Jump to content

Darthmufin

PC Member
  • Posts

    1,020
  • Joined

  • Last visited

Posts posted by Darthmufin

  1. i just had an instance where my shadows were level 20, but the enemies in the level were almost level 40. The only thing i could do is wait for them to die, but risk the noobs i was helping level and stuff get hit more as the shadows were at least causing some CC. 

    Being able to kill them instantly and recast a fresh batch would save all that, and it would only require a bit of code so you can hold the ability button down. 

  2. On 10/17/2016 at 9:20 AM, low1991 said:

    Just wondering... 'IF' would DE to allow us to modify the SoTD spawn set according to our wishes, will this work?

    ie. Modify SoTD like modifying your frame' mods. 

    Enemy mod card represent an enemy of that corresponding enemy. (a Elite Lancer mod card = when SoTD cast, guarantee a Elite Lancer), each enemy mod card has a cost (to prevent OP SoTD set)

    Example:

    if i equip 1 Grineer Elite Lancer, 1 Roller.

    On cast SoTD (regardless of faction map), guarantee 1 Elite Lancer & 1 Roller, the rest of the 5 remaining slot will be auto filled by RNG between Elite lancer x1, Roller x1.

     

    Enemy mod card obtained when you have successful scanned that enemy. (ie, completed Elite lancer scans to use Elite lancer mod card)

    Same for Exmius type. (but just higher cost).

    i'm not sure, but some enemies are objectively better than others regardless of opinion, like the scorch vs lancer example i gave. Everyone seems to know scorches are better and really powerful except the developers. 

  3. On 10/22/2016 at 2:46 PM, low1991 said:

    Question.

    Is the 60% based on base shield (rank 0) or current rank' shield (after shield mods)?

    I do know, (unless wrong), current redirection mod are additional % based on rank 0' shield.

    it goes off of your unranked shield stats. if the warframe has 300 shields at rank 30, it has 100 at base, so 60 shield added. 

  4. On 10/22/2016 at 7:00 AM, Naskoni said:

     

    Funny, in your first post you speak of 120 shield bonus on a frame with 300 shield, i.e. you can't read to see what's written on the mod in the first place and most certainly can't manage something as simple as percentage calculations... I wonder, how much are 60% out of 300? 120? If you miserably failed in school - maybe...

    Go troll somewhere else, it's obvious you have nothing to say here...

    it was nerfed, duh. It gave vauban prime (100 shields unranked, 300 shields max rank) 120 shields when it first came out which was wrong, DE fixed it so it gave him 60 shield as it was supposed to because what is 60% of 100? correct, 60 shield. 

    Also doesn't this constitute a ban or warning by a mod? Sounds pretty mean to me. 

  5. 2 hours ago, Azrael said:

    This. OP is freaking out but he doesn't seem to understand what it even does.

    what are you even talking about? Oh right, you didn't even read my first post like most people on the forums now. 60 as in THE MOD GIVES FRAMES WITH 100 BASE ENERGY 60 SHIELD WHICH IS ALSO 60% of 100. 

    Now i realize that that silly comment NinthAria meant. 

  6. 3 minutes ago, TheGoodDarius said:

    At a single day from the release you can't really express a just opinion on everything. If you think you can by simply reading the stats, know that they can be misleading

    What does that even mean? it gives you 60 shield with a frame that has 300 at max rank, and it was (mistakenly) still only 120. Are you implying there is some hidden stat fairy that you know about?

  7. Why did they think giving us 120 shields on a frame with 300 shield at max rank (with it now being 60 shield as it was supposed to be, which is even worse) was a good idea? Especially when combined with the fact that it has a massive 30 second cooldown, as well as the sentinel not being able to do anything while the ability is active. 

