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Yonm

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Posts posted by Yonm

  1. 23 minutes ago, Insizer said:

    The ability has no point other than buffing a single shot's headshot damage and allow you to pretend like you are being cool by steering an arrow. Look at my suggestion, it actually makes Navigator more useful by allowing it to be used by more weapons, and by allowing you to store shots and turn them into a projectile to then be steered.

    All you are saying is that Ivara wastes an ability to overcome the handicap of a select few weapons.

    V6IsCgU.jpg

    It's a little hard to make out but that's Ivara oneshotting a group of level 100 heavy gunners with navigator. Yeah, the ability has niche uses. So what? Most abilities do. It's great at doing what it's supposed to do. I consistently get top kills/damage on sortie missions just using a glaive and navigator. 

    21 minutes ago, ashrah said:

    navigator is one of strongest 2 skill use it with glaive prime.......with 200% u hitting over 100k

    This guy gets it.

  2. 11 minutes ago, (XB1)kr0mus said:

    It maxes at 5x and the thing is basically useless pickpocket scales positively with duration why not make it at least un modilble how fast it increases the bounus.

    It maxes at 14.95x, bro. You know what you can do with that and negative duration? Superfast 1mil damage glaive AOEs blast that cost like 10 energy. Being able to mod the rate that it increases adds playstyle variability. You either get a fast, high damage projectile or one that can hit multiple enemies that gets stronger over time.

  3. 8 minutes ago, Insizer said:

    Ok, so we should leave one of Ivara's abilities to be useless for 70% of weapons, for no actual reason but to act like allowing it only for projectiles somehow follows a theme? No, asking it to be changed so that it is even usable for more than just 30% of weapons is reasonable and more like asking for a cell phone to work in areas where you don't have 100% perfect signal. If you want an ability, but don't want it to be usable or practical then don't bother making it in the first place.

    As of right now Navigator is joke of an ability that helps Ivara pigeonhole usable loadouts to the point of paralysis, just for the sake of a "theme". A theme is for inspiration. No theme should supersede practicality and utility.

    Yeah, because hit-scan weapons totally need to be guided, right? It's not like they're literally instantaneous as opposed to projectiles. I honestly don't think you understand the point of the ability.

  4. 3 minutes ago, (XB1)kr0mus said:

    I know how it works but it is literaly her only ability that gets gimmped by duration all other benefit.

    It's not a gimp, you get more time to use it before the energy ramp gets too high. What, you want 11x multiplier in like 2s AND low energy cost? It's called balance.

  5. 2 hours ago, Insizer said:

    Before adding stuff to Navigator, lets address the major issues (including a couple you mentioned):

    • Have the speed controlled by the movement keys/stick to prevent speed locking issues that I assume come from holding the fire button when Navigator takes over.
      • ie: forward = faster, backwards = slower, neither forward or backward = normal speed
    • Make Navigator do something (anything) for the 60-70% of guns or so that are either hit-scan or continuous, and make Navigator actually useful for non-single shot projectile weapons, instead of having it only be useful for bows and launchers.
      • Seriously, this ability pigeonholes loadouts so much that its not even funny. The only primaries that I can use with Navigator are launchers (ie. Tonkor cruise missile) because Navigator can't be used with non-projectile weapons, because Navigator is a waste of energy on most projectile weapons, and because arrows and bolts become impaled into walls and trick Navigator into thinking that they are still flying...
    • Tie energy drain to distance traveled by the projectile rather than the time traveled.
    • Fix the "impaled arrows think they are still flying" issue.
    • Come up with some way for all of Artemis Bows shots to be controlled by Navigator.

    The biggest problems for Navigator are that it pigeonholes loadouts (just like Artemis Bow...) because it is useless for 80-90% of guns, and that the speed controls still bugs out. These need to be fixed before anything else, before bouncing issues, before power drain issues, before aim assist etc.

     

    I just thought of an awesome way to make it useful for non-single shot and non-projectile weapons:

    • You activate Navigator, and start shooting say a Boltor or Soma for example (there is currently no continuous toggle drain). You then stop firing and hold Navigator's ability button, at that point all of the projectiles are basically merged into a single group object "projectile" and the toggle drain starts. This "projectile" has its own travel speed (same for all of these unique group objects), and can be controlled like a normal projectile (speed included).
      • Continuous fire guns have their "projectile" replaced with Dera's projectile model.

    The ability is meant for projectiles. It's part of the frame's theme. Changing it to include hit-scan weapons is like asking to change Slash Dash to a whip.

