Jump to content

Toom1275

Master
  • Posts

    627
  • Joined

  • Last visited

Posts posted by Toom1275

  1. Only "bug" I've found is that items gathered by Vacuum while in Undertow don't get collected when leaving it; they have to be picked up manually by hitting the interact key.

    And now for a suggestion: Stealth-focused augment for Undertow: have the Kraken eat dead bodies so that others don't get suspicious. (and maybe have the kraken lend a hand (or, well, a tentacle) to extend the "grab" range of bringing distant enemies into Undertow's pool.

  2. Seeing "Passive Desc" on your screenshot makes me think it's similar to the UI crash I just had, while trying to view my equipped melee mods in the Simulacrum arsenal.

     

    mRM2K9o.jpg

  3. Been away for a few months (left a while after Ivara and Nezha were out), came back with the update. I'm really liking the new enemy spawn/awareness system. Trying out the new sabotage missions, it was wonderful to be able to do consistent steatlh runs without needing a permanently-invisible Loki. With my Ash, I could run up to and bisect the grineer patrol squads before they could react to my presence, and even if one of them let out a yell or shot, I didn't have to worry about all the grineer 3 rooms away knowing my exact location. Smoke Bomb's use changed from being used for pseudo-loki gameplay to an actual combat tool to stun and misdirect enemies, like it was meant to be.

    Being able to 'clear' the map as I explored for the caches was another benefit. Now it's not solely Exterminate missions that are good for exploration and looting anymore.

     

    While the new enemy icons on the map were a bit odd to get used to, and I'm not seeing this "half-alert" status for them, they're a lot better than the red diamonds.

     

    These changes made playing regular missions much more enjoyable.

    Infinite spawning is better left to endless missions / alert modes like it is now. It was just too annoying the way it used to be.

  4. I think punch through is now also detrimental because they also seem to have gone back to noticing errant bullets/bolts/arrows hitting walls nearby them as well. So using punch through for Ivara's 2 now ruins your stealth at the same time.

  5. It seems that downsizing the clan while contributions are in progress toward pigment research leaves special pigment in the vault that can count toward any color research.

     

     

    When we downsized our clan from Storm to Ghost (we only have 4 members), we were taking contributions for whatever color needs Railgun MOA pigment drops. Storm-tier pigment requirements were about 750 pigment, and we were at about 500 of that collected. After our first tier drop, the requirement dropped to 250 or so, so research kicked off.

     

    The issue is now we have 200+ of undifferentiated pigment in the clan vault that can be counted toward ANY color research. I went to dump my Night Blue pigment from Vay Hek farming into the research, and was surprised to find that it started off, and I still have that pigment in my own inventory, even though I didn't start picking up any pigment until after research started. I just confirmed today that The Seargeant's Elysium Blue research started just fine with this vault dye stock, even though I didn't run him for dye yet.

  6. I feel like it would be nice to have the warframe's unique weapon show up in the appropriate weapon section in the arsenal while the warframe is selected. That way the special weapon can get its own separate set of mods rather than relying on another weapon's mods.

     

    If I'm bringing the Rubico with Ivara, the Rubico requires Hush, while Artemis Bow doesn't, and the Bow benefits from fire rate mods, while the Rubico not so much. If you don't happen to be using another bow as Ivara's primary, then you're not getting the full benefit of your primary's mods.

  7. I spent 300 plat and 1 traded lens to make a greater Zenurik lens on the second day lenses were out. While I could have saved platinum by waiting, my only regret was wasting the greater lens on my Amprex, which is pretty much useless for Focus farming until next batch of changes >.<

  8. Either his immunity is poorly done or just broken, as he gets immunity to all of the combinations of a basic element on exposure to just that element or one of its combinations, or he just blanket immunity to everything, because the first 50% of his health went down in seconds, and the last half in 10 minutes due to his immunity somehow covering both my Blast-only Tonkor and my Viral-Pummel sonicor, and my slash-damage prisma skana all at the same time, on top of instantly dispelling exalted blade even when I'm at a distance from him.

     

    First win I got was a worthless Heavy Impact mod, second win he dropped abolutely nothing at all.

     

    He's just nuisance trash that comes to steal either restores or a revive and leave you nothing in return even if you defeat him.

