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RunaCarbuncle

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Posts posted by RunaCarbuncle

  1. I always find it interesting that people blindly trust dps calcs in games that require aiming.

    Knowing DPS potential is very important despite this fact. There are plenty of chances for one to apply full DPS from their weapon, also understanding DPS will give you a general idea of what weapons are more powerful than others.

  2.  

    Then how have you only been able to pump 10k out of it?

    3tlf00.jpg

     

    I don't quite understand this obsession with assuming you have to own something to talk about it. The weapon's stats are publicly available, if a bullet does 5 damage then it does 5 damage both before and after I purchase the gun that fires it, I can say 5 is a small number and not own a weapon that does 5 damage to back it up.

  3. The Volt truly is useless against Infested. 

     

    If your lvl 30 Excal is having trouble with spamming fully upgraded Slash Dash against Infested mobs, don't even think that the Volt would do as advertised against them.

     

    "High damage"...as if.

     

    Or Am I Doing Something Wrong? 

     

    Well, am I? What do you guys think?

     

    Volt lvl is 25.

    Volt's skills do not shine very well against infested, but Speed does grant attack speed and thus makes your melee weapons better against them so that's something!

  4. I like all of these mod ideas. As well as the general feedback. The mod sound like they would improve the state of melee combat which disappears in the later parts of the game due to the sheer risk of being roflstomped by a high level mob or a pack of them before you even get there. Overall I really like all the ideas here.

    Thanks! I put quite a bit of thought into all of this and hopefully someone from DE will swing by and tell me what they think of all of this. :D

  5. In an attempt to be helpful I'd like to inform you that you can dodgeroll or block disruptors. Also if you're close you can observe their windup animation and casually duck right before the attack and be fine.

  6. I think specific weapons could benefit from mods that change up how they work. Like a command input mod for glove weapons that'd let you fire hadokens and such, or something to change the Orthos charge attack to be spinning the weapon as long as you hold the button and pushing enemies away from you.

  7. Cool ideas. Yeah, I would like to see the game rely more on health and armor and stuff like that. It would definitely make the game more interesting. Shields are useful but having a ton of them sometimes negates the entire point of health and armor.

    Definitely. I've played this game a lot and the first and only defensive mod I ever use is a somewhat high-level redirection. I wish it weren't as good as it is!

  8. Okay, so I've seen some various complaints about difficulty in the game lately, honestly I agree with a lot of them, the endgame was really easy assuming maxed out gear, and still can be depending on your loadouts.  Now, with update 9.0 and the tweaked lategame difficulty we observed a (hopefully temporary) fix tot his in the form of simply increasing enemy levels in later game content, I think high level enemies and stuff scaling up to meet the people playing against content is an overall good idea, but also that there are many mechanical changes that should be implemented to both increase build diversity and making the game difficult in an engaging fashion. My post here already is and will continue to be long-winded, but I hope people that share my interests will bear with me and possibly even contribute their own ideas!

     

    Shields vs Health and Armor:

    PROBLEM: Right now the only highly appealing defensive mod is Redirection, as players can simply manage their shields, take cover when they go down, rejoin fights when necessary, and generally not take very much long-term (health) damage, making Steel Fiber and Vitality feel very lackluster in comparison.

     

    SOLUTION: Grineer weapons and Infested attacks get their own variants on "armor piercing" damage that will ignore a portion of a Tenno's shielding, this will encourage players to consider picking up additional armor and health to ensure they don't take too much chip damage while playing through a mission, health overall becomes more important and thoughtful to manage.

     

    Now, there are a lot of extra things I'd like to see added in addition to this change, I really want to amp up build variety quite a bit in addition to making enemies more of a threat, and thus propose the addition of various mods that will help Tenno keep their life pool up during combat.

     

    Vampirism (melee weapon mod): 5%/10%/15%/20%/25% drain damage. Drain-type damage is to be treated as a new element, my intention is to keep it exclusive to melee weapons to help mitigate the extra risk of playing in close-quarters, and make sure that no primary/secondary weapons becomes totally absurd with it (all of them would, afer all). Basically this mod will add a tiny bit of extra damage to your attacks, although a big use for this will be to let a Tenno charge in to strike a fatal finishing blow on a weakened enemy to help restore themselves before the next fight.

     

    Medical Index (warframe mod): Health globes recover 50%/100%/150%/200%/250%/300%/350%/400% more health. This mod is pretty straightforward, it'd be a common and inexpensive mod players could get rather early into the game to help them deal with the damage they'll be taking.

