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Sennex

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Everything posted by Sennex

  1. Sennex

    Archwings!

    This will grow over time (thats what she said!) First off, Archwing missions don’t suck, they are just not at all in the same vein as the rest of the game, and honestly shouldn’t be in Warframe. However! Archwing missions can be fun if you treat them as a flight sim. (I pretend I am in the old Xwing Vs Tie Fighter game) First things first. I solo pretty much every AW mission there is, so this writeup will be shaded by being that. Second thing. About 99% of the Mods for Frames are ignored by the Archwing…. However there is that 1%. There are also some Mods that will spontaneously activate when the game swaps host, which honestly don’t ever try to predict, just be happy when it happens. (List of Frame mods that work will be at the bottom) Odonata · Health 300 (900 at rank 30) · Shield 300 (900 at rank 30) · Armor 100 · Power 100 (180 at rank 30) · Flight Speed 1.0 The Odonata being the starting AW is pretty much what you would expect. It is middle of the road, and it is easy to say that it sucks, but there is some utility to it that the other two AW’s don’t have. Most people frown on it not because the AW is bad, but because the starting weapons are shit. (The Imperator just isn’t that good until you have mods wrapped around it.) · Energy Shell! Great for taking hits, and adding the Heat status effect to your attacks. The only downside is it’s a front shield only. And if you try to mix it up in melee, the shield pretty much becomes useless. Try to activate it as enemies are either in a tunnel (As in can’t get behind you), or are still approaching. Be careful though, AoE damage will ignore the shield. · Disarray – Think Flares/ Chaff and you are not wrong. This scales with level to the point where you release an absolute fuckton across space. If you are mixing it up in melee and hit this, you have a pretty good chance to stun all nearby enemies. So typically I will use this for that and not for the actual ECM value · Seeking Fire- Homing Missles…… do I even need to explain here? (Well, I will say this, do not try to melee after launching this, you can and will blow yourself up…… Learn from my mistakes) · Repel – Impact damage, Mass disarm to an area. Think Loki in Space, and you are not wrong. It deals decent damage, and pushes back (Knockdown). I don’t honestly use this a lot as the range is weird to predict. Itzal · Health 200 (600 at rank 30) · Shield 200 (600 at rank 30) · Armor 50 · Power 200 (360 at rank 30) · Flight Speed 1.2 (I do not own this yet, I will add a section once I do own it) From reading I would say this is the Hunter class from Destiny Elytron · Health 450 (1350 at rank 30) · Shield 450 (1350 at rank 30) · Armor 150 · Power 125 (225 at rank 30) · Flight Speed 0.9 So you want to “Tank” in orbit? Ever say to yourself, “I wonder what the fuck an A-10, could do against Space Invaders…” Well here is your chance to find out, because honestly fuck Will Smith, and fuck Independence day! Fair warning here. I do not enjoy really any of the Elytron’s abilities, however I cannot stop flying this behemoth of slow ponderous death. First off you are slower than shit in this thing, but who cares. You have armor, Shields and health to spare. In fact….. You know how in the Halloween movies, Michael Meyers would just sort of walk around slowly, he would never run or chase anyone. Meanwhile some old fuck with a scar would be shooting like mad at him. Mike would just ignore that shit, walk up, and shove a carving knife in his ribs…… Yea, that’s you when you pilot the Elytron. You become fucking Mike Meyers · Bloomer – A missile that slightly tracks targets, and can be remote detonated… It can be deadly, but honestly in Archwing missions solo, you don’t really have time to set up your shots for either tracking to kick in, or be assed to hit the detonate button again. When you are able to set up a shot though, it deals pretty decent damage to a wide area. The missile will show up on your minimap, which will annoy you if you forget to detonate it…. One thing I will say though is in the tight areas of some of the Corpus ships, you can launch this into a wall, and then kite the enemy back to it. Which can be cool. (Honestly just shoot them, it is faster) · Core Vent – You know those really annoying “Incoming Projective” messages… Yea, all this power does is clear those off your screen so you can get back to walking around the map. I have read that it will stop all targeting, including the little bastards with laser cannons, but I haven’t had decent luck with that yet. · Thumper – Another situational weapon, much like Bloomer. Although, I use it more than I use Bloomer. You designate an area, and then for 30-45 seconds, Spacemom will just bombard the shit out of that marked point. This is really good for Interception missions as you can hold an area, while not being there. Also, the beacon is tied to itself, and not to the duration of the bombardment. This means, if you set it up right, you can have overlapping Thumpers. · Warhead – A Reticle guided nuke…. It sounds cool, but it is just as annoying to set up and use as Bloomer. Also, god help you if you need to take any sort of evasive maneuver while guiding this thing. Honestly here, who thought it was a good idea to have Guided weapons when