PikeOrShield
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Posts posted by PikeOrShield
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Imperator Vandal used to take 4 seconds in arch-wing to go from 0-300. Now it can take anywhere from 20 seconds to 35 seconds!
At 1280x720 resolution, it took 35 seconds to go from 0-300.
At 800x600 it took 20 seconds to fully reload.
Has anyone experienced similar issues on other weapons?
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12 hours ago, Thundervision said:
Since we have this stat and mods with it, Archwings could just have a much greater evasion stat when deployed while keeping enemy damage the way it is, so the enemies wouldn't be hitting you 90% of the time, but you wouldn't be a tank, either, since you'd still feel nearly every single hit. You're not piloting a fighter or Fomorian, it's just the wings.
evasion stats would be very good to have. I like how there is some risk to using archwing, but I think there are too many things that can kill you instantly kill you or stun-lock you.
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9 hours ago, FoolsFolly said:
Okay, so homing is broken on non-sword archmelee weapons, and damage numbers are extremely low compared to archguns. Both issues need to be addressed before archmelee will be considered viable.
Yep. After testing it out a bunch in the veil using a maxed out Prisma Veritux, I found the tracking to be indispensable for closing small gaps, but the weapon only starts to deal real damage after stripping armor with an arch-gun. Skaleek has a point about the usefulness of the lock-on, but the damage is still way behind arch-gun levels.
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Elytron missiles are very slow and both the elytron and enemies fly faster than them. If you are going full speed you will be a few hundred meters ahead of your own rocket in seconds. Giving them a speed boost and/or some form of lock on would be very helpful.
Missile damage is also very low. Warhead deals about 12 damage to crewships in the first veil mission. Aside from buffing the damage they could also proc some of the new statuses to make them worth using.
High level crewships will one shot an elytron with full health and shields. If this is intended, then that's unfortunate since archwing dogfighting is really fun and should be an option for more archwngs than just amesha.
Other archwings ought to be on the same level as amesha. Right now amesha is by far the best archwing to use in the veil because it doesn't die in one hit and has useful abilities.
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Using the Tycho Seeker to blow up crew ships. My least favorite part is hitting their engines and dealing no damage with my giant space cannon cause the thing has no punchthrough. 😥
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They will never tell you what counts as afk, just like other companies don't tell you what they are looking for when they think your hacking. Because if you are trying to afk or hack, you will do the bare minimum to slip past their detection system.
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Just now, Skaleek said:
Not the damage, it needs to be able to do damage. They need to bring back lockon homing.
Yes the damage. It doesn't matter if you can reliably land 20 hits if you can't kill anything in those 20 hits. Just bringing back the lock is like sticking a band-aid on a broken arm.
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I'm talking 10-20 time more damage. Arch-melee is okay in normal archwing missions but really bad in railjack. Catching up to enemy fighters is doable with some practice, but even then, most arch-guns are way better at point blank than an arch-melee. They can't strip defenses as easily as an arch-gun and fall behind in damage because of that.
The heavy attack deals a bit over double their normal damage and shares the same animation as normal attacks, but arch-wing did not receive the melee 3.0 auto equip, meaning you have to manually equip arch-melee to use heavy attacks and even then the damage is poor.
Arch-melee would have an interesting and engaging place in the railjack meta if it could deal tons of damage. It would reward players for closing the gap and catching enemy spacecraft.
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3 hours ago, Grave.Knight said:
The problem is that if you don't do this you'll mess out on a lot of stuff including ship parts and resources to repair and build ship parts. It's almost required to spend the next half an hour to an hour looking for resources cause the mission doesn't give us enough.
They really need to make it so that at the end of the mission we just get all the resources we would have missed (at least the ones that enemies drop).
That's not the case if your weapons are any good. Queue up another mission and you get resources and experience for killing more guys. Feeling like your missing out for not getting absolutely everything is like feeling you missed out on cyan and amber stars for not opening every container on every map. Are they out there? Yes. Is it worth your time to pick them up instead of starting a new mission? No.
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18 minutes ago, Hyro1 said:
Its almost as if this was some sort of looter shooter where RNG is one of the main systems and is implemented in almost everything
"There's no reason to vaccinate your kids or improve medical technology, how do you think they dealt with that in the good old days?"
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Yeah, this was one thing I was grateful they didn't take from other looter shooters. I can't believe that there were some YouTubers pushing for this extra RNG crap.
