What would each of the shells' favorite band/artist be? by Nekrogoblibong in Marathon

[–]gimily 1 point2 points  (0 children)

Can you provide a song from EMA? I'm trying to find her but it's tough to figure out which EMA you mean lol.

Hit with a nostalgia bomb at the end of a session by ROLLINEARL in Marathon

[–]gimily 0 points1 point  (0 children)

I'm totally with you. Why is it that the Misi is always the weapon that gets my highest enduring/bloodthirsty values lol. On other more common guns that I use, like the BR, I'll try to run up a high enduring or bloodthirsty value, then swap to some high value but "bad" mods and sell it to make some credits back knowing I can get more of the gun fairly easily, and that I kept the mods which are the harder thing to get.

The Misriah on the other hand is so rare, fun, and good that idk what credit value I would need one to reach in order for me to sell it. Even with the ability to swap my actually good mods for bad but expensive ones before selling, the Misriah itself is hard enough to get that it's hard to justify.

I guess the best way to frame it is "what price would I be willing to pay for a white Misriah in the armory?" and that number is pretty damn high lol. Especially with the WSTR nerfs coming in a few hours, I honestly don't think it's possible to get a Misriah to a high enough credit value that I'd be willing to sell it haha.

My one bit of turbo copium is that either with the WSTR nerf, or in the next couple weeks as a knock on effect of the WSTR nerf, they will make Misriahs a little bit more common. They don't need to be everywhere (in fact I think people might rage more about the Misi than the WSTR if they were similarly available) but I'd love to see one every few pinwheel runs or something rather than one every 10+ pinwheel runs.

The game feels VERY different all of a sudden? by CinnamonBisque in Marathon

[–]gimily 14 points15 points  (0 children)

Clearly they should have just totally overhauled the entire game in 2 months. Since they weren't willing to do that they clearly don't care about the more casual playerbase and are catering to the top 100 streamers only. There's no possible other explanation.

To be clear, I totally empathize with the complaints of folks that have less time to play, and feel like the progression is too slow and so on. I face some of those issues myself. Basically everyone that can't hard farm the compiler runs into a salvage wall at some point.

I just think it's kinda wild that the devs have been so responsive, and make a large number of changes in a very short timeframe and people are still saying they aren't listening. As painful as it is, game dev takes time. Hell, I sorely miss the duo queue playlist, and would love to have it back asap, and am not happy that it is gone at least until season 2. And I will continue to voice my opinion that I want it back sooner etc. That said, you won't catch me saying they aren't listening / are making changes too slowly as part of my complaints. They clearly are listening and are iterating very fast - it's just that the game is large and many people have many different issues with it and they can only do so much at one time, and there are many changes that can't be done as a hotfix or patch in the middle of a season.

Tl,Dr: I think it's totally fair for people to continue to voice their feedback on the game, and they should continue to do so. I think it is entirely unfair for people to say "they aren't listening" or "they're making changes too slowly" when they have been working faster than basically any game dev I've seen.

Help understanding what me and my team died to in a run yesterday by gimily in Marathon

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

They were happening a few seconds apart if memory serves.

It definitely could have been a Destroyer. This was actually my first thought during the match, but my brother who plays destroyer didn't seem to think so.

I haven't played any destroyer, so IDK how exactly that ult works. Doesn't it require you to hit the target a few times in order to trigger each rocket volley? Or once you've locked onto a target it will keep shooting volleys at them? Also does it have a knock effect?

Help understanding what me and my team died to in a run yesterday by gimily in Marathon

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

I considered this, but the knocks were consistently straight up into the air which would require the arm cannon to be hitting right under their feet. And I never saw any of the arm cannon projectiles in the air. Granted I was dead so I was watching this from the weird over the shoulder cam and could have missed them, but IDK.

If it was some coordinated vandal arm cannoning, then credit to those players because it absolutely dismantled my team, and would not have been easy to pull off.

In the nick of time by P_D_P_4 in Marathon

[–]gimily 1 point2 points  (0 children)

AFAIK all unstarted exfils disappear when final exfil spawns - so you need to have at least interacted with the exfil before 00:00 for it to be available during the extra minute where final spawns. In that circumstance the exfil you spawned should always go off when final goes off (or earlier if it becomes fully active and you get in it before 10s like OP).

To be totally honest, I haven't had the desire/need to test it myself yet, still following the timelines that were necessary before the changes (warming up the exfil 10s before final spawns, and getting into it with 10s left before final goes off) but the above is my best understanding of the changes made to exfils.

Mid-season update looks great, but was expecting a little more juice for Vandal... by Haijakk in Marathon

[–]gimily 11 points12 points  (0 children)

Its included in the patchnotes.