doing Archwing missions? The AoE of it is decent, and you can cover a decent area with it, but I really only ever use it in tight quarters where I don’t care what it hits, as long as it hits something. So basically the thing to keep in mind when flying this A-10, is that hitting specific enemies is a waste of time. Aim at objects and hope you thin the numbers a bit before they reach you. Missions – Be prepared to repeat a ton of missions….. Like seriously, Mercury and Venus AW missions are all I ran for the last two weeks before I found out this (also you can get a decent number of AW weapon drops from these missions): Once you are around 16, or have a group, then head to Syrtis on Mars. This will become your Power Leveling spot for any Unranked Wings or Weapons from now on. Just pick a defensive spot you like, and camp it. Enemies will slowly stream at you until you get bored. Next up! Head to Caelus on Uranus (Warning, Level 27+, so either have better than starting gear, or bring a group). This is the place to be for AW Mod farming. Which you will want to do if you plan on fighting for Atlas drops. Speaking of Mods! Here is a list of all of the AW Mods. (Not weapons, just Wings) Name Description Polarity Rarity Argon Plating Increases Armor Vazarin Pol Common Auxiliary Power Increases Maximum Energy Madurai Pol Uncommon Efficient Transferral Increases Power Duration Vazarin Pol Rare Energy Amplifier Increases Power Range Naramon Pol Uncommon Energy Inversion Increases Shield Capacity Vazarin Pol Common Enhanced Durability Increases Health Vazarin Pol Uncommon Hyperion Thrusters Increases Sprint Naramon Pol Rare Morphic Transformer Increases Power Strength Madurai Pol (Legendary) Rare Superior Defenses Increases Shield Recharge Rate Vazarin Pol Uncommon System Reroute Increases Power Efficiency Naramon Pol Rare Here are the Frame mods that affect AW’s: · Redirection · Vitality · Vigor · Steel Fiber · Flow · Fast Deflection · Fortitude · All aura mods. · Reflex Guard · Reflection · Diamond Skin · Enemy Sense · Any Warframe Speed mod I will add to this as I get more weapons, and time. Hopefully this is helpful for you guys
  2. Should have included more folks Some of us in the UK like to help a brother out as well
  3. Most people post life updates to their PPR's, I know you avoid them, but maybe you should start skimming them occasionally
  4. Forty Six and 2 - from Tool
  5. http://www.eurogamer.net/articles/2016-06-07-overwatch-blizzard-answers-the-big-questions By Chris Bratt Published 07 /06/2016 The Overwatch launch appears to have been a phenomenal success. With more than seven million players having registered since launch, across three different platforms, Blizzard's first multiplayer shooter is already one of the largest in the world. But for this game to truly achieve its ambitions, it's going to need to hold on to that playerbase in the months and years to come. Blizzard has reached its payload, but there's a ways to go yet. The Overwatch community mostly communicates in Play of the Game GIFs at this stage, but there are a few concerns they'd like to see addressed. We're still waiting on the game's competitive mode and it's yet not clear how that will compare to the earlier version we saw in the closed beta. A number of players would like to see Overwatch introduce a server tick rate of 60Hz or higher, similar to Counter-Strike: Global Offensive and Battlefield 4. And balance! We always need to talk about balance. It sounds like the team are looking at McCree and D. VA, but what exactly can we expect there? And when? With all of this in mind, we spoke to Overwatch's game director, Jeff Kaplan. Join us in the interview below as we hit all of these topics and a few others besides. It's a good one. The next big update we're waiting for is the return of competitive play. Is that still planned for the end of this month? Jeff Kaplan: Yeah, in fact, we were just playtesting it this morning. Competitive play is the big focus for the team right now and our hope is that it will release at the end of this month. That's what we're driving towards and it's looking good. Obviously we'd like to leave ourselves an out, in case something goes sideways in the middle of development, but right now things are looking good. Do you have any date penciled in at the moment? Jeff Kaplan: We actually don't have a specific date right now. Each morning we look at it and say, you know, here's where we're thinking and that date has shifted forwards and backwards numerous times already. It'd be very misleading if I gave you a specific date at this point, because I think it would probably shift. So what exactly can we expect from the competitive play? Will it compare to what we saw in the beta? Jeff Kaplan: We were pretty pleased with the beta system in a lot of ways, but it was a little bit frustrating to us because it was unfinished. A lot of the feedback we got was just about what was there and it seemed to ignore the parts we mentioned that were also coming. But we got enough sentiment from the competitive community that we realised that we needed to make some changes. First and foremost, the system that we had implemented was what we like to call 'progression-based'. We thought there was a lot of coolness to doing this kind of system and that's why we had the one month reset, because it feels good to go through the progression more than one time. What was not implemented, was