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Otaiken

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Posts posted by Otaiken

  1. As a side note Dagath dark mage build with Incarnon Ceramic Dagger and Grimoire is some of the most fun I've had in this game.

    It's just an unceasing rotation of massive damage and particle effects. Is it more effective than cracked Mesa or Saryn build? No. But oh boy is it fun to trample enemies with spectral horses in between throwing "fireballs" and spectral daggers. The Grimoire and Melee Exposure were made for this frame.

    Now I just need to find a fitting primary for this. Is there a decent spear gun for SP+?

    • Like 1
  2. Dagath is certainly strong. She also has extremely good passive damage buff. But getting her to the point where she is comfortable to use in SP+ is pretty expensive.

    For me that point is Vitality + Adaptation + Arcane Guardian + 2 health shards (Tauforged for max overkill). This makes Dagath comfortably tanky in SP for me. I also use Incarnon Ceramic dagger with Life Strike to instantly heal myself. I personally hate shield gating on Dagath thematically and mechanically.

    With that I have a frame with great passive buffs, great survivability and decent nuke potential. I also don't have to spam abilities like crazy just to survive. But looking at the investment it's certainly not cheap and accessible. I made that investment for the sake of variety because I'm getting bored playing other frames but it's not like I would recommend an average player go and get her asap as their first generally powerful frame in favor of frames like Protea, Mesa or Saryn.

    • Like 1
  3. It helps all of them.

    Obviously melee weapons which already had strong heavy attack builds benefit.

    But then there's weapons that have heavy attacks which are good, but not worth building for. For example Venka Prime (Claws in general) has a very strong heavy attack with a slash proc but it's a forward stab. So even if it is very good for obliterating a single tough target in the middle of a group, you will never build for it. With Tennokai you can actually use it for its inteded purpose now. It's a similar story with all weapons with single target focused heavies.

    • Like 2
  4. So that mechanic is not 4 years out of date. It's almost 10 years out of date.

    But since SP is about 3 years old the impact wasn't that noticeable. Since before SP it was pretty rare to reach meaningfully tough enemy levels. Also mods like Condition Overload and meme strike got nerfed somewhere along the way.

    So we're about due another melee rework. Or I'd rather DE remove follow-through or make it flat linear value like gun falloff than slap a bunch of arcanes to farm on top of melee. Because there's a reason why zaws are pretty much best in slot for their respective weapon categories.

  5. Back in the old days before galvanized mods and primary/secondary arcanes guns really struggled with SP-level content,

    Meanwhile using melee with huge range and gimmicks like meme strike was the go-to option.

    So when the melee 2.9 came DE saddled melee weapons with negative damage scaling on AoE. Which honestly was baffling to me even then. Meanwhile guns have got stronger and stronger and AoE on them more and more prevalent. Also, AoE falloff on guns is linear unlike on melee.

    In short melee got left behind.

    Anyone remember the activated "beast mode" that was supposed to come in melee 3.0 which never materialized? The melee system we're currently on is literally unfinished and has been for ages.

    Follow-through needs to go at the very least. Also, I suspect DE will try to "solve" the problem by slapping arcanes on all melee so sheer powercreep can overcome the bad mechanical design.

    You can tell melee in general is not in a good state when an increasing amount of high level melee guides mention the use of a primer as a core part of the build. So using actual guns is now a part of a melee build. The clear elephant in the room being, if i need to shoot things to kill them with melee why not just, you know, keeps shooting and killing enemies that way.

    • Like 1
  6. 4 hours ago, (XB1)KayAitch said:

    Thanks, but I'm not asking for help. I use Amesha + Cyngas + Stat/Multi Riven + Cold and it annihilates. I can solo the veil with it. That's not my point.

    The problem is that only that combination annihilates. Maybe you can also survive using Hildryn's shield gating passive in other archwings, but no ability is as consistently effective as Warding Grace.

    The cold damage slow effect should be a boon, not a necessity.

    A new player (not MR27 me with my forma, rivens and a choice of everything) should be able to hold their own on the early Earth missions with any archwing/weapon. That isn't possible, and that's a problem.

