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Wargarble

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Posts posted by Wargarble

  1. To clarify; the second one is a chance to fire a bullet with no ammunition cost? Basically a weaker multishot?

    It's not weaker, it's just aimed at saving you ammunition rather than increasing rate of fire. Some guns like the latron will never need something like this, but high rate-of-fire guns with low damage per-shot would benefit well. Actually it would be really good for sniper weapons which don't give you a lot of ammunition.

    And there's nothing stopping you having both equipped.

  2. Anyone else with an idea for something feel free to jot it in this thread too.

    1. Replicator mod

    Simple idea, increases the amount of health/energy/ammunition you get from pickups by a small amount, maybe max +120-150%

    2. Conserve mod

    The reverse of the multi-shot. Often that extra shot you get for free is wasted because you've already figured out how many bullets it will take to kill each enemy and fired that many. This mod would instead have a chance to "save" a bullet you fired, essentially giving you the shot for free without putting more bullets in the air which might go to waste. The advantage is the mod is more useful for saving ammo, and it would actually give you a bit longer before you emptied your clip, less reloading. Suggest same % rates as multi-shot. You fire a shot but the number of bullets in your magazine doesn't go down when it works.

    3. Generator item

    An item to give you energy much like the med packs give you health. Giving you 50 or 100 power depending on whether you use a small or large pack. Recommend same or slightly less price than medpacks, or same price but give more power than the health counterparts.

    Edit: realised I mixed up two ideas I had and fixed item 3.

    Community feedback welcome.

  3. I love them, I love you all too.

    But I hate boring stuff like +Shields.

    I consider shields and health mods to be mandatory, they let you wade into combat, survive unlucky stun or knockdown chains and make using melee weapons feasible. So take how ever many mod slots your warframe allows and reduce that number by two, three if you want to use armor too (effective HP).

    To an extent this plagues all mods in the game right now.

    Things like Run speed and stamina recovery aren't required to play Warframe effectively, they're fun and genuinly feel like a choice. You can opt out of them in favor or something else or use them and go maximum sanic (which is only 30% now cmon Devs, what gives).

    Now imagine in addition to +100% to shields you had the following choices for a mod.

    Ablative Shield : Damage only drains 5 shields per hit but you take 50-80% less damage to health.

    Restorative Shields : While shields are up you regenerate health

    Shock Barrier : When your shield breaks enemies around you become stunned

    Condenser Shield : When your shield is down you take 50-80% less damage

    And to give another angle what about +damage to weapons?

    You could have things like

    Shredder : Each consecutive hit makes the enemy take more damage, stacks.

    Lifestealing : Deal additional damage and recover hit points

    Shieldstealing : Deal additional damage to shields and steal shields

    Some of that was inspired by Borderlands, but this game draws its mechanics and inspirations from plenty of other games. Thats what makes it a great game on top of the wonderful original art, ideas and gameplay.

    I like the mod card system, prices could use adjusting but there definitely needs to be a lot more variety and less "Mandatory" mods.

    I agree there are some interesting things that could be done with it, but I;d hate to lose half the available mod slots.

  4. I'd rather it didn't happen, as you'll probably end up accidentally consuming another mod you thought you weren't using during fusion, or in the case of more common mods; powering up a mod which isn't the one you had equipped anyway by mistake.

    Hopefully this can be avoided with some kind of highlighting of mods currently equipped.

  5. It's now in inventory, you can find it amongst your stuff.

    Been trying out mine and I have to say I love it.

    Hey devs, any chance of aklato vandal in the future? That would just make my day.

  6. I'd recommend +5% increase to all per levels 1-20, with +10% from 21-30 as the level progression slows dramatically.

    So in the end you'd be gaining +200% on everything (health, shields, energy, stamina, speed, melee damage, armour), totalling triple your base stats before mod effects.

    Alternatively just +5% each level all the way for +150% total, but that may leave most too squishy still for the later levels.

    Of course there's always tweaking of advancement depending on the frame, so something like volt might miss out on a few HP advances but get extra energy or shields.

    In this way you'd get at least a slow but steady progression.

  7. I was never talking about DPS but base damage, which I agree the DPS on the zoren would eventually outstrip the HS because of sheer speed at least. I also never mentioned the DHS, because they are terrible and slow. Sure you can hit groups, but there's so much chance for someone to just punch you and cancel your charge up because it takes so long.

  8. Zorens swing MUCH faster and when potato'd and with correct mods, it also does a significantly higher amount of damage compared to the Heat Sword. Not to mention it also hits up to 3 targets on its normal swing whereas the Heat Sword can onlt hit one.

