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snoozecruise

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Everything posted by snoozecruise

  1. I don't know if my suggestion for a System Shock 2-like laser pistol was actually taken into suggestion by the DE Syndicate, but it seems like Tenet Plinx might've filled that role (in a more explosive way, but I won't complain). So... I think I (and probably other people) would really enjoy a Metroid-like arm cannon, especially for cosplay! Probably don't want to rip it off too blatantly, but you could have the alt-fire cycle through different types of shots/rays/beams/whatever, and one being missiles/explosives, of course. Each one would use different amounts of battery energy to keep each one balanced. As strong as the current arm cannons are, they're kinda ugly and chunky (which I'm sure some people enjoy). It'd be nice if there was a sleeker one too! 🙏
  2. This gun is arguably made for Mirage since her lack of defense skills encourages highly acrobatic and movement-based play, i.e. moving fast and being airborne a lot, since that greatly reduces enemy accuracy. The secondary auto-lock lets her easily lock onto many targets while airborne, with greatly enhanced power compared to other frames that use this. And this is arguable, but the quick-switch alt-fire makes it a bit quicker to use than having to fumble with a select-fire mode every time. This is basically the super-upgrade to Akzani... because let's be honest -- an Akzani Prime would probably just end up being fodder and a waste of game assets and dev time. Increasing the number of alt-fire shots would make this ridiculous on her, since her clones triple her projectile count. Instead of a typical barrage of 10 (2x5) for most frames, you get up to 30 (2x5x3). Increasing the burst count increases that by 15 each time! Angle the shots upwards, and you can easily get effortless headshots, and while airborne too. Not to mention, it looks really cool to see the projectiles arc and sweep down like one of those crazy anime Macross missile barrages. And the idea of having a permanent lock-on auto fire just sounds kinda ridiculously overpowered, so I don't know about that, especially since anyone could get stupidly easy headshots this way... as if much of the game isn't already easy enough. These sorts of advantages are supposed to come with drawbacks, and people can choose to not use them, or use different weapons. The Sepulcrum alt-fire is crazy strong, but needs charges and an awkward select-fire mode... but it's still one of my favorite guns. I use Mirage a lot, and while I actually don't use Diplos often, I still think it's fine as it is. I think it's nice to have a variety of weapons, even if some of them are more niche usage -- which is a big part of why I love the secondary weapons in this game. Kuva Twin Stubbas are on the same dps level as this, I think, so that's an alternate option. Or maybe just petition them to add more cool dual auto-pistols? I don't think we have a battery-powered dual yet, do we? Or maybe they can add one where each gun has a different effect?
  3. the other day, I was leveling Gyre in a relic fissure defense mission, while also testing out her Cathode Current augment. If you know this build, it basically sustains itself as long as you're constantly in range of enemies. I got the relic buff of double damage+range, and man, I don't remember the last time I felt so powerful. My storm radius was something like 30m, and it was essentially clearing half the map without even trying. I felt bad for my teammates who were trying to have fun too, but I couldn't even cancel the ability combo. I think ability range is in a pretty good place, though? Stretch + Augur Reach gives a very healthy +75% for no real drawback (except mod slots), with an additional 15% from Cunning Drift if you really want. Overextended gives +90% range and -60% strength, which I think is a fair trade-off for a one-slot mod, considering +90% range is the equivalent of the previous three mods combined. It's obviously not for every build, but it's great for any sort of CC or utility skill. It's also much, much easier to hit very high levels of ability strength to recoup that deficiency -- up to 300% or more with buffs. My box-breaker Xaku build is comfortably sitting at 260% range, giving a ridiculous 65m range on Vast Untime. I think minimap radius is only 50m, so it's more than enough.
