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voltocitygel

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Everything posted by voltocitygel

  1. As someone who uses mostly precision single target weapons I have a few thoughts. the addition of eximus or “leaders” as they were called back in the day gave people who like the weapons I do more of a purpose- to take out higher health priority targets in one shot, so that your squad can take down the rest of the horde more easily. The problem is when they can do the same with big AoE weapons, you feel pretty worthless, but it’s one of the side effects of a game designed around mowing down hundreds of enemies. i don’t go into a squad mission expecting to have the most kills. I usually come out having the most damage dealt though. Headshot multiplier has been buffed once, which is nice (currently 3x base, used to be 2x). The bigger deal was when they made explosions unable to benefit- which made the playing field more level (same update). Punch through 100% helps your hard hitting low rate of fire weapons out. If it one hit kills, punch through will let you kill many foes with one shot- you just have to line it up (which in my opinion is quite satisfying when done with a bow). This can be made easier by shooting through choke points like narrow hallways and doors. (I love that one long narrow hallway on the void tile set- it’s like shooting fish in a barrel). I won’t say no to more buffs (especially to deal with those pesky murmur), but we’re far better off with our weapon types now than we ever have been.
  2. 1) I haven’t since I don’t run khora much, but I’d be surprised if they did. Lots of the other kavat mods do not stack (I have a khora main in my clan), so I’d be surprised if they did in this case. I love fun and silly builds though. I made an Angstrum build that maximizes the amount of boom in a single max charge. So many explosions. 2) overguard is tougher to break through than shields. I know it gives status immunity, but It also feels like it has a damage reduction on it, but I haven’t done too much research into it since I usually just delete eximus in one shot of my bow. Channeled abilities are one of the cases where arcane energize is pretty helpful- especially on a warframe with multiple like equinox does. I will say, archon shards for +energy orb amount would be helpful, if you don’t have them already. You probably already knew this but duration also reduces channeled ability costs. The only warframe I’ve ever been able to consistently keep more than one channeled ability active on is hildryn. (Unless you count gloom and exalted blade, but gloom only costs per enemy in range, so it’s a weird case). I get what you mean with the range dilemma though. I have 2 harrow setups- one for a squad I can count on sticking close, with an huge duration advantage (narrow minded) and one with more range for when I can’t. It’s not completely the same since the only real difference is range vs duration, but it has the same idea behind it. and yeah, picking a secondary is hard. That’s why my usage stats for my secondaries are so spread out. I have probably 3x the secondaries that are endgame viable when compared to my primaries. 3- that’s good, durability on operators is nice. I also run vigor and used to run husk, but traded it out to up my amp damage. I’ve maxed all intrinsics, so I know what you mean. I seldom have issues with operator survivability, but sometimes it can be at high enough levels. It’s nice to have a low RoF high damage and a high rate of fire AoE option on the same amp in my experience. The stats of my scaffold don’t match the crit oriented setup perfectly, but it works well enough for me. And yeah if I’m trying to keep an objective alive, I rely on my electric shields. It’s part of the reason I love volt lol.
