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Fortuna: Hotfix 24.2.10


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3 minutes ago, AvPCelticPredator said:

Seems DEVS doesnt know what we actually need, many wrong things change without thinking of the community, relying on their own ideas and speculation. :nerd:

OR, they're trying to keep the weapon balanced.

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1 minute ago, burem0n0 said:

Nice, they finally turned Magnum Force into a REAL Heavy Caliber for secondaries.

Secondary beam weapons will benefit from this a lot. Might even be great for something like Catchmoon.

Pretty sure that -accuracy on the Catchmoon works the same as with the Arca Plasmor, which if it does Magnum Force will not be very good for it, due to the multishot going literally everywhere, which wouldn't be a good thing due to the gimmick of the projectile.

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"Physique is still trash, CP is still op"

I think most people don't realize that corrosive projection only makes a real difference when equipped by at least 2 of the players in the squad. And the same goes for other auras. If you're the only one using Physique, it might seem not worthy to equip it, but imagine a squad full Physique (+360% health), or full Sprint boost (+60% Sprint speed), etc...

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"Fixed Inaros’ Devour not working for enemy / allied Inaros AI (Specters)."

Ok, but what about Nyx mind-controlled AI? does it still follow me around like a little duckling and do nothing? (mostly seen with infested)

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Another 2 hours of checking for new content followed by update failed. Yippee. Oh hey the "get logs" button? The one your support team asks me to press? Crashes the launcher. Thanks a bunch. Changes sound nice. Physique is obviously scaling of lvl 30 health, right?

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53 minutes ago, [DE]Megan said:

Fixed the Stug's projectiles interacting physically with ragdolls.

But UI still shows ---- status chance, while Stug can proc.

Also, projectiles still dont use New "continuous damage" mechanic of beam weapons. 

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27 minutes ago, Nmotsch987 said:

The amount of armored Corpus and Infested units is so small as to be irrelevant. They can easily be taken out. Outside of things like multi-hour survival runs, Corrosive Projection is far from needed. Even against Grineer and Corrupted, anything below level 150 or so can be dealt with by using a decent slash-based status weapon (or crit-based primary weapon with Hunter Munitions) or with corrosive procs, or with warframe abilities that remove or reduce armor.

I think you will find if you play more that many of your most annoying Corpus units have armor or are supported by those that do, including many on the Vallis, Bursa, and several other robot enemies. Index as well of course. Infested any of them hit by a swarm moa nanite swarm is going to have armor but several enemies like the Juggernaut or Jordis Golem come built-in. While certainly, other aura can be useful; the popular consensus of using Corrosive Projection is tactically sound due to the wide enemy and scaling of the enemies that can gain such boosts. Preparation of weapons, mods, and warframe can minimize the disadvantages of facing armored foes but with Corrosive Projection you avoid most of that. Consider it akin to players saying if you don't use certain warframes or weapons you are immediately knee-capping yourself. Slash based is nice, but consider how Status 2.5 was going to change how Slash status worked and you should not rely on Slash status ignoring armor or Hunter Munitions working without the weapon having high base slash damage. Recall how ground finishers act now compared to before Melee 2.0.

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