Sebastianx Posted January 10, 2014 Share Posted January 10, 2014 People everywhere are complaining that you need to keep firing more than 1 second to kill a lvl 1 enemy with a fully moded synapse...or any other continuous weapon for that matter. I don't know WHO the hell wanted those changes to be made,because honestly,you could see damage numbers easily by taking a screenshot if you wanted it THAT bad. But leaving it like this,making all the continuous firing weapons slower at killing stuff than snipers do is ridiculous. Link to comment Share on other sites More sharing options...
Ground.Zero Posted January 10, 2014 Share Posted January 10, 2014 But leaving it like this,making all the continuous firing weapons slower at killing stuff than snipers do is ridiculous. You've been doing it wrong if you think Synapse is slower than a sniper. Link to comment Share on other sites More sharing options...
Irfir Posted January 10, 2014 Share Posted January 10, 2014 (edited) You've been doing it wrong if you think Synapse is slower than a sniper. Synapse: Target will die in 1s on hit Sniper: Target dies instantly on hit So yes the sniper is faster ALWAYS You have to wait 1s for the impact even if the target is right in front of you It is like shooting and nothing happens...just no... The problem is the proc chance Each streaming weapon has a proc chance of 1time / 1second Take the nerfed ignis...it is a 1% to proc each second... The patch is not only visually It is a huge nerf atm Edited January 10, 2014 by Irfir Link to comment Share on other sites More sharing options...
g0McDaddy Posted January 10, 2014 Share Posted January 10, 2014 Well, it is semi-frustrating that you have to poke slightly longer for your weapon to deal damage... a puff of fire or the initial laser-pointer tap on an enemy is, for all intents and purposes, kind of silly to kill something with. This to me, though a dps debuff to the weapon, makes the game more intuitive and immersive. Don't cry that you lose the first 2-3 rounds of ammo for what is altogether a positive change to continuous fire weapons. Link to comment Share on other sites More sharing options...
SpilockT_T Posted January 10, 2014 Share Posted January 10, 2014 The delay is really awkward... Link to comment Share on other sites More sharing options...
Inez Posted January 10, 2014 Share Posted January 10, 2014 People everywhere are complaining that you need to keep firing more than 1 second to kill a lvl 1 enemy with a fully moded synapse...or any other continuous weapon for that matter. I don't know WHO the hell wanted those changes to be made,because honestly,you could see damage numbers easily by taking a screenshot if you wanted it THAT bad. But leaving it like this,making all the continuous firing weapons slower at killing stuff than snipers do is ridiculous. Maybe test it yourself rather than listening to other people? A. It takes 1/3 of a second. B. You can just tap the button (rather than holding it down). This takes roughly .1 to .2 seconds depending on how fast you are. They really should increase the number of damage events in continuous fire though. At least 4 if not 5 or 6. Link to comment Share on other sites More sharing options...
Justin_Case001 Posted January 10, 2014 Share Posted January 10, 2014 I agree with OP. DE, please fix the continuous weapons. https://forums.warframe.com/index.php?/topic/161746-the-continuous-conundrum/ Link to comment Share on other sites More sharing options...
keskejesuis Posted January 10, 2014 Share Posted January 10, 2014 Maybe test it yourself rather than listening to other people? A. It takes 1/3 of a second. B. You can just tap the button (rather than holding it down). This takes roughly .1 to .2 seconds depending on how fast you are. They really should increase the number of damage events in continuous fire though. At least 4 if not 5 or 6. +1 Link to comment Share on other sites More sharing options...
keskejesuis Posted January 10, 2014 Share Posted January 10, 2014 I tried to discuss this on "Concil" board, the only one answer I got is : "Flux works now the way continuous weapons are designed..." (loosely quoted, I admit) LOL ?!? When I asked this guy if he actually *** tested *** this, no one in 20 mns cared to answer me... Link to comment Share on other sites More sharing options...
Memnarch Posted January 10, 2014 Share Posted January 10, 2014 The delay is $&*&*#(%&. Interesting idea to save bandwidth (maybe?) but poorly executed. Please revert back to former method of damage calculation. continuous fire weapons now register damage super slow and are not fun to use. Link to comment Share on other sites More sharing options...
Splatter_Puppet Posted January 10, 2014 Share Posted January 10, 2014 During the Primetime from last night they said that they would be looking into this. Hopefully changes will be made. Link to comment Share on other sites More sharing options...
Targus100 Posted January 10, 2014 Share Posted January 10, 2014 During the Primetime from last night they said that they would be looking into this. Hopefully changes will be made. I started to watch that and i think i put the question in there..but alas why watch when you can play. Link to comment Share on other sites More sharing options...
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