    Look, i can forgive you guys for the pointless medi-ray that is just a buff to inaros (because there is no minimal heal amount, so the frame with the highest health gains the biggest buff but frames with almost no health gain nothing) but only because all frames (for the most part) have shields to protect from damage, making the tiny, tiny, TINY chunks of health it gives you is enough to not rely on taking out your melee for 5 seconds and channeling an enemy to gain that health back. 

    But with Shields, this is completely different. This isn't a health type that rarely gets hit or only gets damaged every so often. No, it gets damaged all the time meaning a small amount of shield does nothing in the long run, especially if it disables your sentinel in the process and then takes 30 seconds to start again. The concept is good, i will admit, but the execution was poor, to the point where it appears whoever made the stats never played against enemies before without having iron skin on or playing through stealth. 

    Okay so if you hate the mod so much then what is your solution???

    Assuming DE keeps the 10 second duration that renders your sentinel useless, and they keep the massive 30 second cooldown, i suggest making it so it instantly recharges shields up to the maximum, and removes the shield recharge delay completely during this 10 second period. So every 30 seconds, you have the ability to instantly recharge shields and gain a small amount of additional shield. This would actually make it useful, and does not add anything more to the ability. 

    Option 2: Reduce the cooldown of the ability to 15 seconds, and make it so the sentinel zaps your character a single time (1 second animation) that adds a flat 500 overshield to the player, if they are at or near max shields. If not at max shields, it simply instantly recharges them. This way you don't gain extra bonus shield or shield recharge rate, but the timer is shorter meaning every so often you will be in a life or death battle with an enemy and your sentinel instantly recharges your shields, or fortifies you with 500 overshield so you can take that next hit. 

    Adding more than 60 shield isn't overpowered. 

    • Fixed Shield Charger Aura giving +120% max shield and +120% shield regen when it was supposed to be +60%/+60%.

    wow, haha, so now its even WORSE. it was only giving players with 300 base shield at max rank 120 shield, thats it!!!! now it's gonna be like 60? lmfao 

  8. 1 hour ago, SprinKah said:

    I really wish they'd fix problems with RATHUUM TOO

    -Dok Thul not using his abilities ( rathuum 4)

    -Zura not using her melee

    -Garesh having grapple hook ) rathuum 4 )

    -loads other stuff like Guardmen deal ABSOLUTELY NO DAMAGE.

    - first grineer sugatra spazzing glitch

    - Corpus Elite crewmen not being able to be shreded in pieces...I MEAN, WHY.

    - Grineer Executioners having inaccurate stats ( health, shield, abilities above ) in SIMULACRUM

    - etc,,,

    but yeah I appreciate the fixes....but please DE, fix all the things before you bring in more stuff and break more.

    Not to mention executioner Harkonar's buzlok dosn't function like a buzlok at all. 

  9. Now you guys just need to fix Shield Charger so it's actually worth it haha! The 30 second delay is far too much for it to be useful, the amount of shield gained is tiny, and it prevents a sentinel from doing anything for 10 seconds. Very, very rushed feeling mod with no concept of how the game plays. You need at least 400 shield (which doesn't scale, so frost prime doesn't become op with shields) and the cooldown to be reduced to 15 seconds. 

     

  10. 3 minutes ago, TheGuyverOne said:

    We got all of this cool embolist stuff, and the gun still isn't viable with the augment with the fact that it has 210 reserve ammo.

    Why no buff?

    I agree, everyone who uses the embolist says the augment for it is laughable. People begged DE for a range increase and instead they got an augment that increases the magazine to the point where your reserve ammo doesn't replenish it all. The mod should be changed so its +2/4/6/8m range instead. 

  11. 8 hours ago, LunarEdge7 said:

    We were just doing that, sir. We gave suggestions. Now it's up to them to reply/take action.

    sure sure, but the suggestions were mostly complaining about how "players suck at giving suggestions to DE" and i kept responding by saying i was just giving an example of what could happen, players don't HAVE to be the ones that decide what new enemies take priority. Either way, it does need to be changed because most people agree it's not correct. 

×
×
  • Create New...