sappinmahsentry
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Posts posted by sappinmahsentry
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Only way that would be acceptable to me is if they remove the instant stealth kill for dual daggers. Why? Because dual daggers aren't exactly stealth weapons, and gnashing payara has a hit where you deal 575% damage with two strikes. Oh yeah, not only that, but the other comboes also have glorious damage multipliers. Not allowing daggers to instant stealth kill with covert lethality will allow players to choose between a weapon for killing single, very high level enemies. Or killing many enemies without as fast as a kill on single enemies.
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On 2/23/2016 at 11:07 PM, Lord_Noctus said:
anku....... that thing and i guess other scythes too didnt try them all can 1 shot u when ur shields are down with a directional melee. not just that this thing is an AWESOME movement tool but also an effective dmg tool for people that dont equip melee. see video below. it not just extends the bulletjump but also dmg everybody in ur way and as i said anku 1 shots ppl that have no shields left or heavily dmg them. this video shows how its used and what i mean but the dmg is different i guess it got a buff since then or the anku might be the only problematic weapon. at 5.13 for example u see a good use.
lets get to the next weapon the strun wraith
i hope that pun-chee can give us some recordings here becouse in comparison to for example hek this weapon is straight out OP. it pretty much strips all of ur shields when u hit directly +15 meters. have 13 shots in clip and an amazing firerate.
You see, problem is that you can NEVER hit directly at anywhere past 10 meters. I use this weapon almost exclusively and you need to be within hugging distance to make any damage worth while. And it only has 10 shots in the clip. Also, it has the LONGEST reload of all the shotguns, which means if you're caught while reloading you're not gonna have much ammo to make do, and then you'll probably die. I suggest you get more concrete evidence before spreading rumors. This will help the community and prevent potential flame wars.
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Thanks for watching :)
I didn't watch it though.
It's just a prank bro. :P
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looks good, but even the sniper stacking won't save the DPS unless it got to like 3x on the first shot
Think of it like an LMG but with Damage.
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Art Style:
I didn't know that war profiteers were neutral. /s
But on the subject, I hope it's an Anubis frame.
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any excuse to overly sexualize a character is a bad one, regardless of "historical accuracy" especially in a game about telepathically controlled magical suits of armor
ANYWAYS, making new animations for every single frame would be a huge pain. right now all the animations effect is: held primaries (different animations for rifles and bows) held secondaries (different animations for single, dual and thrown) and unarmed. Then after that, there is a specific animation that plays for each of those 6 idle animations. altogether, that's 12 animations per set, and each warframe has an agile and noble that typically have different animations for each weapon. That's 24 animations PER warframe, so with the amount of warframes currently in the game excluding primes (28) you're suggesting an individual animation for: running (56 animations: one per agile animation, one per noble animation), walking (56 animations), and reload (280 animations: 5 weapon types, 56 animation sets.)
Overall that's 392 new animations that would need to be made, and an extra 14 that would need to be made for every new frame that's released. If you really want to do all that for something that "you'll see maybe 1% of the time," go ahead.
edit: you also mentioned something about shooting vs not shooting, that's another 280 ADS animations. ¯\_(ツ)_/¯
Here's this cookie, you deserve it for making this great post! I agree with what you said.
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No? All they showed was a coffin. That's not the point, though. I'm asking what you guys are hoping/guessing it will be....
Pretty sure we do, Chinese frames don't count in the rotation (as proven before with Wukong releasing after Atlas and then Ivara came in). So if china frame doesn't affect the rotation then the coffin frame is going to be male, and I hope it's male.
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Maybe the sound of the magazine hitting the ground?
How hard is that magazine falling?
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It doesn't "seem" to one hit while channeling, it DOES one hit while channeling. It requires goodish aim, proper timing and good control to effectively use tho.
Nope, it's easy to use this combo if you have the slightest sense of that. I've never used it before and I can easily top the scoreboards.
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I agree with the edit.
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Guys, is anyone else having chat problems?
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It's not a bug, Latron Wraith isn't the only weapon that has a hidden feature. And has been like this since release.
Yeah, Imperator Vandal has the hidden effect of spooling up from its already high fire rate to something amazing.
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You can't crit on this unless you put Maiming Strike.
This right here. I'm trying to make a balanced pure power weapon.
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Hiya warframe fans :) I've been thinking for awhile now that Zephyr needs a rework. I've seen some other ideas on Zephyr through the forums, but I didn't see any that looks like what I had in mind.
