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Cybercobra2

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Posts posted by Cybercobra2

  1. this is going to sound mean spirited but im honestly baffled, aside from people failing becouse bullet jump messing things up or other such bugs (fair enough to be mad about that)

    you guys cant be serious that you cant figure out what to do? this preschool stuff.

    Spoiler

    clue says "hey they ordered X" with X being highlighted in a different colour.

    question: "what did they order?"

    with 3 platforms apearing of different items, one being X.

    and you guys are complaining that they dont tell you enough? that its difficult to figure out/understand?
    do you really need more than 1 minute to put the word "dog" under a picture of a dog 5 times after they showed you a picture of a dog with the word "dog" written on it?

    i get calling it boring or dull, but confusing? come on now.

    • Like 3
  2. 30 minutes ago, nslay said:

    No. That would make Shotguns good and DE intended for Shotguns to be terrible as can be seen from the status update.

    you mean the update that made most shotguns objectivly better by having them have more status chance? and making multiple procs actually do something?

    • Like 3
  3. just a fun thought i had when playing atlas.

    you still pick up rubble when you are at max capacity, this always feels somewat wastefull.

    so id say either you stop picking up rubble at cap, OR! rubble past cap goes to another meter, this meter doesnt decay, it simply fills bit by bit to say.. 500-1000 rubble, when filled you summon a free rumbler and the meter resets to 0.

    nothing major in terms of power boost but just a nice bonus for really going ham with rubble.

    -

    another little idea is simply make rumbled deal damage on rolling based on your rubble, after all you are essentially a boulder at that point. woudnt be effective, but fun and thematic.

    • Like 1
  4. fairly simple, atlas's "path of statues" augment leaves a trail that petrifies enemies that come into contact with it

    this trail used to have a visual of a line of energy with some small rocks.

    at some point it stopped having this, making it very hard to tell where the trails are and if they are even still active.

    it can also be frustrating for teammates when you or them get rad procced and they have NO way of knowing where the trails are and are just cant avoid constantly getting petrified by them.

  5. ATLAS REWORK CONCEPT (from someone who plays atlas a LOT)

    (wall of text incoming)

    -OBJECTIVE: keep his straightforeward simple playstyle but add depth and options

    -FOCUS: adding held versions of his abilities to change how they behave

    ________________

    LANDSLIDE:

    Single press = Current behaviour

    Held press = Charged punch

    HELD BEHAVIOR:

    Charging his fists, collecting rubble on it untill charging foreward

    -Stops at hitting an enemy or a obstacle

    -Deals 4x damage on direct hit, and 2x damage in AOE, scales with melee combo counter and landslide combo counter

    -Hitting tectonics destroys the tectonics and fires shrapnel like a shotgun equal to charged punch direct hit damage but turning impact into puncture instead. (highly optional/possible augment)

    -if tectonics is petrified at this time, the shrapnel will apply petrify for a short duration

    -Deals damage in a cone infront of it

    -Punches ground on miss, dealing only the AOE damage on enemies touching the ground

    -Can be aimed during charge

    -Garanteed impact proc

    -Costs 2x energy

    -Charge time is 2 seconds

    SCALING:

    -Damage scales naturally with strenght as it deals multiplied regular landslide damage

    -Range increces: size of AOE and travel distance

    -Duration increces: speed of charge time upto a max of 1 second or slows charge time upto 5 seconds

    ________________

    TECTONICS:

    Single press = Summon wall

    Held press = Summon boulder

    WALL BEHAVIOUR:

    -Same as current but without  boulder feature

    -Petrifying it now grants it petrify aura, behaving as old petrify in a AOE around it (slowly reducing movement speed untill target petrifies)

    -Petrify aura lasts 40 seconds(?)

    -Petrify duration is half that of actual petrify skill

    -Aura AOE is 5 meters(?)

