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Open up Offense slot for Weaponry extender.
Or this DLC's feature would be far less attractive.
Why? the weapon mod have about 25% of it is worth trading to Supports.
75% of it are value loss if you bearing extender in exchange of other potential.
And like medic's revive bug:
DUDE~
Thanks for the math error~
we got some of 100% buffing mods~
Which was what I talking about that 25% worth trading mod.
Other than those mods. Only specialized classes would think about using it in niche builds. It cost way too much.
For example:
Using a +10 energy cost mod. On stinger, Then a DAAC medal for -25% BASE cost reduce. It is 15*75%+10=21.25, not (15+10)*0.75=18.75.
Dude~ Are you serious?
It meant ALMOST ALL of the energy cost adding mod are terrible.
You just finding out any weapon become Viking.
By the way, "Thanks" for the dirty work on Rhino Pistols.
I know what have you done to it.
The modding math calculation is terrifying.
Bad formula, wrong calculation, misplaced status. WOW~
Minigun with light stock
Since it Gain -0.2 spread per shot
and LS double it, it is even better~ -0.4 spread per shot.
Thanks dev team via misplacing the status, We got 100% good modding.
Like minigun's mod, Not anything -1 modding had to be energy costing.
That prohibit too many creative weapon build as the first second I saw the mod list.
All turning into Stupid Viking MKII or MKIII and so on.
And do you have any idea that who would using Viking in their builds?
Skills still far more important than these mods to spend the energy.
Not only using important support slot but also took away the overcharges.
Then draining your energy in no time for little work out.
You love joking right?
I could only foresee there are a tide of trolling builds incoming.
Soaking up energy on the shooting and extenders piling up for less skills using.
People went mad like all as if they are HS with wired ammo.
What in the name of this? A trolling festival we got?
Worth trading mods are in small number, Or very depending on classes needs.
Heavy modding is going nowhere,
Risking too much resource for strange purpose.
This is the main feature of the DLC.
If a class have innate empty weapon slot to fill with,
Yes. A good addition for 0 cost.
If not. Then the trading better be worthwhile. Or just losing your mind.
Do no insist in bulking extenders in support and ruining the builds.
In short,
This DLC benefits in very limited way and is potential in breaking players energy management then failing the skill set timing = trolling.
I do believe wired ammo far better than this since mod is "per shot cost energy", enjoy watching your energy bank like a waterfall from 100 to 0.
Then again, dev team,
You gave me a good time on a sight of -0.5 suppression weapon could "regen" enemy suppression value.
It really caught me unguarded and laugh so hard.
Am I playing Warframe with Riven?
Hey,
I want a mutishot +166%/+150% crit chance/+1.25 crit damage/+100 reloading time for my Stinger riven mod please~
I am willing to pay for 800p.
Pls someone meet me in the dojo.
(If you love trolling, you can make some riven of -101% base damage. Then your gun become healing gun.)
If you want to remap the mods, here is my suggestions:
Look at how you design on minigun and Stinger/Grenade Launcher.
Minigun have some exchange for extra slot trading. Immobile alike is a good call.
Depending on classes need, That is the way you should look at.
Stinger can unload the barrel for Recon, Given nirto ammo making recon to a whole other level of choice in picking a recon to the team.
That is a tactical changing. Same as GL to HS.
1.Let it worth trading via lowering the cost or raising the pay.
2.Giving weapon a new design to use for. (light weaponry was good with it,
But way too costy. Flame/shot/nading all alike with same problem.
Only engineer can sustain that awful ammo trading.)
Alright,
This is the revisit of demolition after this patch of the changes IMO:
1.
Leaper mines:
Not sure why you nerf the damage, but it still a perfect choice in disarm-EE build for trashes clean, long range/Low CD/good disarm buff sustainer.
It still in range of good choice.
2.
Magnetic Pulse Mines:
Yes, you do stats the range...
Dude, write it down in skill not only on the patchnote.
Not everyone would as boring as me would taking so much time to check whether
are your toilets flushed or not. OK?
Yes, I do be surprised by you also granting biomass cleaning. It really help solo demo in biomass cleaning. Good job.
And I am also impressed that you innating deto system into it of +25% damage.
In normal function, I would say it stand in a fair to fair trading.
I would have given you my praising if there is no bug found.
But, up on detonation, All bombs starts going to the center and blow up on touches in the path, or stay in the center when it reach the place for further touches.
1)
If the bombs touch friendly, It blows.
Yes, I just killed the mission reaper turret with those disarming bombs....
2)
You said it wont chained,
The Boz said: NOPE
They still going WARRRRRRGH when the first boz found the STROLs, And all the boz just WARRRRRRRRGH, chaining up for 3 zombies.
Perhaps you need a warboss or nerd boz to guild them?
Hmmm, maybe they just not GREEN enough?
3)
If some boz just late to the MPM party, The target already died within the WARRRRGH.
The rest of the boz would sit at there in invisible..........
And when anything touch it, They WARRRRRRGH it up, including demolition.