    So nerf Amesha, nerf Cyngas (riven dispo especially), got it.

    You said yourself that you think that even maxed out MK3 railjack can't compete with your setup. I heavily disagree with that but if I accepted your premise then the only logical solution to your "problem" is not to buff everything else in order to make railjack even more irrelevant but to nerf your entire setup through the ground.

    4x AW is not meant to be the optimal way to do railjack missions.

  7. 13 hours ago, (XB1)l Saminator l said:

    On top of this, their have been many times as the pilot where I've boosted into enemy ships in the veil, and they die instantly anyway. It'd be nice if it said somewhere how much damage we currently do with our Railjack when we ram. 

    Fighters die automatically when they crash into obstacles. Like when you trigger ionic status effect on them and then they hit an asteroid.

    I think this is what causes them to die since railjack does count as them hitting an obstacle. It's not due to any ramming damage however, it's an instakill and you need to crash into their front. If you ram them from behind (lol) it does nothing.

  8. 23 minutes ago, CephalonDizzy said:

    Sorry, I should have made my position clearer.  I was more referring to the Cryophon mounted on my nose turret being able to reliably one-shot fighters in the veil, or at least have enough burst DPS to quickly overcome their healing rate.  With the polar coil I have installed the nose turret can fire 5 shots without the turret overheating if I spam it as fast as possible, 6 - 7 if I temper it a bit, which significantly blunts any attack run and by then the fighters would have zoomed past me. 

    Of course, this is largely due to the luxury of me being the pilot / host so I know exactly how my ship is going to move. So maybe my bias for Zekti weapons spilled over to the side turrets..

    I did state that Cryo is something of an exception since that extra damage can bring you in the oneshot range of fighters so it's more efficient.

    It's just the DPS weapons that are not very efficient at all. It feels like you're doing more damage in bursts but over the course of the fight it usually kills slower unless you have perfect aim. I tried it solo many times and I can kill 60 fighters considerably faster with Sigma Carcinnox than Zetki Carcinnox.

    And if you're using Cryos as your pilot gun it's good to have Carcinnox (not Zetki) as your gunner weapon because then the gunner  can bring enemy fighters within your oneshot damage range as you close in on them and clean up any low HP stragglers as they break away that one of you would have to waste considerable heat on otherwise.

    Then there's the fact that gunners make for excellent point defense if they take time to shoot rockets down (can lock down two crew ships at once if you focus on their volleys). This might not be that big of a deal with full Zetki hull/armor avionics, but it does come in handy from time to time.

  9. 11 minutes ago, CephalonDizzy said:

    Reason I personally have Zekti everything is because that's literally the only thing that will drop for me, and with a polar coil the heat is somewhat manageable so it overalls seems to outperforms the sigma series stuff even with its higher heat values.

    It doesn't outperform sigma series.

    As in that's not an opinion, that's a mathematical fact. At base with 0 bonuses for example Zetki APOC does 50% more damage while having 4x the heat build up. So over 10 seconds accounting for the downtime it will do the exact same amount of damage as any other manufacturer. Carcinnox is only slightly more efficient at 3x the heat. So with all the additional downsides of the overheat you get the net benefit of 0 extra damage over any significant period of time. If the gunner manages to mess up and oveheat at any point your overal damage goes down.

    Now, things would be different if Zetki guns rolled +% damage bonuses. But they don't, they only roll fire rate so that means the bonus to DPS also causes downtime more often so any actual damage increases cancel out over any period of time longer then the active firing time before the gun overheats.

  10. 13 hours ago, White_Matter said:

    Come to think of it, Sentient Ship is the most "DE" thing De has ever done.

    Think about all the obnoxious things about farming. Time gate, RNG, excessive grind. That thing has it all. Lmao.

    The idea as always is for this to be a long-term goal. it's something to do when you see it pop up and over time you gradually collect this cool new thing.

    Que the locusts just frothing at the mouth at the idea of flogging parts for plat before they inevitably crash the price by doing the very thing they're doing.

    I don't envy DE the job of trying to create a loot system which satisfies casuals while keeping locusts from stuffing themselves to the point of burnout.

