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Soup2504

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Posts posted by Soup2504

  1. make sure depth of field, motion blur, TAA, and distortions are turned off.

    DoF, motion blur, and TAA are all obvious enough, but distortion is a weird one. Don't know why, but distortion doesn't just add distortion effects, it also blurs the game a bit. When that setting was added I thought DE just made the game blurry and it was hurting my eyes, but I later found out that. distortion was what was doing it.

  2. I'm a bit confused by the amount of people saying melee is useless at high level now. I just spent a good few hours testing out many different melee weapons and overall I'm impressed with the high level performance of a lot of weapons that previously weren't very good. Sure, some Standout Hits like the redeemer prime did get hit pretty hard by changes to mods like condition overload, but they're by no means useless now. Ether daggers, fang prime, caustacyst, machete wraith, sheev, nikana prime, silva and aegis prime, etc. all perform very well now, (though I'm noticing that condition overload is a mandatory mod on basically everything now). A lot of weapons perform way better than they ever have now as well. Sure, their overall theoretical damage is technically a bit worse now that melee combo multiplier no longer gives them a damage boost, but the stat buffs made to compensate for this (especially the status and crit buffs) mostly do their job well enough that melee weapons can still perform against level 160 heavy units very well (though I won't lie and say that is the case for every single melee weapon in the game). Melee is far from "useless" after the changes. it still works pretty damn well.

    The new combo system is mostly good but there are a good few stances in the game that still only have 2 combos total. I thought this was going to be addressed in this update but, it wasn't. Also stances like gnashing payara, sinking talon, and stalking fan are just.... completely awful now (not that any of those stances were good in the past but. for real they're.... really not good at all now. all 3 of these feel a lot less fluid than previously and they just. god they seriously suck. though credit where credit is due: y'all did manage to make sundering weave bearable now. but cyclone kraken is still leagues ahead of it). It also seems like melee "lock to target" isn't nearly as aggressive as it used to be, and as a result, combos with movement tend to break off of enemies even easier than before, which makes them fairly clunky to use. I've also noticed that sometimes when air juggling enemies with melee, the enemies will randomly decide to fling away from you at warp speed, which makes air juggling... not as good as it should be. To the point that I try to use combos that don't knock enemies into the air so that horrible fling doesn't end up happening.

    It's nice to see charge attacks no longer force the the first hit of a melee combo before actually charging, now that it has been moved to a different button, but. they honestly still just don't perform well at all (with the exception of gunblades and glaives of course. and the caustacyst, but that's because it has a special effect). their damage doesn't justify draining your combo counter, and against high level enemies, they do nothing more than tickle them most of the time.

    EDIT: I forgot to mention that the jat kittag lost its crazy particle effects on slam attacks. please for the love of god...... fix this. the jat kittag just isn't the same without it

    • Like 2
  3. the reason they took it off of hold E is because previously, because of the way the melee combo system read inputs, holding E would not immediately start charging an attack. Assuming you started by just holding E, It would instead do the first hit of the basic combo, THEN do the charge, then do the attack (and if you had a stance that had an E hold E, E E E combo, holding E would do that combo instead of the charge attack, meaning in order to do a charge attack you needed to press E twice, then hold it). It was... incredibly clunky. This is something that has bothered me ever since they re-introduced charge attacks (which was a while after melee 2.0 originally came out. they removed charge attacks from 1.0 for channeling in 2.0, then re-added the poorly implemented charge attacks that existed up until 3.0)

    It was moved to alt fire so that doesn't happen anymore. Now when you press the button it just does the charge attack. No more forced combo animation before the charge.

    I don't think they could fix the old issue without completely reworking how the game reads melee inputs (which would also affect how well combos flow). Moving charge attack to alt fire was a good thing tbh. If they let you use hold E to do them, the same issue that existed before would happen if you held E. I think this is a case of just having to get used to it. It's honestly for the better, even if it feels wrong at first.