NOTE: They are invisible in that form.
Who is the lucky mines sweeper?
To be honest, I dun use disarm bombs along with MPM now.
DB go with EE for single using is fair enough.
MPM is for huge AOE suppressing + biomass cleaning now.
Plus of compensating the lost of DS for SE's 25% damage power.
In this way of using. Bypass those strange WARRRRRGH behavior.
It is fine.
(But who know if other demolition players get WARRRRGHed? Hahaha, I dun care.)
3.
Breaching charges:
First thing first: thank you for taking in my suggestion.
Well, I gotta admit that I never though you even give me a damn like I were in Discord.
But the fact is you do make a respond in this case.
(Truth be told:
If it wasnt that Demolition patch made me think again,
I would already uninstalled this game.
Since the demo was so~ trashing and got XXXXing ignored for a long time.)
So in 3 slot support cost 70 energy.
10s 20 active cost for 20m dealing 2 armor shredding/ door killing/Lifted for 2s.
Fair trading at this point.
It dealing specially reduced in friendly fire.
Making it far forgiving to use now. Along with wall version to "skillshot" horde of STROLs.
Yes, I am enjoy in this BC by now,
So does it impressing many of my comrades.
Ground version no long dealing true damage, good.
4.
DS/EA given wrong buff fixed, SB's kin damage would no longer go up like 2500.
Good.
But~ SE, the SE~ and the SE~ it still unmmodable damage~
And that is the second new bug here:
Weaponry mod of 15 stacks of 30% skill damage boosting not working on SE.
No, do not tell me that use the stupid rocket launcher warhead mod.
That is super trolling thing that I am sure it would trolling me in weeks.
Just within today,
I got FFed by 3 games of demo with this in Facility map.
Why? it shot up high and hit the roof. Bang, we all died.
Anyone taking this version of warhead mod. Is a trolling. No excuse.
Why again?
To bearing that mod you need one -1 mod. costing demo 2 sec extenders compression the room for overcharges and you got 16-17 point thereby you are forced to lose skill power.
(And since you are taking this mega mod, I am sure you would lvl5 RA.)
Ya, 10 energy cost of 4 armor shredding with 22800 exp damage.
In a cost of 2 ammo.
taking 4-8sec to land a shot.
While I take +1 ammo mod which also enlarge the MAX ammo stocking from 10 to 15.
With as same as one RA using, I gain 3 shots.
I only need one secondary extender.
It is 6 armor shredding and 30000 exp damage without energy costing nor losing skills power.
Taking 3 to 4 sec to lands all the shots while you may split for trashes waves or less overkilling.
If you see your demo teammate bring warhead. You better run and leave that game.
It cant aim at fast moving target, Draining energy from bomb plays even using standard shot also cost 10 energy with -5% damage debuff. Very easy to TK.
Just as stupid as the Cyro Pulse Mine.
Whoever bring it. In my book, Troller.
Like I said earlier, 75% mods are trolling or very niche builds.
Dev team given too much penalties on top of taking Support slot and energy cost.
And those -1 mod also draining even more energy.
To the heck with this.
It is like buying a hotdog worth 10d, and then you ask for ketchup.
The ketchup+hotdog cost you 50d and you must buy them in a package.
No dude,
I just want the hotdog, I could rather get bored in the taste than spending 40d on the ketchup....
Dev team, you dun get it?
Allow me to give you one more example:
Light frame cost you 1 slot for 3% MS and +10% active cost. To have this 1 slot you need a support slot cost 50 suit energy.
In same one slot value of 3% MS mod is one slot for 35 energy suit cost without active cost.
You taking 15 more suit energy and 10% active cost and potentially breaking a bulk energy (2 slot for 40 energy granting, 1 slot only 15 energy granting, in bad encounter, You are losing extra 10 suit energy.)
DUDE~~~~~~~~wake up!
I know your math is a singularity like a vortex sinking into the endless bottom of the sea.
In what on earth of the world would buy that hotdog!?
And one more thing, Not by me, But from one of my comrades:
The Traditional Chinese localization is crazily poor translated.
He asked to have a look of it(I always using Eng)
Yes, All I could do is astonishing and laughing.
Here is one of it for you to laugh at:
Heavy stock = "重型庫存"
Now I put that "重型庫存" back to Eng,
"重型" is heavy version, Correct.
"庫存" is stockpile. LOL
He was thinking this mod should be something like + Max ammo clips hoarding.
Well, of course not.
That is something put into your shoulder to fix the gun from the recoil.....
So he keep urging me to "report" this "bug" for not adding MAX ammo pool.
Well, how bad it is? I have a glance on the archive.
Around 1/2 are mis-translated.
No, dun look at me. I would not do the localization.
And HEEEEEEEEEEEEEEY,
In the patchnote you said Medic now correctly receive skill powering.
Where~~~ is it? not from the weapon mod nor suit mod~~~
And I still suffering 27.5 sec reviving time...
