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Prof_Blocks_007

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Posts posted by Prof_Blocks_007

  1. I recently unveiled a Riven for the Stug, and figured I might as well roll it a few times, just to see if I get anything worth using. It rolled Multishot, Reload Speed and Fire Rate on the second cycle, so I decided to try it out.

    5 Forma later, and I've gotten a decent understanding of its mechanics and performance, and have come up with some ideas for a buff/rework.


    Overview of the current Stug

    Starting with the in-game description: "Firing a sticky, toxic, explosive compound, the Stug Gel Gun offers multiple ejection modes, delivering maximum damage in all situations."

    Currently, the Stug fires 'blobs'. These blobs have two instances of damage: repeated ticks on anything near the blob (an AoE DoT), and an explosion ~1.5s after landing. The detonation timer is reset when additional blobs are fired into the blob.

    Blobs can be stacked up to 10 times, which increases the damage of the AoE DoT and the explosion. The explosion radius is also increased with stacks (up to ~3.5m), while the AoE DoT has a fixed range (at ~2.5m). Both ranges can be increased with Fulmination. The AoE DoT has damage falloff (enemies further away from the blob take less damage from the ticks). The explosion has no damage falloff.

    Firing additional blobs into a maxed 10 stack blob does not add any additional damage or range, it only refreshes the detonation timer. Multishot increases the number of blobs fired per shot, reducing the number of shots needed to hit the maximum size.

    The Stug has two firing modes: a full-auto primary fire, and a charged secondary fire. The primary fire launches singular blobs, while the charged shot launches a combined blob (up to 6 stacks), consuming up to 6 ammo (depending on the amount charged). Both firing modes are affected by multishot (though multishot only applies to the first blob in the shot, instead of applying to the entire shot).


    The Stug is an amusing weapon to use, but its performance is underwhelming at best, due to its low damage output and low status chance (the in-game UI lists it as having 0% status chance, but the explosion can proc). The secondary fire is too slow (3s charge time at base) to be worth using over the primary fire.

     

    The rework

    Going back to the description, I have based these ideas on the mention of "multiple ejection modes". The idea is to give it three firing modes, a short to medium range explosive blob (the current primary fire), a short range scatter blast of smaller explosions (an explosive shotgun), and a long range explosive slug (an explosive sniper).


    Blob

    The primary fire mode. Pretty much identical to the current primary fire in functionality, with a couple of additions and some stat tweaks.

    • Apply a slowing effect to enemies with blobs attached to them, increasing with the number of blobs (Similar to Nox's weapon).
    • Have additional blobs fall off of and land around already maxed blobs, instead of wasting the shots.
    • Increase the base status chance, and have the status chance scale with stacks.
    • Increase the base damage
    • Possibly have the AoE DoT apply status effects as well.

    Scatter

    This would be the second fire mode, firing a short ranged scatter of 'gel pellets', which explode ~0.5s after firing. The pellets would stick to surfaces and enemies alike.

    • The number of pellets would depend on how the vfx affects performance.
    • This would have a high status chance (30-40%)
    • The shot would have a guaranteed stagger on hit (like Strun Wraith or Arca Plasmor)
    • Small AoE on each pellet, high overall damage
    • Would consume 4 ammo per shot
    • Whether or not this has self-damage would depend on how it handles in-game

    Slug

    The third and final fire mode, launching a single high speed explosive 'gel slug', which would stick to enemies/surfaces, and then explode 1 second later, dealing high damage in a moderate AoE (smaller than the primary fire, but larger than the secondary fire).

    • This would have a slow fire rate (1 round per second), and consume 10 ammo per shot
    • I've no idea if this should have crit, status or a mix of both
    • This would most likely have self damage

     

    I have no idea if any of this will stick, but it's worth a shot!

    Thank you for reading :)

  2. 1 minute ago, NezuHimeSama said:

    Not all exilus mods have movement enhancement. In general, it's basically a mod slot for mods too trashy for anyone to use normally, except the drifts, which is why no one uses it for anything but the drifts anymore.

    I regularly use Handspring.