    • Like 2
  4. you can actually avoid that part of the combo entirely if you utilize the new mechanic (that only exists on wukong until melee 3.0 finally happens. pls hurry de) of being able to chain into one of the other combos on the hit before that one

    so for example, you know when the falling down attack happens, you attack until the one before that one, then hold right click or some other combo command to start that combo instead of doing the falling down hit

    like so:

     

    • Like 2
  5. I know this thread isn't exactly serious but out of curiosity, I ran into a mission to see how long it would take to do this by repeatedly bullet jumping into an area that lets you just spam it like that gif

    the answer: less than a minute (yes the video is 1:04, but it doesn't kick in immediately, and there's a few seconds recorded after the challenge completes so. less than a minute)

    • Like 3
  6.  

    decided to try it out and see if something was wrong. seems to still work fine against level 50 and 155 heavy units, so if you don't have an extinguished key in your gear slots then idk what the problem could be 🤷‍♀️

    • Like 1
  7. On 2019-06-03 at 6:22 PM, Jiminez_Burial said:

    Then please provide data.  I don't have any issue with performing the combo and none of my friends do either but I'm not going to say "the OP is lying" just because my personal experience suggests it not to be true, hence the request for data.  And please don't point to the video as 'data' since if there was a methodology beyond 'it feels harder' they don't mention it therefore the 'data' should not be considered.

     

  8. 24 minutes ago, uAir said:

    So, gone are also the easy "hold right mouse button and spam left click" for combos. Because the moment you hold right mouse you go back to primary weapon

    this like, isn't really true. if you START by holding right click then yes, you will go into gun aim, but if you melee attack, hold right click (preferably while the animation is happening and you're still spamming that melee button), then continue meleeing while holding right click, you can still spam your hold right click combo. If they didn't work after the changes, DE wouldn't have kept right click combos in the game. You just have to attack before you hold right click, that's it.

  9. I enjoyed the survival objectives and thought there was no real issue with them, but this IS coming from someone who has been playing this game long enough to remember the days of doing 2 hour void key survival runs to get as much out of it as I could so........ yeah. I'm personally fine with 60 minute survival missions, but it seems a lot of people aren't so 🤷‍♀️

    I'd personally like to see them again, but yeah.

  10. what

    beam weapons got reworked a long while ago. They no longer do status/sec, it's status per shot now. So the weird fire rate and status chance interaction is no longer a thing. Beams have real status chance now, and they're far better at applying status as a result. Multishot's interaction with beam weapons is different too. it's just a damage increase now because it doesn't cause more beams to come out of the gun (thus, no more status from more shots coming out, as there are no more shots coming out).

    here's the patch notes from almost a year ago:

    ocucor has beastly status application (if you build for it, ofc. which you should). it can strip armor and melt bombards extremely well. The way beam weapons worked in the past is no longer a thing, and hasn't been for a long time.

    • Like 2
  11. swooping falcon, twirling spire (I know a lot of people don't like this one but outside of the basic button mash combo, this is a really, really good stance. extremely underrated), astral twilight, four riders, and cyclone kraken (parenthesis to emphasize just HOW good this one is)

  12. 3 hours ago, (PS4)VagueWisdom said:

    I don't understand why the Heavy Attack needs a separate button.

    Because of how the melee combo system works ever since melee 2.0. When they re-introduced charge attacks (which was a long time after melee 2.0 first hit), people noticed that, unlike old school charge attacks, holding down the melee button would force you do to the first hit of your basic combo before it actually started charging up the charge attack. This meant that there was a delay before the charge itself that was determined by what stance you're using (some stances have a fast first attack. Others have a slow, or multi-hit one). It's pretty safe to assume that this is actually the reason why charge attacks were removed back when melee 2.0 hit in the first place. But, because of this not being fixed with their re-introduction, charge attacks have been hard to ever justify using, since their re-introduction had made them extremely clunky and pointless. This has entirely everything to do with the melee combo system, and giving it a new button is apparently the solution. Charge attacks needed a new button so that when you press the button, you actually charge your melee weapon, instead of waiting a second to start charging it.

  13. 1 hour ago, OvisCaedo said:

    maybe they'll come out with an exciting new pair of dual swords

    you joke, but a while back they showed off the model for a dual sword weapon that hasn't been released yet, and people were complaining. So unless they decided to change it into a different weapon..... we actually are getting another "exciting" pair of dual swords at some point.

    EDIT: LOL TURNS OUT THEY REVEALED ANOTHER ONE SO WE'RE GETTING TWO

    edcc1fff971c641e04c8b019c3f5489f.JPG

    spuA6LN.jpg

  14. one thing to note about charge attack changes: since they're being moved to left click, it's VERY likely that the issue we have with charge attacks now (where before you even START the charge animation, you're forced to do the first hit of the basic combo of your melee stance) is going to be gone, since you no longer have to use the same button you use for your combos, and that alone will make them FAR less clunky.

