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Razer_Angel21

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Posts posted by Razer_Angel21

  1. Aw, it increases the damage and that's it? So if you deal 5 damage to an enemy with the AoE slam, the mod changes that to a whopping 15 damage?

    I was hoping to have some fun with a slam-range-increase mod with Covert Lethality and Loki, but my dreams of being a bouncing earthquaking OHKO machine have been shattered.

    Slam attacks have higher damage than normal attacks and sometimes on par or even higher than slides.it's direct blade hit damage that it increases,not the splash

  2. But I really liked the Grammaton Cleric gun-kata feel of Mesa's fourth ability it just makes me so happy and remember the awesome action of the movie.The poses,the firing,ugghhhh..well,to each their own I guess,maybe I'm just too much of a fan of gun-kata especially that in Mesa she is actually doing it which is why she is the ultimate gunslinger to it because of that theme.Anyway I agree with aimbotting too much though I've seen Mesas fall faster than they can pin down enemies in hour long T4S so yeah,it's good but not in the late late game and would be outshined by Excalibur at longer drawn out survivals...anyway I'm okay with change,it's just that the Grammaton Cleric feel,or generally the gun-kata feel on Mesa is what I am going for,I don't think you could do that gun-kata thing while shooting on your own like how would you shoot in different directions and do all the poses manually...or we gonna implement some DMC Dante shooting mechanics for this..even then it'd be hard,if not impossible to transition all of the poses of Mesa compared to DMC4 Dante since Mesa has more complex poses and might as well require a third hand to press the buttons if assigned some..that's just my opinion..I don't want Mesa to get stripped of the epitome of an ultimate gunslinger,which is gun-kata...removing the gun-kata thing from a "true" gunslinger removes the essence of being one itself..though I like it to be more skillful I wish DE could find a way to implement it properly.

  3. Yeah great awesome update, would be nice if you would stop breaking the game.

    Got the notification that the server is about to update, finished my mission and got a message from the server that my progress was not saved. Vectis went from lvl 14 back to 8.

    And lost 50,000 credits just noticed. Ugh. F U DE

    Don't curse on DE because Red Texts always reminds you when is it safe to go out of a mission before and after the update and also tells you when not.And BTW,it's very noticeable because it's a huge wall of text written in red.The only way you won't be able to see it is either you have no screen,or you have been afk for 5-10 minutes max.I want to curse on you,but I don't want to be like you--cursing with ignorance.Lmao sorry if I'm too edgy..but dude,seriously,if you read it that the server would update,you would've read the warning because it comes with it,I don't know if you're trolling but I took it seriously.Either a troll or just plain stu...stuff...h'yeah..stuff...good day

  4. Still now fix for your cheat detection system PERMA BANNING players just because they have ahk.exe running, even though this situation was officially guaranteed to never happen in this PSA:

     

    This locks innocent players out of the game, missing several timed events while having to wait 1+ week for the support to un-ban them.

    Sources:

    Here

    Here

    Here

    Here

    Here

    I was banned for 6 days for using a script that is 1) within the green zone (autofire, push-to-talk holder) and has 2) not changed in months, but suddenly is a problem?

    There's even a guy who got banned three times in one week.

    Source

    This is not acceptable.

    Maybe you're not heard because you kept posting this stuff on the wrong section.Or maybe some hacks and cheats uses the same format as the program you're using.I know it's not acceptable,but it's not acceptable to let hacks and cheats ruin warframe too.Point is,warframe is the only game I've played where there are no platinum,creds,or exp or any kinds of hack,there are some on the internet but they are easily fought back by warframes security system,so I cannot see anything wrong with a system doing it's job better than any other internet security provider out there.

  5. Its a game. SS is basically what you're asking for conceptually. 

     

    You dont want Mesa to take as much damage while in PM. You're idea is to give her a dodge chance, DEs idea is to give her SS, and it cost energy.

    What I'm trying to say is that,Mesa's Shatter Shield is indeed better than dodge chance at times,but come on.The poses are cool and all but give ti some meaning,like you actually could dodge a bullet coming to your head when you are doing the lunging animation in Peacemaker.

  6. Its a game. SS is basically what you're asking for conceptually. 

     

    You dont want Mesa to take as much damage while in PM. You're idea is to give her a dodge chance, DEs idea is to give her SS, and it cost energy.