what we called our 'heroic rank', where it would show a stack ranking of top players who hit that rank. There was a misunderstanding among our playerbase that everyone was going to get to heroic rank, which is not true, just like it's not true that everybody will get to legendary in Hearthstone. The perception of our system was off. So the new system, when we unveil it, I think you'll see that it's much more skill-based. Another thing that there was a lot of complaints about was the time for the season. The playerbase at large felt that if they'd gotten to a certain place in a competitive system, they wanted to enjoy time at that place before it got reset. So when we unveil the new system, we're going to have longer seasons - most likely, the seasons will be about three months and they will match the real-world seasons. They'll probably actually last about two and a half months and then we'll do like a week or two off. We're hoping that this speaks to the competitive community and addresses what their concerns were. There's obviously way more details than that, but we're not fully ready to unveil the system as a whole, but I think those were the things that people were most concerned about. Could you clarify the difference between a progression-based system and a skill-based system? From my perspective, as the player, how does the game convey that to me? Jeff Kaplan: The way our system worked before, we had different tiers with challenger, advanced, expert, master and heroic. Within the whole system, you could never drop from a tier. So even if you got to master, you would never drop out of that tier, no matter how much you lost. In the player's opinion, that meant that everybody was going to end up, eventually, in the same place. In our new system, there's no safety net. If you lose, you're going to go down, if you win, you're going to go up. How will the matchmaking work in this new system? And will there be a solo queue? Jeff Kaplan: Yeah, we're going to go out the gate with what we call a 'dynamic queue'. This is what we use for quick play right now, meaning you can queue in any size that you want. So if you want to queue by yourself, or if you want to queue with two people, or three, four, five, six, the system will allow you to do that. The way that our matchmaking works in quick play and will also work in competitive play, is that it always tries to find... let's say you're a group of five, it will try to find a group of five equally skilled players. Only at extremes of waiting time will it expand its search and be willing to match you with a different group size for whatever reason. That's the way it's always sort of worked in quick play and that's how we'll go out of the gate with competitive, and then we'll just monitor it. The thing that's very important to us, and that we keep trying to prove over and over again to the community is that we're listening and open to change. Hopefully they'll know that if something like the queuing system isn't working how they like it, they realise that instead of just being angry at us, they'll know that Blizzard actually listens to its community, they'll probably make changes based on the feedback. That's most likely what we'll do: keep an open dialogue and make changes based on feedback. We always try to educate the community as to the trade-offs. Nothing comes for free. There's usually a reason why we made a decision that we made and it wasn't because we were looking to upset people or anything like that. There's usually some very difficult trade-offs to be made that led to the decision in the first place. Whilst we're on that topic, something that has cropped up within the Overwatch community a few times now, especially when we're talking about things like competitive play, is the server tick rate. Players would like it to be higher. Will that happen? Jeff Kaplan: I'm really glad you asked about that, because there's so much confusion. First of all, most people don't even really understand the way that the network code works. For example, the server does tick at 60Hz, it's the client update rate that is lower. That just shows a general misunderstanding. I think players have latched onto server tick rate as being the reason that certain things happen. One of the things that players are upset about is that if they get shot, where they perceive they were behind a wall, that this is a problem with server tick rate. Certainly there are contributions that could happen with both the server and the client update rates that could cause something like that to happen, but usually, in most cases, you're talking about latency. You haven't seen a lot of shooters that move as fast as Overwatch, with abilities like Tracer's blink or Genji's dash. There's also not a lot of games using a killcam like Overwatch does, so it all sort of makes the problem more evident than I think it would be in other shooters. We're addressing it in a number of ways. We put out a 17-minute video with our lead gameplay engineer and our network engineer,who wrote the netcode for the game, explaining exactly how the game works, to try to educate people on which parts of gameplay issues were latency-related vs. netcode-related. Trying to give everybody more transparency and understanding of how the game works so they can help comment intelligently on what is and isn't a problem. That video is widely available and I would encourage people to