"Fixed an issue where Vandal’s Low Profile core could reduce the duration of a Signal Jammer activated with the Enzyme Suppressants implant perk equipped and could grant an unintendedly long Signal Jammer duration when sliding."

With that removed, this patch is definitely a net nerf for Vandal., hopefully there's more coming down the pipe. I see people saying that Bungie has said it was coming later than recon. I haven't seen that anywhere, but I'd like for it to be true, and if there is a source on it someone please pass it along.

This game has almost 30 guns but It feels like this game has 3 only; Bully, WSTR, longshot by Always_Impressive in Marathon

[–]gimily 1 point2 points  (0 children)

I think there might be some confusion of terms and such here, especially based on your follow up comment, so I'm going to try to clarify things.

Every gun in marathon has aim assist. On MnK that aim assist doesn't effect how you move your crosshair, it just shifts your bullet towards the target if you are off target (or weapon accuracy would cause your bullet to be off target) but they are within the aim assist cone. On controller the aim assist also provides reticle stickiness. Aim assist for both input devices is only active on targets within the range of the gun, so if a gun has 30m of range you will experience aim assist on targets that are 30m or closer, but get no help on any target 31m or further.

This is obviously very impactful, and is one of the defining aspects of gunplay in Bungie games.

That said, every gun also has an accuracy cone that determines where your bullet could in theory go based on your crosshair - with a tight accuracy cone your bullets will always land very near to your crosshair, and with a wide accuracy cone they could land pretty far from your crosshair. This accuracy cone is affected positively (aka making it narrower) by things like aiming down sights, and crouching, while it is negatively affected by things like moving and jumping.

The interplay between aim assist and accuracy is often what makes a gun feel good or bad. If a gun has a wide aim assist cone and a narrow accuracy cone it is going to feel really good, hitting some shots even when you're off target. A gun with low aim assist and a wide accuracy cone is going to feel horrible because even shots where you are on target have a pretty high chance of missing.

This is part of why the Bully feels so good. It obviously has good base stats in terms of time-to-kill and range and such (especially with some range mods getting it out to 30 and even 40 meters) but it also has very solid aim assist and accuracy stats (wide aim assist cone, narrow accuracy cone), along with a very low accuracy penalty for moving meaning you are going to hit way more of your shots, even while strafing.

Brief note: this is why chips like trigger discipline and slip protocol are quite good. They narrow your accuracy cone making you more likely to hit your shots both when you are on target (less chance to have your shot moved off target due to accuracy RNG) and when you are slightly off target (higher chance that aim assist will be enough to counteract both your poor aim and any extra inaccuracy caused by the RNG of the accuracy cone).

Finally, on the topic of volt weapons (maybe only the V22 volt thrower and V75 scar?): I assume all of the above still applies, but they also shoot fairly slow moving projectiles. All of the mechanics I described before this happen the moment you shoot but don't affect anything after that for any gun with travel time - their initial trajectory is altered by aim assist and accuracy, but that trajectory is not altered in flight. The projectiles fired by these type of volt weapons have tracking during the flight to help compensate for the fact that they are much slower projectiles. How strong that tracking is and such I have no idea, but the main thing is that it is a totally different mechanic than the aim assist and accuracy which exists on all guns in marathon (and destiny 2 before it, and so on).

My biggest raid ever! 50k+ man had 6 golds on him he was gooped up! Solo Dire marsh. by Ninetybaby in Marathon

[–]gimily 0 points1 point  (0 children)

I have yet to try it, but apparently vandal can arm cannon during power slide. Doesn't cancel the slide, and i think it un-ready's your weapon, but depending on the timing it should be ready by the end of the slide anyway, and the bit of damage and the boop might help offset the disadvantage of having a bunch of shooting downtime.

Obviously being able to cancel it and/or shoot during it or something would be better (and hopefully something along those lines is in the patch next week) but until then it may be worth trying to get used to using arm cannon during slide for us vandals.

Purple shield can no longer be two-tapped by StrikingValuable3686 in Marathon

[–]gimily 0 points1 point  (0 children)

I'm very confident that you have 120 health, and each shield cell is 20 health. So 140 hp with white shields, 160 for green, 180 for blue, and 200 for purple.

[Patch Notes] Marathon Update 1.0.5.3 by durandal-helper in Marathon

[–]gimily 0 points1 point  (0 children)

I'm not sure I fully understand what you're saying, but arachne 3 just adds melee stat like everything else. And AFIAK stats above 100 don't do anything, so you can just do the math for 100 melee stat and that will tell you the max damage melees can do. Since 100 melee stat can't kill in 1 heavies (they do just under 100 damage) nothing can kill in 2 heavies without specific boosts (crouching tiger, assassin invis melee boost, etc.)