    95 percent reduction is never equal to a chance of negation.What I'm saying is that no matter what animation you are in while in Peacemaker your hitbox seems to be the last pose your warframe has before casting it--slide,crouch,standing.

  7. If the shots don't connect with her, they should miss.

    But I don't think she should have a chance to dodge them outright.

     

    The point of it is that you mow down enemies and look really cool, at the cost of mobility and defense.

    Yes,but the hitbox seems to be just standing.Example is an Ancient's hand hitting your head and Mesa does the lunging animation on Peacemaker.Visually you are not hit but it still damages you.Maybe a tweaking to hitbox on animations would do.

  8. So,I was just wondering...since Mesa is doing some gun kata stuff (refer to movie equilibrium as to why I said Mesa's ultimate ability is just like how the Grammaton Cleric there uses guns) maybe she should atleast get some percent chance for shots fired towards her to miss?Like dodge chance or something since gun kata basically is dodging while firing at the correct angles,I know gun kata projectile trajectory perception is fictional but this is still a game right?So,what do you think on making those dodgey poses actually do some dodging?

  9. Everybody saying that..oh run solo,oh run pre-made,oh run mercury.THE POINT IS THAT WHY WOULD YOU HAVE TO COMPENSATE YOURSELF FOR THE TROLLING OF OTHERS?That is what needs to be fixed.Why on a game,would you have to be the one to be put down/aside just for the trolls to troll others.Trolling is funny and good but not to a certain extent where players are deprived of their convenience in a game.

  10. Still no nerf for 1 hit volt/excal abilities in conclave?!?! Slash dash ONE HITS a full hp rhino and Volts Overload one hits rhino with full hp/shield AND full iron skin...AND goes through walls!

     

    Not to mention excal radial javelin doesn't seem to do a very good visibility check as I get hit through the walls all the time with it....and ofc it one hits also...

    When the hell can Slash Dash one hit your Rhino?Even with the slash proc it is clearly impossible if you are indeed at full shield and hp.

  11. As we all know, warframe is kinda leaned more to how awesome it looks, and the depth of customization through the grind.


     


    What I want to tell the devs are more visuals on ability augment mods.


     


    For example is Excalibur's augment set, the Furious Javelin visual is kinda a lackluster, it just feels very restrained, my suggestion is that if you have the augment mod, after casting radial Javelin, along with the rippling energy is 4 streams of waving particles, especially now particles can be seen on non-Nvidia machines, and more awesome on Nvidia cards, it would definitely be a nice change, 4 streams of white particles or energy colored particles, up to your choice, but I prefer the white particles for a fresh look since every ability is energy colored anyway, the energy on your feet would look great with the streams of white particles, also I think his melee weapon should also radiate some particles,not in a stream form but somehow getting out of it, of the blade or whatever the melee weapon is using to hit something, the whole blade but not the handle.


     


    Now with Surging Dash, I have no idea but there should or could be some visuals to add it, same goes with other augments like Greedy pull or something, I don't really have every augment mod in my mind right now so I can't list them, but it would be a great add-on and pay-off for the grind if there are much better and much awesome visuals on some mods, I mean, it would be a really nice niche on warframe's pride of great and deep customization, it's like customizing both performance and appearance at the same time, and it's awesome since this game is all about it, customization of performance and appearance, that's how this game looks to me.


     


    I wish,I just wish to DE to make this because it could be a reason to farm for it, it would be a reason for new players to look forward to, something to keep them interested like, what does this do, what visual does this apply, I want this visual etc., I am talking all about visuals because the stats are already great, nothing to change really right now, they do what they are meant to do, augment, an additional tweak, and to all the people saying they are too weak, I see them as just supplemental utility or damage, and not a main damage ability, hence, augment, it's just a rather minor tweak or upgrade to the ability you already have.


  12. Jump plus Javelin on the way down looks epic,high jump plus you freakin crash your way down the ground with an ethereal skana ripping enemies around you,so bad-&#!,the only thing javelin needs now is a glorius shockwave that travels pretty slow and knocks enemies down. P.S.:HEAVY IMPACT visuals are not that appealing.