watch it. The other thing that we did, after that video, is we actually added what is called a 'high bandwidth option' to our custom games, that allows players to play at a 60Hz update rate. We wanted to explore what the game would be like at 60Hz, so that way, we could explore if it's possible for us to try other versions of the game with this update rate. What we've been trying to do is encourage players to play with it. It's kind of ironic that they're demanding it, it's in the game and playable, and right now we're seeing about 0.08 per cent of all matches that take place in Overwatch are actually using the feature. I've heard a lot of players say "god dammit, Blizzard, just add it to quick play". It would be wildly irresponsible for us to add that to something like quick play or competitive without getting more testing on the feature. This is something that you care about and you want to see more of: well, please use more of the feature that's in the game. Give us feedback, so we can iron out all of the kinks with it and if things are looking good, we can absolutely add it to other parts of the game. That's something that's been very near and dear to us. There's nothing more important to us than the game feeling fast and responsive. We've said, since day one, we wanted it to be the high bar of what a shooter should feel like and if any part of it doesn't feel that way, we're concerned about it and want to fix it. Kind of like what I was talking about with competitive play and players immediately getting angry about stuff, I'd just like to remind people that it's an active issue. Not only have we been communicating about in that 17-minute video, but we've also added the feature to custom games to try to get testing on it, so we can explore if we can do this in other parts of the game. Right now, for example, what we've seen is that it wouldn't work for about 20 per cent of our users. That's a problem we can solve if we get more testing on it, but we couldn't just put it live. As you know, we announced that number of seven million players last week. The last thing we want to do is take 20 per cent of those people and tell them you can't play Overwatch anymore because people were angry on the forums and we flipped the switch and added this thing. The more people that test the custom game feature, the more likely we are to able to proliferate that to other parts of the game. Right now, what else is the team looking at? We've heard mention of balance changes for heroes like McCree and D. Va. Can you give us any specifics there? Jeff Kaplan: Yeah, the McCree nerf - I hate using that word, but I just said it - the McCree balance changes will be coming sooner than the D. Va buff. McCree is pretty straightforward. What we're looking at right now is his fan the hammer damage. We're going to reduce it. The goal there is to make it so that McCree can still use his combo that we love, which is the flashbang and fan the hammer on somebody like Tracer. McCree should absolutely kill that Tracer. We want McCree to be a counter to people like Tracer, Genji and Reaper. What we're not crazy about, right now, is the way in which McCree can absolutely shred tanks. It's a little too easy, so we want to bring the fan the hammer damage down, so he's still killing the squishies and the medium strength heroes, but he's less effective against the tanks. If he times everything perfectly and gets every single shot off, he's got a shot against a tank, but it's not the instant 'I win' button that it is right now. So that's what's coming for McCree. We've been testing it for a while and it feels good. You still want him on your team. With D. Va, we're still in exploration mode. There's a couple of directions we could take her and it's still unclear which direction we'll go. Obviously her damage has come into question from a lot of people. You have to be really close to do effective damage with D. Va and we might look at that. We might also look at her survivability. A lot of time, D. Va can get herself into situations where she's a tank and it feels like she should be there, but then she gets knocked out of that mech so quickly. We probably won't do a bunch of buffs to her damage and her survivability; we'll probably pick one direction or the other, but right now, we've been exploring both. We've tried high-damage D. Va with lower survivability. She's almost more of a skirmisher. We've tried other directions, like not buffing her damage, but buffing her survivability. I think the D. Va buffs will take a little bit longer for us to get to, but the McCree balance changes should come sooner. D. Va's not in a horrible place, we just feel like she could be in a slightly better place, whereas McCree is causing a lot of concern in the community and we want to make sure they know we're responsive. When those balance changes do come, can you hit the PC and the consoles at roughly the same time? Jeff Kaplan: Yeah, I think when the McCree balance changes happen, they should happen at the same time. We've scheduled to pass console certification at the same time for those. With that said, if we end up in a situation where we've passed on one of the console platforms and PC, but for some reason, the other console platform is lagging behind, we'll probably make a game-time decision of saying 'hey, we might need these changes out for where we can get them'. We're going to do our best though. We feel