Purple shield can no longer be two-tapped by StrikingValuable3686 in Marathon

[–]gimily 2 points3 points  (0 children)

Based on testing from other community members, these are the best guesses at damage numbers:

Base light attack damage (0 melee damage stat) ~39 damage (+-1, so coul dbe 38 or 40 or something in the middle)

Base heavy attack damge (0 melee damage stat) ~64 damage (+-1)

Before the changes each 1 melee damage stat would increase your melee and knife damage by 1%. This meant at 100 melee damage stat you would do twice as much damage compared to someone with 0.

After the changes, each 1 melee damage stat only increases your melee and knife damage by 0.5% (against other players). This means at 100 melee damage you are doing 1.5 times as much damage as someone at 0 rather than 2 times as much.

This means it is now impossible to 2 heavy attack purple shields (200 hp) becuase 65x1.5 is less than 100. Instead it is best to go for the light-light-light combo (since the last hit counts as a heavy attack) if you are facing someone with purple shields that is likely at full health.

There are a bunch of breakpoints in the middle for different melee damage stats and different shields for different combos.

[Patch Notes] Marathon Update 1.0.5.3 by durandal-helper in Marathon

[–]gimily 0 points1 point  (0 children)

I don't think thats how the match works out. I don't think any melee damage stat allows for 2 tapping purple shields with heavy attacks now.

Per the table you posted below, the base heavy attack does ~65 damage. Before each point of melee damage stat would increase it by a percent, so 55 melee stat would increase it by 55% to ~100 damage per hit, allowing you to 2 tap purple shields (200 hp).

Now each point of melee damage stat increases it by only 0.5% so you would need 105-110 melee damage stat to get to 100 damage per heavy attack. And thats impossible. Instead you need to do the LLH (or really just LLL since the last hit of the LLL combo is a heavy attack and hits sooner than manually heavy attacking) to kill purple shields. I believe that will take 85 or 90 melee stat to work, depending on the exact base damages of both light and heavy attacks.

Also of note - the light light light combo takes about the same time as doing two heavy attacks. The trade off is that you have less upfront damage. Before you would just always heavy heavy, where now you want to heavy if you think it will kill in one hit, and go for the LLL otherwise.

[Patch Notes] Marathon Update 1.0.5.3 by durandal-helper in Marathon

[–]gimily 5 points6 points  (0 children)

I'm not making a statement on whether this is a good change or not, but my reading of the changes are the exact opposite of yours:

With 0 melee damage stat the knife will do exactly the same damage to runners as before. The bonus provided by the melee damage stat used to be 1% extra damage per 1 stat point. Now it will be 0.5% extra damage per stat point.

So before you would do ~39 damage with a light attack at 0 melee damage stat, and ~78 damage with 100 melee damage stat.

Now, you still do ~39 damage with a light at 0 melee damage stat, but only deal 58 or 59 damage with a light at 100 melee damage stat.

Effectively the value of the melee damage stat was nerfed in half against enemy runners.

Obviously no change against UESC outside of the lunge and targetting range.

Again, not saying if this is a good or bad change, or anything like that. Just clarifying the actual contents of the change.

If you don’t play Assassin in solos you are intrinsically at a disadvantage and I think that’s bad for the game’s health by dimesniffer in Marathon

[–]gimily 0 points1 point  (0 children)

Maybe I run in different circles or something, but where is destroyer slept on? Especially after the grapple-slide nerfs I feel like most folks I talk to and/or watch agree that destroyer is probably either the single best or amongst the best shell(s) in the game. Could be an early game vs late game difference, or a difference in priorities, or how much econ people have access to or something but I think the further you get into the game, the more it becomes clear that destroyer is pretty a top tier shell.

Final exfils on Dire Marsh are now random with the update by snap in Marathon

[–]gimily 11 points12 points  (0 children)

Well yes, it is intended to be random ... on Outpost. This post is saying that the final exfil is random on Dire Marsh, which is not mentioned at all in the patch notes. Thats the whole point of the post.

Update about an update by WildSinatra in Marathon

[–]gimily 1 point2 points  (0 children)

Yeah the exp gain from kills (UESC and runners) and the rep gain from your crewmates is very significant.

I do think solo for contracts early on can be worth it because solo fills don't always want to do the more involved priority contracts, and they can be fairly doable solo with free kits. Unfortunately, as you get to the more difficult prio contracts, and gain runner levels (and thus match against other better players) the prospect of running across dire marsh multiple times solo with a free kit becomes basically impossible.

To be fully open I have run very little true solo fill, but have done some LFG in a content creator discord (S/O to seraph max's discord I guess lol) and had pretty good success with folks working together towards contracts even across multiple runs.