    -Previously mentioned charged landslide interaction

    -Tectonic fracture augment no longer prevents wall petrification

    BOULDER BEHAVIOUR:

    Atlas rips a chunk of earth out of the ground and holds it over his head with one arm

    -Releasing during the animation causes him to then throw it to the ground infront of him, causing it to behave as current boulder. exept now scaling with melee mods or (or atlas fist mods)

    -Holding the button further causes him to keep holding the boulder over his head, allowing him to walk around at a slowed pace, releasing it at this point causes atlas to throw the boulder trough the air as a projectile (affected by gravity)

    -Explodes on impact, dealing damage in a AOE and causing knockdown

    -Boulder hitbox = 2/3 size of actual model to reduces chances of clipping with terrain

    -Direct hit deals 2x damage and causes ragdoll instead

    -Also scales with melee mods (or atlas fist mods)

    SCALING:

    -Strenght increces: wall HP, wall petrify strenght, boulder damage

    -Range increces: wall petrify AOE, boulder roll distance and explosion AOE, boulder throw explosion AOE, boulder throw travel speed (gravity remains the same)

    -duration increces: wall petrify AOE duration, boulder roll speed

    ________________

    PETRIFY:

    Single press: Current behaviour

    Held press: Detonate petrified walls

    HELD BEHAVIOUR:

    Causes all walls currently buffed with petrify to release a instant petrify blast

    -Blast AOE is 150% of aura AOE

    -Acts as regular petrify without petrifying other walls

    -full petrify duration

    -removes petrify buff from walls

    SCALING:

    All relative to other abilities

    EXTRA:

    Energy cost reduced to 50 on both pressed and held versions

    ________________

    RUMBLERS:

    Single press: Summon rumblers

    Held press: Rumbler armor (either baseline or unlocked by bringing rumbled augment to PVE content)

    SUMMON BEHAVIOUR:

    Granted new abilities & generate threat, also now scale damage with melee mods (or atlas fist mods)

    -swipe: simple upgrade of their current swipe attack, a 1.5x melee range swipe infront of them that deals damage and ragdolls enemies in a quartercircle AOE infront of them and knocks them into the air away from them

    -Rock ridge: a ground traveling projectile that ragdolls and launches enemies into the air and deals impact damage

    -earthquake, AOE impact proc on all enemies touching the ground in radius

    -Rumblers generate threat based on ability strenght due to their increce in size

    -Titanic rumbler  increces the range and strenght of abilities by 50%

    ARMOR BEHAVIOUR:

    Adds bonus armor based on rubble and upgrades abilities, removes ability to jump & run

    -Adds armor equal to rubble amount +500, effectivly doubling the bonus at the cost of mobility

    -Charged landslide now petrifies on direct hit

    -Missed charged landslide now casts rumbler rock ridge ontop of regular AOE

    -tectonics summoned now start with the petrify AOE

    -Petrify is now a 360 AOE

    -Cast rumbler armor again to dispell (gaining health equal to current rubble amount?)

    SCALING:

    -Strenght increces: rumbler size & damage, multiplier to ability range due to size increse. (small rumbler has small range, big rumbler has big range), Rumbler armor Rock ridge damage, Rumbler armor flat armor bonus (the +500)

    -Range increces: Rumbler speed and ability range, Rumbler armor charged landslide petrify radius, Rumbler armor Rock ridge range

    -Duration increces: Rumbler duration, Rumbler armor charged landslide petrify duration

    ________________

    PASSIVE:

    -No longer decays over time

    -Instead taking damage reduces rubble amount by % of health damage taken (after damage reduction calculations)

    (This means that as you gain more rubble, you lose less rubble on getting hit due to having more armor, rewarding keeping it high without the frustration of constantly losing it to decay when atlas cannot get petrify kills)

    ________________

    AFTERWORD:

    With this concept i hope to keep atlas fairly simple to play as he is intended to be while adding many options and tools to his kit

    He still simply goes around punching things, petrifying things and summoning walls and rumblers to his aid in a way that is very similar to his current flow

    But he has been granted extra options and tools without changing the feeling of the caracter and instead building apon it

    Really getting into the meat of a brawler geomancer

    i hope that even if this does not get into the game itself it serves as inspiration for future projects, atlas related or not

    TL:DR

    normal punches or big chargepunch

    put down wall or pickup boulder which scales with melee mods

    walls can now be petrified to give them slow petrify AOE

    regular petrify or make all petrified walls instantly explode in a petrify blast

    rumblers draw aggro and have some spells to make them more dangerous, & now scale with melee mods

    or put on rumbler armor, doubling your rubble armor and upgrading your abilities but limiting your movement

    rubble no longer decreces over time but with damage taken.

  6. also known as: do pigments turn into other pigments once you start a different research?

     

    i had a bunch of river blue pigments from killing seekers while the research was going.