  13. People,ALWAYS REMEMBER THERE IS A FINITE AMOUNT OF JUMPS,I can't see what bladestorm has compared to a corrosive projection NOVA,with AoE debuff,AoE damage bigger than what blade storm can do with max build of range and duration plus a dash of strength,even the anti matter drop deals millions of damage in an area bigger than bladestorm's range when modded correctly.almost every other damaging ultimate ability of warframes now have no limits to how many enemies they hit,think about it.Nova can wipe them all out,as many as the range permits,while Ash is there,limited to 18 strikes,while Nova on the other hand has more damage potential.Reason why I kept stating Nova?because she is the epitome of why Ash doesn't need to be nerfed again.Javelin,yeah half the damage but unlimited enemies in range,world on fire,unlimited enemies in range as long as you have energy,molecular prime,unlimited enemies in range,huge damage buff for team,and the ability itself benefits from itself,greater than a proc IMO,like I said,corrosive projection nova if you are gonna argue about enemy armor.

  14. I do think that this is good,since Dragons are known for their tenacity,which explains why he is a tank,and are not so known to resort to weapons,more so,ballistic ranged weapons,well,except that they can breathe fire already.It's just that,I know he is Lotus affiliated and all,but anyone thinks that he is oversaturated with Lotus marks?A few good tweaks in the design would fix it but for me it's currently too much.

  15. Just how Alad V had control over infested before he got infested himself.And Steel Merdian are Grineer themed so the Holy Platoon Of Rollers Master Race is legit.Perrin are corpus themed,MOAs,legit.Arbiters are some kind of cult or something leaned towards Orokin and Tenno as a Master Race so corrupted units are legit,but could've sent bombards instead of just lancers.Cephalon are,information gatherers,so,Scavenger,which gathers things,and are drones,which gather information through surveilance,are legit.New Loka,I don't know how,but they have earthly themed and nature loving,probably they are some vegetarians trying to find an organic alternative to meat,and found the infested.

  16. As we all know, warframe is kinda leaned more to how awesome it looks, and the depth of customization through the grind.

     

    What I want to tell the devs are more visuals on ability augment mods.

     

    For example is Excalibur's augment set, the Furious Javelin visual is kinda a lackluster, it just feels very restrained, my suggestion is that if you have the augment mod, after casting radial Javelin, along with the rippling energy is 4 streams of waving particles, especially now particles can be seen on non-Nvidia machines, and more awesome on Nvidia cards, it would definitely be a nice change, 4 streams of white particles or energy colored particles, up to your choice, but I prefer the white particles for a fresh look since every ability is energy colored anyway, the energy on your feet would look great with the streams of white particles, also I think his melee weapon should also radiate some particles,not in a stream form but somehow getting out of it, of the blade or whatever the melee weapon is using to hit something, the whole blade but not the handle.

     

    Now with Surging Dash, I have no idea but there should or could be some visuals to add it, same goes with other augments like Greedy pull or something, I don't really have every augment mod in my mind right now so I can't list them, but it would be a great add-on and pay-off for the grind if there are much better and much awesome visuals on some mods, I mean, it would be a really nice niche on warframe's pride of great and deep customization, it's like customizing both performance and appearance at the same time, and it's awesome since this game is all about it, customization of performance and appearance, that's how this game looks to me.

     

    I wish,I just wish to DE to make this because it could be a reason to farm for it, it would be a reason for new players to look forward to, something to keep them interested like, what does this do, what visual does this apply, I want this visual etc., I am talking all about visuals because the stats are already great, nothing to change really right now, they do what they are meant to do, augment, an additional tweak, and to all the people saying they are too weak, I see them as just supplemental utility or damage, and not a main damage ability, hence, augment, it's just a rather minor tweak or upgrade to the ability you already have.

  17.  

    “Tenno Hubs” Stress Test:

    Vesper Relay stress testing continues! “Tenno Hubs” are now available to any player that has supported development through Prime Access, as well as any player that is Mastery Rank 10 and up! Remember:

    • Eligible Tenno can access the Vesper Relay on Venus.
    • There may be some hitches, please be patient as we continue to fine-tune hubs!

    Additions:

    Holiday decorations have been added to the Dojo and Liset! Check out some of our festive additions to the Marketplace here

    Weapon Changes:

    The Paracyst, Gammacor, Synoid Gammacor, and Redeemer have all received stat increases as indicated below:

    Redeemer:

    • Base Slash damage increased from 40 to 60.
    • “Gunshot” damage increased in range and deadliness, from 15 to 30.

