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Ralikin

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Posts posted by Ralikin

  1. I'm finding two bugs at present:

    1) Limbo's Rift mechanic both interrupts and disables any use of console hacking, even if the console is inside the rift; you can see this if the alarm has been activated and you are in the rift when trying to deactivate it. Or opening a spy mission vault.

    2) Players who are not the host cannot switch out of melee mode.

     

  2. When I use the specified mod on the Helios' Deconstructor weapon, it has an extremely high chance of not returning to the sentinel and instead constantly circling around me at high speeds, causing it to lose dps in un-fired glaives unless I void dash a few times which is a temporary fix.

  3. I've noticed the site is sometimes not working accurately in terms to what's set around:

     

    1) the footer of offline/online does not update upon refresh

    2) Edits to orders take awhile to update

    3) There are often changes to the number of orders listed based on the top tab (e.g. 4 on marketplace, 2 on FAQ, 4 on orders and 1 on Account)

     

    Aside from those problems, I could suggest a few things for the list of items to place orders for:

     

    1) List syndicate-exclusive mods as a sub-tab to Syndicate based on who sells that mod and what type of mod it is (e.g. Syndicate Mod > Weapon > New Loka = Winds of Purity)

    2) List Void mission types as sub-tabs to the tower level (e.g. Void Key > Tower II = Sabotage)

    3) Add a trade option to placing orders with up to 5 items to be provided for the target item

     

     

     Also there is a question to you guys:
    - How difficult is process of account verification ? Should we make a middle step with ability to create few orders with no mandatory nick verification.

     

    I'd say it's mildly inconvenient but otherwise good; I, personally, would not like no verified accounts making orders.

  4. Nope. I beat it by running around melee'ing everything to death while two teammates just sat on the rover, the last teammate ran around throwing their melee weapon at nullifiers (which takes forever to kill them).

     

    I beat it once with Limbo's Cataclysm (rift shield) but it fails without mag or trinity. Hence I switched to trinity:

     

    What I did with that is stand on the driver's seat of the rover while a Frost sets up snow globes in front of the rover's trajectory route, periodically casting Blessing and Energy Vampire. The other two went and killed as many as possible.

  5. With melee, I used to like it upon the Silva & Aegis weapon released. Had a fun time fighting infested with it due to easy setup of Gas damage.

     

    Now that the Redeemer arrived, I solely use that with the following mod setup:

    - Pressure Point

    - Killing Blow (V)

    - Focus Energy

    - Virulent Scourge

    - Reflex Coil

    - Fury

     

    Been thinking of adding Quickening at the cost of a higher channelling cost. I use Trinity or Limbo for that setup (in Limbo's case, I add Life Strike onto the end).

  6. It's sad how I can counter every single death squad except New Loka by merely summoning an Ancient Healer Specter. That thing trivalizes the entire point of death squads (in the case of Perrin Sequence and Arbiters, a Loki could just disarm them which does the same thing).

     

    EDIT: I just realised that Ancient Healers attack so slow, so they're trivial to kill too.

  7. I am a fairly heavy user of specters (mainly used tenno, new loka, perrin sequence, red veil, steel meridian and arbiters' specters) and I have some details to report back for improvements:

     

    Tenno - For the most part, these specters are okay. However, in missions, they often don't prioritise targets such as the case of infested (e.g. Ancient Healers and MOAs) and whenever something enters melee range, they always take that out first unlike most enemies which step back while shooting. They also melee much too slow.

     

    Steel Meridian, Leech Eximus Roller - These are absolutely horrible against any kind of enemy. They attack so slow, like to roll around alot without doing anything and are incredibly fragile. This syndicate needs a much better Grineer-based specter.

     

    Arbiters of Hexis, Leech Eximus Corrupted Lancer - These are incredibly useful since they like to take cover and their shots heal themselves. However, this cover also backfires in their use: Upon killing off all nearby enemies, they literally REFUSE to follow you, limiting their use to Defense missions (less so on Infested and Interception missions, the latter of which they defend a tower unless an enemy drags it away, even then cover still ruins their use). Other than that, this specter is good.

     

    Perrin Sequence, Blitz Eximus MOA - I like using this specter for their high Rate-of-fire plasma gun. This one has problems in backing off when being melee'd, along with being fragile and their blast radius having the same hefty cooldown as a heavy Grineer soldier. They also sometimes glitch and suffer the same super-glue effect as the Corrupted Lancer. Also, since it's a plasma gun, it's not hit-scan and can miss alot on flying targets, so they should not shoot at those.