    Pretty much everything you're saying is an extreme kneejerk reaction (though I do have a slight worry about the "stand still" combos) when we're still lacking many, MANY details.

  15. It's perfectly fine to have stretch on after his rework, since they added the charge mechanic, as well as tentacle swarm's synergy with undertow.

    Casting uncharged tentacle swarm with stretch on covers a not-huge area, but

    You can SUPER group tentacles up by full charging tentacles while in undertow. While in undertow, casting tentacle swarm makes them only fill the range of undertow. and even with stretch, it's still a pretty small range. So a full charge means 20 tentacles in a pretty damn small area. real good for small choke points. For wider ones, an uncharged normal cast works well. Stretch is good on hydroid now 🙂

  16. 24 minutes ago, BeardyKyle said:

    It's simply to show that his 1st Ability is far more effective than his 4th ability. Even in situations where there's 1 tough enemy and a bunch of fodder enemies, Smite is useful. 

    it's only more effective at killing a single target in the simulacrum though. Anywhere else, and the chances of those orbs coming back to hit that specific enemy plummet. It's still useful for damaging the fodder, yes. absolutely. But even if reckoning can't kill enemies as effectively as smite, it's ALSO still useful, as armor stripping, radiation proc (on enemies that aren't standing in your hallowed ground), guaranteed knockdown, and a radial blind for enemies that weren't in range of the initial cast are all still very useful.

    24 minutes ago, BeardyKyle said:

    The ability has all these extra features that are centered around it being a damage dealer IE extra damage to rad proc'd enemies and health orb drop.

    I'm gonna be honest. The extra damage to radiation procced enemies has always felt like more of an afterthought than anything, and the health orb dropping thing is a very old mechanic that hasn't been useful for such a long time even before his rework.

    I don't agree that these things mean they should give him more damage, though. I think they could just get rid of the reckoning dealing extra damage to rad procced enemies thing entirely, as well as remove the health orb mechanic from reckoning, and give him a new passive (sorry, I still don't like the pet passive) that allows him to deal additional damage (like +35%, +50%. +69%. random number examples) to rad procced enemies (with anything. guns, smite, hallowed ground, etc.), and make it so enemies killed by him while affected by radiation have a chance of dropping a health orb on death. Much more flexible than just reckoning getting more damage, and something I've been secretly hoping they'd do since his rework hit.

    Even with this, yes, reckoning's damage wouldn't scale to super high levels. But guns and melee? ooh boy. Pair that up with armor stripping from reckoning too? you've got a very flexible CC monster tank with tons of utility, and decent healing, that can destroy radiated enemies in whichever way you see fit. To me, that sounds a million times more fun and interesting than just giving reckoning more damage.

  17. 7 minutes ago, BeardyKyle said:

    Reckoning Strips armor, Radiates and deals damage - and the radiate part is pretty unnecessary I think.

    You're forgetting the wide area knockdown, and the radial blind on enemies who walk into the range after the cast starts. Radiation on reckoning can be seen as unnecessary, sure. I get that. but it still has CC in 2 other forms. Hard CC. Quite literally immobilizing enemies (whereas radiation just makes them confused and they can still shoot you if they feel like it)

    7 minutes ago, BeardyKyle said:

    Hallowed Ground is his dedicated CC ability. 

    It really isn't. Hallowed ground is a soft CC ability (with really good utility in the form of status and knockdown immunity). Reckoning is hard CC.

  18. what? Why in the world are you trying to use smite to kill a bombard? that's so inefficient it's laughable, and would really only work in a test environment (simulacrum) since literally anywhere else in the actual game there isn't just going to be 1 enemy standing in a room. Just......... use a gun. if their armor is gone, shoot the dude.. Or melee him. that works too.

    I seriously don't get the absolute obsession with damage being the end all be all of abilities for people on here, since weapons tend to deal way more damage than warframe abilities in general (in GENERAL. MOST warframes don't have damage abilities that can surpass the effectiveness of guns or melee weapons). ESPECIALLY abilities that bring tons of utility (like reckoning). Apparently stripping armor, wide area knockdown, radiation proc on anyone affected, and maybe a blind (in specific situations) isn't enough? Reckoning is a utility/cc ability. It does that job very well. It's not trying to be a damage monster and it doesn't need to be. That's not its purpose.

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