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Pate8

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Posts posted by Pate8

  1. I'm getting this problem too.

    It seems to affect all sentinel weapons.

    Does anyone know if this is only a UI bug or does it also affect in-game?

    Oh look, [DE]Danielle has already listed this bug in the bug list.

  2. I now see that the people who slapped the Lens onto their Warframe, like Ember, can easily farm Focus way faster than those that put it onto a weapon.

    Lol, I put mine onto Loki, gg lol.

     

    I barely get over 500 affinity per game.

     

    Well, if it's 50% of weapons, that might change things, it's still a low amount without specialized farming.

    It all depends on how it's setup, it's bad, but not that bad.

  3. Er... I take back what I said. Further testing has revealed that eximuses can indeed be killed by covert lethality... unless said eximus was on an assassin squad, which is really only the corrupted lancer squad sent by the Arbiters of Hexis. I shall report this as a bug.

    Assassin squad eximuses are immune to a lot of powers, though I haven't tested Covert Lethality on them.

  4. Not only on Cephalon maps. An example is the rework of the old europa conclave. If you are in the mid and look to the roof you'll be blind 4evouarrr...

    Yes, this.

     

    Not much more you can do if you have turned the setting off.

    Turning off the eye candy definitely helps. It also gives me a competitive edge.

     

    As a low-end notebook owner I just can state that 'awsum' settings are distractable. I mean I tried to play on PC with a huge screen and max graph settings. Blasted really quick.

     

    You already solved that problem by tuning down settings.

    The only tweak I can suggest is making a presets for player's convenience.

    Does Nvidia support presets per game? Warframe doesn't have in-game graphics presets (outside of the typical sliders).

  5. Having played PvE with the local reflections turned off, and turning them back on recently... it's very difficult to see players on the Cephalon PvP map with all the reflections.

     

    While we're on the same topic, depth of field, motion blur, bloom are all very distracting. It's easier to spot and shoot players with all settings turned down because their bodies appear more sharply against the background environment.

     

    I think we need to tune these settings down for PvP.

  6. You took my mods with no recompense.

     

    It's all about precedents. I dont want pvp mods being removed/added every week bleeding me of my cores. I care. Don't post on my thread just to call me a panhandler, AM-Bunny, post something constructive or don't post at all. I'm asking for my hard-earned cores back, politely.

    Do you guys still have the mod in the inventory, or did they remove it with patch? I kinda want my standing back, lol. I'm an infrequent PvP player, and it sucks to lose syndicate points.

     

    *Edit* So the mod is now Martial Fury... pretty good.

  7. It's entirely believable. They've been nerfing mirage's visuals for a while - this was simply an escalation of that same idea. I don't agree that this was the way to do it - removing the visuals of the clones firing from low-end computers would have been a simpler solution, for example.

     

    Or giving the players the ability to toggle off seeing any clones at all.

    I like these ideas.

  8. In certain games like Quake 3 Arena or Unreal Tournament, etc, you can change how it appears.

     

    Like, you can set "allied energy color = blue" and "enemy energy color = red" and "player (yourself) energy color = green"

     

    And it only affects your client and no one else's.

    I wouldn't mind this client setting for PvP, it'd be good for the PvE mode too...

     

    I'm looking at you Novas and Vaubans, throwing out your hot pink and deep purple Molecular Primes and Bastilles, making it impossible to see anything on the screen.

  9. Was it a rhino prime using tigris, marelok and ninkandi?

    And were they moving at a walking pace back and forward?

    They're MR17 with Rhino Prime, Sancti Tigris... I didn't catch what melee weapon they had, and yes, they were walking slowly back and fourth, I think we are talking about the same person.

     

    *Edit*

    Oh I didn't know I recorded the match end screen, yes it is a Ninkondi.

  10. Mods don't matter that much. I went 25/0 on unmodded Excalibur with umodded and unranked MK-1 Branton and Skana.

    You're the exception to the rule, I've seen you play in-game.

     

    *Edit*

    There are definitely must-have mods for conclave, like the stun and knockdown resistance for 8 seconds mods.

  11. Torid pre-U17 should be ticking for 40 damage per tick on neutral targets.

     

    The moa is ticking for 19 and 19x2=38 >>> I don't know if that is right or not, if it's minus 25% on robotics, it should be hitting for 30 per tick.

     

    The crewman is ticking for 38 and 38x2=76 >>> cloned flesh has 50% more damamge, it should be hitting for 60 per tick

     

    Anybody else want to bring out numbers?

     

    What I don't get is why they are ticking for 1/2 the damage, as the lowest tick, has it always been like that? If the ticks are getting combined (since the update that changed how numbers are displayed), this may represent a 50% nerf.

     

    lvtZ05k.png

  12. With Split Chamber, the two orbs would simply merge together into one orb, due to the mechanics of the Simulor (might not be the case with Heavy Caliber, will have to test it). As stacking damage (I assume the Magnetic damage) has a cap of five orbs, that means it will hit the cap faster, and will not increase from there. 

    So I assume it then indirectly increases stacking speed by dishing out 2 orbs (although it causes the limit to be reached sooner)?

     

    Simulor may actually be one of the few weapons where Split Chamber isn't really worth the slot. For more consistent dps and vortices, I would just go with a fire rate mod instead or something. Maybe Vile Acceleration or Shred. 

    Doesn't merging the orbs cause the most damage? Or do Split Chamber bullets not merge with themselves?

  13. How does Split Chamber work with Simulor?

     

    When I add it onto the rifle, it mods status and damage, but it doesn't affect stack damage, is this a bug or is this normal?

     

    Did they separate it in this way because you're essentially shooting two stacks with the mod (Split Chamber = 2 projectiles)? The problem with this is that this is semi-inconsistent with how other weapon stats are displayed.

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