  3. Happy to help! It’s nice to hear someone else using slower precision weapons with utility/support frames. (I’ve got over 4k hrs and my dread is somewhere between 13-20% usage, with volt prime sitting at around 40. Approximate stats since I can’t check rn) I just love how they play. To compensate I’ll often carry a secondary with a higher rate of fire (though usually also precision, like my athodai or dual toxycyst) for when I need it. i totally understand what you mean about melees, I’m not big on slow ones or heavy attacks either, which is why I tend to use swords, dual blades, glaives, nikanas, and polearms. I feel like with slower heavy hitting primaries in a game like warframe, the natural compliment is a melee is something you can strike with quickly, to eliminate melee or swarming enemies quickly so you can get back to using your bow (or rifle, or whatever else). I find I naturally equip myself so each weapon has a separate purpose in a mission, because it lets me adapt best to any situation. speaking of bond mods, I always have my adarza kavat with me and have him use two bond mods- one that provides 60% fire rate if his shield max is over 1200 (it easily is), and one that gives me 1.2x extra crit multiplier if his crit chance is high enough (it is). The latter has the added bonus of speeding up his down recovery by 3 seconds with every headshot I get. But the key point here is that thanks to this, I can now use critical delay on my bows, instead of just point strike, and still have a shorter charge time than base. Figured you’d love to know that, since bow builds like fire rate but you have to give up damage to have them. arcane energize is nice? Mine isn’t maxed but I rarely use it. I find that unless you’re casting expensive abilities constantly, you’ll be able to sustain through eximus energy drops. Of course, I have archon stretch, so I get 10 energy back anytime I cast volt’s 1 or 4. (With this and no efficiency you get back 10 of the 15 energy it cost to cast his 1.) I know it’s useful and strong, but I feel like it’s more niche than people want to admit. Don’t stress too much about not having it. Also, mine isn’t built out yet, but the grimoire has great potential to be a huge buff to your warframe, if you don’t mind giving up a higher damage secondary for it. My amp is 1/5/7. I run Madurai (but have 100% completed all trees), so my primary fire has huge potential to one shot enemies if I get headshots (including eidolon shields). If I get downed, I can pop my Madurai damage boost, look for a crowd of weaker enemies, and use my alt fire to spray projectiles into them, if there are enough or their health is low enough that I’ll reliably revive off of them. Otherwise, it’ll take 3 headshots, which is riskier since operators tend to be squishy.
  4. I find the spool up weapons quite fun. i also like immediate high rate of fire weapons. but I use them differently- spool up weapons can be used more effectively by holding the trigger against large groups of enemies or one tough one. Higher rate of fire guns with no spool up tend to be more accurate if fired in short bursts. They could use some buffs (except maybe the aksomati- mine are busted) but overall I think they’re fine and suit their purpose of high rate of fire guns with DPS that ramps up over time (multiplicitavly, in the case of the khom and khomak). The anti-spool logic has more traction against the gorgon and soma, which don’t gain more multishot as their fire rate spools, but still… I think they’re fine. spool up provides (in my opinion) better ammo economy control (or efficiency) and higher accuracy when compared to non-spooling weapons with similar stats.
  5. I miss that too, the continuous tradeoff of speed vs damage and AoE was great. I think the melee zap can stay, as long as it doesn’t consume your charge. It’s funny to zap guys who thought they were gonna hit you and knock them down, even if it doesn’t do enough damage to kill them. the challenge I see is not over buffing it to becoming a room clearing monster that everyone will use like the kuva brama was before the ammo changes. It’s a slippery slope from broken and overpowered to niche or not worthwhile when it comes to AoE weapons. That said, I feel like the lower projectile speed of the higher charged shots kind of prevents this.
  6. I’m gonna agree that the arm flailing might be part of the issue. I’d rather if throwing weapons were changed to either have a lower rate of fire, or to be semi auto, and have damage / stats buffed to compensate. (Or just redo the animations- they could be so much better. There was one trailer I saw released where excal threw a kunai the way you’d actually throw knives and it looked fantastic, but it’s not at all how they’re animated in game.) They arc a tiny bit differently than most projectile weapons, but the arc is less consistent from what I’ve noticed. I’ve always wanted to like them (I dabble in dagger throwing IRL), but the animations and lackluster performance mean I just run other weapons most of the time. the whole category could use a rework, honestly. If you’re going for stealth gameplay for a secondary, you’re far better off just silencing a normal secondary with hush. the incarnon for kunai (I don’t have the despair one yet) is solid, but I don’t think a whole weapon category should live or die because it has a couple incarnon forms that perform alright. (Plus the projectile speed is low enough that by the time one group of daggers has homed in on someone, you’ve already thrown several more that will auto target the same guy and be wasted)
  7. Pyrana is gonna be hard to make into a long range weapon because it’s an automatic shotgun secondary. A few pointers for making it work at longer ranges: Damage falloff: even though it’s a hit scan, damage falloff can be reduced with flight speed mods. This is needed to make it do more damage at longer ranges. Multishot, fire rate, and accuracy: These three stats all interact to determine how much your shots spread when firing. The faster you fire the weapon (and the more multishot you have) the more the shots will spread within the cone that is determined by your weapon’s accuracy stat. So deceptively, higher accuracy on a high rate of fire weapon is still less accurate than that of a low rate of fire one. since the pyrana is a shotgun style secondary, multishot will actually help us out here, since more pellets = more chances to hit our target. Anything with less base multishot can be made a tiny bit more accurate by forgoing it, but you lose out on instances of damage and total damage. In this case however, we’ve got enough base that i think it’d be better to still use it. Fire rate, on the other hand, will heavily determine how accurate our spread will be. So using no mods that boost it, and any that lower it, might help raise accuracy. Accuracy, can be boosted with a conditional exilus mod that boosts accuracy on any hit from the weapon. Recoil- separate from the others, but when firing an automatic weapon at distant targets, it may come into play. See how much it bothers you, and if need be you can reduce it with arcanes (deadhead) or with an exilus mod. That all said, pyrana really shines as a close range weapon. Its slash distribution, high multishot and RoF makes it great at applying slash. I’ve maxed all kuva and tenet weapons, and they’re all great weapons- just with their own purposes. I’d have to make its own post to go through the ins and outs of them all, and don’t have the time for it now. They’re worth getting though- by the time you master them, you will have a fully built out weapon to add to your rotation. And yeah the arca Cisco can be great. As pakaku said, it gets a crit and status buff stacking up to 5 times with scoped hits.