  11. If I see Zetki anything (except for Cryophon) I'm not touching it. Sniping fighters one by one with slingshot/teleport loop is genuinely faster than trying to use Zetki Carcinnox/APOC to kill stuff. And it works on fighters with the bugged healing.

    Also, keep in mind that projectile weapons and lead indicators get really unreliable with lag. So if you're even slightly laggy as a host Carcinnox is the bare minimum you should be using. People won't hit anything with APOC.

    I think Pilot Cryo + Gunner Carcinnox is a great combo. Most Cryos people use tend to fall just short of oneshotting fighters in veil at various ranges. So spreading damage around with Carcinnox to reach that breakpoint can help you absolutely shred through fighters. Don't be afraid to spray around. But of course you can't do that with Zetki versions, have I mentioned that I hate Zetki guns?

  12. Zetki Cryophons for the pilot and Sigma (research) Carcinnox for the Gunner. Gunner 7 can shoot that on full blast pretty much forever so in the long run it will do much more damage than Zetki version and the spray brings fighters into pilot's cryophon's oneshot damage range quite nicely.

    I'll stick with that until drop tables are fixed because this has to be unintended.

    It's the fact that research is locked behind 9-day time gate that is the real problem. The research stuff is actually quite good and cheap.

  13. I'm not a fan of the Gunner capstone (max level) ability.

    In its current form it's terrible. Having my aim briefly snap to lead indicator is only gonna throw me off.

    On the other hand if it was a true aimbot then I don't want to get it because I hate the idea of the ultimate expensive ability in a tree entirely invalidating most of my skill. At that that point you might as well make the turret automatic and save me the trouble of holding two buttons.

    Either way I will actively avoid getting the ability.

    Instead the ultimate ability for gunner 10 should be to link turrets from the other gunner station (if no one is using it) and hence have 4 guns maybe at a slight heat build up increase. Also, as it is now there's pretty much never two dedicated gunners on a team. Most teams are pilot+gunner/engineer+2x away team, even dedicated engineers are rare unless the ship takes a lot of beating and boarders (which decent gunner+pilot will prevent). So the second gunner station goes unused rather often.

    Meawhile the pilot should get some limited control over the artillery gun from his station as one of the perks. Preferably replacing the 10% damage reduction at lvl 9 which is currently pretty useless. I know that the idea is to make people work together but think of the time you might want to use the artillery cannon. You can't use it when pilot is dogfighting since you will not be able to hit a thing. The ship has to either be still or accelerating in pretty much a straight line towards the target. So if the cannon is pretty much unusable unless the pilot does nothing then it renders the teamwork aspect pointless. Might as well give the pilot some control over the gun.

  14. Can we get an archwing built around it being used as a missile?

    Because that's he best use of them in Railjack. Launch yourself at the enemy be it a crew ship or an outrider.

    In that sense Itzal is still the best since you can at least stealth yourself for the teleport back.

  15. It's good to keep in mind that you can shoot down enemy projectiles and doing so along with some decent piloting skills can prevent a truckload of damage you'd otherwise take. For that reason I think stuff like Cryophon or Pulsar is a subpar choice for a pilot. Between dodging and shooting you can negate a surprising amount of damage.

    Also, lead markers turn pretty useless the moment the host is even slightly laggy. If this is your case make sure to use Cryophon or Photor for your side turrets because gunners won't be able to hit pretty much anything with APOC if the host lags.

    Other than that I think most guns are pretty viable. Well, maybe except Pulsar. Just don't slap Zetki on everything, it's often extremely inefficient. Take zetki APOC which does about 30% more damage while having 4x the heat build up. That thing will actually cripple your DPS. Zetki Cryophon might be worth it if you have at least 1200 heat capacity and/or Gunenr lvl 7 though.

  16. I'm pretty sure that the idea at DE was that people would grind earth until they get full MK1 gear and then they would move on to Saturn.

    There's a few problem with that.

     - MK1 gear becomes worthless pretty fast in Saturn.

     - Equipment costs are insane.

