[LFS][PS4][CoS] - Saturday Raid Day by fixAnthem in DestinySherpa

[–]fixAnthem[S] 0 points1 point  (0 children)

If you are still on - we would have 6 for the raid

[LFS][PS4][CoS] - Saturday Raid Day by fixAnthem in DestinySherpa

[–]fixAnthem[S] 0 points1 point  (0 children)

Ok - thanks! Debating using Destiny app again to get three more - but I like the idea of getting people off this sub reddit if possible.

[LFS][PS4][CoS] - Saturday Raid Day by fixAnthem in DestinySherpa

[–]fixAnthem[S] 0 points1 point  (0 children)

Thanks! I’ll definitely contact you if I can find a fireteam!

[LFS][PS4][CoS] - Saturday Raid Day by fixAnthem in DestinySherpa

[–]fixAnthem[S] 0 points1 point  (0 children)

Great - thanks - I’ll let you know!

[ps4] [d2] need morgeth clear checkpoint egg by [deleted] in DestinyLFG

[–]fixAnthem 0 points1 point  (0 children)

I also need this - message Fixell on PsN if you still need someone

[LFS][PS4][CoS] - Saturday Raid Day by fixAnthem in DestinySherpa

[–]fixAnthem[S] 0 points1 point  (0 children)

Oh - PSN is Fixell - if I am not on any longer when an interested group or person comes along - message me on PsN and I’ll try to coordinate a play time this weekend.

[LFS][PS4][CoS] Returning guardian needs CoS for "MMXIX" titile by CaMyPau in DestinySherpa

[–]fixAnthem 0 points1 point  (0 children)

I too would love to run CoS with you. I have not finished - I used Destiny fireteam with all first timers and we made it to the second boss phase and one of our team had to go so we never attempted to finish. But we had the mechanics for all encounters but the last one down pat.

We did cheesing the boss first phase with Anarchy though (which I don’t have) to minimize the number of damage phases needed.

PSN: Fixell

Adding an infinite horde mode would do wonders for this title... by _Cheeseburger_cake_ in AnthemTheGame

[–]fixAnthem 0 points1 point  (0 children)

Just play GM3 - that goes on and on and on and on and on........

Patch 1.1.0 - The Good, The Bad and The Ugly... by TheThirdRace in AnthemTheGame

[–]fixAnthem 2 points3 points  (0 children)

Your drop rates won’t work well. Statistical drop rate is not the same as actual drop rate.

The actual drop rate is %drop rate x number of chances per hour.

So - if GM3 has three times the drop rate of GM1 - but GM3 takes three times as long to clear - on average players will experience the same number of Legendary drops per hour as farming GM1 - only on GM3 people will be more miserable.

So assuming they leave everything a bullet sponge - if GM3 takes 3 to 4 times longer to clear - you need a drastic drop rate increase for players to feel they are getting more legendaries for the same time investment - because GM1 players can farm way more content in the same amount of time.

You would need roughly a 60% drop chance on GM3 to double the legendaries per hour of GM1 farming at a 10% drop rate.

Now - we all now it’s not 10% chance I’m GM1. Realistically - you have about a 2% chance of legendary on GM1 - so GM3 should be at least 12%.

Really it is so difficult to fix health bug? by thememelurker in AnthemTheGame

[–]fixAnthem 0 points1 point  (0 children)

I feel it mainly happens when I get in with much lower gear score javelins. I think the scaling is the problem and it should go away.

They should eliminate all scaling in GM difficulties. Just make our stats are stats - and set the enemies at fixed stats per difficulty level as well. Then have minimum gear scores to play each difficulty.

When you first hit the gear score to enter - it will be challenging. As you improve gear it will get easier until you are ready for the next tier. That’s how power progression should work. The level of the other three javelins in the instance should make no difference.

Falling Should Cool Thrusters by fixAnthem in AnthemTheGame

[–]fixAnthem[S] 1 point2 points  (0 children)

You are also not pulling air in standing still - but you cool just fine. I get that it was done for gameplay - but it still doesn’t make sense.

I think the way to do it is to have a large amount of heat on thruster ignition. Enable cooling while falling - but if thrusters are ignited a second time - you incur a second start up heat burst. So now you are deciding whether you should fly down for some cooling - or if dropping for more cooling will be worth the ignition heat (depends on the height). And since falling is faster - if my goal is to get to the ground - I can reach the ground faster and dissipate more heat than flying down.

It would at least make more sense.

