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Prof_Blocks_007

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Posts posted by Prof_Blocks_007

  1. 16 minutes ago, Madrox8 said:

    I had posted my experience pret vet phase that yes they did cought me off guard but I adjusted my playstyle, this is also before the time of element + status mods, bloodrush, melee 2.0 where a thing and damage 2.0 roled out

    They were buffed (unintentionally or not, I don't know) in U17, when the Supra was buffed.

    16 minutes ago, Madrox8 said:

     the lvl 100+ missions ppl do are raids + sortie which is just mass CC and do the objective, most mission types being ignore killing the enemy.

    If mass CC is in use, enemies don't get the chance to fire much anyway. Invisibility and invulnerability can ignore their damage too. In such cases, the nerf to Tech will hardly make a difference -  they'll be bypassed just the same.

  2. Pre-nerf, they dealt way, way more damage than any other regular unit, capable of annihilating players and objectives in moments.

    They still pose a threat post-nerf, but are no longer a death sentence the moment they open fire.

  3. It sure is a tricky one. A couple of tips:

    • The Hostage will shout when you've hacked the correct console (each console opens links the portal to different rooms)
    • Use the Liset Landing Craft Air Support to stop the execution timer for a short duration (The BP for the Landing Craft Foundry Segment can be found in the Tenno Lab in a Dojo)
    • There's one (or two) alternate passage(s) that skip using the door, but I'm not sure where these are. I'd suggest a non-sortie run of Lua Rescue to learn them.
  4. 27 minutes ago, tnccs215 said:

    Interesting. Probably a new bug regarding player summons? Wonder if it also applies to specters and Shadows. 

    I've used Nekros against Corpus quite a bit lately (Guardian Eximus Shadows ftw), and I haven't noticed any issues with the Shadows' laser fire. I don't know about Specters though.

    Edit:

    I was reading the comments on the Supra + Duality reddit post, and came across this:

    I'm not sure about it always being bugged, but I did start seeing the Hall of Mirrors bug a good while ago.

  5. It appears in this room:

    2JFkorF.jpg

    And lingers throughout the mission, including after objective completion. It's not a major issue, but it could be confusing to newer players.

    gHTX06W.jpg

    For reference, this was a Syndicate mission, and it was the research station variant (destroy tubes and research drones). Matchmaking was set to Solo.

    Hopefully this is enough for a fix!:perrin:

  6. The bug occurred in this room, during a Syndicate mission.

    gHTX06W.jpg

    Entering and exiting the water manually does not disable abilities. Being ejected from the water by geyser blast once disables Archwing Abilites (when the water is re-entered). This appears to stick until death. Being ejected from the water by geyser a second time disables Warframe Abilities as well. This also appears to stick until death. Abilities disabled UI is shown in the 2 screenshots in the spoiler. The issue was encountered with Matchmaking set to Solo.

    Spoiler

    2a7iEVM.jpg

    uCeVRnX.jpg

    Hopefully this is enough info to find a fix! :perrin:

  7. 17 minutes ago, (PS4)FatedHood said:

    Havnet been lucky enough or had spare money enough to get arcanes for on

    Secondly I tend to run vitality, steel fiber, narrow minded, constitution, and continuity (currently at 221%) , rage(which probably could be traded for something), steel charge, and I cant remember what else off hand right now. 

    I sadly run with a burston prime most of the time as its the only one I got right now or a zarr. Twin roga, and sadly till my rank goes up or I get a better melee weapon I use broken war, 

    I would highly recommend Hirudo. They have innate lifesteal on crits, and don't even need to be equipped to regain health (quick melee), unlike Life Strike, which requires channeling and so can only be used with melee fully equipped.

  8. 2. Sortie Modifiers

    For the randomized equipment modifer, I'd suggest something like this:

    Quote

     

    One of the battle arena modifiers in Ratchet and Clank: Tools of Destruction was random weapon swapping. Every x seconds Ratchet's weapon would be randomly swapped to another.

    Implementing a similar thing in Warframe could be done by having the player select, say, 6 weapons before the mission. During the mission, every x seconds the weapon would be randomly swapped to a different one from the ones selected at the start of the mission, with a 5 second countdown.

    I don't know if duplicate weapons should be allowed/disallowed (e.g selecting two Braton Primes). Multiple variants of the same weapon would be reasonable though.

    There is potential for a lot of technical difficulties though. Loading that many mod setups, hitches when changing weapons, how ammo pools would be handled, etc.