  6. 3 hours ago, (XB1)kr0mus said:

    This and make it scaled at a fixed rate, it takes me forever to get the 5x damage.

    It scales with duration. Reduce duration to make the damage multiplier grow faster.

  7. If you're only concerned about Artemis' damage, the bow you use doesn't matter. Rakta is just better for utility because of the syndicate effect. It doesn't even have to be a bow, honestly. Artemis takes the mods of your primary, but has it's own stats, so you can basically use whatever you want.

  8. 10 minutes ago, Tesseract7777 said:

     

    No I'm not arguing semantics. I'm saying it being a "bad decision", is your own personal, subjective, opinion, and if you wanted to be more civil to the op, you would keep it to yourself. 

     

    Most of the buys in warframe are about convenience. That's a big part of how the game is funded. Just because you wouldn't make such a buy, doesn't mean someone else made a bad decision because they did.  

     

    Also, I already explained clearly why it is a perfectly reasonable decision to buy something that you can trade for for cheaper. It's because some people find trade chat a huge headache, and a huge waste of their valuable time. You seem to be willfully ignoring my point... 

     

     

    I ignored it because it's a poor point. You can go to warframe market (the site) and just message people selling the parts. Their prices are listed so there's no need to go through "headache" inducing negotiations. There's at least 10 people selling whole sets for under 50p as I type this. Again, getting the same things for less plat and effort in the same amount of time = better, from a business standpoint. There's nothing subjective about that.

    If you're talking about personal enjoyment? Sure, whatever. If losing plat floats your boat, go for it. If typing a few words to people for transactions that take less than 5 minutes is too bothersome, buy from the market. But at that point, you're just projecting your own preferences/insecurities onto OP.

  9. Just now, Tesseract7777 said:

     

    He's still supporting the game by buying it... because once he spends that plat, he is going to need to BUY MORE plat... in order to buy more stuff. 

    And sure, it would be under 275p, but you are still ignoring other advantages. Like some people don't WANT to deal with trade chat at all. Either for buying or trading. And if that's how they want to support the game there is nothing wrong with that decision, it isn't a "bad decision". It's just not one you would personally make... 

    OP did say "Buys plat once in a blue moon". Honestly, I don't know what you're trying to argue. Semantics? Use whatever words you want, but spending plat efficiently while still circumventing wait walls is still objectively better than doing the exact same thing, but with more plat. I guess buying a bunch of alloy plating in would be a "good decision" to you too? 

  10. 9 minutes ago, Tesseract7777 said:

     

    While I agree with people that the reward table should stay the same, after all, as people have said, he can sell the parts for platinum, I disagree with the notion that he made a "bad decision" by buying Nezha. 

     

    If people don't support the game there will be no Warframe, and buying a Warframe is a perfectly legitimate thing to do. If you can afford it and wish to support the game, you are essentially bypassing a lot of wait walls and getting to play with your frame right away. The cost of rushing a frame is significant, especially if you rush the parts too, and by buying the frame you bypass any rng/trading/questing or other artificial wait walls or annoyance. You are paying to get to play it now and avoid a lot of hassle and resource cost and everything else. 

    He supported the game when he bought the plat, not the frame. I'm just saying it could have been better spent. He could have bought the parts from players and rushed the research. It would have saved him about 100p and he still would have had the frame to play with immediately.

    Not thinking something through, then going to the forums to complain that they should take away options from other players is definitely not the way to do things.

  11. It's not the sorties fault, it's pretty much yours. I bought Nezha for around 40p after returning from a long hiatus. A frame shouldn't be made p2p just because one player's poor decision making. Literally everything in this game can be earned via farming/trading or just straight up purchased for plat. By your logic, anyone who doesn't buy plat should be forced to only use starter frames/weapons.

  12. 6 hours ago, DeMonkey said:

    Mesa does not need scaling from secondary mods DE.

    What she needs, and what I will always say she needs is to be able to move whilst using it. She's a Ninja, not a turret.

    You're supposed to toggle Peacemaker on and off when using it, rather than keep it channeled like other exalted weapons. I think that that's always been the design-intention. Adding full movement would just make it a gun you don't have to aim, and adding limited movement wouldn't really make much of a difference.

    Janky auto-targeting and energy drain are the biggest issues with the ability.

    They should make the initial energy drain negligible and have it ramp up the longer you channel, but reduce the overall energy drain to make it more usable. The auto-targeting needs to be able to find enemies and shoot more consistently, rather than "jamming" when your frame-rate drops or when there's too many targets on the screen.

  13. 1 hour ago, Nomen_Nescio said:

    Hell, they don't even fire faster or reload faster, that would've been at least something.

