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Corvas - Pretty Useless


ItPutsTheLotion
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The weapon I regret using Catalyst on the most of my 2500 hours of play... >_>

 

I think it is actually hitscan through (can hit moving target without aiming compensation) but the spread limits its range very very badly, effective range is worse than melee weapon. Could really use tight-spread charge like Drakgoon.

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I'd like to give a little PSA to DE in regards of the Arch-guns.

 

 

There's NO REASON for them to have such damage falloff at even 1km. We're in freakin' space. I know physics shouldn't be discussed too much (we can ignite enemies in space), but there are logics that should be stretched, and others that shouldn't.

 

In fact, if physics were to say that damage fall off at 1km from a futuristic advanced tech space gun, then "space magic" excuse should be used in this moment.

Edited by Casardis
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I would have preferred if they had to make a space shot-gun, that they would have made a Toruge (Border lands) styled shot-gun that launched little rocket that explode on impact, or at a certain range.  

 

As is, there is no reason to ever use a shot-gun in the asteroid map. Even if DE nerfed the Archwing's melee there would never be a need for a shot-gun in the asteroid maps. The trench maps are the only maps that could possible be wise to use a shot-gun, but even that map is better suited to a precision weapon.

Edited by LazyKnight
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I really like the looks of the Corvas, but feel that it just doesn't mesh well with the Archwings, especially when you take into account the effectiveness of melee or the Imperator in general, which can do everything the Corvas can do (essentially).

 

One idea I had was maybe DE should think about making it a "Warframe" weapon as opposed to an Archwing weapon. There'd have to be stat changes and some re-sizing, but I think it'd be pretty cool as a sort of "Tenno Drakgoon."

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there are logics that should be stretched, and others that shouldn't.

 

That's silly. Who decides what laws of physics should and shouldn't be stretched in a video game? You? Surely the developers decide, but there's no right and wrong law to break or follow.

 

It's more sensible to say "The developers can do whatever the hell they want as long as they make the game fun, and not frustrating with mechanics that render some weapons totally ineffective" lol

Edited by DarkTails
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I'd like to give a little PSA to DE in regards of the Arch-guns.

 

https://www.youtube.com/watch?v=721UGr-h1mg'>https://www.youtube.com/watch?v=721UGr-h1mg

 

There's NO REASON for them to have such damage falloff at even 1km. We're in freakin' space. I know physics shouldn't be discussed too much (we can ignite enemies in space), but there are logics that should be stretched, and others that shouldn't.

 

In fact, if physics were to say that damage fall off at 1km from a futuristic advanced tech space gun, then "space magic" excuse should be used in this moment.

This post pretty much sums it up, there is no outside force in space stoping the rounds fired. Now here we go with the "no logic in video games!" But seriously this is down right stupid and frustrating at the same time. We need an opticor for archwing as well maybe twice big with more damage, we need something I'm tried of using a gatling gun all the time.
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I'm still hoping it gets changed into an actual flak cannon as the description implies. i.e. fires a single projectile that explodes when it gets near a target.

 

An actual shotgun doesn't really fit with archwing as it stands, especially one hampered by the stupid damage fall-off that doesn't even make sense on the terrestrial shotguns. I mean we already have the melee weapons for use at ranges the Corvas is good for. Meanwhile the Imperetor while thematically boring works great at all ranges, it's hitscan so with a little practice and a sharp eye you can reliably hit targets at a kilometer or more away.  

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That's silly. Who decides what laws of physics should and shouldn't be stretched in a video game? You? Surely the developers decide, but there's no right and wrong law to break or follow.

We don't decide, that's obvious. The Devs decide first, and we as a community can give feedback after, and one of such feedback can be constructive criticism, which is what I'm trying to give with my post while explaining myself briefly.

 

That's how the game grows. There's a reason why there's a feedback forums here, and if the feedback is sound, why shouldn't the Devs consider it even a bit? They have the last word, sure, but that doesn't mean other opinions on the matter should be undermined or ignored with only such a shallow logic, especially if said opinions have certain sense in them.

 

It's more sensible to say "The developers can do whatever the hell they want as long as they make the game fun, and not frustrating with mechanics that render some weapons totally ineffective" lol

That's hardly sensible. To me, that sounds more like an excuse not to think further, and discourage critical thinking from the devs. Don't get me wrong, I'm against stupid arguments that aren't constructive, but when one is so, has a good base and sense, but is ignored under the pretext you've given, that can easily be a short-minded approach for a creative mind like DE. In fact, things like Melee 2.0 and Damage 2.0 would have never happened if it followed that logic.

As creators and artists, developers often search ways to make things better in their games, and people like DE, who's much greater than most developers I've seen out there in my opinion (indie or not), are very opened, interactive, and looking at feedback in the forums. Obviously, out of logic, it's because they want their baby to grow even better, since one mind (Digital Extremes) isn't always enough for great development, which is where the players and fans come in, hopefully with constructive criticism.

So now, let's think about not necessarily making Archwing gameplay better, but just more "fun" (which can easily make it better). And one thing to do as a start is to make weapons actually useful in the context of Archwing (where melee dominates ranged weapons). Now we have Corvas, a shotgun, meaning a close-ranged weapon in theory, but is less effective than the first rifle (which can snipe and be effective at close range) and doesn't even come close to melee effectiveness, which is also for close-ranged but does it 10x better.

Corvas isn't as fun as it can be, and therefore, by applying regular physics logic here and taking out damage fall-off, it's one way to:

- Balance Corvas for gameplay purposes in Archwing and making it more useful

- Have some sense of science in it, since DE likes to use "science-fiction" when describing the game sometimes. Doing so also makes DE seem more knowledgeable in how physics should work in space, and how that can actually enhance Archwing gameplay.

- Make using Corvas more fun and less frustrating because right now, it simply sucks too much compared to everything else.

So to me, based on those factors, the decision to keep Corvas as it is, and the reasoning of damage falloff in space, has very low weight in argument compared to changing those elements for Archwing gameplay, while changing it will only bring benefits without breaking anything so far.

Edited by Casardis
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Nah lol

 

All they have to do is make the game fun and magically people will like it. Doesn't matter how ludicrous or grounded the ideas are, neither is the better way to make a game successful or fun.

 

I say get rid of shotguns altogether in space, they're totally ineffective (according to you guys, I haven't gotten there yet) and Melee kills nearby enemies so much faster and precisely since Melee locks-on to targets automatically.

 

Transform Corvas into a different kind of weapon and the problem is solved.

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I think the Corvus sucks on purpose.

 

Like, DE already nerfed ALL the shotguns in the game to uselessness. They clearly hate shotguns.

 

This is just them showing their hatred for shotties again.

 

It's silly to expect anything different.

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