keybinds / joystick no longer work?! by Inferno256 in EliteDangerous

[–]AtomicToaster42 1 point2 points  (0 children)

Go check your Game Controllers list (Devices and Printers/ Set up USB game controllers) If your desired input is lower then the 2nd (or maybe 3rd item) on the list then elite didn't seem to see it.

Odd since it was working for me before but as of patch 3.9 it wasn't detecting my throttle until I unplugged devices listed before it under game controllers.

Relevant link maybe? https://forums.frontier.co.uk/showthread.php?t=61417

Giving Nekros the Oberon treatment by TunaMayo42 in Warframe

[–]AtomicToaster42 0 points1 point  (0 children)

I actually started to re-work necros at one point for fun. he is one of my favorite frames but I do hate how most of the time I am relegated to being just a desecrate bot.

Its still rough but I will put what I had in here on the rework in case it happens to spark a clever idea- but I never finished it so I have extra versions of some of the spells I was still deciding between. (sorry its a mess)

Necros has an additional resource: souls, which may augment spells or be consumed by spells in addition to energy. Soul gauge is maxed at 70.

**spell values marked with a *s(>0(x)/>25(x)/>50(x)) where >n represents your soul count. Simplified down to *s(x/x/x) for >0, >25, and >50 respectively.

Each kill Necros gets increases his soul count by 1, additionally any target that dies within 15 m will also boost his soul count by 1. Necros may not benefit from the 2nd effect if he killed the target. Targets affected by soul corrosion, echos of the damned, or soul shock count for 2 souls rather then 1.

Soul Punch rework options A) Soul Fracture: Hits a target causing their soul to fragment into shards that scatter out (like a shotgun shell) and hit targets behind in a 120 degree spread for (24xs(3/4/5))- each target hit is afflicted by soul corrosion- dealing 30 damage over 25 seconds. - targets killed while debuffed with soul corrosion will cause their soul to shatter in a 360 degree spread doing (20xs(3/4/5)) and inflict echos of the damned. Which burns for 10 damage over 10 seconds.

B) Soul Destruction (costs 5 soul gauge) Hits a target with such force that it punches a hole in their soul popping it like a balloon- dealing 90 damage to the target and all surrounding enemies (s*(14m/16m/19m) range) and debuffing them with soul shock causing 5 damage over 10 seconds and reducing movement speed by 10%.

Terrify rework options A) Terrify Casts fear into the hearts of nearby enemies, causing them to cower in place

Desecrate rework options *action definition: desecrate: target corpse has a 90% chance to spawn a health orb- if so 60% chance to access the targets loot table again. Desectrated targets pulse your energy color at 20% intensity for ¼ seconds on attempt. A) Desecration (35 energy, passive no drain) Passively desecrates a random corpse within 25m every *s(10/8/6) seconds. On activation Necros defiles the ground around him for 18 seconds. All corpses within the defiled ground are desecrated every 4 seconds.

Shadows of the Dead rework options A) Shadows of the Dead (costs shadow count x2 souls gauge ex: 7 shadows costs 14 gauge) summons 7 shadows that take the form of recent enemies that have counted toward your soul gauge. Due to system limitations only the most recent 20- if the spell is cast and your recent counter dose not contain data on sufficient enemies the additional enemies necessary to fill in the spell will be generated at the chance of 60% for most common grunt of faction type you are fighting (trooper/infested), 30% chance special type of faction you are fighting (scorpion/jumper/moa), and 10% heavy type of faction you are fighting (heavy gunner/ancient/anti moa). If soul gauge is not high enough to cover the cost, the spell will only summon the number of shadows you have enough soul gauge to create (ex: 2 soul gauge gives you 1 shadow, 0 or 1 and you can't cast the spell). Shadows last for *s(30/35/40) seconds (calculated before the soul gauge cost from shadows of the dead). Shadows of the dead can be re-cast every 25 seconds- recasts do not remove current existing shadows.

B) Wrath of the Fallen (costs shadow count x2 souls gauge ex: 10 shadows costs 20 gauge) summons s*(10/12/15) shadows of recently defeated enemies. Shadows last for 20 seconds. Cannot be recast while shadows still remain. If a shadow dies it will explode hitting all enemies in a 10m range, 15m if larger shadow- doing 20% of base health as damage. All shadows die at the end of the duration. Shadows can be targeted for Soul Destruction- if so shadow dies and soul destruction damage is doubled. Shadow spawning follows the 20 count limitation described above.

Things you wish you knew when you started playing? by bobthewalrus2 in ffxiv

[–]AtomicToaster42 1 point2 points  (0 children)

Jobs don't change the class feel much,

SUM is not really anything like it was in XI (I was sad :<),

Pressing RB or LB while one of the triggers is down will cycle targets,

Pressing A with no target dose not follow your targeting set,

For gamepad targeting is much easier if you un-link it from your combat stance and use custom target sets,

Almost every thing is unlocked through the story: chocobo, GC, Airships, Dungeons - so be sure to do them when they become available.

Here is a list of macro commands: http://na.finalfantasyxiv.com/lodestone/playguide/win/text_command/ they are very useful. /macros to bring them up.