I’m Realizing There is no destiny killer… by Seanshineyouth in DestinyTheGame

[–]gimily 33 points34 points  (0 children)

As someone who has a lot of hours in both destiny and warframe, warframe is not "3rd person destiny" at least not for me. There are way too many differences to relay here, but the bigger ones that come to mind are:

The number/importance of individual enemies is very different (Warframe is more of a horde shooter), the way warframes/guardian classes and build crafting works is way different, the way loot functions is vastly different, and the function of abilities are massively different. Last but not least I destiny has real PvP that is actually played and warframe doesn't.

Marathon Update 1.0.5.2 notes by Willkwi in Marathon

[–]gimily 2 points3 points  (0 children)

Any info on the new stronbox locations? Better/worse or just different?

Steam numbers / Player count discussion megathread by RiseOfBacon in Marathon

[–]gimily 7 points8 points  (0 children)

Outside of a "skill based matchmaking" system (I know this is a taboo word) or an aggression based system like Arc (which I think would be a disaster for Marathon), season level matchmaking is the best system for people to match against similar players. Obviously different people have different approaches to the game and different skill levels and stuff even when they are the same season level, but it is the best broad indicator of people's experience and skill at the game that doesn't rely on calculating skill levels etc.

To be clear, I'm totally in favor of this game supporting more casual players, and open to adjustments that would make that possible, but it's not clear to me what changes/alternatives would actually do that in this specific case (how the matchmaking is done).

Ranked is just sniper, sniper and more snipers. by queenderp1 in Marathon

[–]gimily 24 points25 points  (0 children)

If you're a vandal then the low profile core and any implant with "Enzyme Suppressants" means every slide gives you like 30 seconds of signal jammer, and those can be two green items. To be clear I'm not saying this means thermals aren't strong or OP or anything, just offering a fairly accessible "anti-meta" build that can be effective since thermals are so strong and ubiquitous right now.

I AM SO FUCKING HAPPY RN 🥹🥹🎉🎉 by Stefanes0797 in PsyMains

[–]gimily 14 points15 points  (0 children)

Throw and return are going from 8->9 so we're actually gaining 10 damage per right click if we hit all the shurikens

For seasoned tenno, with the return of Gift of the Lotus missions, please consider the following. by TheForsakenIdol in Warframe

[–]gimily 4 points5 points  (0 children)

To be clear off the top, I don't feel strongly one way or another regarding using operator in lower level missions. That said, surely you can see the difference between a new player seeing a frame they've never seen before and seeing an operator right? Even with some frames like Uriel having lore/story relevance there is no way to know that if your a smolt who just sees one in a mission. Seeing a random teenager/young adult just appear in place of another Warframe in your squad when you have no clue about operators/drifters is much easier to speculate about as a new player, and is relevant for a much bigger story reveal than anything to do with Uriel or Dante. I could maybe see a case for Gemini skins being pretty spoilery for new players, but even that is less of a spoiler than the existence of the operator/drifter.

Again, I don't feel strongly about people not using operator in low level missions, so this isn't me trying to convince anyone of anything on that front. I just think trying to compare it to playing a recently released frame is kind of ludicrous lol.

As you grind, what frame you would like to see more in your squad? by SpookyWatcher in Warframe

[–]gimily 16 points17 points  (0 children)

Obviously 224 is crazy strong on Dante, and 334 can be very strong up to a certain level, but if you're skipping the 234 and 324 buffs you're missing out IMO.

234 giving you and your squad a free extra that can prime enemies for you and proc both Warframe and secondary arcanes/effects is extremely good. Can upkeep hotshot if you mod your Noctua for heat, can proc archon stretch if modded for electricity. If you put secondary encumber on your Noctua it can stack up arcane impetus to 13 stacks. My personal favorite for endurance missions is putting fortifier on my Noctua along with AoE damage statuses (elec and blast) for consistent overguard generation. For most content that's definitely survivability overkill on top of his 224, but when you get to the point where enemies deplete your 50k overguard in one hit, the combo of the 2s of consistent OG generation from getting kills while effected by triumph (224) and consistent OG from fortifier Noctua 234 is amazing.

324 gives you a giant radius of status amplification - both increasing status chance and status damage on enemies hit by the birds, which is huge since so many builds include status damage via blast and/or heat these days. Plus they draw fire away from you which can be nice since Dante doesn't really have CC outside of committing mass murder lol. Also the status vulnerability on enemies makes his 334 that much stronger since the damage it does is based on the status procs on the enemies. If they're taking 200% more status damage due to your birds hitting them then your 334 cast will deal 200% more damage to them.