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fadeinlight

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Posts posted by fadeinlight

  1. Get Nyx, max range and max efficiency Absorb.  Equip Quick Thinking and Flow, good to go.  Just have Nyx Absorb from the top of the carrier the whole time while everyone else kills the enemy.

     

    It's not easy, but it's definitely do-able.  Got the stance within four runs.

  2. Do you think Sliding, Coptering, and/or Wall Flinging should be changed in some way?

         I think the game would benefit from considering inertia.  Heavy melee weapons should cause some sort of redirection if used mid-air, while light ones shouldn't cause any kind of acceleration whatsoever.  Exceptions could be made (such as in the Jat Kittag).  Sprint would need to be reworked in order to make up for these changes.

     

    Do you think pickups (orbs and ammo) need a revision?

         Maybe some slight changes.  Ammo availability is an interesting mitigating factor in itself, but weapons with scarce ammunition should be powerful enough to make up for it.  At the moment, they're equal at best.

     

    What is your opinion on pure damage mods (for example, Serration)?

         They're must-have.  It would be more interesting if someone could swap out "Serration" with something like "Ammo Drum" and have it be considered a viable decision.  I think it would be better if Warframe considered weighed these four factors equally when considering weapon effectiveness:  Damage, Range/number of affected targets, proc benefit, and logistical considerations (ammo scarcity, etc.).  Right now it's all about damage...but if procs were better, people might consider those as well.  Ammo scarcity is almost a non-issue, and that should be changed.

     

    Would you grab enemies if you could?

    Yeah, that's a fun idea :)

     

    On average, do you use all of your Warframe’s abilities?

         Some warframes have a duplication of effect in their abilities, and in those I almost always choose the better skill.  Mag is a good example:  "Pull" does damage and has CC, while "Crush" basically does the same thing on a bigger scale at greater cost, while locking Mag into a cast animation...so I never use it.  "Blessing" and "Well of Life" are also good examples (although the latter is sometimes useful if you're going for an offensive build with Trinity). 

     

    Many 'frames also have abilities that necessitate specialized builds that render their other abilities useless--"Bullet Attractor," "Miasma," and "Desecrate" are all good examples of skills that benefit from something that the other skills do not...so either you choose the one skill or you choose all of the others.

     

    In situations where skills duplicate effects, there should be a proportional increase in effect without a major downside (as in "Crush").  In situations where specialized builds are required--I think the best way to deal with it would be to make more abilities viable when range, duration, power str., or even energy cost are affected negatively.  "Molecular Prime" ("fast" or "slow" Nova) is the best example I can think of.

  3. I was expecting the nerf bat to come around for awhile, but this is a little severe.  I really wish they would have taken input from the community first, as they did before the latest EV changes.

     

    I think there were a lot of more moderate changes that could have been made, which would have helped this mod retain its value:

    • it could have given Mag the value of the single highest shield drained
    • the cap could be affected by Power Strength
    • the benefit could have extended to party members

    Any single one of the above would have been a little more reasonable, in my opinion.

  4. I noticed that distinction, but Antimatter Drop still exists in Antimatter Absorb, so the damage multiplier is definitely something to consider.

    Once an ability reaches the point where it can drop enemies in one shot, the amount of damage you're doing is irrelevant, anyway.  You could have Nova casting Antimatter Absorb twice in a row for less cost and greater effect, if you're only thinking in terms of damage.

     

     

    so you want to add another absorb over its already existing absorb? for the most powerful skill in the game?

    If it requires two warframes to use, and costs more energy than any other skill in the game, why shouldn't it be the most powerful?  Besides, I already listed the mitigating factors in the OP.

  5. I don't know, man. If we throw in max power strength Oberon and Volts you can get up to like 60x damage AMDs and that can get a bit excessive.

    That's all true, but the blast radius of Antimatter Absorb  is still limited to 15m no matter how you mod it.  Also, note that I'm talking about "Antimatter Absorb", not "Antimatter Drop":  if this synergy worked on "Antimatter Drop," it would duplicate "Antimatter Absorb's" utility and render the mod useless.

     

    Sure, you can get some big damage multipliers in there...but you're talking about coordinated synergy between 3-4 frames.  Play at that level should be rewarded.

  6. I was thinking--why not make it so that Mag's "Bullet Attractor" works on Nova's "Anti-Matter Absorb?"  It would definitely create a pretty spectacular effect (a huge, bullet-absorbing, controllable sphere that exploded for 8x absorbed damage), and it would be a great instance where synergy between Warframes paid off in spades.

     

    It would be mitigated by these circumstances:

    • it would require a decent amount of coordination + skill to work
    • it would cost a base of 125 energy between the two frames
    • it would benefit from alternate builds in both frames
    • it would still be limited to AMD's 15m blast radius

     

    I think this would be a great addition to the game.

     

    Thoughts?

