Jump to content

acerules211

Master
  • Posts

    44
  • Joined

  • Last visited

Posts posted by acerules211

  1. Just finished Valkyr so I took her to a low level mission (Caloris) to see how she fared and get her the first couple levels. I used ripline on the capture target, which killed it, but he stood back up and kept firing at me. I'm unable to shoot him or capture him at this point.

  2. Sounds like an interesting idea, but could be easily abused.

    For rifles for example; combine Cryo Rounds, Hellfire, Stormbringer, and any other mod with it.

    Rinse and repeat with a different 4th mod and you would be able to equip all of them at once because they are technically different mods.

     

    Edit: +1'd anyway because current transmutation isn't worth it imo.

  3. oh, you can get it up to lvl 14 :D

     

    That would the be the *cost* of installing the mod, it's rank would be in the bottom right hand corner of the card. Your current card is Uncommon 8, while a max one would be uncommon 10.

    • Fixed multiple areas reported as exploits or problematic for navigation across all tile sets.

     

    It's still possible on xini to get inside the catwalks above the cryopod using nova and wormhole. You can wormhole past the "respawn wall" that you guys put up. And once there you just have to aim the wormhole up and out of the map on the side to land past the wall on the extended bit of the catwalk... I think I landed it mainly by luck, but it's possible.

  4. is the ability absorb powerful.  thank you for answering sir

     From my experience, it isn't. If you have shade equipped or are playing with other people or playing against melee enemies, it will not wrack up enough damage to be viable. Especially when that damage can be blocked by a crate the enemy is cowering behind.

  5. Auras - So yeah. Bad devs, no cookie! It has always been our intention that Aura mods were part of the Mod system (but kept getting delayed making this change more painful). Fusion, polarity differences and interaction with your Mod capacity were important to me when we integrated them. In the next hotfix we're rolling out a decent solution to retain those interactions but in a way that increases your build vs. screwing it over... Auras will *ADD* Mod capacity... Yes. ADD. Fuse up the Aura, match polarity and you'll get an extra 14 Mod capacity. Can't wait for you people to try it out and see if you dig it!

     

    Don't forget to tune into the live stream tomorrow so we can give out some Platinum and shout out to you guys in chat!

    -Steve

  6. There needs to be Universe Clans: Size 2500 or even 3000 to avoid split ups. I don't think a clan has gone as far as 3000 but I could be wrong. Whatever the case is, if you split up the massive clans, it is going to be a c### storm in the forums and all around Warframe. I as a fan of this game and active player would suggest you don't add limits to clan sizes more than adding tiers for costs. This way people can choose to stay in whatever clan they want to stay in and not having to fear the cap or getting kicked out of the clan they have joined in just because of caps.

    if they added tiers for costs but no caps for the players, what would be the point of going to a higher tier of cost?

  7. Stage 1: 1/15 Current Cost

    Stage 2: 2/15 Current Cost (+Plus the Stage one you already built)

    Stage 3: 4/15 Current Cost (+Plus the Stage One and Two you already built)

    Stage 4: 8/15 Current Cost (+Plus the Stage One, Two, and three you already built)

     

    Basically, building all the way to Stage 4 would equal the current costs. The lesser stages would do whatever they do..slower. Small clans can deal with that I think. It also lets them improve over time, slowly (since it takes us so much longer with our reduced numbers).

     

    I really like this suggestion and hope you don't mind that I quoted you in the op.

×
×
  • Create New...