    With the Heat Sword having much higher base damage than the Dual Zoren (35 to their 15) there's no way they would have higher damage unless you are comparing them equipped with entirely different mods and at different levels. If anything the same mods applied to damage increase would work better on the HS because they add a percentage of the base damage (e.g. +10% of 35 would add 3.5 whereas +10% of 15 would only add 1.5). The Zoren main advantage is speed (2.0 to the HS 1.3) and the ability to strike multiple enemies, but it really is a pain to work up through the lower levels.

    http://warframe.wikia.com/wiki/Heat_Sword

    http://warframe.wikia.com/wiki/Dual_Zoren

  9. How long did you wait, before you decided that it's bugged? I only get instant "Play Now" button when there are no squads doing the selected mission, if there are squads, I usually need to wait at least 15 seconds before the button shows up. My max wait time for the button was about 2 minutes, I think.

    I have waited up to 20 minutes while the game seached for a squad, while there were at least 2 active on the mission I was selecting. Didn't get the play now button and didn't feel like waiting hours to play, so I just resorted to restarting the game whenever it was uncooperative from then on.

  10. Hoping this clip problem gets fixed soon, also when levelling up the Kraken I added a pair of clip upgrade nodes with my points which it said would add 1 extra shot in the clip each (I assume it's meant to be 2 since the Kraken fires in pairs and the clip bug is halving that too), but when next I used the Kraken on a mission it didn't have 14 clip size but 15!

    This was completely unmodded at the time and I have no idea where the extra shot came from, but the error persisted as I added on more upgrade nodes and mods, currently with a clip size of 19.

  11. your problem is in not getting the right pistol-crosshair line

    It has nothing to do with aiming or crosshairs, it's a point blank can't-miss-because-my-gun-is-in-his-chest situation and even so the crosshair was directly lined up with him (because I literally couldn't aim past him at that range).

  12. I just used an orokin catalyst on my Braton Vandal and apart from upgrading the weapin it un-spent one of my upgrade points, but not the most recently spent one, no, one of the older one's in between. It did give me the upgrade point back to spend so there's no problem there, but now I have a strange situation with my upgrade grid where they aren't chained together any more.

    pd8IS2V.jpg

  13. Constantly having this problem, even if you skip the cutscene you get frozen in place for the alloted time while the enemies are free to attack, and when it's all over your camera ends up facing backwards so you have to turn around.

  14. There are already a number of threads on this bugged topic. Check around and you will see the same issue being stated about the fact that it does not seem to end once attached to you. The electostun causes you to loose not only your shield but your health until you are dead.

    Attached? Electrostun?

    I think you may have the wrong topic, sounds like you're talking about those little shield leech things the Osprey's shoot at you.

  15. that sounds like it COULD work, though i could also see with their slower travel speed it glitching as to not exit the weapon but "hitting" the "inside" of the gun if the player moves.

    i'm no game developer. but i wouldn't be surprised if that happened.

    I don't think that would happen unless the guns actually count as physical obsctructions with hitboxes and everything, which I don't think they do since there wouldn't be much point doing that, but who knows. If that were the case though you could theoretically block incoming weapons fire with your gun.

  16. I do not understand your point getting at.

    Your mixing it with a roller blade bot and the greineer's grenades and it quite confusing of where your getting the points of which one?

    I'm not mixing at all, it's obviously using the same base model as the bladed roller bot and it acts the same way (except for the exploding part) so the easiest way to give people an idea of what these things are like is to use a comparison of something they already know and love hate, the blade roller robot, which I consider one of the nastiest things to come across since it's so hard to hit and can render you near-useless in a battle in pairs or more while the Grineer gun you down. Really hate those things.

    Edit: Oh, and the blade rollers are almost impossible to outrun too.

  17. So it appears with the recent update that the Grineer have had their grenades reworked (don't honestly know if all regular grenades have been replaced) into a new self-propelled seeking bomb like those little annoying bladed roller things that make every mission hell. I'd like to know what people think of the new bombs.

    Good points:

    - Seem to be a little less devastating than regular grenades

    - Take longer to get from the Grineer to their target

    - Die very easily (usually one shot from a braton will do it)

    - Can't get you on raised platforms (can only follow along the ground and up/down ramps and stairs)

    Bad points:

    - Even smaller than those damn bladed roller things, making them REALLY hard to hit

    - Just as fast as (or not noticeably slower than) the bladed roller things

    - No time limit on their lifespan

    - Occasionally become invisible due to a glitch

    - Can follow you wherever you go that isn't on separated ground (anything that needs at least a jump to get past)

    Some screencaps to go by:

    csN4C3U.jpg

    Managed to get one stuck on a platform.

    9xY5CbP.jpg

    Found this one stuck in midair and got up close so show the scale, that's me only like 3-4ft from it.

  18. I have a pair of fire mods on my heat sword, only two I've ever found, adding around 8-10% each (can't remember exactly atm). Really wish I could find more and that they existed for guns too so I could kit out a ranged weapon for better infested killing.

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