    Secondaries do. It's her passive.

    • +10% fire rate with dual wielded sidearms.
    • +20% reload speed for one handed sidearms.

    Limited, but they're multiplicative so they come in handy for certain weapons. She had more at launch:

    • +1.0m Punch Through bonus on sniper rifles.
    • +2 extra pellets for shotguns.
    • +5% additive damage for rifles.
    • +15% projectile speed on launchers.
    • +20% extra ammo for bows.
    • +20% strafe speed while aiming (zoom-in).

    But exactly 6 people cried "NERF!" and DE took out all except for 3 (shocker). Again, her design focus is clearly supposed to be that of a "run-and-gun" frame, it was just a lot more obvious at launch.

  14. 7 hours ago, Nomen_Nescio said:

    Same can be said for Mesa, Zephyr, Limbo and many other frames like that. But defy's cast animation is very quick. I was running away first but honestly you don't have to do that. Not really. Can jump if you feel like it. I never used cloudwalker to get away from the enemies. Not in sortie surv, nor in the void surv. Was always perfectly fine. And I mean I'm far from being a pro or something. But like with every warframe, it just depends on the person. But point remains, once you get how defy works and how to maintain energy at it it's way easier. You can literally take all the damage while not dying, including status effects and melee hits and if you're not surrounded by the energy leeches in large amounts you won't run out of energy. Some might find it too risky or just stressful seeing how your health might be gone in seconds but after playing for awhile you're getting used to it.

    Again, the invulnerability phase needs to be toggled off before you can re-use Defy again. Against pea-shooters, sure, you can stand there and tank bullets. Against enemies that can take you from 1000 to 0 in a second, you will die during the cast animation, even with Natural Talent. 15s intervals of invulnerability is not as manageable as Mesa and Zephyr's (or even Limbo, not that anyone uses him...) 40-50s damage mitigation. You can use Quick-thinking as a buffer, but it's not an easy thing to fit into a build.

    7 hours ago, Nomen_Nescio said:

    You can beat the ... out of the null's bubbles while you're in Hysteria just by punching it from some distance - not entering it. And idk, but more than 1000 kills for 40-60 min in surv is kinda more than enough. Enough to get enough life supports even in solo, and that's all that matters really. Unless you mean focus but that wasn't a point.

    I think you're just arguing for the sake of arguing at this point... you say 1000 kills for Valk is more than enough, but that's really not much esp. in 40 minutes of survival. I get that running around with Volt and his Speed Augment. Not shooting, literally just running. Mesa with even mid-tier weapons can out kill that. So if Mesa can perform leagues above what you consider a decent run of surv by herself, how exactly is she bad?

    7 hours ago, Nomen_Nescio said:

    If by that you mean ballistic battery, than it's a joke of a buff.

    ...Shooting gallery? That's like the most basic thing a Mesa player knows. You haven't played Mesa a lot, have you?

    One last time, since you appear to have lost track of what you're even arguing about. Mesa's L2 and L3 amazing, her L1 could use a buff and her ult definitely needs some work. She's an overall great frame, not top-tier, but far from garbage. You haven't really said anything that disputes this...

  15. On 3/27/2016 at 1:55 PM, Nomen_Nescio said:

    Wukong requires two things - 1. rage 2. vitality (+vigor optional). There. And to recast your defy after like 2 "deaths" to keep it perfectly safe and keep that rage useful. Can also use primary, secondary, melee + his staff.

    Wukong requires you to run away to recast defy after the hit-points are used up. That's what I mean by "more management". Btw, you have to toggle Defy off, then on again if you're still in the invulnerability phase. So that means Wukong gets under 15s to do something, has to use Cloudwalker to get to a safe place where a stray bullet can't kill him, re-apply Defy and then repeat the entire process for the entire match.

    Since Mesa has 2 abilities that are both duration based, she can used one as a buffer, so she can recast the other when it expires. If you're in a tight spot you can lifestrike-melee endlessly if you have rage, without having to run away. 

    On 3/27/2016 at 1:55 PM, Nomen_Nescio said:

    Valkyr can't shoot (still can do a trucktone of damage and very fast tho), but Mesa with that horrible ult can't shoot anything besides her normal weapons either, such wow for a gunslinger frame.

    Valkyr does a ton of close range damage and is effectively invulnerable. She can get a bunch of kills, but not as much as Excal, Atlas, Ash or anyone with a decent weapon and she gets shutdown by nullifiers. Valk has her own uses, but just as much limitations as Mesa. 

    On 3/27/2016 at 1:55 PM, Nomen_Nescio said:

    Chroma at least gets a bonus for damage with his abilities.

