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Yonm

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Posts posted by Yonm

  1. I can't see them getting rid of base damage mods entirely, if only because people who invested resources and even plat into maxing them out would be in an uproar, but one possibility could be to simply give them their own slot so that they are (but aren't) a part of your mod setup.

    They could just recomp the credits and fusion core value. It's true a lot of people will be upset, but this would be a QoL improvement and would be better for the game in the long run.

     

    The only real problem I think this would cause is specific builds that required forma would be hurt and you can't really recomp the time/resources/plat that went into making those builds.

  2. And just buff every weapon's base damage by 165%? I'm completely for removing "mandatory" mods for the sake of build diversity, but that doesn't mean the enemies are going to get any weaker. Simply removing damage mods or nerfing them isn't going help us much.

     

    So instead, why not just give all weapons a substantial buff and give players a reason to use mods that would be great if we didn't have to swap straight-up-damage mods for them like "Hush", "Continuous Misery", or Terminal Velocity"?

  3. And comparing it to other shotguns without actually being able to figure out the proper way to use it, is definitely not the gun's fault.

    Bind your mouse wheel to fire, use your mouse wheel to fire both barrels, use duplex when needed, actively reload, use uninterrupting skills to complement the gun. It takes more skill and thinking to use than the other guns but definitely not lackluster.

    Lol, binding you mouse to wheel fire doesn't work for Tigris. It just treats it as if you're holding the trigger and delays your shot more. Simply tapping the fire button unloads both barrels consecutively, but you can't fire both barrels at once.

  4. My point is, they've once again failed to address the problem everybody seems to know about.

    Serration is still required, Heavy Caliber/Shred is still required. Making Multishot mods a worse choice without taking a look at enemy scaling and endgame scenarios fixes nothing.  

    Serration is a staple, and I do agree that that should be fixed. Heavy Cal and Shred? Nope. They have drawbacks and whether you should use them in a build is entirely situational. Most pro builds never use either of those, as you get more benefits from elemental mods (since Heavy Cal is additive and 1.2 punch through isn't as useful as just a Speed Trigger)

  5. I'm pretty sure it's possible to shoot a double-barrel shotgun one barrel at a time: the trigger shoots the first barrel upon being halfway depressed, and the other upon being fully depressed.  So, remarkably similar to the Tigis, one smooth squeeze shoots both barrels.

    Some double barrel shotguns have two triggers, one over the other. It is possible to empty one barrel or both at the same time. What I meant is that Tigris can not empty both at the same time, which is more satisfying than firing two consecutive shots, but this new multishot rework would at least replicate the feel of it.

  6. Doesn't matter because if DE is actually going to implement this poor decision gunplay is destined to go straight downhill. 

    They said the would re-evaluate and adjust every weapon when the do this. Maybe pay attention next time?

     

    Anyway, Multishot mods are OP. They're basically a damage + status mod with no drawbacks. Pretty much a staple on almost every build that you have to use. Now at least there will be some thought into using them.

  7. I'd actually love it if multi-shot negated the duplex-auto trigger thingie on Tigris. It would make Tigris more like an ACTUAL double barrel shotgun, where you can empty both barrels at once instead of one after the other.

  8. not an accurate comparison using suboptimal hek build 

     

    vaykor hek is 3% less dmg than normal hek with maxed primed ravage

     

    vaykor hek is 34% more dps than normal hek with maxed primed ravage 

     

    also calculations cannot account for the unique synergy between viscous spread and scattered justice, not to mention proc effects via armor / health reduction

    They both have innate justice, you know that right?

  9. So, putting Adhesive Blast on Secura Penta makes the grenade rounds automatically explode after a few seconds. The only reason people use Penta over Tonkor is the ability to set traps instead of just going for straight DPS. This completely defeats the utility of the Penta.

     

    I don't know if this was intended or if it is a bug. I hope it's a bug, and if it is, please move this thread to the right section.

  10. It works for Undertow :p

    Undertow has a function. It's a panic button you use when you're getting wrecked or when you need to protect a console/pod from melee units. The Aug compliments the ability's function, which is what it should do.