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19 minutes ago, jjpdn said:
What other buttons in Warframe do this?
Lots of systems in the game work like this. Items in inventory, menu options, store items, profiles, mission bar, etc. but yeah having such an important button easily accessable to anyone will cause some issues from time to time.
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I agree. When you use operator mode to save yourself from falling, the game should not put you back into your frame once it falls away.
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Yep. They could add an "esc > return to orbiter" and you keep everything after the mission objectives are complete.
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When you hover over the button, it says what it does. Maybe add a warning icon next to it for people who just want to press stuff? This might just be one of the things people need to learn to use, like when to use life support in survival.
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33 minutes ago, SunsetRain said:
set navigation to another mission without even confirming with me?
It would be nice if they sorted this out. I haven't had this issue pop up, but I was surprised to find out I could access someone else's navigation. Then again, if it's locked to one person, you can't extract without them allowing you too, which would really suck.
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41 minutes ago, taiiat said:
i think you're reading that word wrong. 'complaint' is not an insult, contrary to what the internet tries to teach people.
I was reading that wrong, my apologies.
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17 minutes ago, -Kittens- said:
has the highest burst DPS on secondaries until kuva brakk was a thing, and considering what Pyrana can output, yeah.
Burst damage is great until it takes more than one shot to kill something. This game is a horde shooter most of the time. It would be amazing in a pvp where armor doesn't scale infinitely, but that's not what Warframe is. I'm not saying it's bad or not fun to use, and the game is pve, so meta is not very important, but MR 14 is a bit silly.
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1 hour ago, Xzorn said:
Detron at 15m and 25m Zoomed is pretty much the same spread patterns while 15m Zoomed is much tighter.
Come to think of it. I've never checked to see if Zoom mods affect this but it's likely.Thanks for sharing this. It's very interesting. Perhaps it can tighten spread on hitscan weapons like Pyrana Prime? I'll do some testing.
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13 hours ago, taiiat said:
your complaints to me even seems like what would be appropriate (not the way Digital Extremes designs it but what would make actual sense), via that if Euphona is so complicated to use and requires such.... mastery... of the game, doesn't that make a higher Mastery pre-requisite fit well.
Wouldn't really call it complaining, just questioning why an "okay" gun has the highest MR requirement.
Also, it's pretty funny how your trying to retroactively justify its bad suplamentary stats as "complicated" and "requiring mastery". It's fine if guns have some downsides, but Euphona Prime is pretty disappointing for a weapon with the highest mastery requirement.
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4 minutes ago, taiiat said:
and Euphona makes sense as a higher Mastery Weapon? it is in that grouping of top 5 Damage per Shot in the game, after all.
I'm not saying it shouldn't have a high mastery, but I don't think it should be the highest.
Damage per shot is great and all, but the weapon has a lot of problems that comparable secondaries don't, bad hip fire being one of them. Tiny max ammo, small magazine, and long reload make it less than ideal for a hoard shooter. Armor scaling hits the primary fire hard in endgame since it has no way to deal with high armor, unless you mod for the secondary fire, which greatly reduces the effectiveness of the primary fire.
Compared to weapons like Catchmoon, Tombfinger, Pyrana Prime, Atmos, Sicarus Prime, Akjagara Prime, and Kuva Brakk, all of which have lower MR requirements, why does Euphona Prime have the highest requirement in the game out of all those secondaries?
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The stats list the slug shot's accuracy as 100 (the highest accuracy possible) however, that's only true for zoomed shots. The hip fire has some of the worse accuracy I've seen in this game, before even using multishot mods. Could we get the actual accuracy listed?
On another note, how is this an MR 14 weapon? It's not bad, but it's pretty underwhelming for the secondary with literally the highest MR requirement.
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On 2019-11-24 at 5:36 PM, Pillar_of_Autumn said:
I JUST confirmed, if you change the spawn room to another room it completely eliminates this issue. Been beating my head against my desk for the last 3 days over this, lol.
Glad it helped!
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2 minutes ago, theRCB said:
were those rooms made as extension from a previous spawn room?
No, the grand hall was only connected to a smaller hall. The reactors were on the other side of the small hall.
Archmelee is almost completely useless
in Weapons
Posted
I can confirm that Prisma Veritux still has working lock-on. However, even with the homing, the damage output is very low unless you strip armor with your arch-gun first, so it's easier to stick to using your gun unless you need to reload ammo.