like we've scheduled in such a way that we should be able to clear any hurdles, but we'll be smarter about that in the next week or two. How about the Play of the Game? It sounds like you'll be tweaking that for some time to come. Is there anything new you can discuss there? Jeff Kaplan: I can tell you about what changes we would like to make. The next step for us with Play of the Game - and this one's not on the immediate horizon, I'd say it's something we'd like to get to this summer - we would like to show play of the games in a more cinematic way. We feel like for your standard play of the game, like a Reaper getting a death blossom kill on four people, they look great and they're really fun to watch. But some of the other ones like the Torbjörn who's dead and his turret's killing people, or a Widowmaker getting a really impressive shot from across the map: those aren't showing great right now. They're actually really cool moments but we feel like there's a way to show them more cinematically. We feel like if we can refine how we're showing play of the games, we'll actually open the door for us to do more things like our saviour play of the games, where you're about to be killed and somebody intervenes. It's actually really cool, but it doesn't show very well because the camera might not be tracking from the best angle. Right now it's all from first-person. So that's on our list right now, but I'd say that even though play of the games aren't perfect, and there's a lot of funny ones or accidental ones that happen, overall the feature has been great for the community discussion it's spurred. I would say that at least 70 per cent of the time, they are actually really cool moments that people feel pretty happy about. Now that the game has launched and you're starting to look ahead at future content, how regularly do you expect Overwatch to see things like new heroes and new maps? Is there any kind of timeframe there? Jeff Kaplan: It's really funny because launch happened and it was kind of this cool moment where the team is actually working on patches for the end of the year and early next year. We have parts of the team working on so much of the game right now that a lot of us we're like 'oh yeah, that whole launch thing just happened'. We have plans for some hero and map updates, which you'll be hearing more about as we get a little bit further into the summer. (No way you all read this far, so here are some lyrics: See my shadow changing, Stretching up and over me. Soften this old armor. Hoping I can clear the way By stepping through my shadow, Coming out the other side. Step into the shadow. Forty six and two are just ahead of me. - Sennex) But we don't know what the right cadence should be just yet. We have a gut feeling from when we added new maps and heroes to the beta, but what we want to do is release our first new maps and our first new heroes and then get a sense from the community as to like, was that too much? Was that too little? Is it better to release them this way or that way? We feel like we're going to learn a lot from those first few updates that happen. An example from the beta is that we felt like our release rate was pretty good for the most part, but we widely on the team felt like releasing Mei, D. Va and Genji all at the same time was way too disruptive for the game. That was a lesson that we learnt. When we come out with our first new heroes post-launch, we're going to do them one at a time for a while, until we feel the game really stabilises. If you go back and read some of that beta feedback when we unleashed those three heroes after Blizzcon, they were demanding that all those heroes be removed. Like, they're all overpowered and we should get rid of them. If you think about it today, Genji, D. Va and well, maybe not Mei, are some of the most loved heroes. I think Mei is probably the most loved hero in terms of her cute, adorable personality, but a lot of players claim she's annoying. But at the time, they were demanding that we remove those heroes. We want to be careful about overdoing it with a patch. Whilst we're talking new heroes, how did you find it when people started speculating that a new hero, called Sombra, was about to be revealed around the time of your last animated short? Was that strange, from your perspective? Jeff Kaplan: No, it was not strange. We have put a lot of hints, all over the game and out of the game, so I would say it's about time that people are concerned with who Sombra is. I hope they keep researching more and find more hints that are out there. So they haven't found everything yet? Jeff Kaplan: No. No sir. Last time we spoke, I asked you about the possibility of crossplay between the PlayStation 4 and Xbox One. You said that it was something you'd be interested in, but it wasn't something you could look at just yet. Is that still the case and has there been any progress there? Jeff Kaplan: There hasn't been any progress, but we're still very open-minded about it. I know that Rocket League was coming out with cross-platform play between PlayStation and Xbox. I'm a huge Rocket League fan . I primarily played on PC, but I want to check it out and see how it feels. I also want to see what the fan reaction is and if they're liking it. I have friends at Psyonix and I want to get their reaction too. We are very open-minded, but we're going to wait and gather feedback from developers and from fans.