    It makes knockdown recovery almost instant, and knockdowns happen a lot. (Bombard rockets, Scorpion/Ancient Hooks, ground slams - just to name a few)

  3. The new Tail Wind is really 'rigid' too. Before, you could cast/shoot/bullet jump during the dash, but the new animation prevents all other actions.

    Pre-rework, aim glide would stop your ascent (from the on-ground cast), which was great for areas with low ceilings/'teleport volumes', or when you wanted to launch off of the ground quickly, while not going the full height.

    This remains the case for the charged tail wind (charge on ground and launch into static hover), as it uses the same launch animation (after the charge is released) and mechanics. The tap-cast, however, causes you to ascend even further when aim glide (or jump) is used. The effect is particularly bad at high angles. This is presumably a bug/interaction with the newly added momentum.

    Speaking of which, the momentum has made her 1 unusable in combat, for both launching off of the ground (too high + aim glide bugs), and for dashing around to re-position (goes too far instead).

    The loss of the instant ground launch (independent of look direction) made ground launching awkward to do, which is compounded by the fact that the tap-cast is now always a dash, which prevents other movements (e.g. WASD movement, jump) - something the ground launch allowed. (The charged launch allows movement, but takes time to charge up, and then locks you in place, which isn't always desirable).

    Also, Tail Wind still turns off her passive (until you jump or land).

    I have some Before and After gameplay, which should give a rough idea of what her kit was like pre-rework, and what that same playstyle is like now.

  4. On 2/26/2018 at 9:50 PM, Prof_Blocks_007 said:

    This feedback will likely sound harsh.

    For that I am sorry.

    I have played Zephyr for a long time, and have played with the Rework for a while, testing different builds and trying to adapt, but too much control and reliability has been lost from the pre-rework form.

    Some before & after gameplay:

      Reveal hidden contents

    Before:


    After:

     

    Both clips were using builds with 200% power strength. The before rework build had 195% duration. The after rework build had 116% duration (to compensate for the increased Tail Wind speed).

    (Also worth noting - I didn’t realise pre-recording that looking directly downwards causes Tail Wind to fly upwards, like Bullet Jump does.)

    Overview

    Pre-rework, Zephyr’s aerial combat had a smooth flow to it, with plenty of control. There wasn’t much momentum on Tail Wind, so it could be used to move around, without flinging Zephyr too far.

    Post-rework, it feels awkward and clunky. Having to look upwards (or directly downwards) to launch into the air, and sharply downwards for Dive Bomb is inconvenient, especially compared to the pre-rework behavior. The increased speed and momentum of Tail Wind has made it really awkward to use in combat, even with a lowered power duration to compensate for it. To make things worse, any use of aimglide or jump (for a short duration after Tail Wind ends) causes Zephyr’s height to increase even further, based on how high Tail Wind’s angle was.

    Keeping control of Zephyr while aiming at enemies is now, unfortunately, rather cumbersome. She has become great for traversing the Plains of Eidolon, but combat and regular tileset movement has suffered.

    The halved cost of Tail Wind while airborne is great, and it can now fully change Zephyr’s direction (pre-rework, Zephyr’s movement would sometimes shift back to its previous direction after a Tail Wind), although I have a feeling this may only be due to the new mechanics/handling.

    The changes to Tornado have been excellent. They had some issues keeping hold of enemies when the rework launched, but that appears to have been improved substantially since then. Transferring damage (now including crits and status) and recastability makes them a hell of a lot nicer for Zephyr and her squad to use.

    Air Burst is useful for a quick ragdoll/knockdown, especially after the flight speed buff. Nothing outstanding, but still worth using.

    Moving onto the suggestions! For the most part, this will be an attempt to merge the reworked Zephyr with the pre-rework Zephyr, with some additions.

    Tail Wind

    • Return the original mechanics and speed/momentum (cast on ground to launch, cast in air to dash)
    • Hold cast on ground to launch into hover (tap cast on ground would do the same launch as pre-rework - no hover)
    • Allow some movement during the hover
    • Hold cast in air to increase speed and extend dash length (this could be implemented as: dash immediately on tap, continue holding for a longer, faster dash)
    • Fix air-dash Tail Wind breaking Zephyr’s passive slow-fall (current workaround is jump to reset it)
    • Change Target Fixation (Augment) to no longer reset on touching the ground - this one is near impossible to keep up and use effectively, if at all. Have the counter reset on Dive Bomb instead, consuming it for a (relatively) big burst of damage.