  4. I like it when the Incarnon modes stay in theme somewhat with the original weapons. For example, the Lex, as strong as it is, seems fairly balanced since it only has 20 shots at a low fire rate, which helps to keep the "hand cannon" feel. The Boltor was also nice; the original was a sort of spray-and-pray-friendly weapon, and Incarnon greatly enhances that with a shotgun-like mode. Kunai and Furis were also similar; their Incarnon modes didn't completely trivialize horde situations. The increase in base stats for the Torid is welcome, but turning it into a beam weapon, especially when the Atomos is offered the same week, seems a bit uninspired. I would've liked something that stayed with the gas theme, like maybe turning it into a flamethrower-like gas gun, or maybe a very slow, but very potent and large punch-through gas cloud, kinda like D&D Cloud Kill or something. Considering the Atomos is supposedly some kind of particle cannon, maybe something like Wisp's Sol Gate would've been more appropriate? Like... another beam mode, but more potent, more focused, and infinite punch-through slicing through hordes. The base form with Incarnon stat upgrade is already potent enough, so I'm not sure it really needed more cluster AOE. I realize not all weapons need to be designed this way though. The Felarx Incarnon mode isn't popular, but I think it actually works well and serves a purpose; the base shotgun is already crazy strong, so it's just kinda giving you other options. The feel of the Incarnon mode also greatly helps -- the feel of shooting streaking comets is pretty fun. I don't think there's anything wrong with the Torid and Atomos though -- it's just... I think we already have enough beam and AOE bomb weapons. I'm interested to see what next week's Vasto and Burston will turn into. I wouldn't mind the Burston keeping the burst theme, but turning into something like the Mass Effect Cerberus Harrier -- something with some chunky burst punch (maybe with a small AOE splash?), while still requiring some more skill beyond point-and-click room clearers. ...but maybe that's just me.
  5. Not really sure what tag is applicable but "UI" seems closest. Boltor Prime, Incarnon Evolution 2 "Hunter's Mantra" is described as: "Increase damage by +4; With Channeled Ability Active: +4 Punch Through, +40% Accuracy" However, it only seems to work when a channeled ability is draining energy, so I'm not sure if this is actually a bug or "technically correct," but I think at the very least it's somewhat misleading. Some channeled abilities don't drain any energy under certain conditions, and in some cases it may be favorable to keep it that way (Ember). Test setup: Boltor Prime Incarnon, Evo 2 Hunter's Mantra, Evo 3 Swift Deliverance, Evo 4 Commodore's Fortune, no mods Simulacrum, Eximus Corrupted Heavy Gunners Sevagoth, Gloom: no punch through unless Gloom is in range of enemy (i.e. draining energy) Titania, Gloom (subsumed): same behavior as above Ember, Immolation: no punch through unless Ember reaches max heat Hildryn, Haven: does not work at all, despite actively draining shields channeled skills, but conditional drain based on target or action; not sure how to test, but doesn't seem to work otherwise: Nekros, Desecrate Equinox, Pacify + Provoke works as expected: Nyx Prime, Absorb + Assimilate augment Equinox Prime, Mend + Maim (both forms) Excalibur Umbra, Exalted Blade Ivara Prime, Prowl
  6. isn't it standard behavior for ammo efficiency to not work on Incarnon modes? Otherwise, things could get pretty ridiculous. As far as I know, magazine size mods don't work on Incarnon either, for the same reason. But the Incarnon evolutions really could use more clarity in specifying what evolutions work in Incarnon mode or not. Sometimes it's obvious, but sometimes not so much.
  7. So seven years later in 2023, I just want to say that I would really enjoy a skin for Trinity that doesn't have some chunky seafood-themed skirt. Especially now with Duviri Steel Path Circuit encouraging us to use and mod up frames we haven't touched in a long time, I want to say Trinity could be a popular choice, given her durability. It's just... that gigantic lobster tail. I'd totally shell out for the Strega skin if I could get it to look like OP's pic. Or maybe just a new skin entirely, without the seafood? We've had some pretty radical redesigns with some skins in the past years.
  8. I wasn't expecting the Cinta to be some god-tier weapon; I just like playing around with bows and weird weapons. But considering the time and resources required, it's somewhat disappointing. Here's a quick comparison to Nataruk, which to be fair is arguably a bit too good for its level of effort: Cinta vs. Nataruk: perfect shot: 600 vs. 900 dmg crit: 36% 3x vs. 60% 2.4x status: 34% vs 50% perfect charge time: about 1.5s vs. 1s "reload" time: 0.6s v.s 0.05s ammo: 60 vs. unlimited polarities: 1V vs. 4V + catalyst acquisition: roughly the equivalent of 2+ incarnon weapon unlocks + hours of enigma puzzles vs. essentially free I'd actually be completely okay with the disparity in stats and acquisition IF the Cinta's alt-fire was actually useful in some way... but it's not. The mines themselves do essentially no damage, and seem to have no special properties whatsoever. Also, alt-fire is a toggle that forces an awkward swap animation instead of just simply executing the backwards hop upon button press. The "evasion" move also locks you into a lengthy animation from which there is no recovery and no i-frames, so it's basically a move that'll get you killed. There is also no indication of what mode you're actually in, other than "shoot and find out". 1. alt-fire should be an instant move, not a toggle with ambiguous animation 2. alt-fire should be executed much more quickly, with instant recovery once warframe lands back on its feet; otherwise it's just a liability 3. mines should ideally have some special effect, like forced knockdown, and/or forced heat or element status, or... something to make it worth using. The only real advantage over the Nataruk is maybe the fact that it actually has a headshot multiplier, and it's a pretty bow, I guess. I know some other weapons have had some pretty gimmicky and mostly useless alt-fire moves, but you can usually at least make them work somehow, or they have SOME advantage. Or damn, maybe giving it that "rain of arrows" move that Dax have would've been sweet, even if it was fairly weak. Cinta's alt-fire: no damage, no CC, makes you get killed more easily.