    As for an explanation of the sortie modifier: It would be similar to the weapon disruptor modifier, but capable of disabling all weapons. The increased 'arsenal coverage' of the effect has a trade-off though: it can only pulse every 30s instead of being active all the time. Ordis would cycle weapons in and out of your hands as they are jammed (via use of the landing craft) and repair/unjam them.

     

    3. Sortie Rewards

    The usefulness and desirability of Sortie rewards can vary wildly from player to player. Personally, I have enough Reactors and Reactor Blueprints to last for a long time, and enough credits/resources (aside from Hema research, and maybe Polymer Bundles) to not make much use of Credit and Drop Chance Boosters.

    On the other hand, I Forma gear fairly often, so I can make good use out of Forma and Affinity Boosters, and I farm Kuva frequently too, so I can make use of Resource Boosters as well. Catalysts see more use, as there are a lot of weapons to use them on, and Rivens encourage the re-visiting of weaker weapons. I still have a lot of mods to max out, so I have plenty of use for Endo (this also applies to Legendary Cores). Exilus Adapters have a similar usefulness to Reactors, but are more expensive to build, requiring 2 Forma, so the built status makes them a worthwhile reward to me, at least until I run out of places to put them.

    I put Lenses on gear that I use frequently, so that I can build up Focus points over time for when it gets reworked, but given the current state of Focus, they aren't that useful. Also, the ability to use Lenses is unlocked in The Second Dream, but Sorties are unlocked after The War Within, so players can only obtain one Lens until they have done both quests. These would be better off something like drops/find-able items (like Ayatans) on Lua, instead of a (currently) dull Sortie reward. Greater Lenses are more valuable, but unfortunately they're still dull due to the state of Focus.

    I have one Sortie reward left to cover, and that's Rivens. I'll quote the question I have made in recent Devstream threads:

    Quote

     

    These have the power to raise sub-par weapons to a level where they can compete with the top-tier 'meta' weapons, making them reliable choices for use in Sorties and the like. Unfortunately, the entirely random nature of the system makes it an RNG-focused grind to obtain a Riven with stats that elevate a sub-par weapon to such a level, which really limits the potential of the system as a whole.

    Granted, changes were swiftly made to the Riven system after its release, and Dev Workshop posts were made addressing concerns and detailing the changes, but getting the right Riven with the right stats to revive a weaker weapon remains entirely at the discretion of RNG.

    As a quick recap, these changes were: the introduction of Riven Dispostions, reduction and capping of cycling costs, the ability to pick between the new and current cycle, and the removal of veiling when cycling.

    Would you consider changing the cycling system to make these 'rejuvenating Rivens' more obtainable?

    I have written more detailed feedback on the system in this thread:

     

     

  9. 3 minutes ago, Chipputer said:

    Yes. It can be adjusted. Based on usage statistics. Notice how the most popular weapons are the ones with the lowest dispositions and not necessarily the strongest ones.

    Also notice how you said, "potential," and then followed it with, "none have been seen yet."

    Rivens are more cut and dry than people pretend they are. Pay attention to what's being used most often and what their dispositions are. Then look at weapons that are actually powerful and what their dispositions are. They aren't 1:1.

    "have not been seen yet" applied to the lack of changes with the rebalanced weapons.

    There were changes to the Riven Dispositions of several weapons in Update 19.4.2:

    Quote

    Disposition has been reduced for the following weapons:

    • Soma
    • Simulor
    • Tonkor

    Disposition has been increased for the following weapons:

    • Flux Rifle
    • Tetra
    • Panthera
    • Mitter
    • Buzlok
    • Harpak
    • Mutalist Quanta
    • Tiberon
    • Attica

     

  10. 6 minutes ago, Chipputer said:

    Riven Disposition is based on usage statistics, not outright power of the weapon. If they were based on straight power, my Rakta Cernos wouldn't have a 2.

    ALSO SEE: Cycron which is probably one of the overall weakest pistols and shipped with a 3.

    Again, Riven Disposition can be adjusted. Also, it's not solely based on usage statistics either; potential changes to Rivens were mentioned in the Weapon Balance Pass (Although none have been seen yet :shocked:)

  11. 7 minutes ago, Klavinmour said:

    +103% Damage
    +40% Cold
    +60% Impact
    -30% Flight Speed

    If DE intended Disposition to work my Akstilleto mod wouldn't be able to achieve 100% damage increase and should be capped at a possible 50%.

     

    22 minutes ago, Prof_Blocks_007 said:

    If Rivens for a weapon are too strong, the Riven Dispostion can be lowered on said weapon.