    And yes, this is WITH avionics and intrinsics factored in. Avionic drops being so random only makes the progression  curve even more out of whack.

    In short people refuse to grind their tits off to get gear which is just about good enough to beat the content they've been grinding all this time. So they skip a tier via archwing cheese. Seems logical to me.

  17. 3 hours ago, Klaleara said:

    Rank 10 Engineer - Anastasis

    PLEASE CHANGE THIS.  This will ruin Railjack for most engineers.  Most of the fun comes from running around patching stuff up on the ship like a chicken with their head cut off!  If you remove that ability, and make it so the meta is standing in one place, remotely patching something, then just jumping back on the gun, it takes so much away from being an engineer.

    So I beg you DE, please change this to something else.  Maybe spend some resources to fortify the hull to reduce the amount of breaks or something, idk.  Just not remote repairs.

    This actually seems to be a trend with intrinsics.

    IE Gunner lvl 10 automatically locks onto lead indicator when aiming so all you have to do is hold two buttons and that's it. Makes gunner a glorified automatic turret.

    Imho making capstone abilities remove all of the player skill and gameplay is weird. They should enhance the playstyle not remove it.

    • Like 3
  18. I just want a dedicated loot mission and I do not want it to be endless mission but now in SPAAAACE. Nor do I relish spending more time picking up rocks than actually fighting.

    Railjack imho needs a convoy raid mission. The higehr the level the tougher it is but the convoy also gets more cargo ships/trailers to loot.

    Let me fight hard for my materials instead of breaking rocks or semi-afk for hours in a single mission.

  19. Nah, with a good gear and avionics railjack can hold its own somewhat.

    The problem is that the progression is out of whack. So to farm everything you need to feel somewhat comfortable running highest level earth missions you'll need to farm so many resources that you'll be almost out of Saturn.

    So once you finish the entirety of Saturn you just might be in a decent place to farm top missions on earth without resorting to cheese.

    And I do consider juggling invulnerability phases to be pretty cheesy. That timer should probably decrease on consecutive cirtical breaches but I do not suggest DE change that at the moment when the balance is all over the place.

  20. When you slingshot into a crew ship just as its reactor is about to blow up al sorts of bizzare things start happening.

    You get AW with your frame weapons to start and then all of your frame weapons stop doing any damage. not even getting 0 numbers, just nothing. Only status effects still do damage.

  21. Repair costs are ridiculous.

    What's even worse is the repair drone for 50p.

    What DE might not realize is that they just put a very clear price on the grind and time of repair.

    So at MK2 the price of the time it takes to grind out 2x8k of basic and over 100 of rare resource is just 50p and that is with 20p for the rushing. And it only gets worse in higher tiers since repair costs inflate while drones still cost the same. I'm sorry but that is a bit insulting. Plat farming or paying money is they way to go here clearly. But this doesn't make me want to spend plat, this makes me annoyed at DE.

    I don't want to trade to get through railjack progression DE, I want to play the railjack.

  22. Resource gathering is a big problem in Railjack. The best method being tediously farming rocks in Archwing is very bad since it puts emphasis on the least fun part of the system. This is made worse by absurd prices on repair. People will burn out on this pretty fast.

    Railjack desperately needs a "loot" mission that doesn't require you to fly all over the place.

    I propose some kind of convoy raid. Make it tough and the higher in level you go the more ships/trailers are in said convoy to blow up and loot for a good chunk of resources.

    In the meantime however reduce the costs on repair or increase drops. Right now it feels like you need to grind the hell out of missions you cannot comfortably beat (inviting all sort of cheese) just to get resources to beat them at which point the cost will go up again with the next rank of missions.

    Also, reiljack feels like it should have about 1k extra non-scaling hp/shield. Kinda like Warframes have with their base hp and then their levelup hp. As it is it really reminds me of back in the day when mod update just hit and all frames were suddenly squishy as hell.

  23. 9 minutes ago, Redwyrm said:

    nvm, found it. You have to craft missiles first. And since you gotta get lots of diodes and pustrels for actual upgrades... i suppose not gonna use missiles for long time

    If it's any comfort, they're not that great.

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