  8. Came to the thread because I thought I knew they were the same thing. leave the thread questioning everything.
  9. That would be so much more interesting than the relay just being destroyed, like the grineer did. but yeah no need to worry, I haven’t seen a relay destroyed since the eyes of blight. Feel free to just do the 3 missions to get your reward then move on.
  10. I adore the Athodai. It’s so much fun. I just haven’t used it as much since I got my hands on the incarnon adapter for my dual toxycyst. also love the akstilleto, the base is somehow still my most used secondary after getting the prime almost right after it dropped. Nice to see some appreciation for the quatz as well- I love the automated fire mode switch, super handy. Now that I’m writing this, I I realize I change up my secondary more than anything else in my loadout. Not sure why, exactly, but there are a lot of secondaries I love. with primaries and melees it’s much fewer.
  11. My general policy when building a warframe: 1. Find out how their kit works and interacts. Usually done while leveling, with wiki follow up. 2. Build for the parts of the kit I enjoy 3. evaluate to see how it works. Is everything good? 4. if one ability is lackluster, or has a helminth option that does its job better, replace it with something that either fits the build or suits my playstyle. More often than not I replace a skill- but as I have seen in the thread, some warframes have so much synergy going on with their kits that it’s counterproductive to replace anything.
  12. Long range crit headshot builds are my thing, hit scan or no. Since you said you aren’t aiming too much into headshots I’ll stick to stuff where it isn’t strictly mandatory. lex prime is a reliable option- stick with incarnon upgrades that work for you, and aren’t just for the incarnon form. Aksomati prime can be okay at mid-long range, as long as you don’t add too much fire rate. I find them best at medium, but they’re good enough to be worth mentioning. As another comment mentioned, rattleguts can be great for long range. Mine is the lowest rate of fire, geared 100% into to crits. The pax arcanes can be beneficial here too. Akjagara prime are a great weapon for a hybrid crit / status build, since they have ok crit stats, good status, and are slash heavy. They’re especially good for longer range, since they are semi-auto and have a mod that gives extra damage when you don’t have enemies within 10 m of you. Most of my other favored secondaries are strictly headshot oriented or non hit-scan, so I’ll end my list there. If you’d like me to elaborate or have a follow up question let me know.
