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DurganKael

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Posts posted by DurganKael

  1. I ran my first sortie today. Reward was a Riven mod. First try, cool. Pretty stoked.

    Run the unlock for the mod...level 30+ survival without killing anything. No big.

    Mod comes out for Mutalist Cernos.

    Mutalist Cernos, which I had just started crafting about an hour-ish before the sortie, and was still in progress.

    Out of 38 possible rifles, it lands on the one that I happened to be crafting at the time.

    Probably coincidence. 2.6% chance. But the next sorties I run, I'm going to start a rifle of some kind in the foundry and see if by some voodoo a new riven mod comes out matching what I'm crafting.

    Anyone else observed anything like this, or want to test?

  2. Actually a ton of things have been fixed, but expecting a completely new gamemode that clearly wasn't part of the plan to begin with to be out of its infancy after two months is pretty unreasonable.

     

    As far as your specific issue, are you getting any kind of procs on it at any point? What are they, and at what rank?

  3. I'm all about expanded FOV options. Games these days have a tendency to make you play looking through a paper towel tube, a cheap trick that carried over from consoles' desperate attempts to preserve framerate. That really has no place in PC gaming, and while I'm glad we have an FOV option, it should be able to push 120 degree FOV if desired by the player.

     

    Obviously the UI should be able to fluidly adapt to any aspect ratio as well.

  4. yeah.. This is kind of sad reading. If you have a problem, sit in the back and kill things from a distance. Don't walk up to them and melee them back. Hell even run away and get to high ground from the melee players.

     

    The stagger has been an issue since Melee 2.0 though, surprised this is the first time Dark Sector players are noticing >~>

    Ever since I read (and I should've tried it) that roll will get you away from melee stumble, I've had a lot less trouble with it. Get yourself a little distance and ranged combat remains king. Helps to have a warframe with a good oh-S#&$ button. Rhino stomp, Vauban bastille, Frost bubble, etc. Anything that can create a delay and give you room to get some distance.

  5. I understand that the PvP conflict concept is fairly new, but it would be really nice to get some hard, official documentation up (maybe on the wiki) on exactly how these things work. A lot of it I've worked out already, but want to fact check:

     

    * Solar rail integrity and what influences it (player count, mission success, etc.)

    * Conflict mod unlocking (order and rank/modpoint conversion)

    * Changes to damage mechanics

    * Changes to ability function/effectiveness (is somewhat documented on the wiki and in patch notes)

     

    If I can get discussion going (and preferably some word-from-on-high from the dev team) I'd like to compile all of this as a standing guide and maybe expand the wiki article to be more complete and useful.

     

    Solar Rail Integrity

    I've made some observations of my own which may or may not be correct:

     

    * Solar Rail Integrity, based on RSS feed, is based on a percentage of a total 75,000 hitpoints.

    * For each match, one point is deducted from Solar Rail Integrity for each 1% of the power core's health.

    * Each 100% successful attacker victory will drain 100 hitpoints, or 0.13_%, from Solar Rail Integrity.

    * Bringing down a Solar Rail requires a total of 750 successful matches.

     

    Conflict Mod Unlocking

    Adding soon. I have for the most part worked all this out though.

     

    Changes to Damage Mechanics

    Adding soon. Needs discussion.

     

    Changes to Warframe Ability Functions and Effectiveness

    Adding soon. Needs discussion.

  6. I understand the sentiment, but crit and proc are pretty fundamental up here, and trying to mess with them within Warframe's context would probably do more harm than good.

     

    The actual warframe/ability/mod balance issues are probably the first things that need to be addressed. Reflex guard is certainly a big one among that.

  7. Looking for a conclusive answer or some experienced insight into the manpower it takes to bring a solar rail down to 0%.

     

    From looking at short conflict history on deathsnacks, I see a lot of instances of integrity dropping by 0.13% (0.14% once in a while, I'm assuming due to some weird rounding)...and sometimes a dive steeper than that, a few at 0.26% (twice as much)...not much consistency. And I've heard that damage is done based on the number of attackers in each match.

     

    Is 0.13% the damage done by a single attacking player in one match?

    Does a team of four inflict 0.52% damage?

    Does this equate to 193 wins needed with a full team to bring down a solar rail?

     

    Have any observations disputed this?

  8. I had an interesting experience over this past weekend though. Two or three matches in a row I was defending against attackers who disconnected. The match abruptly ended like before, but most of the battle pay I was owed still ended up getting paid out (something like 127k out of 155k).

     

    Either there's an attempt being made to address this in the background, or the system's just extremely wonky about it.

  9. Going to bump this because I'm still looking for some straight answers as well, particularly regarding exactly how mods unlock, how rank polarity, etc. figures into it. Everything I've read so far has been incredibly vague, and some even conflicting with what I've observed.

     

    Nice to have new features, but they ought to be officially and conclusively documented somewhere.

  10. Its not an exploit. Moreover, its comparable to the multi-alliance rail blocking that is happening every day. Simply put, we are making the most of a mechanic that is built in game. 

     

    You're welcome to perform that same move on me btw; but, I don't fight for Battle pay. Do you? 

    Depends on what I feel like doing. I've fought for battle pay and I've fought for free. It's a good time all around, and one that makes any "moral high ground" discussions about dark sector conflicts pretty laughable to me.

    Interestingly, I just had an attacker kill a match with several respawns remaining, and received full payout for defending it. So maybe this has already been addressed after all.

  11. Thread cleaned of off-topic responses.

    Is a player blatantly and gleefully claiming to be exploiting broken game mechanics to grief other players considered off-topic? Because I think that's actually pretty relevant to this forum's purpose. And I don't think he should be getting away with it.

     

    Agree or disagree with large alliances as you wish. Killing a game host to prevent mission rewards from being awarded to the side you don't like is pretty shady.

  12. That would be cool, and helpful for PVP tournaments.

    Didn't even think of that at first, but that in itself would be huge. Not only do you have players able to watch and learn, but if any of the numerous YouTube Warframe players set up to record and commentate arranged matches it would generate more interest in the game's PvP potential.

  13. We don't need to spread the game too thin. Archwings are buggy as they are, and PVP is wonky as it is. 

     

    Simply.. Not yet.

    This. I'd rather see the issues with existing PvP and the problems with Archwing individually resolved. Then we can talk about combining the two.

  14. what really makes limbo OP is being able to hack consoles while in rift walk.

     

    max out durration and defend any dark sectors while picking off players unfortunate enough to get caught.

     

    guess DE wanted to give people an unstoppable win machine for dark sectors.

    Well. Someone clearly didn't think THAT one through.

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