  6. this looks awesome
  7. This blew my mind yesterday when I saw it
  8. Oddly, this doesn't really phase me in either direction. I haven't played a Metal Gear since the PS1, and I don't see myself starting to anytime soon
  9. This article does an amazing job of overlapping pics of today with WW2 http://www.theatlantic.com/photo/2014/06/scenes-from-d-day-then-and-now/100752/ (Click on each pic to see the other version)
  10. (This pic is actually D-Day+1)
  11. The whole episode is really good, but the last section is awesome
  12. There was a kidnapping prank in florida a few months back. It was on youtube and everything. I will see if I can find it and post it
  13. Why would you want to kill a bell?
  14. So the current lore in games seems to be Clem > Overwatch > Destiny
  15. I have a writeup on AW's coming soon Owl, it will help with getting you Atlas.
  16. Doctors Hate him/ her/ it!!!
  17. Exactly "Prank" has changed a lot over the years to apparently encompass just being an asshole to people There are so many times people show me these "funny prank" videos and all I can think of is that I would beat the shit out of whoever was doing this crap
  18. I fucking hate Youtube "Pranksters" and all their various subculture bullshit. So this really made my day http://gamingrespawn.com/news/9984/twitch-troll-donates-money-prank-tries-refund-fails/ A Twitch troll’s idea of a prank totally backfired on him after he donated more than $50,000 to various Twitch streamers before requesting a refund by performing a charge back via PayPal. Unfortunately for this “prankster”, he just blew $50k as PayPal refused to give him his refund, which means that the streamers he tried to “troll” are having the last laugh as they have been able to keep the rather generous donations donated to them. Over the course of his donating spree, the troll donated amounts varying from $1k and $2k up to $5k per streamer, equaling a total payout of $50k. The prankster is an 18 year old boy from Australia who goes by the online name iNexus_Ninja. A quick look at his Twitter account shows his disregard for money, seemingly laughing off a $1,010 bill as if it’s nothing. There are definitely some people who have more money then sense as this young Twitch troll proved. However, his fortunate financial position doesn’t come as a result of hard work and years of graft, oh no. Instead, it appears he has very well off parents who most probably don’t know what their son is doing with the vast sums of money he has access to. That, or he’s just real good at Blackjack and winning at casinos. We’ll let you decide that one…
  19. The hard part is getting a group to realize WTF you are doing. (Same problem with Trinity) I do enjoy running her, but never really get a chance to.
  20. http://imgur.com/a/KvDSU#FGYEojR The second to last pic has the Soprana skin I mentioned seeing on PC the other day. Sadly the pic doesn't do it justice, It might actually be the best looking skin in teh game so far
  21. Damn game isn't at Redbox, like at all, Blizzard isn't allowing folks to rent it. Dumb decision IMO
  22. http://www.nbcnews.com/news/sports/muhammad-ali-greatest-all-time-dead-74-n584776 Muhammad Ali, the silver-tongued boxer and civil rights champion who famously proclaimed himself "The Greatest" and then spent a lifetime living up to the billing, is dead. Ali died Friday at a Phoenix-area hospital, where he had spent the past few days being treated for respiratory complications, a family spokesman confirmed to NBC News. He was 74. ----- Well this sucks
  23. this shit right here and this
  24. I wish it was $40 on amazon for the US
  25. I went to rent it, and newp, all copies gone from redbox between my house and work.
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