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Xoxile

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Posts posted by Xoxile

  1. +1

    I'm never a fan of having a hard limit from the numbers stopping you from going any farther.  The more content to upgrade, the better, and I like where this is going. 

     

    Really, all that I'm hearing are complaints of "the game is already too easy, why buff the players even more?"  To which I respond: "Have you even seen a lvl 250+ enemy?" because I have (saw my first lvl 280 something last night; could've easily gone farther if we felt like putting up with the lag), and I'll tell you right now that our current weapons do jack S#&$ to them (compared to the 1-hit wonders we're used to).  The content is there for these "OP" weapons to be used on, all that needs to happen is it be implemented. 

     

    Even if you allow infinite "overcharging" of the mod, it will still be limited by your 60 mod points on your weapon, so you could still only have like 4 mods that require 30 mod points each (with forma: 30/2 *4 = 60). 

     

    Currently, your in-game end-game is lvl 100's (if you're lucky on a t3, but they're more like 50-80's), and we're are looking at lvl 100-150 for our next end-game content.  I see no reason why we can't go as high as lvl 500 for our "end-game" content as long as items support it.  Not only is this an excellent side-grade (does not make one thing any more or less clearly better than another than it already is), it allows for a resource dump for players who have pretty much already finished them game (mod/credit dump), and it opens to doors to weapons being a viable source of damage past lvl 100 enemies (because every time I've seen lvl 100+ enemies, we just stopped using weapons and went ability crazy).

    The problem with that logic is with endless defenses there is no limit. It could go on infinitely. So you would need weapons that would have no limit to it's power. There needs to be a cap otherwise the power of older players will get so out of hand that the newer players will feel like they will never catch up. Which is true, and what would happen.

  2. Sorry Nova actually is more fitting with antimatter then Athena. Athena, the patron goddess of Athens, of knowledge, wisdom, battle, and victory is not a fitting choice. It kinda seems like a name to pick a name because its a Greek God.

    There was a project named Athena where they were experimenting with antimatter.

  3. No-one dislikes DE. But I like to support them in my own way, as do many others in this thread. I've bought Platinum, Quite a bit of it. I used it on slots, color options, sentinel customization... things I can't get anywhere else. I don't mind paying money, but I like to earn my frames and I object to the current pricing for the Frames themselves. They're just not in line with what I believe digital goods are worth.

    However, for some reason, Vauban was added to an already broken system with a miniscule drop chance. This isn't right. It's as close as the game has come to "pay to win", something DE seems to try to avoid, because one of the most powerful Warframes is "very nearly" a buy-only option. That's not right and so we don't wish to buy him, because it sends the wrong message. Nothing against the company at all, I can and do support them financially.

    Oh okay. That's cool. It's just that I know a few people who absolutely love the frame, and do not regret buying him from the store.

  4. A team-teleport tunnel from extraction point to insertion point, at any given moment allowing you to relocate your entire team into a bunch of Toxic Ancients and away from the Cryopod, to get humped by chargers or reappear in the middle of a chasm? I'll bite.

    I'm assuming taking the portal is going to be optional. Pretty much they are taking what Portal was funded on, and cramming it into their game to make all the Portal fans stay.

  5. That why I suggested a double hit for each upgrade past the current 'max'. That way, you wouldn't be able to increase all of your mod cards to super high levels. Rather, you'd have to have one or two really really good ones and the rest just normal.

     

    Then they could add some super-high-level planets for masochists.

    You can already max every mod on a weapon or frame thanks for forma. You don't even need every slot to have a polarization in order to do this. With this suggestion it would be possible to polarize every slot to have every mod at max level with spare points. With those spare points you could then proceed to make the most important mod even more powerful. This is no good.

  6. My Kogake are rank 10 right now, so it hasn't been that long since it happened.

    "If you can time it right..."

    There is no timing with the Kogake.  Whenever I use either the charge attack or slide attack, the launch velocity, direction, and sometimes even the effect of gravity are seemingly random, and occasionally even appear to change mid-flight.  In one particular Xini run I was a part of, I shoryukened one Ancient Disruptor through the ceiling, and not 10 minutes later I punched another one and he just fell over at my feet.

    Yeah. You gotta time it. Timing isn't all about pressing another button a set amount of time after you pressed another one. Watch the body fly, and time it according to speed at which it is falling.

  7. Whatever the Kogake do, can we stop calling it "style?" After hitting one particular mob with a slide attack, it crumpled backwards onto itself, rolled around on the ground, and then launched into low orbit. It was funny as hell to watch, but that's not style. That's an atrociously buggy mess of a magnitude approaching that of Skate 3.