First, I would like to say her movement and speed are great. When I use her, I feel like I can control her better than most frames... just in terms of movements (without abilities). But there can be some changes and buffs to her abilities.
I think she also should have a higher base power stat. Currently, at rank 30, Zephyr has 150 power. I think this could be increased to 180 (a 30 point upgrade).
Now for the abilities.
Skyfall: Jumps into the air (like Tail Wind), stays in the air for 15 seconds allowing you to shoot from the air. Then divebombs to the ground knocking back (or killing) nearby enemies. Range and Power Strength would effect this ability (range determines how high you soar, strength determines how much damage you'll deal when you divebomb to ground).
Turbulance: No change here, except for it becoming the second ability instead of third and a range increase.
Air Purge/Hurricane: Zephyr will cause massive bursts of air that knocks enemies over and disarms most enemies while also dealing damage to those closest to Zephyr (within a radius). Range, Power Strength, and Duration would effect this ability.
Tornado: Instead of summoning tornadoes like before, Zephyr will become the tornado. This ability would be a toggle ability (like Excalibur's Exalted Blade). There could be an augment that could allow to summon a couple extra tornadoes to cause more damage. Power Effeciency and Power Range will effect this ability. (Power Range will determine the size of your tornado...less range, smaller tornado... more range, bigger tornado. Bigger Tornadoes will have the tossing effect... where the tornado tosses enemies and loot.)
These here are my ideas of how Zephyr can be improved. What are your thoughts?
Only thing I disagree on is turbulence range increase, it's just where it needs to be right now. Making it any higher would make Turbulence too big.
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Titanic Rumbler right now is an OK augment (I slot it anyways because I have nothing better to slot and it helps keep aggro off me pretty nicely), but it needs more aggro than just a decoy if it's gonna move around and be a huge rock golem.
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This definitely makes more sense:
These stats, combined with how new Spira is definitely make me think 'Spira Prime' is supposed to be Kunai Prime.
Theory: The Spira Prime originally existed in the dev's minds. However, they changed the stats at last minute to match a Kunai Prime instead of a Spira prime, while still keeping the look and and code name as Spira.
If this is true then this is really, really sad.
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Title, I can't connect to chat.
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why would the crit chance be zero? other than that i like it
Balance, you can still get crits with the weapon though.
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I don't have good drawing skills, so think this plus this with a little bit of this .
Alright, now to how it works. Two gigantic "mandibles" attached to a gauntlet that strengthens the muscles, dexterity, and endurance of the arm. They'd be slower than a magistar, but they'd deal a crapton of damage in a wide range, along with an already great reach. The weapon would also have a unique "charge" mechanic, not to be confused with charge attacks. The weapon has an increased melee combo multiplier and with every kill without switching from melee, damage would increase by 0.4%with a cap at a 20% damage bonus. However, along with the slow attack speed, the weapon gains no mobility on slide attacks and wall attacks. You are also reduced to a walking pace while attacking. This way it would be very powerful, when it finally does hit.
Here are some stats that I think are fair.
Mastery Rank: 12
Attack Speed: 1.0
Physical Damage: 500 per blade (each blade attacks once per animation)
Impact: 2.5 per blade
Slash: 448.25 per blade
Puncture: 49.25 per blade
Crit Chance: 0%
Crit Multiplier: 1.3x
Status Chance: 2.5%
Slam Attack: 485 per blade
Slide Attack: 650 per blade *knocks down enemies struck*
Wall Attack: 1000 per blade
Stance Polarity:
Base Polarities:
TL;DR: Giant insect mandibles on your forearm.
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If he complained about the Latron series I'd see him as credible. But as of right now some of his stuff just doesn't make sense. How about you work towards getting better weapons?
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Mk-1 Braton, Lato and Skana
Oh PLEASE! A pre-buff ignis and aklato are way, way better than those!
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He needed a rework. It's been said before, but he didn't need to be murdered for it.
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Guys, what is so amazing about John Prodman? He just murdered a phorid... :/
Phorid was known to be hard as hell back then.
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were you in full melee mode??
You don't have to be.
@OP The mod only adds that to slide attacks.
Suggestion: Forma should not reset an item's level
in General
Posted
So, basically we put a forma on, do a high level mission and boom, maxed.
amazing, I want this change.