     

  12. 8 minutes ago, Klavinmour said:

    It's not like them being RNG is entirely their point, you don't have control because DE doesn't want you to get a Tigris Riven with 400% Damage, 400% Multishot and 400% Toxin just because you spent a little extra Kuva.

    That's what the Riven Disposition is for. Weapons that are already strong get weak Riven stats. If Rivens for a weapon are too strong, the Riven Dispostion can be lowered on said weapon. This has already happened in Update 19.4.2:

    Quote

    Disposition has been reduced for the following weapons:

    • Soma
    • Simulor
    • Tonkor

    Additionally, if the grind to obtain a given Riven with a given set of stats was lower, it would become 'easier' to nerf the disposition on weapons, as players won't have spent as much time/resources/platinum on the Riven(s).

  13. I'll post this here, because a dedicated questions thread doesn't seem to have been set up yet. :shocked:

    Rivens.

    These have the power to raise sub-par weapons to a level where they can compete with the top-tier 'meta' weapons, making them reliable choices for use in Sorties and the like. Unfortunately, the entirely random nature of the system makes it an RNG-focused grind to obtain a Riven with stats that elevate a sub-par weapon to such a level, which really limits the potential of the system as a whole.

    Granted, changes were swiftly made to the Riven system after its release, and Dev Workshop posts were made addressing concerns and detailing the changes, but getting the right Riven with the right stats to revive a weaker weapon remains entirely at the discretion of RNG.

    As a quick recap, these changes were: the introduction of Riven Dispostions, reduction and capping of cycling costs, the ability to pick between the new and current cycle, and the removal of veiling when cycling.

    Would you consider changing the cycling system to make these 'rejuvenating Rivens' more obtainable?

    I have written more detailed feedback on the system in this thread:

     

  14. The patch notes in Update 18.5: Sands of Inaros state that the timer is (supposed to be) cancelled when the Exterminate Objective has been completed.

    Quote

    Exterminate Missions now require a players to earn a kill every 15 minutes.  A 20 second warning will be given before the end of the 15 minute period, at which point players that have not killed an enemy will automatically fail the Mission.  *Please note: This timer is cancelled when an Exterminate Objective has been completed, allowing players to roam a level for as long as they like!

    I've also seen reports of the timer showing up in non-exterminate missions too (e.g. Kela De Thaym Assassination and Lua Spy).

    It could do with being checked/reviewed by DE.

  15. Rivens.

    These have the power to raise sub-par weapons to a level where they can compete with the top-tier 'meta' weapons, making them reliable choices for use in Sorties and the like. Unfortunately, the entirely random nature of the system makes it an RNG-focused grind to obtain a Riven with stats that elevate a sub-par weapon to such a level, which really limits the potential of the system as a whole.

    Would you consider changing the cycling system to make these 'rejuvenating Rivens' more obtainable?

    I have written more detailed feedback on the system in this thread:

    Looking forward to the stream!

  16. Rivens.

    These have the power to raise sub-par weapons to a level where they can compete with the top-tier 'meta' weapons, making them reliable choices for use in Sorties and the like. Unfortunately, the entirely random nature of the system makes it an RNG-focused grind to obtain a Riven with stats that elevate a sub-par weapon to such a level, which really limits the potential of the system as a whole.

    Would you consider changing the cycling system to make these 'rejuvenating Rivens' more obtainable?

    I have written more detailed feedback on the system in this thread:

    Looking forward to the stream!

  17. 1 minute ago, Aeon94 said:

    No. It should be scaled down or at least an option to scale down must be given.

    I wonder if a 'Legacy' option would work? i.e when selecting skins on the Zenistar, there would be two options: "Heavy Blade Dominion Skin", and "Heavy Blade Dominion Skin (Legacy)".

    The Legacy option would be the larger 'bugged' variant, while the other would be the intended size.

  18. The Fire aura that surrounds Chroma (and allies) is quite large, and obstructs vision when looking down. The Toxin aura has a similar effect, but isn't as large as the Fire aura. Syndicate Weapon buff effects had a similar issue, so the aura was made transparent/invisible when in the air. Could the same be done for Chroma's Fire and Toxin Elemental Ward auras?

    Some example screenshots:

    Spoiler

    qjfG3eD.jpg

    AjYBFTl.jpg

    Q1Z50NG.jpg

    When on the ground, the Toxin aura doesn't cause any issues. The Fire aura is a bit too big in darker areas, but is generally fine.

    Spoiler

    udAB4pl.jpg

    The Fire Aura does make for some neat Captura shots though! (Sorry for off-topic.)

    Spoiler

    FESykcG.jpg

     

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