someone who doesn't use crit weapons I've always assumed multishot rounds had separate crit chances. Are you completely sure?

     

    If so, that's a sizable blow to crit weapons since it's more inconsistent. I am going to test this... the snipetron vandal will be the first weapon where it actually matters to me.

  5. It handles differently with speed trigger. You get 2 or 3 quick shots at the improved accuracy instead ofhaving to wait forever. It raises the perceived accuracy for me and changes the gun's handling from being really annoying to use to being my favorite primary. But yeah, then double taps make it so much less unwieldy.

  6. I guess this forum isn't filled with the best and brightest. It's no secret that the supra's projectiles start to the left of the character model and then screwball to the right of the reticle like they're not firing straight. The other guns are not like this at all.

  7. So maxed puncture on a rifle is at least good for going through 1 enemy, most of the time?

     

    For some reason I feel no need for reload speed or mag capacity on my forma'd gorgon, so this could be a useful 8th mod after damagex6 + speed trigger.

  8. Dethcube's DPS gets out of control when you add rate of fire and weapon damage mods. You can faceroll everything with a potatoe'd weapon and a dethcube. It's a no brainer if you want sheer power. The people saying shade is "better" enjoy his cloak for personal reasons or something, but they would be crazy (or just have no experience with dethcube) to say a potatoe'd 30 shade compares to the same dethcube. You don't need an occasional cloak when you have 800 shields and everything around you is melting.

  9. So with this overhaul of the mod system, some of the mods have a maximum of 5 ranks, and others have a maximum of 10 ranks. Mods with 10 ranks take around 32 times the mods and credits to max out as mods with 5 ranks, and there is little rhyme or reason to which mods have 5 ranks vs. which mods have 10 ranks.

    This has some consequences for game balance; for example, since every important shotgun mod has only 5 ranks, you could max out every shotgun mod you need for fewer mods and credits than it would take you to max out only serration, the +% rifle damage mod. Let's do some quick math: to level a mod to 1, you need the equivalent of one copy of itself, plus some credits. To level to 2, you need twice that, 3, 4 times that, 4, 8 times that, in mods and credits, etc. Every time you rank up, the requirements double.

    So the formula to see how many mods you need in units of copies of the original is 2^(level - 1). To level up to 5, you need the equivalent of 16 copies of the mod, and a fair amount of credits that scales accordingly -- generally around $25,000. And the total cost to go from level 0 to a given level is 2^(level) - 1, and is around $50,000. These numbers seem -- not insane, and probably like something the developers intended. Now let's look at the case of a mod with 10 ranks. Leveling from 9 to 10 would, plugging those numbers, cost 256 mods, and attempting to ballpark the cost assuming 16 copies = $25,000, cost $400,000. The total cost would be around $800,000, plus 513 mods. It seems like one of these is right and one of these is wrong. It doesn't make sense for one set of mods for one weapon to all have 5 ranks and take 1/32nd as long to level up as another weapon. It gets weirder, though.

    Last night, for kicks, I tried to figure out how much it would cost me to level up Serration to Level 7. I had to click on twelve pages -- twelve pages! -- of mods just to fill the bar so as to level it from six to seven, and the total cost to upgrade was over 200,000 credits. This doesn't even fit the extra rank = double cost curve, it's way higher than that.

    It seems these are bugged, but even if not, the 10 vs. 5 ranks difference is ridiculous. Are they going to be changed? Any word from the developers on what their intentions are?

  10. Hi all, what does +% armor piercing damage do (+15% per level on my shotgun mod)? Is Armor Piercing basically an element like Lightning and Fire? What's it good against? Also, does this stuff multiply or add to +% damage mods? Thanks.

  11. I've heard the Fragor has a huge AOE knockdown jump attack -- does the Scindo have the same thing and what about other charge attacks?

    I've been trying to choose between these and all I plan to mess with is charge attacks. If Scindo has the same charge attacks as Fragor then I think I want Scindo, since charge attacks ignore armor and it gets bonus damage vs. infested. Is that right?

  12. It would be nice if they added the fact that he has the lowest shields and HP to the description. His abilities makes him quite hard to kill, and it's somewhat fair, but if I had known about the former I wouldn't have taken him as my starter.

    He is fun, and he's somewhat hard to kill due to his abilities, and has some group utility, but I would say it doesn't make sense to take a first frame with such low HP and shields and conditional survivability when your other options are Volt and Excalibur which are nearly indestructible with good mods and amazing at what they do. Worse, Loki is not as practical at the start of the game, although he gets a lot better with good mods.

    His most useful abilities are invis and decoy, but both of the other starter frames provide so much survivability through outright better shields and HP, are more reliable in the early game; and are so strong later on that you can just run past everything you would use Invis for. I guess he gets the best "group support" type of ability of the 3 starters through decoy, and radial disarm is cute. One thing I'll say... . Maybe I'll try Loki with energy and energy efficiecency some time now that I think about it.

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