  7. i would classify Molecular Prime and Antimatter Drop as scaling Damage Abilities. the former is a consistent Damage Bonus and the latter isn't technically scaling, but 4x your Weapons and Explosion Abilities makes for an easy ad infinitum Damage.

    The reason I don't classify these as "scaling" damage abilities is that they don't base their damage off of enemy stats, which scale by level.  These skills are undoubtedly good, and have unquestionable value in high-level fights, but damage-wise, they work with a different mechanic--in the case of Molecular Prime a straight damage multiplier, and in the case of AMD an exponential increase every time it's cast properly (but still based off of player weapons, which -don't- scale with enemy levels).  I guess AMD with the new Syndicate mod would fall into that category by my definition, since it would absorb scaling enemy damage.  In that case, I forgot to mention Nyx's Absorb skill, since it returns the damage dealt.

     

    It's just the way I categorize them, but I certainly don't write the laws around here.  I agreed with the rest of your post.

  8. First of all, let us clarify that there is no "right" to free speech if you are speaking on international matters.

     

    Words and satire can't kill people, and those that claim that they can are being hyperbolic.  Claiming that one group might be justified in killing because another group didn't "respect" them is tantamount to saying that it's reasonable to behead someone in return for the loss of a fingernail clipping.

     

    I'm sick of people trying to justify barbarity and destruction by hurt feelings.

  9. Does anyone actually use Mag?

    Like...ever.

    (Outside of PvP)

    I use Mag now more than any other frame.  Now that Shield Transference has come out, she's a viable option in -any- Tower mission...and she's a better tank than Rhino once you start encountering, say, level 70-ish mobs.  Sure, Iron Skin mitigates knockdown & procs...but once you're up against enemies of that strength, even a maxed Iron Skin isn't going to last long.  If I'm looking for a tank, I'll take Rhino for anything up to that point, and Mag for anything beyond.

     

     

    And that's great but, well think about it.

    She's a utility frame with very few actual useful utility abilities.

    :/

    "Shield Polarize" is the best AoE in the game at high levels, if shields are involved (Corrupted or Corpus).  Maxed, it has an effective range of 100m+ (65m radius for Shield Polarize and 36m radius for the resulting blasts).  It's one of only two scaling damage abilities in the game (the other being Trinity's EV, which only affects one enemy at a time).  Even better, it doesn't mess with "Desecrate."

     

    "Pull" does crappy damage, but it's an excellent CC ability for most of those few enemies that can actually get through Shield Transference (Bombards, as well as anything that stomps).  It costs 25 energy at base, and is excellent for pulling mobs off of a defended area.  "Bullet Attractor" can be modded for so that all fire (friendly and enemy) within a sphere 70+ meters across is concentrated on one target, while doubling the damage.  Can you say "boss fight?"

     

    So far as I'm concerned, the only useless ability she has is "Crush," but I've argued that in a past thread.  Besides, three good abilities is a lot more than some frames have.

     

    As far as the Coil Mag helm goes--yeah, it's ugly...but if you've never seen someone wearing one, you've never seen someone that has built a serious Mag.  As far as "utility" frame goes--yeah, she's a utility frame...and her utility is killing 95% of everything in-and-out of sight.

  10. I think this is a pretty good idea, but yeah, the implementation would be a pain.  What if the players didn't want to run the mission four times?  This might come up if, say, everyone got that rare drop on the first run--not everyone will want to try and get it three more times.

     

    In this latest Devstream, they hinted toward something regarding keys...they were really vague about it, though--something about multi-use or multi-purpose keys.  Guess we'll see as it rolls out...

  11. Absolutely.  Reload rate affects sustained DPS.  Let's use an imaginary example:  Say you have a weapon that does 100 damage per second, but the clip is exhausted after you've been shooting it continuously for five seconds.  This weapon also happens to take five seconds to reload--Primed Fast Hands would reduce that to 2.25 seconds.

     

    Without PFH, you'll be doing 500 damage every ten seconds.  With it, you'll be doing (500 damage for first clip, first five seconds) + (zero damage over 2.25 seconds of reloading) + (275 damage over the next 2.75 seconds) = 775 damage...an increase of 55% :)

     

    Weapons that spend a lot of time in that "reloading" phase might benefit greatly from something like this (like Amprex, for example).

  12. I've put up a poll designed to collect data on Extractors over at the wiki.  The more people we get participating, the more likely it is that we come up with reasonably accurate numbers (assuming we get good submissions).  In particular, we could use more info on the Prime variants, although every submission is helpful :)

     

    Here's the link:  http://warframe.wikia.com/wiki/User_blog:Fadeinlight/Poll:_Collecting_Data_on_Extractors

     

    Thanks for participating!

  13. Welcome back everyone!  Hope you had a great Holiday Season, and I think we're all looking forward to the upcoming year :)

     

    Question #1:  Can we get some sort of "Warframe Mythbusters" segment going, where the developers address some sort of mechanics-related question?  There are a number of rumors that never seem to die, and getting some sort of official word from you guys would be a great way to end arguments.  For instance:  for as long as I've been playing I've heard people say that "activating Life Support when it's low makes the next one spawn more quickly."  Another one I've heard recently was that "having high Conclave will make enemies drop better items."  Although a lot of these questions can be answered by player testing, some of them (like ones that involve RNG) are difficult to prove.