    Dive Bomb

    • Back to power slot 2
    • Reintroduce Divebomb Vortex (Augment)
    • Possibly scale with melee mods?

    Air Burst

    • Merge with Turbulence (casting 3 while Turbulence is active throws an Air Burst)
    • Alternatively, merge with Dive Bomb - tap to throw, hold to dive (hold input would only need to be short, something like the difference between cycling/casting Vauban’s Minelayer/Ivara’s Quiver)

    Turbulence

    • (Possibly) shorten cast animation
    • Fade VFX when aiming

    Tornado

    • I can’t think of anything to change for Tornado - it really is great now

    Other

    • (Possibly) add a third jump (triple jump) and extended aim glide duration to Zephyr’s passive, to really solidify her aerial combat capabilities

    This would return the control and combat flow that pre-rework Zephyr had, while keeping her newfound speed for PoE and other large tiles/future open zones.

    Thank you for reading!

    To expand on this, I have created a table detailing the before and after of Tail Wind.

    enUkZfz.png

  5. An alt fire to switch between Scatter and Homing modes would be neat.

    Scatter would function as it does now.

    Homing would lock onto enemies, at the cost of the weapon taking longer to charge (Something like 2.5x charge time).

     

    Another option would be as an Augment, with no downsides (as it would cost a mod slot).

  6. This feedback will likely sound harsh.

    For that I am sorry.

    I have played Zephyr for a long time, and have played with the Rework for a while, testing different builds and trying to adapt, but too much control and reliability has been lost from the pre-rework form.

    Some before & after gameplay:

    Spoiler

    Before:


    After:

     

    Both clips were using builds with 200% power strength. The before rework build had 195% duration. The after rework build had 116% duration (to compensate for the increased Tail Wind speed).

    (Also worth noting - I didn’t realise pre-recording that looking directly downwards causes Tail Wind to fly upwards, like Bullet Jump does.)

    Overview

    Pre-rework, Zephyr’s aerial combat had a smooth flow to it, with plenty of control. There wasn’t much momentum on Tail Wind, so it could be used to move around, without flinging Zephyr too far.

    Post-rework, it feels awkward and clunky. Having to look upwards (or directly downwards) to launch into the air, and sharply downwards for Dive Bomb is inconvenient, especially compared to the pre-rework behavior. The increased speed and momentum of Tail Wind has made it really awkward to use in combat, even with a lowered power duration to compensate for it. To make things worse, any use of aimglide or jump (for a short duration after Tail Wind ends) causes Zephyr’s height to increase even further, based on how high Tail Wind’s angle was.

    Keeping control of Zephyr while aiming at enemies is now, unfortunately, rather cumbersome. She has become great for traversing the Plains of Eidolon, but combat and regular tileset movement has suffered.

    The halved cost of Tail Wind while airborne is great, and it can now fully change Zephyr’s direction (pre-rework, Zephyr’s movement would sometimes shift back to its previous direction after a Tail Wind), although I have a feeling this may only be due to the new mechanics/handling.

    The changes to Tornado have been excellent. They had some issues keeping hold of enemies when the rework launched, but that appears to have been improved substantially since then. Transferring damage (now including crits and status) and recastability makes them a hell of a lot nicer for Zephyr and her squad to use.

    Air Burst is useful for a quick ragdoll/knockdown, especially after the flight speed buff. Nothing outstanding, but still worth using.

    Moving onto the suggestions! For the most part, this will be an attempt to merge the reworked Zephyr with the pre-rework Zephyr, with some additions.

