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ToolboxMotley

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Posts posted by ToolboxMotley

  1. 2 hours ago, (XB1)Vile Slanders said:

    I believe that this is being done to prevent low shield Warframe with high DR Abilities (Gara, Nezha, & Mesa) from using Arcane Aegis to become unkillable nightmares, while simultaneously buffing the ever living Bejeezus out of high shield Warframes like Hildryn. This also means that Aegis will be affected by mods that alter shield values, similarly to how the current iteration of Arcane Grace is affected by mods that alter health values.

    Example:

    The current R3 Aegis gives 60 shields over 20 seconds for a total of 1200 shields, regardless of a Warframe's shield stat.

    The altered R5 Aegis grants 30% of your Maximum shield per second over 12 seconds. For a Warframe like Gara, who generally doesn't run Redirection, and has base Shield of 300 at Max Rank; 30% of 300 = 90 Shields per second for 12 seconds, which equals 1,080 shields restored total.

    If you put a Redirection on Gara, she'd shield cap at 740 Shields. 30% of 740 equals 222 shields per second for twelve seconds, which equals 2,664 shields restored total.

    But for a Warframe like Hildryn, who has an astronomically high Shield value and who typically does run Redirection and Primed Vigor for a max shield value of 4,545:

    30% of 4,545 = 1,363.5 of shields per second for 12 seconds, which equals 16,362 shields restored total.

    You wanted to know what you're missing? It's the percentage symbol right after the 30.

    Do you have a source for Aegis working this way? My assumption was that it would be the actual Shield Recharge stat, meaning you'd have to wait for the delay to finish, and then get a paltry 18 + 6.5% of max shields per second. If it works the way you're describing, or if it bypasses the recharge delay, that's a much, much easier pill to swallow.

    • Like 1
  2. I know for a fact that you can get a weapon twice in a row if you fight the traded Lich with the duplicate weapon first; I got a Bramma from a friend's Lich, and then got a Bramma from the next Lich I formed, as well. What I'd like to know is, does a traded Lich reset the dupe protection, or simply pause it? For example, can you create a Bramma Lich, trade for a Bramma Lich, and then create another Bramma Lich? Or does the first one created keep its duplicate protection active until the next one you create, ignoring traded Liches?

    EDIT: I ended up getting impatient and just settling for a different weapon. I ran over 50 times without getting a Bramma (less than 4% chance of this occurring), so I'm gonna guess that it holds the dupe protection over from your last-created Lich.

  3. Can the active area for this bounty mission PLEASE be reduced? It's infuriating to watch helplessly as the control ticks away to nothing because the game decided to drop enemies literally 300+ meters away from you (I marked and measured) and pretend you're somehow supposed to eradicate them. Even if you have the means to one-shot them, getting in Archwing and flying around trying to find these enemies eats up all the time you have available before the bonus objective is failed, if not the main objective as well.

  4. Hawk Eye increases a Pistol's zoom by up to 80%. Despite having no effect on damage output, it's not tagged as an Exilus mod. Inconsistent with this, the Primary version, Eagle Eye, IS an Exilus mod.

    I'd quite like to equip Hawk Eye on my Pax Seeker Tombfinger, but not at the expense of one of the mandatory damage slots. 😞

    • Like 2
  5. One constant frustration with Limbo's Cataclysm is that enemies will freeze as soon as they enter (if Stasis is active), and then exit as soon as the bubble shrinks past them. Thus, they switch in and out of the Rift somewhat rapidly, making it obnoxious to try to hit them from the correct plane. I know that Rift Surge is KIND OF there to solve this, but frankly, that's a very, very clunky ability to use, and you still need to deal with the stationary-Rift-dance in order to actually affect enemies with it, just like with weapons.

    So, what I'd like to propose is either a space buffer, or a time buffer. For the former, a small distance outside of the bubble where, only for the sake of Tenno weapons, enemies are considered both in and out of the Rift, allowing them to be damaged from either plane. For the latter, a short period of time in which this dual-plane-state is applied rather than a space around the Cataclysm. The second option could potentially work for all forms of plane-switching rather than just Cataclysm, allowing allies to get kills in if they're on a roll instead of being instantly denied by a Banish-happy Limbo that doesn't necessarily know what they're doing.

