Jump to content

Nightmarish_Visions

PC Member
  • Posts

    21
  • Joined

  • Last visited

Posts posted by Nightmarish_Visions

  1. Honestly I'm not sure why people have a problem with the bosses being bullet sponges, honestly I think thats the best way to do it, invinvibility phases just seem like a cop out.

    Having said that I think the vor boss fight is a good one since the way the invincibility is used make it seem more like he has multiple phases, a "this is not even my final form" kind of thing.

  2. Hey, recruiting for my clan The Broquarium, its essentially just me and I'm looking for any regulars that would want to join. Essentially all research is completed, and the dojo is 95% done.

    I'm happy to accept anyone who wants to join, and I've done most stuff in the game already so I'm almost always free to help farm or do stuff.

    I'm available for stuff most nights and every weekend.

    Let me know if you want to join.

  3. Would you ever consider implementing a community market system in warframe similar to what steam has, such that I could put prime parts up for sale with a set price in the game and then go run missions? I just find it irritating that in order to do trading in the current trading chat I have to spam the chat with messages, and cant go run missions or play the game if I want to sell or buy items.

  4. Ember doesnt seem to regen energy from being on fire if world on fire is active, is this intentional or an oversight?

    Also are you going to stop adding frames after Titania given that this will make it an even thirty, or do you intend to keep adding warframes nigh indefinitely?

  5. With the upcoming changes to the star map, will primes in the prime vault be released? As I understand it they get vaulted to make sure the drop tables dont become too bloated, but if void missions become available all over the place surely this problem disappears?

    With the proposed changes to the MR system, surely this caps the max rank at 30 (As then you'd get weapons at max rank by default) and surely this also means that the higher rank you are, the faster you can level e.g. at MR 0 you have to level a weapon up from 0 to 30, which takes a while, compared to MR 15 where you have to level a weapon from 15 to 30, surely this eventually leads to a point where you can build all of the weapons and harvest all of their affinity in an afternoon, allowing you to reach the max mastery rank in only a few days.

    The new system for claiming extractors is pretty rad, but could a button be added that redeploys them where they were? That would be great.

    Also, the whole "radial blasts from syndicate weapons" is still super irritating in stealth missions, and doesnt really fit with some of them, like the rakta cernos.

  6. 2 hours ago, Azamagon said:

    Forgot to mention: Will Fracturing Crush's armor reduction be necessary now? Considering Shield Polarzie being able to permanently remove some (possibly ALL?) armor of enemies. If you can't remove ALL armor with S.P., I guess it will still have a place. Furthermore, what if Fracturing Crush's armor reduction created MORE shrapnel (which is supposed to be used with Magnetize)?

    what if you can remove all of a dudes armor with new shield polarize, like you can with shields, wont that be amazingly broken for super high level enemies?

  7. So just recently I was doing a corpus exterminate mission on Neptune (Neso), normally this isn't a problem: run in, kill all the dudes and bob's your uncle.

     

    That wasn't the case this time as I ran into a bit of an issue. When I reached the end of the mission and had all of the enemies dead save for a bursa, for some inexplicable reason enemies kept spawning, as if the bursa was calling them to me or something. So I killed the bursa eventually and got most of the way through the rest of the corpus when suddenly another bursa comes crawling out of the woodwork and puts me right back to square one, these #@*&$@s are no mean feat to take out when they are level 57, and given that I had recently forma'd my frame and tonkor I was starting to burn quite rapidly through both the ammo in my marelok, and my revives.

     

    Long story short I must have had an additional 30 or so enemies spawn before I ran out of revives. So my question is this: "Is this intentional?" it seems pretty bullS#&$ that one enemy can effectively extend your stay indefinitely unless you have enough damage to kill it and all of the friends it has spawned before another appears.

     

    Has anyone else come across an issue like this?

  8. Ok, this is going to sound really weird, and truth be told, this makes no sense to me either.I found a way past the version of this problem that i was having by going into settings on the launcher, un-ticking all of the boxes and closing the launcher. Then when i booted it up again, i re-ticked all of the boxes and pressed verify which seemed to force it to verify the whole thing and fix my problem. I have no idea why this works and i dont know if it will fix the problem for you lot, but i hope someone will at least get some use out of this.

    good luck guys

     

    EDIT: scratch that guys, i got it to launch once, but i got the same problem again when i closed and reopened it

  9. So yeah, i dont know about you guys, but I've got Velocitus stocks coming out of my ears right now; that and barrels. So i've been farming on venus, because exterminate is quick and easy, and I've been getting fricking loads of barrels and stocks, but literally no receivers, i'm not sure if the wiki is out of date or something, but if you guys know where the velocitus receivers drop more frequently than 'not at all', it would be really great if you could let me know.

  10. I can kinda see where this guy is coming from, the first time i fought the golem it was a stupidly difficult fight, i think i burned through all of my revives without even getting 1/10th of his health down. But after changing up my imperator for a grattler and actually practising archwing for a bit, its gotten to the point where he is pretty easy; on par with most of the other bosses now.

     

    I think the problem i was having in the beginning was probably not knowing his attack patterns, like you can tell by his animations when he's going to do the fireball thing so you can GTFO, the first time i played against him that killed me so much. Switching up to the grattler definitely helped as well, it has a much higher dps than the imperator, and provided you are paying attention, the tiny range it has isnt really that big of a deal.

     

    The little annoying ospreys were also pretty bad in the first run through, especially when i was trying to hide so my shield would regen. But i've found that chasing after the golem constantly tends to leave them playing catch-up for all of eternity; the golem never stays in one place for long if you are sat behind him, usually he fires off the lightning balls then does his fireball thing and then fucks off for greener pastures.

     

    TL;DR first he was super hard, then i stopped being S#&$ at archwing

  11. The problem I find with sniper rifles is that they dont have very good burst damage, which i think arguably is what makes a sniper rifle a good weapon elsewhere. The ability to instantly drop stupidly tough enemies like high level bombards or heavy gunners would be invaluable and would arguably make a sniper desired for long term void missions (60 min+ survival, ect).

     

    The trouble is that if you were to re-work the snipers so that each shot did around a thousand damage (about as much as a tigris) at the expense of fire rate, reload speed or magazine size, every other player would just mod those back to a normal-ish level and run around laughing about their stupidly damaging semi-automatic rifle. At that point it would probably end up being considered "mandatory" which is exactly what DE doesnt want if this multishot debacle is anything to judge by.

     

    I suppose the environments play into this problem quite a lot as well, most tiles being little more than short, narrow corridors where snipers only trump rifles if the rifles are being wielded by dogs. Its only really in the large, high ceilinged tiles that a sniper would be a benefit, being able to kill the tough or dangerous enemies before they are in range to shoot you would greatly improve your survivability.

     

    Perhaps the best way to improve the snipers would be to increase the damage they do to weakpoints? I think the standard is double damage, but if snipers did quadruple or more damage on a headshot, it might: A) Make them viable for late game, and B) Make it challenging enough to use that every idiot and his mum cant just pick it up and become the king of space overnight.

     

    I dunno man, i just want my vulkar to not be outclassed by every assault rifle in the game

×
×
  • Create New...