    Tail Wind

    • Return the original mechanics and speed/momentum (cast on ground to launch, cast in air to dash)
    • Hold cast on ground to launch into hover (tap cast on ground would do the same launch as pre-rework - no hover)
    • Allow some movement during the hover
    • Hold cast in air to increase speed and extend dash length (this could be implemented as: dash immediately on tap, continue holding for a longer, faster dash)
    • Fix air-dash Tail Wind breaking Zephyr’s passive slow-fall (current workaround is jump to reset it)
    • Change Target Fixation (Augment) to no longer reset on touching the ground - this one is near impossible to keep up and use effectively, if at all. Have the counter reset on Dive Bomb instead, consuming it for a (relatively) big burst of damage.

    Dive Bomb

    • Back to power slot 2
    • Reintroduce Divebomb Vortex (Augment)
    • Possibly scale with melee mods?

    Air Burst

    • Merge with Turbulence (casting 3 while Turbulence is active throws an Air Burst)
    • Alternatively, merge with Dive Bomb - tap to throw, hold to dive (hold input would only need to be short, something like the difference between cycling/casting Vauban’s Minelayer/Ivara’s Quiver)

    Turbulence

    • (Possibly) shorten cast animation
    • Fade VFX when aiming

    Tornado

    • I can’t think of anything to change for Tornado - it really is great now

    Other

    • (Possibly) add a third jump (triple jump) and extended aim glide duration to Zephyr’s passive, to really solidify her aerial combat capabilities

    This would return the control and combat flow that pre-rework Zephyr had, while keeping her newfound speed for PoE and other large tiles/future open zones.

    Thank you for reading!

     

    Edit: Now with a table!

    enUkZfz.png

  7. I've played Zephyr a lot, and, I'm sorry to say, my first words after trying the rework were:

    "oh no."

     

    I really don't want to dislike the work that has gone into this rework, but I just can't get along with it - too much of Zephyr's movement flow has changed.

     

    The new Tail Wind is way too fast for regular use. It's great for plains, but it's completely unusable everywhere else. There's more momentum now too. The instant stop if Zephyr is on the ground when Tail Wind ends is also awkward.

    I frequently used the ground cast of Tail Wind to launch into the air (195% duration build - much stronger, faster and smoother to use than bullet jumping straight up) and glide around while raining hell with explosives (side note - holy **** that new Ogris explosion sound!). It could even be combined with bullet jump for more height, if you performed the cast and bullet jumped at the same time.

    With the ground launch having to be charged now, that functionality has been lost. The static hover only makes this worse.

    Dive Bomb, Turbulence and Tornado could all be cast during Tail Wind, which I frequently used to evade while recasting Turbulence, curve the start of Dive Bomb's path, and dump Tornadoes into a group of enemies (the combination with Tornado isn't relevant now that they are an aimed cast, but chaining Tail Wind into another power was fun).

    Having to aim down to cast Dive Bomb is proving awkward.

    I have tried a new build with lower duration to compensate for the otherwise too fast Tail Wind, but I just can't get along with the new movement.

    Some suggestions:

    • Return the original Tail Wind speed and handling (tap on ground to launch, tap in air to dash)
    • Continue holding 1 during the ground launch flight to initiate the hover
    • Hold 1 in air to extend the current Tail Wind and increase speed (for Plains planes)
    • Dive Bomb back to power 2
    • Casting 3 activates Turbulence
    • Casting 3 while Turbulence is up throws an Air Burst
    • Increase the flight speed of Air Burst
    • Remove the 'starting twist' of the new Turbulence cast animation (this one feels off to me - looks more like Nezha for the first part)
    • Fix in-air Tail Wind breaking Zephyr's passive

    This would keep her original controls and movement/feel, while also keeping the new functionalities introduced with the rework.

     

    The improvements to Tornado are solid - being able to point where you want them could prove really useful in Interception missions. The slower enemy movement makes them easier to hit, which is great.

     

  8. 39 minutes ago, [DE]Connor said:

    ZEPHYR

    Some of Zephyr's abilities are cheaper to cast while airborne - details in progress.

    Tail Wind - Combined into a single ability with Dive Bomb. Can be charge cast on the ground, launching Zephyr into the air where she then hovers. In the air, Tail Wind still flies in whatever direction you’re looking, and Dive Bomb activates if cast while looking straight down.

    Air Burst - New ability replacing Dive Bomb. A projectile that causes an AoE burst on contact, ragdolling enemies. Can be fired into Tornadoes to make them bigger.