    So does Mesa. Chroma is better in every regard though, wasn't even arguing that.

  16. On 3/27/2016 at 1:55 PM, Nomen_Nescio said:

    Translation - only managable mostly in solo and around medium levels. No exceptional skills whatsoever, just shoot everything until it's dead. Mostly loved because of the aesthetics and by people who like "challenge" as they call it.

    What's with this snobby attitude? There's nothing wrong with a non-gimmicky character. Her kit is made for "shooting everything until they're dead". I'm sorry that upsets you. Ash and Valk are over there. 

  17. On 3/22/2016 at 0:22 AM, SortaRandom said:

    My point is, our melee gameplay already has a lot of buttons considering how simplistic the system is. Not that it needs to be simplified further or anything since blocking and such is pretty important, but it certainly doesn't need another button slapped on top (especially one that doesn't even add any new mechanics).

    There are plenty of games with far more in-depth melee combat systems, with a wide variety of branching combos for each weapon type, that require only two buttons. I think that the concept of having a four-button melee combat system when nearly all attacks come from a single button is just plain silly.

     

    Melee 1.0's charge attacks were fine. They were useful and they were responsive, and there were virtually no requests to move them to a separate button since (despite being useful and responsive) they simply weren't complex enough to necessitate an entire dedicated button.

    This has not changed. Charge attacks are still simplistic and do not chain well with regular attacks. They do not need a dedicated button when (assuming usefulness/responsiveness are fixed) the original holding system already worked flawlessly.

     

    Bit off-topic, but I hope you're joking about jumping and LMB not being in use during melee combat. You're going to be jumping is required no matter what weapon you're using, and LMB in melee mode is bound to Channeling by default.

    I agree that melee is more involved than just pressing E, but maneuvering and all that stuff is done with just your left hand (well for most people, special set-ups not included). You're right hand only has two buttons to worry about. Adding charge attacks to alt fire (middle mouse by default) is not that big of a deal.

    It's not like you're going to be blocking AND attacking, so basically the most complex thing you'll be doing is holding down the channel button (which most people I know set to toggle anyway...) and holding down the charge button. That's two fingers. It doesn't require a lot thought or dexterity at all...

  18. 14 hours ago, bubbabenali said:

    What gives?

    Here is another fun fact: If you tripple the reach of every other melee weapon the two Orthos' will still outreach them.

    And Final Harbinger on Silver and Aegis outclasses the Twin Basolk by far.

    Geez, you get the award for most unproductive post I've ever seen.

    1.  "If you tripple the reach of every other melee weapon the two Orthos' will still outreach them."? That's just plain wrong. You're severely overestimating the Orthos' reach.

    2.  A weapon's DPS is way more important than reach. I don't even know why you brought it up, it's hardly relevant.

    3. "And Final Harbinger on Silver and Aegis outclasses the Twin Basolk by far." That's also wrong but even if it wasn't, it's also irrelevant to thread. Other weapons are bad too. So what? Nothing's allowed to be fixed if more than one thing is bad?

  19. 3 hours ago, DERebecca said:

    Just a few quick conversational remarks about Mesa, particularly Peacemaker.

    As Venomzz0 was points out 'and if Peacemaker scaled off of secondary mods it would be godlike'. I was recently discussing the fact that almost all other Warframe-unique weapon abilities (Exalted Blade, Hysteria, Artemis) scale with underlying weapon-type mods, and now we are prototyping Peacemaker to scale with Secondary Weapon Mods to possibly join the club. So stay tuned if this is a prototype that interests you!


    Edit: Also cleaning up this thread a bit. A reminder that constructive remarks are best, and a thank you to those in the thread that worked to salvage constructive discourse.

    Is there anything in the works to make it so that Peacemaker's firerate isn't tied to framerate? This is known issue that's been affecting the ability since Mesa's release. It sucks that the ability slows to a crawl when you're aiming at an area where a lot of stuff is going on (i.e lots of enemies and particle effects), and you're just stuck patiently waiting for Mesa to find a new target inbetween shots.

  20. 2 minutes ago, Sabrewolfe said:

    Compared to Wukong, Chroma, Valkyr, Rhino, Inaros, Trinity, etc. she is probably the worst tank out of all of those.

    Again, wrong. Wukong requires even more management than Mesa, Rhino still scales poorly at high levels and Valkyr can't shoot in her ult. Mesa's moveset is more practical. She's also faster and gets a damage boost to her equipped weapon thanks to her L2. She's not garbage, you just need to actually play her. No godmode or exalted weapons just you.

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