    Yes. A bug. That happened to you how many times? I've never seen it. Every time I use the slide attack it sets me up to finish them off with my guns while they are in mid air, or if I time it right I can hit them with the charge attack before they hit the ground. DMC style.

  8. Running base+ap without taking serration, crit, multishot and all elements into account is an irreconcilable fallacy in your argument when comparing sniper weapons. Paris' innate AP, whether doing calculations or actually play testing it, does nothing to help it overcome Dread in any situation.

     

    And don't even try the bodyshot argument. Not sniping with a sniper? Let's cut supra's fire rate down to 1.4 if we're using that logic.

     

    Adding serration, and crit would just call for more math, and a longer post which I am not too fond of either.

    Still adding them would make no difference IF we are still assuming the mob in question has a high enough resistance to only be taking 1 damage from anything that is not subject to armor.

    Challenge Accepted:

     

    http://puu.sh/3tGc5.png - Grinner Medium Head 0-100 (Dread/Lanka tie)

    http://puu.sh/3tGdU.png - Grineer Medium Head 20-200 (Dread/Lanka tie)

    http://puu.sh/3tGgG.png - Grineer Heavy Head 0-100 (Dread wins)

    http://puu.sh/3tGhV.png - Grineer Heavy Head 20-200 (Dread/Lanka tie)

    http://puu.sh/3tGzt.png - Infested Charger Head 0-100 (Dread wins without contest)

    http://puu.sh/3tGzW.png - Infested Charger Head 20-200 (Dread wins)

     

    Those are the only enemy Vulnerabilities that have scaling resistance on them, but I understand that hitting an infested chargers head is a bit of a pain, so here are the body calcs:

     

    http://puu.sh/3tGwS.png - Infested Charger Body 0-100 (Dread wins)

    http://puu.sh/3tGxX.png - Infested Charger Body 20-200 (Dread wins, no contest)

     

    Anything else there's really no point in knowing (although if you want to, I guess I could pull up the numbers) since you should generally be hitting weak spots anyway (snipers? precision shots? yeah...). 

     

    ... you know, I still find it so interesting that dread and lanka have the same crit damage when AP is all there is to play...

     

    EDIT: after re-reading your post, I feel there is another point I should make.  The reason why I include serration is not just so to increase your base damage on the enemy, but mods take their numbers off of the new base damage created by serration.  So, when doing those calculations for the lanka, you have to multiply the 200 base damage by 1.65, then add that back onto the original base damage, giving you a grand total of 530 base damage for your mods to play off of.  This gives you 318 AP damage, not the 110 you stated, and also puts to shame the 159 AP damage of the Paris (100 base damage -> 265 with serration.  The reason Lanka's 318 AP damage pulls ahead of paris' net damage is because all of Lanka's AP gets multiplied, while Paris' 265 AI damage just sits there doing that same damage the whole time).

    Well played sir. These tables show me that it takes much more than a lvl 100 mob to resist higher base damage.

    However assuming the resistance ever did get to a point where slashing damage, and electric damage was reduced to 1 no matter how much you buff it armor ignore would be there to save the day.

    With max serration, and AP mods on both a Lanka, and a Paris AND just assuming for arguments sake that electric damage is reduced to 1; Lanka 318 AP damage 1 electric damage. Paris 159 AP damage 265 armor ignoring damage = 424.

    But you have shown me that the odds of a mob ever having such a high resistance to reduce electric damage, or slashing damage to 1 is very far fetched.

  9. 3) Again, yeah pretty much.  Just look at the tables I have presented (although I don't know if I've posted one with paris in it...).  Name any target and I will present the tables for Paris vs Dread and show that Dread wins 10/10

    Do you ever take into account of really high level mobs?

    For example against a lvl 100+ heavy where they have such a ridiculous amount of resistance where most damage is reduced to 1. Let's say we compare a Paris, and a Dread both modded with only a maxed AP mod (which there is not resistance that scales for it). The Dread will do 90 AP damage, and 1 damage of it's base slashing damage. The Paris will do 60 AP damage, and 100 armor ignoring damage.

    Probably for most of the games you play you will not run into lvl 100+ enemies, unless you really love playing long endless defenses. But when you do find one using anything that ignores armor, or resistances will save you so much more ammo.

    Edit: Let's also throw in the Lanka in that example for the sake of staying on topic. 110 AP damage, and 1 electric damage.

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