     

    then we started the elysium blue pigment and were gonna kill sef anyo a bit. only to realise.. i had 162 of them already.. with no trace of my river blue pigments.

  7. problem. if you put it on the X key then say goodby to your invurnerable hacking, console activating and pod activating.

     

    and most importantly. say goodbye to invurnerable teamate revivals.

     

    however even if you make it so that you dont go out of the rift when you try to do one of those things. there is still a good chance you will simply "miss" and go out of the rift anyway as you were a few pixels to much to the right as you reached the console.

  8. I'd rather just never be banished ever. Thanks but no thanks Limbo. If I wanna be in your creepy other world I'll step into your particle effects nightmare orb thing.

     

    Would rather die than to be in that blinding mess that is the void from limbo's garbage skills.

     

    "I have a great idea. Let's give this guy skills. That blinds him and his teammates, or severely limits their vision. Sounds great right?" - Some idiot in charge.

    do you realy think its that bad? all im noticing whenever i go into the rift is that the world has some outlines here and there and that everything goes a bit purple.

  9. No, neither can you ban hostages, targets or bosses other than zanuka.

    uhm you CAN ban hostages. infact i think that becouse of that fact limbo exels at rescue.

     

    also rift walk is limbo's best ability. +2 energy per second and safety, walk towards enemies. bring dangerous ones into the rift (which also nocks them down) one by one as you systematicly murder them in safety.

     

    revive fallen allies with complete immortality, hack consoles, get life support pods.

     

    heck you can just stand in the middle of a horde of enemies and laugh as they all try to attack you as your teamates murder them.

  10. Yes, their abilities can be spammed more - it's just a shame that their weapons become useless. For a pre-made group, with voice chat, building a team around Limbo... he's okay, just okay. In any other situation, he ranges from "You'd be contributing more as literally anything else" to "Why are you banishing me all the time?".

    hes ALOT more than "okay" in a proper team. if you think hes just "okay" whith proper communication then you need to take a good look at what he can do with his skills.

  11. My suggested change to Rift Walk still allows you to single out targets, but with the option to bring MULTIPLE enemies into the Rift as well. I don't see how this can be a bad thing.  

     

    Edit: typo

    nonono,

     

    your idea is great. sorry i should have said that i did like the idea.

    idk maybe im just a bit buyest becouse im having alot of fun and succes with limbo as he is but i find him to be effective as he is.

     

    though saying that improvements are always nice...

    suppose im the one afraid of change in the end.

  12. Limbo solo is fine, limbo PVP is fine, its just he doesn't play well with others to a degree that not even a loki troll or a vauban troll can. The issue that alot of detractors (myself included) is that he does EXACTLY what he was designed to do. Its silly to say that he was poorly created and his mechanics dont work, he wasn't and they do work. The problem is that the mechanics as they are now don't benefit teamplay. If your in a survival and each member of the squad is kinda off doing his own thing, thats fine and limbo works fine. The issue is when you've got two of your buddies continuously beside you and all of the sudden Limbo gets very unwieldy. 

     

    I'd also like to note that for those of us who have been running limbo alot have not had to deal with the negatives of a trolly limbo, cuz in most cases you WANT to be in the voidzone anyways, its just free energy for you. Play like a few hours of no limbo and it will annoy you.

    i greatly disagree.

     

    limbo can be a massive asset to a team, even if it isnt that coórdinated.

    outside from your standard free revives and safe hacking he can save your life by eather banishing you or the guy murdering you, he can take an entire group of enemies out of the playing field for a while for you to catch your breath, he can put you in the rift so you can run around immortal just killing everything not in the rift with your ability's and massive energy regen.

     

    and that is just some of the basic stuff.

  13. and can you explain why ? Imean the current Rift Walk is just a cheap way to revive teammates or hack terminals, you cant kill anything without banish

    and its not usefull for stealth because you are not even invisible, enemies can still see you. You cant carry datamasses and cant even pick up loot.

    well for one you are a walking bullet magnet, just walk upto the horde and watch them all try to attack you instead of your teamates, second, rift walk yourself and banish high priority targets to take them on on their own without their backup, get yourself out of a nasty spot, get free energy, get an unobstructed path to your objective, banish kill banish kill banish kill, cataclysm a group in the distance and be able to attack them from a distance yourself by not having to be in the bubble to attack them.

     

    rift walk has TONS of oppertunities to be realy effective in numerous situations.

     

    how is that not a good ability?

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