    Tornado - Now spawn where player is aiming and can be steered. The closest tornado will move to your aimpoint, meaning you can move them around. Tornado damage type now determined by largest amount of elemental damage absorbed, instead of last type absorbed. Tornadoes do a better job of keeping enemies captured, and shooting Tornadoes will do damage to enemies trapped inside.

    As an avid Zephyr player, I'm really liking the sound of this!

    The original abilities are kept intact, while adding additional functions and tweaks.

    I have one small suggestion for Dive Bomb - could the trigger be changed from looking downwards to a hold/charge function on the aerial cast? Tap to dash, continue holding to shift into Dive Bomb (this can actually be done in-game at the moment, by casting 1 and then 2 in quick succession). This would make it much nicer to use, instead of having to look down first.

    Either way, looking forward to it!

  9. PC recently got some changes:

    Quote

    Ghoul Bounty Changes:
    A couple of weeks after the Ghoul Bounties Debuted, we saw the system begin its life as a recurring set of dynamic Bounties. Their second appearance just wrapped up, and unfortunately we were unable to address the issues the community had with their Rewards (namely sparse RNG Lore).
    This Update brings changes that will be visible the next time the Ghouls Appear!

    • Ghoul Lore Fragments are simply way more likely to drop within Bounties now.
    • Ghoul enemies themselves can now also drop the Lore Fragments (and Ghouls always have a chance to appear outside of Ghoul Bounties!).  
    • Ghoul Bounty tables have received new items including Nitain, Cetus Wisps, and Breath of the Eidolon!

     

    I don't know what these are like in-game as I haven't been on the plains much since the Ghoul changes, and there's no Ghoul event on so the bounty drop tables can't be tested. Either way, these will come to console at a later date.

  10. I've noticed that this happens when the tileset generates with no tiles in which the Siphon can spawn (even off of the main path). This is particularly likely in Rescue (Orias), as the mission tends to generate a lesser number of tiles, meaning there are fewer chances of a Siphon-valid room being included.

    Grineer Shipyard (Ceres) has a similar issue, where there are fewer siphon-valid rooms along the main path. There are a few dead-end rooms that can spawn the siphon, which appear (seemingly) all the time, so the Siphon can always spawn, it's just a pain to find in some cases.

    Adding Siphon spawn points to more of the main tiles would alleviate these issues somewhat. Forcing the spawn of at least one Siphon-valid tile along the main path would fix it completely (aside from any overlapping tile issues), but I don't know if that would be possible.

    Either way, hopefully this can be fixed! ^^

  11. Yes please - the unchangeable gray/brown parts are in many areas of the Vahd suit, which really limits colour choices. :sad:

    It would be wonderful to see these areas become colourable!

    Secondary colour looks like the best spot to me, otherwise one channel would define too much of the entire suit.

  12. Have you tried fitting Mobilize? It increases bullet jump by 20%, which could make it easier to reach the platforms.

    Zephyr might also be an option, due to her slow-fall passive.

    AutoHotKey could also be used to bind bullet jump to a single key press, and possibly other things.

  13. 2 minutes ago, (Xbox One)Lou the Lou said:

    "What?  Dozens of enemies right in front of me?  Let me just hop out of my super suit for a second and get ready.  Don't 1-shot me, please!"

    So dumb.

    Transference -> Void Mode -> Void Dash -> Enemies ragdolled.

    I've found it quite useful in a pinch when playing frames that don't have any immediate CC like Nova.

  14. There's more to the change than "oh no, it's gone".

    Void Dash creates a field that lasts for 8s, which applies a 5 energy per second regeneration for 30s upon leaving the zone (it is applied to the frame when the zone is entered, and lasts for 30s after leaving it, regardless of how far you travel).

    Pros:

    • 5 energy/s, up from 4 energy/s
    • Can be used at any time - no need to wait for Focus to be ready any more
    • There's a Passive in Zenurik that increases energy orb pickups by 50%, in the form of extra energy regen for a few seconds

    Cons:

    • The regen doesn't last forever after activation
    • Higher cost to max (note that Focus gain is currently being looked at)

     

     

  15. Some of the Bounty rotations aren't showing up at the moment.

    According to the official drop tables, Gladiator Vice has a 2.01% chance to drop from Rotation C of the level 20-40 Bounty (each Bounty reward list/set is a rotation).