     

    Replenishment (warframe mod): Killing an enemy instantly restores 3%/6%/9%/12%/15% of your warframes maximum shield. This is also a very simple mod, you can either be the person that hides behind cover and waits for their shield to return to them, or you can be the guy that uses this, charges right into the fray, and uses the power granted to them by this mod to stay alive for a much longer duration.

     

    Life Support (sentinel mod): Sentinel will channel a healing beam, restoring 10/20/30/40/50 + 2.5%/5%/7.5%/10%/12.5% of a Warframe's health over 5 seconds. This ability can only be used on a Warframe while it is stationary, and any movement or damage dealt to the frame or sentinel will interrupt the channel. This would be a very expensive, rare mod that has to take up one of a sentinel's ability slots, the purpose of this is to help reduce tension between engagements, making it so that you can take a few more risks while in combat with the expectation that you'll get some definite healing between each fight, while making it has hard to abuse as possible during combat.

     

    With all of the above changes in mind, it would be possible to start tweaking the difficulty of enemy units, as well as how many of them spawn at a time, after all, any damage you take will have a small impact on you for the remainder of the mission, making a smaller squad of grineer much more of a threat than before!

     

    What about the Corpus, you ask? Well, I sort of want to keep them like they are, a group that gets really annoying and swarms you with a bunch of fodder that shoots you from every angle. In light of these changes I'd consider perhaps making their weapons deal bonus damage to shields while dealing less damage to health, thus also promoting the use of my new healing mods and making players "accept" that to fight them, they'll need to sort of play Rambo and just take damage, or else it'll become a big slog to keep taking cover every time your shields get melted.

     

    So basically I propose the implementation of 4 new and impactful mods, as well as a big mechincal change to how taking and managing damage works, which will allow for further fine-tuning of how enemies work to eventually create a FUN challenge!

  9. This sounds like it could be a very fun feature if it were implemented well at all. I'm generally not a huge fan of the idea of adding pvp stuff into the game but if this were done and possibly a "banish stalker" item made that you could use while you were being taunted to cancel the whole affair, it'd be a harmless and fun way to add in a lot of replayability through just stalking other players and having a good time.

     

    They could even join the squad chat and have their name masked as STALKER but still be able to communicate/taunt other players, allowing you to say gg and such once a match ends.

  10. Oh no!

     

    The DPS of Kunai is so great considering the enemy is standing completely still and you're landing headshots!

     

    Lets not take into account the mods or the fact that the enemies are underleveled right?!

     

    You people just don't think at all...

    The enemy moving isn't a big deal when your weapon is perfectly accurate and you can move too.

     

    The OP here is saying some pretty silly things but it's also accurate that the throwing knives are stupidly powerful.

  11. When ascending in elevators, if you jump and cast Molt as Saryn, you frequently will fall straight down through the floor and continue falling forever, never landing back in the stage even though you can see the box for where the stage used to be. 

     

    EDIT: Too white to even spell jump correctly.

  12. Alright, so I sprung for a Founders' pack, and now I've got Platinum to burn. The question is, though, what should I buy? I'm looking at the following, and could use some advice:

     

    WF: Banshee? Not sure on this one. I'm actually trying to decide whether or not to go Banshee or Rhino (when I get to the next rank, that is). I mainly solo. I've looked over the Banshee, and it seems like it's got good skills for snipers, which is what I'd like to do. Right now I'm running the Excalibur.

     

    Long-gun: I'm stuck between the Vulkar and the Latron. On the one hand, the Vulkar has a zoom and great damage. On the other, the Latron has a better clip size, and a higher rate of fire.

     

    Side-arm. Dual Bolto. Unless there's a better side-arm out there that I'm unaware of, this is pretty much what I want.

     

    Blade: Not sure if I should go Dual HEAT, or Dual Ether. Both seem really good. HEAT does more charge damage, but has no jump-attack knockdown, the Ethers are faster, and have knockdown.

     

    So yeah, help would be appreciated, as I'm a lost lamb on this one.

    I actually sort of recommend not getting gear with your plat and instead just focusing on cosmetic stuff. A lot of what the game is is working towards new items and the fun of getting your next cool piece of gear, so in essence you are choosing to use your money to get less out of the game you decided you enjoy enough to pay money for.

  13. Despite this I know the majority of frames took me no more than 3 or 4 runs. And I soloed a lot just for speed.

    I know I am a rare case, I even got all three stalker bps in around 24 hours of release... but it does appear that the majority of people struggle to obtain the third bp. Is the % chance lessened if you have the other two?

    I think in general the systems BP is less common than the other two and the helmet is more common.

  14. The problem here lies in the fact that stamina isn't really a mechanic yet. Once they actually punish you for running out of it instead of letting you do anything but sprint it won't be a big deal that you can do this to get around a little.

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