  9. Yes, this has been happening to me too, and it's a bit dangerous when it happens during Steel Path Circuit when I can't perform the actual action I need. It seems to happen whenever right-click/aim is pressed during any non-cancellable melee attack. I can reproduce this consistently with this combo, although it seems to happen with nearly any weapon: Vitrica + Tempo Royale, Prisma Grakata 1. standing melee swing, then queue a right-click + melee. Game will be stuck aiming Grakata until I right-click again. 2. standard melee slam attack, then simply press right-click/aim. Aim will be stuck again. I didn't play much some months before Duviri so I can't say how long this bug has been around, but I've been playing for much longer before that and I don't recall ever having this problem.
  10. I'm still gradually working through Citrine's missions, and I've noticed way too many people extracting after round 3. Maybe it's intentional, but I wonder how many people are never going to get the drops they want simply because they weren't around to get them. I'm not sure if there's much/any info in game that shows that you get different rewards based on the mission stage, and the fact that rotations don't always follow an obvious or intuitive pattern. In this case, rotation C for Tyana Pass is actually the fourth stage. I don't think players should have to resort to researching to potentially not waste their own time, when this information could be given easily in-game. It might be nice if there was some way in-game to see not only what rotation you're on, but also the possible rewards you may get. For example, after finishing every rotation of Tyana Pass when you get to choose whether to continue or not, there could be a bit of info showing something like: "Next: Rotation C; (list of rewards)"
  11. I think it's fine, honestly. The idea that time-gating these things somehow makes it like work is something I'm not sure I quite understand. If anything, this time around it's less oppressive because I know I can only do so much per week, so I can do other things with my free time. A job where I'm given a clear set of goals, a clear deadline, and plenty of time to finish sounds pretty awesome -- can anyone find this job for me? Normally, I think RNG was used as a sort of "soft" time-gating, and as a way to help curb obsessive player grinding, but that just tends to make players grind harder, and the only way to compensate with RNG is to make the RNG even worse. Now there's pretty much zero RNG involved, which is absurdly fantastic, and about damn time -- you show up, choose what you want, and you always know exactly how much progress you need to make before the end of the week, with no luck involved. Well, I guess there is luck with what frames or weapons you get in the Circuit, but I think that's generally more manageable than just simply being at the pure mercy of an RNG computer function. I'm guessing this system was made more in mind with long-term longevity of developed content and to prevent players from burning through it quickly, but I think there's going to be a quiet side effect of potentially improving players' health and life balance. I know some people are going to argue this as a personal freedom thing, but Warframe and other games are essentially glorified Skinner Boxes, designed to train you to keep pushing buttons so you can get your dopamine rewards. People... generally aren't good at moderating themselves, and people who think they are usually have some other outside factor influencing them that they're unaware of. I actually wonder if the people who hate this the most are probably the people who need it the most. I'm not saying it's good to give complete control over to higher powers, but I think this strikes a good balance. There's still an absurd amount of other things to do in Warframe (and if you've already finished everything else then maybe you really do need to slow down a bit). There are an absurd number of things to do besides playing Warframe. This ensures that you'll have something to come back to. Maybe that's not such a bad thing?
  12. Furis Incarnon Evolution 2, "Stormburst" does not seem to work as described. It says: "Increase damage by +28; On hit with electricity, +40% multishot for 2s. Stacks up to 3x." However, it seems to add 40% multishot by default, even without any mods equipped. Also, I don't seem to actually gain any more multishot upon either electric damage or electric status effect. Hopefully a different element was intended? Because man, electric really does not mix well with the Incarnon mode heat element. It currently gives a flat 40% multishot, which I would actually be okay with.
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