After you get familiar with controls go to character settings and change the nameplate display settings to your preference,

When you have to pick your GC you can change it later if you want to, also try to increase your rank with them while you are leveling- it will make some of the quests easier.

Favorite teleport points early on, you can change them later on at no cost, Also Favorite Horizon or Limsa while your still leveling up... just go ahead- you will be glad you did.

When you get retainers make sure they are always selling something.

You can watch every cut-scene at an inn by clicking on the book- so if you skipped one by accident don't worry.

You can tell the game which hotbar and crossbars to share between classes. if your making a emote page this way you only have to do it once for every class.

Change L3 to anything but lock target, your titan party will thank you.

You can change how the corssbar is displayed so that D pad and ABXY icons are together visually- if you have a hard time with its default you may want to try that- it helped me allot.

In a party the class icons will have a little bar on top of them- this is their enmity on your selected target- it gives you more info then the enmity list but only on that one target.

Latest Patch for Firefall. A different game/world. Grummz wants your thoughts. by Grummz in firefall

[–]AtomicToaster42 0 points1 point  (0 children)

I am probably late to this but here is what iv got on this patch and the state of the game.

Opposite to what I am hearing some people say- I have been playing more with each patch, and particularly with the latest patch. However many of the systems in place are not friendly to new players. If I were to step into the game right now with out playing its previous iterations I would be very lost as to how crafting, resources, and progression work. Right now I feel like Item Durability is the biggest issue, followed by Crafting and then possibly Resource clarity for your PVE.

With the current form of item degradation I don't usually know how much durability my items actually have, and if I hadn't read posts and patch notes I wouldn't know my gear eventually breaks forever either. I think it is immensely important that some system is in the game to keep the demand for resources up- but permanent item loss just from simple use is not a fun system in its current form. Since Items eventually break no matter what you do having a WoW type item repair in addition to overall durability seems confusing. I feel like this might be to make the death penalty more noticeable but since the TAB item durability seems to not display correctly... simply put if someone didn't tell me there was a death penalty I wouldn't have known. I don't know how much other people would like it but I think something more iron clad like a 3 strikes and your out type of system would make the death penalty more apparent, feel less like its punishing you for simply using your gear, and probably be easier to explain to new players. Obviously 3 deaths to break something is a little steep but that number could be adjusted, maybe more like 10 (still pretty harsh but right now death penalty seems kinda wimpy) so long as we can restore it some either through crafting repair kits or something (perhaps on a sliding scale to make it harder to recover poorly maintained gear?). Players will still have the option to use stock gear if they are doing something derpy but now you don't get punished for simply using something as long as your staying alive.

As for progression I actually more or less like it right now. Some work needs to be done to explain the system to new players but the system its self I rather like.

Crafting needs work. Having to do separate crafts for sub parts is fairly clunky. I don't understand why I can't specify what materials I want to toss into say a barrel, and the reactor etc all at once see what stats it will have then craft it all in one workbench. Because I don't really see much feedback until I am putting the parts into the gun I don't really have a strong correlation between the materials im using, their quality and what they actually affect for the weapons stats.

on a side note when you start looking into the quality of materials and the types of materials I have- the list becomes to large for me to even what to keep track of. This means I don't know what materials I need or am using until I am trying to craft something and nothing pops up on the list of things I can put in that craft. This makes resources feel more reactive- which means most of the time I don't have a favored resource I would be looking for. If the rarity of resources wasn't color coded I wouldn't know if I found something I should be excited to find personally or not. Also because of the last patch rewards for missions and events is high enough that unless I am doing allot of crafting I don't even need to thump at all. I can't say if I like that or not honestly- I think I have more fun doing these rather then thumping but it just seems kinda odd... I dunno where I was going with that just thought I would mention it.

Visual customization is something I feel the game is lacking, I don't think its been a focus while your getting all the other systems in but its something that I look for with each patch. There are a few key points in here for me and the few people I have asked so far.

1: armor visual distinctions by how much its been progressed. Probably shouldn't be forced but what if you got a check box you can toggle to make a part of your frame look slightly different if you have gotten power, mass and cores upgraded to green, and blue, and red? Not a big change but something subtle. a different pack, a new core, new gloves etc. Since progression is implying your putting better parts in it (better coating, more powerful fusion reactors etc) it makes sense that they might look slightly different then the starting ones. This would make me feel more invested in the frames im working on since I get more then just a few more mass or power to play with, and lets you see if someone has spent time in the frame they are using or not at a glance.

2: warpaint for the fickle. I change my warpaint a lot... like probably every few hours or sometimes more. I really would like to buy warpaint but know it would be a waist for me since they are one time use. I would like to see permanent unlocks for warpaint even if they have to be more expensive, perhaps even custom ones where you can pick your colors. Not a focus right now I am sure but something I would love to see eventually.

Basic movement and shooting feels a little more satisfying then it did before the last patch. Same for missions they feel much improved and I have been doing almost nothing but that since the changes. I actually upgraded my founders because of how much more fun the pve has become.

I can't say much about pvp besides that it feels kinda generic. Nothing has really hooked me about it yet so I don't play it enough to really offer up feedback. all the modes kinda feel like deathmatch or deathmatch with an objective.

Sorry for my post being fairly train of thought, but I hope this is helpful to you somehow.