Maybe one day we can have free call in the suit mods?
No, dun argue with me about the game difficulty.
On last DLC, this game is fun game confirmed already.
So you should make the game fun and enjoyable,
not about how to hardcore anymore.
Open up the degrees of freedom in builds.
Let the game become even for public market aiming I would said.
Final conclusion of Demolition in this patch IMO:
I made three builds:
1.
(my go to build.)
SB,SR,SE, RA with DS, EA with rocket launcher +1ammo mod (6 slot)
Thanks to SB, SE+EA+DS could directly send through any number of armor with 72500 exp damage to enemy HP.
Great at killing almost anything.
In the starting game, lvl5 SB burn 7250 damage while 9900 rocket*6.
If lucky, Demolition can kill 8-10 biomass in first 2 min.
Once again, there is no argument of biomass killer now.
It is fair,
HF access other way to help the team.
2.
SB, LM, MPM and RA with EE and disarm and rocket launcher +1 ammo mod
Well, both launcher mod have there own problem and there is max of 7 slot.
And both cost 2 ammo per shot.
Sad to the RL mods. ONLY one mod is viable with reasonable cost.
This build focus on trashes cleaning without friendly fire too much.
With EE helps, SB LM and boz are shredding rampaging truck.
Leaving threat 5+ only for the teammates,
It act like the role of recon to trashes mopping.
3.
Since there are no burrowing enemy in facility map: SR to BC.
SB, BC SE and RA with DS and EE, then again with +1 ammo RL
Thanks to the changes of BC and the map got tons of door need to blast off(or bypassing).
BC become very handy as enemy all stick together then lifted by it.
Yes, like I said, BC is now a viable skill for its cost now.
Anyway,
I am satisfied with these demolition changes.
It do bring up the fun to build and play with reasonable give and take.
So I wish to share the idea of the rest of lackluster skills.
Well, kin resist is the reason why I look down on:
Minefield, Harpoon Trap, Spike Strip.
I fed up with many demolition made 11 kin resist and die in 2 hit in nightmare.
I always make my demolition of 20%+ kin and I go to 28.5% in fact.
So I have no room for these skills even it is viable to use.
Using itself to bait enemy on bombs is a important trick for demo,
and demo always stand in front line.
So,
1.Become accessible from offensive slot
2.Buff demolition kin resist from 6% to 10-12%.
Freeing up 2 slot for them.
Directional Charges have his fan with EE,
Although it never be my choice, but it can do in the new map: Facility.
Since all enemy got narrowed into a door then jackpot.
Cyro pulse mine is a nut. No argument from me.
I know you made it bearable for one shot without TKing,
But there are 3 reason for no using it, You just solve 1/2 of 3.
It slow to act,
low on damage/payoff,
heavily danger ally.
Yes, that wont one shot your teammates now.
And they are still freezing there and cornered by Strols while lagging out of the team.
They are still deadmen. One way or another.
If you SOOOOOOOOO insist to make this skill viable,
at least IMO:
Just one change then you can solve three problem at once:
"Make it no longer affect any ally."
So we can stand on it to guarantee enemy freezing by additional helps
Team could enjoy the time as the mine expanding to hold off the trashes that are approaching.
Considering the damage and shredding a small gift but not a deal to talk about.
Since in this DLC,
players are very easy to suppress enemy or shredding.
I could look away on that poor damage/shredding.
And....
Seismic Resonator is a viable skill already while bug still there~
1. Armor % shredding was unburrowed enemy to suffer according to the skill said.
I saw it work in the past for "burrowing enemy" and never for on ground enemy.
2.if it is triggered by enemy, Take no unburrowing effects, Yes, the hellspawn I am talking about.
Well, it wont hurt even it is not fixed. Just saying there are thing not like what it said. And SR got the most bugs amounts in the past,
I already give up on testing where or what phrase it was bugs.
Too complicated to clearify the parts of your coding went wrong from gameplays.
OK, plasma bombs do not receive the item damage buffs.
But well, i could say that it's because i used my old save and that this new DLC is not compatible with old save.
You are actually paying less if you have the season pass.
The season pass is 34.99€ for 4 additional campaigns. A single campaign is 10.99€, with a 20% discount if you buy it as soon as it releases. If we assume that the MERCS campaign is going to have the same cost as all other campaigns, then the math is as follows:
Season pass: 34.99€
4 campaigns (no discount) : 10.99€ * 4 = 43.96€
4 campaigns (20% discount) : 8.79€ * 4 = 35.16€
16 cents isnt a worthwhile discount. Bulk of DLC purchases with discount attached is Day 1.
While you're correct season pass is technically still less, it isnt much.
Ah, but the 20% discount in the season pass is always included, whereas the other campaigns do not have it in their base price. For example: right now, the HB and Condatis campaigns do not have any sort of discounts, so you'd be paying full price to get them.
My understanding is that weapon mods should unlock automatically through story progress (except for Insurgents DLC), and my saves in each of those campaigns are just before the final missions.