    Gammacor/Synoid Gammacor:

    • Increased damage dealt in beam per second.
    • Increased fire rate of beam.
    • Reduced ammo consumption.
    • Synoid Damage: Now 210 Magnetic.
    • Gammacor Damage: Now 50 Magnetic
    • Synoid Status/Second: 20%
    • Gammacor Status/Second: 5%
    • Synoid Magazine: 75
    • Gammacor Magazine: 50
    • Synoid Crit Multiplier/Chance: 2x/10%
    • Gammacor Crit Multiplier/Chance: 1.5x/5%.

    Paracyst:

    • Increased burst fire rate from 200 to 500 as well as reduced the delay between delay between burst rounds.
    • Increased Critical Chance to 5.0%
    • Increased Critical Damage Multiplier from 1.5 to 2.0
    • Reduced required ammunition for secondary fire.
    • Increased rate of fire for secondary fire.
    • Significantly decreased the charge time required on secondary fire.

    Changes

    • Tightened controller / gamepad timing for using the crouch / dodge maneuver.
    • Decreased the amount of explosive damage dealt by Tar-Mutalist Moa’s projectiles.
    • Increased the radius of Infested Hive ambient sounds.
    • Updated animations on the Redeemer finishing attacks.
    • Updated animations on new Thrown weapon combos.
    • Updated map navigation to upper areas of Ice Planet, Mobile Defense that was previously unavailable.
    • Added extra security terminals to Ice Planet tileset to help prevent players becoming trapped in any rooms.
    • Exiting the Tenno hubs should no longer trigger an End of Match screen.
    • Removed ally markers from various NPCs located in the Tenno hub.
    • Adjusted the timing on Tenno emotes.
    • Weapons that have secondary fire abilities can no longer use their primary fire while the secondary is active. This fix affects weapons that require the secondary fire button to be held down.
    • Nyx’s Mind Control is now a toggable ability.
    • Updated artwork and backdrop in Tenno Hub Hangar.
    • When opening the Gear or Emote menus the previously used item / emote will automatically be highlighted.

    Fixes

    • Fixed Mesa’s Ballistic Battery effects showing as being used when activating the ability.
    • Fixed Mesa’s Shooting Gallery buff animation pathing incorrectly when standing near a wall.
    • Fixed an error that would occur when ranking up a Syndicate playing in Russian.
    • Fixed an error on Dark Sector battlepay that inadvertently caused Defender information to be erased once there was no reserve pay available.
    • Fixed Infested Swarm Armor buff overriding player’s Corrosive Projection Aura.
    • Fixed uncommon issues with players falling out of Ice Planet tileset.
    • Fixed hole in Archwing Corpus Trench Run tileset as per: https://forums.warframe.com/index.php?/topic/355930-archwing-corpus-tilesets-hole/
    • Fixed the main menu occasionally becoming blocked by other text elements on screen (ie - objectives, player names, markers)
    • Fixed Tar-Mutalist Moa’s goo damaging Limbo when he is in the rift.
    • Fixed pathing on enemies walking through Ice Planet tileset ship tunnels.
    • Fixed Paracyst not using burst fire animation when fired.
    • Fixed Mesa’s Peacemaker, Nyx’s Psychic Bolts, and Limbo’s Cataclysm affecting enemies that are immune to Tenno abilities.
    • Fixed weapons with fire rate below 1 not accurately displaying stat changes when Mods are applied.
    • Fixed an issue where several weapon types did not have a proper slide-attack event hooked up, resulting in a ‘broken’ feel when attempting to use advanced maneuvers.
    • Fixed an issue where Mesa’s Alt Helmet was given, for free, to anyone who crafted the frame or purchased her independently. Helmets acquired this way are no longer in inventories.

     

    Anyway,my Redeemer doesn't deal the same damage as before on the shotgun blast,I can't even 1 hit a Grineer normal unit in the alert in mercury even though I have full radiation damage plus maxed pressure point and my steel charge aura on.Sometimes it 1 hits,sometimes not.And I am doing this point blank range.

  18.  

    “Tenno Hubs” Stress Test:

    Vesper Relay stress testing continues! “Tenno Hubs” are now available to any player that has supported development through Prime Access, as well as any player that is Mastery Rank 10 and up! Remember:

    • Eligible Tenno can access the Vesper Relay on Venus.
    • There may be some hitches, please be patient as we continue to fine-tune hubs!

    Additions:

    Holiday decorations have been added to the Dojo and Liset! Check out some of our festive additions to the Marketplace here

    Weapon Changes:

    The Paracyst, Gammacor, Synoid Gammacor, and Redeemer have all received stat increases as indicated below:

    Redeemer:

    • Base Slash damage increased from 40 to 60.
    • “Gunshot” damage increased in range and deadliness, from 15 to 30.