  9. Stalker bugged out on me after 2/3 damage to him and my Vectis prime (15k a shot) and my Lex prime (2k a shot) were doing less than 100 damage to him a shot to his shield, which kept regenerating. It took 20 rounds of restores in a battle of attrition to get the last 20% of his health down. All I got for those wasted resources was a heavy impact. Buggy in appearance frequency and fight mechanics, and diluted-to-crap drop pool. Stalker's the worst trash of the possible assassins now.

     

    edit: it's even been at least a month since the last time I killed a boss besides Alad or Ambulas, so the idiot seems to be inventing reasons to bother me in my missions.

  10. On Galleon tiles with windows (like that big room with 4 doors at the corners and the 2-level middle, or the really big 2-cannon room) there's a strange blinding blue light coming from the outside. Even with bloom disabled, looking in the general direction of the windows causes the middle of the screen to be partially washed out, even when the apparent

    source of the light is obscured behind objects or the ship walls. I end up having to avoid those areas or else be unable to see what I'm shooting at.

     

     

    This is the only screenshot I have of it currently. The light is present, but much less blinding in this shot than it normally is. I was sort of too busy with the mission to take more.

     

    http://i.imgur.com/ZCFZwhs.jpg

     

     

    Edit:

     

    Snapped some more pics in my last session:

     

    http://imgur.com/a/MMWQW

  11. On what planet?

    I've used them on high level Star Chart planets and you cut down heavy units like wheat.

    ---

    Ceres, Bode, Capture 31-33.

    Found a Rampart, Snow Globe'ed and had some fun. Measuring Time To Kill in the numbers of "Bars" the "Overheat" goes to. One bar is basically a half second burst or so, at maybe 50 meters away. I know they were further then 30 meters because my Flux Rifle did not reach them, I did this as what you might call an extra "accuracy test".

    A Rampart drops all trash units in ~2 bars Overheat, basically one second or less. A level 31 Heavy gunner got to 5 bars Overheat, which is probably around 2 seconds. A heavy Gunner mind you, and at a rather long range.

    A "Fire Prosecutor" needed 2 FULL OVERHEAT bars, as in it got to full, I Iet it go back to zero and started again, because those apparently only take Slash damage, and are immune to anything but the base name Element.

    I think they work fine.

    It was on Phobos, where I remember pretty much having to play whack-a-grineer as they occasionally popped out from behind cover. The ones that didn't hide took a while to go down. I didn't try timing it as specifically as you did, though.

  12. When I dive into a group of enemies with toxic lash, and spore, I am noticing that only the viral status spreads to the enemies, and not the toxin, so while viral'ing the whole group is nice, its effectiveness kind of tapers after a while.

     

    What would be better would be to have the toxin procs stack together to become stronger. The more and tougher the enemies are, the more powerful the toxin that gets spread to the group's survivors as you cut down each one, until eventually the toxin damage is high enough to match its damage output to the level of enemy you're fighting.

  13. When I first got hydroid, I had hoped that he'd be able to do decently solo and sort-of stealth with Undertow making enemies unaware. Unfortunately, it usually results in wasting energy as enemies would almost never step in the puddle, or notice me as I got close enough to trap them in it.

     

    The only thing I really find it useful for is team healing with the augment, or keeping enemies away from the control pads for certain interception missions.

     

    OP's suggestions, especially the ones of being in puddle mode modifying other powers, would go a ways to making Hydroid more viable for more mission types.

  14. Limbo's my go-to frame for soloing dark sector defence precisely because his powers all work nicely they way they do already.

     

    Cataclysm covers the pod to protect it from mutalist shots and electric crawlers. I can pretty well cover the pod damage-wise with my Torid.

     

    Rift Walk protects ME from the mutalist moas and lets me take care of whatever gets near the pod.

     

    Rift Surge when used with the Rift Torrent mod amps my damage the more infested crowd around the pod, helping me keep things clean especially when the ancients come in too-high numbers.

     

    Finally, Banish lets me zap the moas that stay out of my death dome so I can deal with them without having to drop Riftwalk.

     

     

    No useless powers, no AFK. Limbo doesn't need any rework in the slightest, what needs to be reworked is how you try to use him.

×
×
  • Create New...