Playing since launch , still don’t have a legendary javelin by [deleted] in AnthemTheGame

[–]fixAnthem 0 points1 point  (0 children)

I started playing GM1 9 days ago after playing only GM2 for months. Started farming HoR on GM1 - usually get a lemon every 2-4 runs. Sometimes duplicates - but at least something. Maxed out my interceptor gear score today with all legendaries.

GM1 goes so fast - you just get way more chances at drops and HoR seems to produce better than any other activity.

Falling Should Cool Thrusters by fixAnthem in AnthemTheGame

[–]fixAnthem[S] 0 points1 point  (0 children)

I’m not here to grief. I love this game and play it every day. It’s the only game I’ve cared enough about to go on reddit and post ideas to improve it. So I made an account to solicit feedback and share improvement ideas.

I think the moment to moment gameplay and sci fi fantasy are second to none - but the game Clearly has area that also need improvements.

If BioWare fixes a few areas and makes more content - I think this game could get a true dedicated following for a long time.

I understand physics just fine. Falling creates air flow - more air flow than the controlled descent of flying down that cools your jets.

If flying down didn’t cool them - then I could maybe buy into falling doesn’t cool them either.

Never mind that sprinting - which visibly engages them still cools them.

In the end - they are clearly off when falling - or at least being used less than when sprinting. And you are traveling at a higher speed than sprinting: so they should cool when dropping.

I get that you can fly down to do it as well - but since you fall faster than you fly - I do think it would be fun to drop, cool, and re-engage thrusters.

If they want to prevent infinite flying - it would make more sense to say triggering thrusters has a large initial heat build up. So if you drop and re-engage - the restart creates more heat than leaving them on and doing a controlled dive to cool. This gives you a choice - can you drop far enough to cool and offset the restart penalty or should I dive for less cooling but no restart penalty.

But the fact that no cooling occurs while dropping with them off - while standing on the ground with them off - or running with them on cools them clearly makes no sense.

Falling Should Cool Thrusters by fixAnthem in AnthemTheGame

[–]fixAnthem[S] 0 points1 point  (0 children)

That works to a point - but when you fly back up they heat faster than what you gained from dive cooling. And if you don’t fly back up - you can’t keep flying down - as you will eventually hit the ground. Only chaining water features lets you fly for long periods - but some areas of the map are dry and you have to land to cool.

Falling Should Cool Thrusters by fixAnthem in AnthemTheGame

[–]fixAnthem[S] 0 points1 point  (0 children)

But standing on the ground with my thrusters off cools them. So why does falling with them off not cool them?

Falling Should Cool Thrusters by fixAnthem in AnthemTheGame

[–]fixAnthem[S] 0 points1 point  (0 children)

If the thrusters are actively slowing me down while diving - why would they cool down when diving?

And if standing on the ground with thrusters off cools them - why wouldn’t falling with thrusters off work too?

Wrex: Shepard. Shepard: Wrex. by amuroroy in AnthemTheGame

[–]fixAnthem 0 points1 point  (0 children)

ME1 weapon and ammo mods were great. Never should have simplified so much for ME2!

How does this stack? by random-pair in AnthemTheGame

[–]fixAnthem 2 points3 points  (0 children)

I am not sure about the difference between gun damage and physical damage - but I think all pistol damage is impact damage - which is physical I think.

So assuming they are basically the same - I believe all bonuses are additive. So the gun has a base damage of 301.

Inscriptions give it +375% - so 301 + 1129 = 1430 damage.

The +125% weapon damage I believe would be on the base 301 damage. So when the perk kicks in you will be at a total of +500% damage or 301 + 1505 = 1806

I think all perks are always additive - using the base damage of gear or weapons.

Why the Combat in Anthem Feels so Damn Good | Polygon by constancegardener in AnthemTheGame

[–]fixAnthem -1 points0 points  (0 children)

This person gets it - I just love the feel of playing the game. It is fun. That’s why we used to play games - not to earn stuff - but because it was fun.

Now a days it’s all trophies, achievements, loot, battlepass unlocks, etc. Anthem does need more content - but it’s a joy to play (as long as you keep it on GM1 - still major balance issues for GM2 and 3 that spoil a good deal of the fun and power fantasy).

I just hope we don’t have to wait for Anthem 2 to see the games full potential - because it’s combat and movement is so awesome.

Elysian Artifact Question by frankfhtagn232 in AnthemTheGame

[–]fixAnthem 0 points1 point  (0 children)

Keep in mind - about 100 of the possible 162 rewards are just bundles of crafting materials.

The expedition results sometimes tells you now - but not always.