    Gammacor/Synoid Gammacor:

    • Increased damage dealt in beam per second.
    • Increased fire rate of beam.
    • Reduced ammo consumption.
    • Synoid Damage: Now 210 Magnetic.
    • Gammacor Damage: Now 50 Magnetic
    • Synoid Status/Second: 20%
    • Gammacor Status/Second: 5%
    • Synoid Magazine: 75
    • Gammacor Magazine: 50
    • Synoid Crit Multiplier/Chance: 2x/10%
    • Gammacor Crit Multiplier/Chance: 1.5x/5%.

    Paracyst:

    • Increased burst fire rate from 200 to 500 as well as reduced the delay between delay between burst rounds.
    • Increased Critical Chance to 5.0%
    • Increased Critical Damage Multiplier from 1.5 to 2.0
    • Reduced required ammunition for secondary fire.
    • Increased rate of fire for secondary fire.
    • Significantly decreased the charge time required on secondary fire.

    Changes

    • Tightened controller / gamepad timing for using the crouch / dodge maneuver.
    • Decreased the amount of explosive damage dealt by Tar-Mutalist Moa’s projectiles.
    • Increased the radius of Infested Hive ambient sounds.
    • Updated animations on the Redeemer finishing attacks.
    • Updated animations on new Thrown weapon combos.
    • Updated map navigation to upper areas of Ice Planet, Mobile Defense that was previously unavailable.
    • Added extra security terminals to Ice Planet tileset to help prevent players becoming trapped in any rooms.
    • Exiting the Tenno hubs should no longer trigger an End of Match screen.
    • Removed ally markers from various NPCs located in the Tenno hub.
    • Adjusted the timing on Tenno emotes.
    • Weapons that have secondary fire abilities can no longer use their primary fire while the secondary is active. This fix affects weapons that require the secondary fire button to be held down.
    • Nyx’s Mind Control is now a toggable ability.
    • Updated artwork and backdrop in Tenno Hub Hangar.
    • When opening the Gear or Emote menus the previously used item / emote will automatically be highlighted.

    Fixes

    • Fixed Mesa’s Ballistic Battery effects showing as being used when activating the ability.
    • Fixed Mesa’s Shooting Gallery buff animation pathing incorrectly when standing near a wall.
    • Fixed an error that would occur when ranking up a Syndicate playing in Russian.
    • Fixed an error on Dark Sector battlepay that inadvertently caused Defender information to be erased once there was no reserve pay available.
    • Fixed Infested Swarm Armor buff overriding player’s Corrosive Projection Aura.
    • Fixed uncommon issues with players falling out of Ice Planet tileset.
    • Fixed hole in Archwing Corpus Trench Run tileset as per: https://forums.warframe.com/index.php?/topic/355930-archwing-corpus-tilesets-hole/
    • Fixed the main menu occasionally becoming blocked by other text elements on screen (ie - objectives, player names, markers)
    • Fixed Tar-Mutalist Moa’s goo damaging Limbo when he is in the rift.
    • Fixed pathing on enemies walking through Ice Planet tileset ship tunnels.
    • Fixed Paracyst not using burst fire animation when fired.
    • Fixed Mesa’s Peacemaker, Nyx’s Psychic Bolts, and Limbo’s Cataclysm affecting enemies that are immune to Tenno abilities.
    • Fixed weapons with fire rate below 1 not accurately displaying stat changes when Mods are applied.
    • Fixed an issue where several weapon types did not have a proper slide-attack event hooked up, resulting in a ‘broken’ feel when attempting to use advanced maneuvers.
    • Fixed an issue where Mesa’s Alt Helmet was given, for free, to anyone who crafted the frame or purchased her independently. Helmets acquired this way are no longer in inventories.

     

    I feel sad for the Tar-Moas,no more being vigilant about them,they are just another enemy at the the other side of my gun.

  19. CorpSiders/ProdSiders:Wrath Of Prod...or maybe some better darksiders reference with a picture of John Prodman riding a zanuka or some robotic proxy of the like while wrecking havoc and swinging his Prova Vandal.Phase 2:When you have killed his ride,he rages and unmounts from the now dead zanuka and becomes the all powerful legend that killed all the incarnations of Phorid.

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