  13. I know I’m not the one who asked to answer questions, but I’m here so I figured I’d give it a go. I had a bit of a different experience since me and my friends got into the game together- but I had a 6 month head start. 11 years later, we all still play together, when we have time. But since we’ve always been a team, we each eventually started specializing, until we had reached the point where we could expand and fill other roles / gaps if someone couldn’t be there, and so on. I rarely ever use consumables, though it is sometimes fun to deploy an army of specters and watch them do a defense for you. Since I got everyone into the game and started sooner, I have played the most and have quite a bit of solo time. This also meant I was the first to start filling other roles, so I became a bit of a jack of all trades, focused on adapting to whatever the situation needed. I started the game with volt- and he’s still my go to frame. I find his versatility allows him to adapt to any situation. I use him more often than not- I do occasionally switch when the situation calls for it or I feel like a change of pace, but I always find myself missing his kit. I like the cheap, multi target CC his 1 provides. It can target foes around corners, if one is in chain range of where you target the initial cast. His 2, while useful for running through areas and upping attack speed, is the ability I usually throw a subsumed ability over. Tons of options, depending on what you’re going for. One that’s underrated is teslas, especially if you’re going to use archon stretch. It’ll provide you continuous energy income for a low initial cost, until they run out of charges. Gyre’s ability fits here well too, to group foes since electric statuses are AoE damage, and because of the way his 4 works. But again, tons of viable options here. His 3 is nice for the projectile block, including AoEs. You can carry it with you, too. The 50% extra electric damage and 200% extra crit damage when shooting through it are great too though. I do like using the augment so my team can carry the shields too- sometimes it gets use, sometimes it doesn’t. But either way it adds blocked damage to his passive, which is VERY strong. Without this his passive will only give you a minor damage increase. With it, that damage increase becomes much more noticeable. His 4 is a great panic button, giving AoE DoT and a nice stun to go with it. I always run capacitance to get me and my squad overshields with each cast. naturally, I can’t use him to maximum effect on no shields alerts, but that’s when I’ll bring another frame out. Staple mods are the augments for his 3 and 4, primed redirection, primed continuity (or archon, if you choose to subsume the right abilities), archon stretch, umbral intensify, adaptation. Efficiency is nice but not needed. Sometimes I’ll run an aug for the subsumed ability as well, depending on what it is. I usually run power drift, and whatever aura suits the situation. I use arcane avenger for the crit chance. I don’t run a second arcane since I have an arcane helmet, but if I did it’d probably be something to boost my abilities or weapons, rather than survivability or utility. My weapons tend to be very precision oriented- I prefer low rate of fire, precise weapons that reward headshots and careful aim. These compliment the crit bonuses from electric shield and arcane avenger. If I had to pick just a few, I’d stick with my dread, dual toxycyst, and prisma skana. I’ll swap my secondaries far more often than my primary or melee- but with that setup, I can get through almost any content in the game alone with few issues. That all said, there’s nothing wrong with loving a support playstyle. Our community loves them, and they’re a great asset to any squad. I even have a tiny bit mixed into my typical kit. Any support frame is viable- i prefer harrow, as a headshot / DPS support hybrid. But for more true supports there’s always wisp, trinity, and equinox. Weapons are the hard picks for support players, because there aren’t any major synergies between their kits and the weapons they use. Sancti magistar has a bit of support utility mixed in, but otherwise, weapon wise, it’s all about what you enjoy. That said, if you plan to spend most of your time casting rather than attacking (like some support builds do), any weapons that can do things faster, or without your input (stuff with DoT or radial effects) would be better. I hope this was helpful. If you have questions I’m happy to answer them.
  14. I don’t run a lot of archwing missions either, I use them mostly on open worlds and in railjack, which is one of my favorite game modes. I typically use odonata prime. It’s nice that you can have a frontal projectile block, and the seeker missiles (while weak) are fire and forget for some chip damage on your way to wherever you’re going. Repel and flares exist too, I guess, if you really need more defense than just teleporting around and the high speed you can get with a maxed Hyperion thrusters. Yeah they’re older but I rarely follow the “meta”. I find anything built well can handle mostly anything. it also doesn’t hurt that I have rivens for them both.
  15. I love this thread. As a volt player that always uses capacitance, more interactions or fun things to do with overshields would be incredibly fun. As is, overguard is better than overshields in almost every way- except that overshields can benefit from and add stacks to adaptation, while overguard cannot. I’d love to see more stuff to give it its own identity like other defense types.