    The only other drop location is a roughly 1 in 500 (0.2%) chance from the Aerial Commander (one of the three Assassination targets in the 'Assassinate the Commander' Bounty stage/incursion) (0.03 * 0.067 = 0.00201).

    Several other set mods are missing from Bounties due to missing rotations. The Furax Wraith Right Gauntlet is nonexistent, as it can only drop from Rotation C of the 40-60 Bounty.

  16. 3 hours ago, Thundervision said:

    Was playing solo (well, the mode is Friends only, but was alone) as well.

    Read some reports and found myself experiencing the same issue when the Bounty is bugged from the beginning, to be more specific:

    When you get 2 locations with just one objective. Happened to me yesterday, and then it happened again last night and then again. Not sure it's just a coincidence, or relation between bugs.

    I had a duplicate 'find the 3 caches' objective for the first stage of a T5 bounty. The Armored Vault during a later stage of the bounty failed to open.

    As you say though, these could just be coincidences.

    (I have submitted a ticket to support with my EE.log, #996666)

  17. From what I can tell, the first shadow spawns at a certain point on the map/tileset (shown by opening the expanded map view - default M).

    In the Plains of Eidolon, this is at the gate/door to Cetus.

    In other tilesets, this is a particular location on the map, probably a certain coordinate.

    Hopefully this can be fixed soon ^^

  18. Just got another Reactor from today's Sortie.

    25 blueprints and 16 built with nowhere near as much to use them on.

    An additional use for them would be greatly appreciated (e.g. 2:1 Reactor to Catalyst converter)

    Edit: 27 blueprints now :awkward:

  19. 2 minutes ago, Althial said:

    Okay. Sorry but I am a bit lost. What is your wanted change that you think should occur for weapons? It's all over the place and I'm having trouble answering and or giving feedback .. ._. 

    Falloff is being added to all hitscan weapons with PoE:

    This falloff will (from what I understand) start at 300m.

    Shotguns are currently the only weapons with a damage falloff stat at the moment. This stat is affected by flight speed mods (as shown by both the UI and by variation of damage numbers at falloff distances).

    Rivens can have stats that reduce flight speed, which on strong disposition weapons, can pass 100% meaning that falloff would start at 0m (if no other flight speed mods/effects are applied).

     


     

    1 hour ago, KilluaWalker said:

    Not going to lie I do not have sympathy for people who spend that much money on rivens, maybe if they spent all that money to make a bad weapon good but usually they spend a ton to make a great weapon better so ehh

    Unfortunately, the strong disposition (unpopular) weapon Rivens would suffer the most, as they have larger negative stats (along with larger positives as well, of course).

    For example, a -90% flight speed Riven would shift the 300m to just 30m.

    Faint disposition (great/popular) weapon Rivens would likely not pass -50% flight speed, which still leaves the falloff range at 150m.

     

    Ultimately, the flight speed mods Terminal Velocity (+60% flight speed for rifles) and Lethal Momentum (+40% flight speed for pistols) could be used to offset the negative flight speed stats, although really large flight speed Rivens may leave some strong disposition weapons with problems, even after fitting the applicable flight speed mod.

    Shotguns have Fatal Acceleration (+40% flight speed), but they already have falloff, so their Rivens will have already been cycled/traded with that in mind.

    If anything, I'd suggest buffing Lethal Momentum (and possibly Fatal Acceleration) up to +60%, or even all 3 up to something like +75% flight speed, to give them more of a use (e.g. swapping a damage mod for a range mod for long-distance combat on the Plains).

  20. 13 minutes ago, JSharpie said:

    Falloff is based off distance, not flight speed.

    Flight speed affects falloff distance on shotguns. Try fitting Fatal Acceleration on a shotgun with falloff. This will most likely apply to rifles and snipers when falloff is added to them.

    Zephyr's Jet Stream (Turbulence augment mod) also applies.

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