    (Also, because I must always request it, I so badly want an Augment that lets me freeze my bullets again. ;-; Maybe make it so that frozen projectiles gain the dual-plane-state upon being unfrozen, so you can expend energy and time to damage enemies outside the Rift, if such a thing is needed to appease those who don't know the value of freezing their projectiles straight-up. :P)

  6. I'm actually very, very familiar with the Mutalist Quanta... I love it when I'm on Limbo, as it has a few bizarre interactions with the Rift.

    Unfortunately, though Operator damage is affected by the Mutalist Quanta's alt-fire orbs, it's not exactly boosted... I mean, it's boosted against normal enemies, but when firing on an Eidolon (the main reason I'm looking for damage boosts), it actually makes it do less damage since a third of the projectile's damage is eaten to make way for the huge Electric damage boost, which doesn't affect the Eidolon. The critical chance and critical damage boosts aren't enough to make up for the loss of 33% base damage, unfortunately. 😞

    Disappointing to hear that only Volt can affect Operator damage. 😞 Would love to use Octavia's Amp or Vauban's Overdriver, for example. 😧 Oh, well. Guess I'll be using Volt more often. X)

  7. NO.

    Putting some high-level missions in there would be cool, and would cover needing to know the content and build well. Hour-long missions are just obnoxious time-wasters that are ESPECIALLY infuriating if your connection isn't always reliable (which made previous hour-long missions basically impossible for me even though I can handle deadly content quite easily).

    As for long Survival missions being unrewarding, that's a problem with Survival missions themselves, not something that should just be forced on players. Arbitrations have a decent system; instead of AABCAABCAABC, the reward rotation is ABCCCCCCCCCC. The pseudo-boosters gained in endless Void Fissure missions are also a good incentive for going longer, perhaps just needing to be more potent. Use those systems, don't just force people to stay for an hour by denying them rewards until that point.

    The problem with tying Nightwave standing to these missions is that it's a time-limited reward. It's (relatively) finite. ABCCC reward rotations and stacking boosters are a much more acceptable approach because they definitely result in faster reward gains when you go for longer missions, but you aren't denying anything to those that don't want to take part in such content. Those that don't like or genuinely cannot do long missions are still able to get those rewards, even if at a much slower pace.

  8. 37 minutes ago, Walkampf said:

    This is friggin OP 

    (5 energy regeneration)

    Mind explaining how? It'd be overpowered for other frames, sure. But the way this is structured, you're spending 275 for a maxed Utility Device, 550 for a maxed Shield Emitter, 825 for a maxed Bastille, and 1100 for a maxed Turret. 5 energy per second is enough to offset the energy loss from a Shield Emitter or Utility Device, while being too low to keep Bastille or Turret maxed without supplementary energy. You need to look at the whole package.

    37 minutes ago, Walkampf said:

    Generally an interesting idea, but:

    With some devises this whould be OK, whith other, again, friggin OP.

    How so? Four maxed Teslas is 6600 damage in 10-foot spheres, costing 1100 energy plus a perpetual 10 energy per second that requires you to move to each Tesla to charge it.

    Four maxed Healing Stations give 880 health in 16-meter areas, against costing 1100 and 10-per-second, which is certainly potent, but hardly insurmountable; many other frames and even Arcane Enhancements have similar amounts of power.

    Four maxed Generators give 44 energy per second in 12-meter areas. Looking at it now, yeah, this one may be a bit overboard; perhaps 0.25-0.5 up to 2.75-5.5 per Generator, instead.

    Four maxed Overchargers give 660% damage increase in 14-meter areas. I'll admit to this one being perhaps overtuned, as well, but not by too much; Chroma's Vex Armor gives him and his allies 275% damage bonus for 75 energy compared to an Overcharger nest's 1100-and-10-constant, and he's not anchored to one spot.

    37 minutes ago, Walkampf said:

    Again, friggin OP, especially the degree wich it boosting other devices.

    The shielding value also has the issue not scaling, so it's OP in low level and useless in high level.

    It's less powerful than Frost's Snow Globe. I'd be open to suggestions for how to make it better for higher-level stuff, because even actively charging for 800 HP per second likely won't hold up.

    37 minutes ago, Walkampf said:

    Incredibly stupid idea. This whould put basille basically back to being OP, like it was in the beginning, since it whould be virtually the same as when it was capable of controlling an infinite number of targets.

    And right now, you just throw down a bunch of them to get the same effect. With this approach, you have to fuel it to keep it effective, and it loses energy faster than you can maintain it if you're just using the suggested passive. Perhaps halving the enemy count would work? That would make higher charge levels more necessary.