  16. No problem! And yeah, for my clan I made the rules very casual, since it’s unreasonable to expect people to be online all the time. It’s also why we keep it small (shadow) and keep our members to friends and friends of friends. We have a few more people than shadow clans allow for, but never all at once, so we’ll rotate members in and out with their activity as needed. yeah, k-drives certainly do have their uses, they just aren’t my style. Gauss prime seems fun, but I haven’t gotten him yet. Like the few primes I don’t have yet, slowly but surely working on it. I always do love a good glaive & sidearm pairing. A favorite of mine I use with my volt (or harrow) is euphona prime and orvius. I love being adaptable, and that pairing has it all- CC from orvius, single target from euphona, and the spread from euphona (though it’s more efficient to just use high multishot and not aim if you’re looking for doing crowd damage on a build around its primary fire)
  17. I love this idea. I always wanted to like gunblades, but I like swords too much. plus my volt has an abundance of shields / overshields so I could make great use of the trait!
  18. I’ve been in it for the long haul, since the game first launched. If I had the money to spare back then, I’d probably be a founder. But I’ve supported the game in other ways that I can. I for sure take breaks from warframe- only a month or two a year do I play on public / alone, I’m usually playing with my clan that I founded back at the beginning. But warframe always keeps me coming back for more when I’m not neck deep in another game. I haven’t maxed my cavia standing yet, so I have that to look forward to! I like to use weekly helminth buffs and archon hunt bonus gear as a chance to look back on my older equipment and refresh the builds- it’s too much to redo builds as updates come out, so I do it before archon hunts, duviri runs, or just on the warframe i have my helminth invigoration on for the week. as for the video, Yareli is certainly strong, and will be even more versatile once her new augment is out. I’ve always been one of the weird people who don’t care too much for K-drives. I’m glad they exist for people who are into racing games (or don’t have deployable archwing for open worlds yet), but as a mode of transport, I’d rather use archwing. Builds look solid. I’d do them differently, but I also play differently. I like to teach my clan that the build on every item should suit you and how you play, and by building them that way, you can go in with a specific purpose in mind.
  19. (LR 3 player here with 4.5k-ish hours) Just wanted to add to this that one major fun factor of the game for me is the ability to play with friends. If I want a challenge, I ask them to pick a number or letter or theme and build a loadout that way. Or for archon hunts, challenge myself to use the bonus gear, even if it isn’t something I have fully built out. I make whacky builds on “non-meta” weapons just for the fun of it. once you’ve gotten to the point where you’ve completed the game, you’ve gotta make your own fun- be it by playing other games until there’s an update, helping new players, or all the stuff that we’ve mentioned.
  20. If you haven’t 100% completed both railjack and duviri intrinsics, those are worth a solid chunk that is not viewable in the profile screen, in addition to full map completion on normal and steel path. i am also legendary 3, and about halfway to 4. I’m missing mostly more recent primes, and steel path map completion.
  21. Not gonna lie, that would be awesome to throw on warframes (or even other archwing) other than volt and Garuda. The main issue I see is the time it’d take to implement a system. I’m always for more customization. I think it would just be too challenging / time consuming to implement.
  22. I always like to tell my clan members and newer players that the rank of your mods is the health of your arsenal. The fancy higher ranked mods are nice, but in my opinion it’s better to have a well-rounded collection of mods before you focus on collecting and upgrading the expensive primed or archon mods. They take quite a bit of investment before they begin to surpass their regular variants, and until you can comfortably mod for anything, the endo and credits are probably better spent on your normal mods. corrupted mods, acquired from using dragon keys to open vaults on regular Deimos missions, can be helpful, as can galvanized and amalgam mods. But be sure to max the regular variants first. Otherwise, check baro’s inventory each time he appears, and make sure you have a stockpile of ducats.
  23. I could see maybe trading abilities from nechramech to nechramech or archwing to archwing (I actually remember them mentioning something about a modular archwing at some point but I haven’t heard anything since), but not between the two or to warframes. That would just be too many challenges to overcome. I will say though, ability augments for helminth abilities could be interesting. And master’s summons for sure needs a rework or just replaced to be relevant.
  24. I rarely used shotguns beforehand, so it hasn’t really altered my usage, but I totally get what you mean. The other day I did the shotgun only mission in the sortie and I felt SO SLOW.
  25. It would probably be possible, perhaps with a menu like we have on incarnon weapons. multishot would function a lot more like fire rate mods do, trading ammo economy for extra DPS (and chances for status effects, which does kind of just make it better than fire rate). More mod slots is never a bad thing, in my opinion.
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