    Question #2:  Will you guys ever reconsider assigning stats to armor and/or helmets?  Or even better, perhaps you might consider giving us some sort of ability to imbue armor pieces with stats?  These don't have to be monstrously powerful, but I think it would be interesting to be able to imbue certain helmets with, say, 5% damage reduction to headshots in return for some Syndicate rep or ducats.

    Question #3:  I just learned that Elemental Damage Reduction mods reduce damage to both health and shields.  Will you guys ever be releasing mods that reduce damage on Magnetic and Blast attacks?  I think those are the only two that are currently missing.

    Question #4:  In the last Devstream, you mentioned that you would be looking at reworking Kubrows this upcoming year.  The new Primed Mods for shotguns have increased the value of Sentinels even further, making it increasingly difficult to justify the cost of maintaining these pets.  Can you give us some sort of preview of what you'll be working on?


     

  14. A few months ago, you saw a lot more people asking for members to have a minimum conclave rating (say 1k+).  That made a lot more sense to me, as those who specialize (as I did) tend to lag behind in Mastery Rank.  However, at around the same time you saw all kinds of arguments that "Conclave dun mean nuthin"

     

    Not everyone that has a high MR is a great player, and not everyone that has a high Conclave is a strong one...but chances are that a player with MR 18 is going to be better than one with MR 8, and one with 1200 Conclave is going to be stronger than one with 700 Conclave.

     

    I'd actually like to see separate Conclave ratings on each piece of equipment displayed along with the number of forma, with the total conclave still at the top.  I've been running with a max range, high power str Shield Transference Mag Prime lately, using low-level Primary and Melee weapons along with a six-forma Synoid Gammacor--so my Conclave can often go as low as 800 while I still manage to top the damage charts in long missions.  I usually get a lot of sideways comments (usually from players around MR 8) when I try to join an endless T4 mission--"Uh, so about that level 6 Braton you have equipped..."  The higher MR players usually know better.

     

    The point is that going by Conclave is a better indicator, but even that doesn't tell the whole story.  It could probably be fixed if DE would go back over the Conclave ratings and rework them, which is long overdue imo.  However, until then your best bet is to give everyone a shot, friend those who play competently, ignore people who play exceptionally bad (without a good reason) or cheat, and carry on like that.

  15. I disagree.  What you're saying is the equivalent of "don't make tall mountains because some people like climbing them, and those people look down on the others."  If people want the option to go far into an endless mission, why would you take that away from them if it brings them enjoyment?  Because it makes some people feel bad that they can't do it?

     

    It's the same "give a trophy to everyone, not just the winners" mentality that we often see throughout these forums, and to a greater extent throughout the world.  It becomes a race to the bottom once you start rewarding the lowest common denominator.  The problems that you mention stem from a conflict between differing aspects of human nature:  those who prefer cooperation and those who thrive on competition...and taking away endless missions won't change that.  Nothing will ever change that, and the only thing that will make it better is acceptance and appreciation of people whose tastes might differ from your own.

  16. I think the problem is that when explosions were implemented they hadn't really done any LoS checks in anything, so they are just damage spheres. This really should have been changed a long time ago.

    I think you're right.  Blasts really seems to be in a class of their own when it comes to damage--whether it comes from Plasma Grenades, Bombard blasts or whatever.  I'd be willing to bet Railgun MOA attacks are classified the same way.  It's as if they have two types of damage effects:  regular attacks that have no punch-through, and these other ones that have infinite punch-through.

     

    If that is the case, I'd like to see DE reclassify this type of damage as they do regular damage, and assign punch-through values to each attack.  Even if it still gets through a lot of barriers, it would simply make for better realism, grant DE better control, and overall make things less sloppy.  It would be even better if certain surfaces somehow weakened the blast effects that got through (perhaps decreasing the range of the blast behind that surface or dramatically increasing the rate at which the damage diminished).

     

    I imagine this would be a pain to code and implement, but it would really, really give Warframe a better feel in battle overall.

  17. I chose Perrin Sequence/New Loka from the outset because they had the mods for the frames that I was playing (Trinity, Nekros, Vauban, Mag).  I prefer the Perrin Sequence ethos tbh--hard to take New Loka seriously in a game called "War"-frame.  Militant hippies = comedy gold.

  18. 1.  There is no Excavation mode for Void missions.

     

    2.  What this guy says:

     

    Nah.
    Survival missions don't require to protect anything other than yourself and your fellow tenno. Excavation on the other hand requires you to run away from the drills leaving them vulnerable so you can kill an enemy carrying a a power cell and take the cell all the way back to the driller and the scanner. Survival is more simple :/

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