    37 minutes ago, Walkampf said:

    The idea is bland, overused in other games and doesn't even make sense in Warframes normal gameplay loop, with the exeption missions where you have to defend a stationary target, also known as the most boring part about Warframe.

    Every part of that sentence is subjective. As I said, there's a reason everyone suggests it; engineer characters and turrets are like peanut butter and jelly. And I find stationary stuff plenty entertaining. It's not like other frames don't have their niche mission types.

  9. Yes, another rework idea thread. I know there are a lot of these, but I can't sleep, so I figured I'd throw out what I wish Vauban was, as he's the frame that I was most excited to use when I started Warframe, only to find that he really wasn't what I figure an engineer frame would be.

     

    The biggest things that make an engineer character in any game, in my mind, are deployables, permanence, and upgrades. As such, these suggested abilities all incorporate those three things. His abilities are already all deployables, so that part's easy enough. They all only last for a limited amount of time, however, which is not the case with these suggestions. Instead, each deployed ability stays on the field indefinitely, though ability 1 is limited to 4 devices on the field at a time, and abilities 2 through 4 are limited to just one device on the field at a time. Finally, for the upgrading portion, this is handled by using the interact key on a deployed device to feed it with energy. This energy drains from the device gradually as it functions. Energy is not required for it to function, but it does determine the effectiveness of the device, with empty devices being substantially weaker than they could be. Each device has an energy cap of 10 times the initial energy cost of the ability, the device's effectiveness is proportional to how much energy it's been given; a device with maxed energy is typically 10 times more powerful than it'd be with no energy, with twice the range. All devices lose energy at a rate of 1% per second, which can be reduced by Ability Duration.

     

    Passive: Void Reactor

    Vauban naturally regenerates 5 energy per second.

     

    Ability 1: Utility Device

    Like Minelayer, Utility Device can be switched between four different functions. These are Tesla, Healing Station, Generator, and Overcharger... Names not set in stone. As briefly mentioned above, four Utility Devices can be deployed at a time. They do not need to be different devices; you can have two Teslas and two Batteries deployed if you wish. Using the ability when you have four devices out will remove the oldest device from the field. Utility Devices can be charged with up to 250 energy at base.

    At base, Tesla radiates 150 Electric damage every second in a radius of 5 meters, as well as causing the Electric status effect once per enemy. When fully charged, this damage is instead 1650 per second in a radius of 10 meters.

    At base, Healing Station provides 20 health per second to allies in a radius of 8 meters. When fully charged, this healing is instead 220 health per second in a radius of 16 meters.

    At base, Generator provides 1 energy per second to allies in a radius of 6 meters. When fully charged, this energy restoration is instead 11 energy per second in a radius of 12 meters.

    At base, Overcharger grants 15% weapon damage to allies in a radius of 7 meters. When fully charged, this damage boost is instead 165% in a radius of 14 meters.

     

    Ability 2: Shield Emitter

    This creates a sphere around the device's position that blocks enemy bullets. The sphere has a base health of 4000. If the sphere is not attacked for 3 seconds, it begins to regenerate its health at a rate of 10% per second. When Vauban feeds energy into the Shield Emitter, in addition to becoming more potent as is baseline for all of his devices, it also begins regenerating immediately at twice the normal rate (20% per second). Enemies are not hindered from entering the sphere, only their bullets are affected. When fully charged, the sphere has 44000 health, and regenerates 4400 health per second when left alone for three seconds.

     

    Ability 3: Bastille

    Most people still willing to play Vauban despite his poor position, do so for this ability. As such, I wouldn't want to mess with its functionality too much. At base, it would/does affect 12 enemies in a radius of 10 meters. When fully charged, it instead affects 120 enemies in a radius of 20 meters.

     

    Ability 4: Turret

    Yes, turret. I know everyone says it. That's for good reason; nothing screams engineer like an automated gun. That said, I have some potentially-different takes on how it would work.

    When placing a turret, it uses your currently equipped weapon, like a stationary Specter. It deals 50% of the weapon's normal damage while firing, and detects enemies in a range of 15 meters. When fully charged, it deals 550% of the weapon's normal damage, and unlike other abilities, detection range is increased by ten times instead of just doubled, resulting in a detection range of 165 meters.

    Furthermore, Turret can be set to one of two different firing modes. By default, it will fire automatically on enemies within range. By swapping its firing mode, it will instead fire continuously on your crosshairs.

     

     

    I know none of this will make it in; when do player suggestions ever even make it to the eyes of a game's developers? But it's fun to share my wishful thinking, and hopefully find some like-minded people that share my belief that Vauban's description as an engineer was a missed opportunity.