     

    Red Veil, Parasitic (Energy Drain) Eximus Charger - The damage they can withstand is okay at best, but they do nifty melee damage. The problems this specter has is a likely tendency to run off by itself towards enemies, hence not useful on Defense and Interception. Next, without the typical Ancient Healer, it is not very tanky and can die quickly. Finally, the AI on a charger makes it worthless against ranged enemies.

     

    New Loka, Sanguine (Leech) Eximus Ancient Healer - Before I start this one, I just gotta say I LOVE USING THESE. They make gameplay much too easy (unless the specter dies, even then it's very tanky). The only problems I can find with this specter is the likelyhood of walking ever so slow when detecting enemies and can glitch and refuse to follow you, much like the Corrupted Lancer and MOA.

  8. Disclaimer: Trinity is the only frame I know inside-out, hence my choice for changes.

     

    As it stands, these two are useless and remotely useful, respectively. As such, I propose the following changes, setting it out as though they were patch notes:

     

    Well of Life

    1. Target will no longer float helplessly, instead being Mind Controlled for the duration.

    2. Every tenno within (10, 15, 20, 25) meters will gain a "Link-Armor" effect of (20%, 40%, 60%, 80%) from the marked target and will by healed by (5%, 10%, 10%, 15%) of their health per second.

    3. Healing has a health limitation of (500, 800, 1200, 1500).

    4. Duration will be increased to (30, 40, 50, 60) seconds.

    5. The health boost multiplier is reduced from x10 to x5.

    6. Ability ends abruptly if the marked target dies.

    7. Can be used on the controlled target to knock its' Health down to 50%. This will cancel the ability early.

     

    Link

    1. Link is now a toggleable ability.

    2. Link has three toggles: Enemies, Allies, Off.

    3. On enemies, Link will stay the same.

    4. On allies, the damage trinity cancels out will heal allies based on the damage type received (Shields, Health).

    5. The range of Link is doubled if toggled to Allies.

    6. Link will channel (2, 4, 6, 8) energy per second and Energy Vampire will not benefit trinity during this effect.

    7. Link will still be channeled in bleedout.

  9. "schema" is their French translation for "blueprint".  I didn't find "Rai-Jin cannon" in the translations I checked, but I only tried two beyond English so it's possible it's in another one.  The only other explanation I can think of is that it's the development name for a weapon that got renamed for release, and someone used the old name out of habit.

     

    If I had to guess, I'd say that "Timeline selection" is where you activate a quest in the codex, but I don't know.  It seems unlikely to be from one of the translations, so it may also just be the term they used for something in development, and we know it by a different name.

     

    Using google translate (yes, I know that is rather bad in itself), Rai-jin comes out as "Acquisition of deep-" in Yoruba (a western Africa language), suggesting it's some type of blueprint for acquring something important, presumably that cannon.

  10.  

    • Fixed an issue with client Hall of Mirror clones having all equipped Mods apply to all equipped weapons. ?

     

    That "bug" is better explained like this:

     

    Serration + Hornet Strike + Pressure Point = Base physical damage

     

    Base((Point Strike + Pistol Gambit + True Steel)(Vital Sense + Target Cracker + Hollow Point + Organ Shatter)) = Critical damage

     

    Just an example.

  11. they already showed us the stance in one of the dev streams.. and boy is it good.

    Which devstream is this? I probably missed it, since I'm on/off with their frequency of them.

     

    inb4 move to fan concepts

    What makes it a fan concept if it's related to the incoming update?

  12. Who is planning to use this? I know I'll be.

     

    Also, if anyone has guesses as possible stance combos for it (if there will be one), feel free to put them in.

     

    Here are my combo guesses (these are based on default controls):

     

    Key

    = Required to block a melee attack (shield lancers shield bash counts)

    [A] = Required to be airborne

    P = Pause of 0.6 seconds

    _______________  ________________

    LMB, LMB, LMB - Basic sword slashes; opposite direction to the same combo of Decisive Judgement

     

    RMB + LMB - Basic shield bash (akin to the Grineer Shield Lancers).

     

    LMB + Forward, LMB - When attack is blocked, will triple-stab the target then kick it away.

     

    LMB, RMB + LMB + Forward, RMB + LMB - When attack is blocked, will triple-stab the target, do a double spin then a vertical slash downwards.

     

    LMB, LMB, P, LMB, RMB + LMB - Double slash of first combo then an uppercut slash followed by a jumping kick.

     

    LMB, LMB + Forward, [A]LMB, LMB + Backwards - First slash of basic combo and an upward-launching slash which is followed by a downward shield slam then a backflip-slash upward.

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