     

    Augments should NOT add function to a useless ability. It's better to just buff the damn ability that have it rely on an aug as a crutch.

  11. The one displayed looks way too MMORPG and monstrous to fit the looks of Tenno culture.

     

    No thanks.  Too demonic, too animal, too angry.

     

    Warframe designs are more about being alien and inscrutable.

    Have you seen the new skins? Rhino looks like a Dark Knight from Final Fantasy and Trinity looks like a Persona. Not traditional warframe designs at all, but they're going to happen anyway.

     

    Honestly, it doesn't matter to me if they look like traditional warframes. Mesa already broke that mold and these new skins are "premium" skins, after all. While they shouldn't be too far removed from the games core design, the only really important thing is that they look cool.

  12. I'm sorry, what's the point of this... "feedback"?



    .-. dont all of the builds use elemental mods on all their weps?

    I think this is more accurate. Unless you're going for something really specific like a Concealed Explosives optimized build, I can't see anyone not using at least one elemental in their build.

  13. For those complaining about hydroid, consider this:

     

    This is in all actuality a buff to that augment due to the following:

     

    The augment was only working on things killed with tentacle swarm on their way OUT or on their way back into the ground.

     

    My build for this used to be all 3 power strength mods, and max negative duration.  Which made my tentacles last for about 3 seconds.

     

    After about 20 waves in an ODD -- stuff stops dying from the tentacles and then everything gets #Rekt from other abilities.

     

    Consider this:  Now you can mod for duration / range, perhaps throw a few different mods on- and benefit throughout the entire duration of a mission with the augment, as anything caught in the tentacles that is killed will be dropping extra resources.  I don't know about you all but spamming a 3 second tentacle swarm over and over was very tedious and boring IMO.

     

    Again-- this is just my opinion on the change of one of my favorite mods in the game, because I am currently at like 5k Polymer bundle and about 100 nano spores due to energy restores / trials.

     

    I am ecstatic to try out the change!

     

    Atleast try the change with some different builds before complaining guys!  If you still feel that you don't like it as well - please take it to feedback without raging/bashing...

     

    Last thought: perhaps give things a chance or at least tad longer than 5 seconds after the hotfix is released to start complaining that it was "nerfed".

     

    I am taking overextended + stretch to the derelict and bringing a speed nova with me, Equinox and Ember .... I shall have all the resources!!!!

    Increase the number of tentacles or make it so that we're able to use multiple Tentacle Swarms simultaneously. Otherwise, the ability is still worse off than it was before. 

     

    -Builds for max range and duration

    -Several tentacles spawn on the wall and ceiling

    -Now wait 50s to use the ability again so that you might get good positioning for another set of tentacles

     

    This "buff" in a nutshell.

  14. Really guys? Something in your farming change and you cry foul? DE is a company who needs to make money. Getting all this loot off of one run isnt good for the bottomline. And honestly, this isnt a nerf, its a buff. Yes, it doesnt scale on strength anymore but at least now you dont have to worry about the things dying before the Tentacles can kill the thing. Which sounds better, getting 12 pieces of GUARANTEED loot or getting one piece of loot that might be rare? Now you can use it and let the Rhino blow everything up or whatever and still get loot. Now you can take Hydroid into higher level content and get more loot.

     

    Sometimes I wonder if people complain just to hear the sound of their voices... Er, see their text... Buff their post count, whatever.

    I don't get why people are calling the hydroid changes a nerf. The mod gives you double the drop rate and now enemies don't need to be killed by the tentacles to drop stuff....you and your party members can kill enemies caught by the tentacles and still get drops....seriously people wtf

    These people have clearly never used a Pilfering Hydroid. The reason this is a nerf is because when you maximize power strength and efficiency on Hydroid, you get an a high damage instantaneous AoE attack that yields 300% more loot with a 4s cooldown.

     

    The "buff" doesn't affect enemies already killed by team mates, so the ability doesn't suddenly become for team friendly. The tracking on the ability is STILL unreliable which means a duration build is STILL out of the question, which means you will STILL go for a max str/eff build. So what's changed now? Absolutely nothing except the fact that the that attack provides only 100% more loot.

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