    • Like 1
  10. 4 hours ago, SixDimensions said:

    Now that would be interesting, and I like the idea. However it doesn't change the core issue.  If only Limbo is affected then allies will kill enemies before those amped shots even get released and hit their targets (affecting both planes will allow you create a sudden barrage against other enemies but that would only work in bottleneck areas) and you can't force ally projectiles to stop or we end up right back where we were with groups feeling hindered by Limbo.

    That said, I applaud the utility of the idea. Very clever and would be an interesting interaction

    Oh, it'd certainly be difficult to utilize with simple weapons that shoot once and are done. But things like Torid, Mutalist Cernos, Penta, Castanas, Zenistar... Those could have some really interesting plays.

    And absolutely, I never want to see Stasis affect ally's weapons again. I could never bring myself to use non-minimized-range Cataclysm and Stasis at the same time lest I frustrate my teammates. But I used Stasis a LOT, even in teams and without using Cataclysm or even Banish, to great effect thanks to various oddball interactions with certain weapons, and I am deeply saddened to have lost that.

  11. On 2019-03-05 at 2:49 PM, SixDimensions said:

    I would have to disagree.  I think this would be a wasted augment unless used in solo play.  By the time you have all your shots lined up your allies will likely have killed the enemies, thus wasting your time and ammo.  You could play far away from everyone but that also defeats the purpose of squad play

    What if it functioned like Ivara's Navigator, where projectiles gradually became more powerful as they were kept in Stasis, then would affect both planes when released?

    • Like 1
  12. Random thought, I'd love to see an extra component to Vauban's abilities after he gets a much-needed rework: functionality similar to his Vortex augment, where throwing more of them in the same place upgrades the ability. Not just in duration, but in power, range, etc. That way, you can invest however much energy you want into the device so that it can better perform its purpose, whatever that purpose ends up being. Sorta like upgrading buildings as TF2's Engineer. 😛

  13. 30 minutes ago, KamikazeKamanzi said:

    I understand the idea is for looks

    What are your thoughts on the specific tricks I mentioned?

    I certainly agree on wonky Rift mechanics being a problem, though. It happens with every content patch; Limbo is an afterthought for the developers, sadly, and new enemies and defense targets always ignore the Rift for a few months after release.

  14. 4 hours ago, KamikazeKamanzi said:

    If I was responding to anything you wrote I would've quoted you. 

    Your post said you didn't understand why anyone would want projectile-freezing to return, and that there would be no uses for it. Leads me to believe you skimmed the original post, at best, before voicing your opposition. I'm just wanting to convince people that it'd be a good idea to bring it back, with some tweaks, because I believe it'd be a great addition. People saying nay is an obvious obstacle to that, so I want to address concerns in order to get them on board.

  15. 14 hours ago, KamikazeKamanzi said:

    Not sure what Limbo players you know but I do not want projectiles freezing to ever come back. I have been so confused as to why some Limbo players would want a feature like that to be an augment. The only thing I could see it being useful for is in captura. For it to even become an augment would be disappointing because there could be something more beneficial to add than something so useless like that.   

    Did you read any of my posts, or...?

  16. Ack, I got distracted and forgot about this post. But I will not give up the fight for Stasis!

    What do you mean by coming up with a build for it? It'd be entirely theoretical, as we don't know whatever stats it'd end up having, and even if we did, I imagine it'd be something that could fit in a variety of builds, though Duration would likely be a big focus.

    If it were to come back exactly as it was, with no damage boosts or extras like hitting things outside of the Rift, the uses would admittedly be mostly glitch-driven. The Azima turret trick, Mutalist Quanta bubbles acting as pseudo-Electric-Shields and status-effect-hotspots (I used this A LOT), and the old non-Limbo-main favorite of simply unlocking Rivens with it.

    If they DID make Stasis'd projectiles affect the normal plane, HOO BOY! You'd end up with a one-shot version of what Vauban should have been, being able to set up traps for the purposes of Defense or Interception missions. You could make any weapon into the Castanas, to hit multiple places at once, such as Hive nodes to have fewer clouds to deal with. Or you could set up a nice, big alpha strike for the final phase of Eidolons.

    What I personally miss most is the Mutalist Quanta functionality, as it was such a versatile weapon when you could actually keep the bubbles around. But just experimenting alone was a huge joy for me, and the prospect of blasting the Eidolon away in its final stage is exciting.

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