Toom1275
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Posts posted by Toom1275
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One bit I didn't see a place for on the survey: Make alerts on nodes opt-in like Nightmare mode. Hate being locked out of a node I need to farm at until I do a useless filler-mission first.
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I love the new animation of the Jat kitten, but my one problem with it is.........*i've got nothing*........ .-. O i know! :D make it do 80 damage instead of 79. :P Come on. :( 80 is allot nicer to look at then 79.
Jat kitten
Jat Kitten
Jet Kitten
I think we have a winner for the alt-model for this weapon, like the dagger axe and manticore skins for the other heavies.
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Besides shinyness, they usually have an additional polarity slot, and in the Void, whenever they get near a box trap, they release a pulse from it that gives a hefty boost of energy not only to themselves, but any teammates within range.
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Pleasantly suprised with thread. By title, I thought it was a sarcastic comment about some kind of nerf. I can't wait until I can get the detrons I need to build my own.
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I can't remember at the moment, but they might also be popping up on high times on Apollodorus as well.
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It's better then techs being able to deploy ospreys at any time, even while immobilized.
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I was in an invasion run and three of us all needed just one more run to get the reward. With three votes for A, then the fourth picked B. Guess which mission started.
If someone picks the wrong node, they should be automatically tossed form the session and sent on their own, rather thah allowing them to hijack the destination with one errant vote.
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My thoughts on throwing two would be that 'first' charge throws one, and the second can either be charged and thrown or used for melee while the first is flying. Can alternately catch and throw them constantly.
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With a high-level redirection and a fleeting expertise, it works quite nicely at keeping your shields up. Stripping the shields from the Corpus is also a nice bonus.
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And also, energy drain. It was bad enough with ancient disrupters wandering around before, if you missed one it could easily drain all your energy; now there are AOE energy drain and AOE disruption enemy leaders that will sap you dry unless you kill them quicky. It wouldn't be so bad if energy regenerated naturally, or reset ability cooldowns rather than being required to fire the ability at all. But some abilities are vital if you're going solo. So if your carefull energy conservation runs afoul of energy drain, you're stuck scrounging up orbs again (or burning energy restore consumables, but you've tanked your income when you start using those).
That bit in the middle, about cooldowns sounds like a MUCH better system for the magnetic (disruption) proc than energy drain. Disruption disrupts all your powers for a while preventing their use. Unlike energy drain, at least you have some hope of being able to function again if you can survive the shield drop at the same time, rather than the semi-permanent energy drain hamstringing you long after the distortion wears off.
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This actually makes things interesting. Reducing duration gives you more missiles with the loss of mind control and chaos duration. So Nyx player can choose between damage and crowd control.
I actually prefer shortened duration for Chaos since it cannot be recast while active. The shorter duration brought by Fleeting expertise actually makes it easier to keep nearby enemies frenzied by allowing the ability to expire and be recast without having to hunt down that one last chaos'd enemy, while at the same time making the ability cheap enough to cast more often. I usually have a Power Range to boost Chaos as well, and sometime use Power Strength to help prop Absorb back up, as well as buff psybolts.
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Especially on a team without a healer, casting Mind Control on a healer ancient is a great help at times. Chaos doesn't make allies like MC does.
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Main fix they need is that neither of them are able to pop Venom's spores. Not even with punch through mods. My main use for the Flux rifle in damage 1.0 was for Grineer Galleon defense not just because of armor-ignore, but because the beam made it very easy to precisely pop all the bubbles and spread the fun around. Now they can't do that.
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Perhaps the new tower-holding mission, whatever it was called, could replace survival ONLY on the planet tiles, while leaving survivals for the ship / station / mining base tiles. The smaller rooms on the ships are better for survival anyway, due to compressing enemies together leads to better AoE ultimate mass murder.
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Viral, Corrosive and Magnetic procs were changed to no longer stack
WTF DE? so THIS is why my Grataka went from shredding T3 corrupted to tickling them. I had built the thing around a combined 50%+ crit rate with 50%+ viral proc chance, and forma'd it to make it a bit better, but by the time I had it leveled enough to take it back to the Void, it was performing worse than before I had forma'd it. Now I know why.
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At Wave 25+ i was mainly busy keeping Snow Globe up, it still worked out a lot better then expected. Managed to get to wave 30 without any Deaths.
See, before the nerf, my Frost would only occasionally need to drop a globe on the pod, and be free to empty my clips stuck in the bastille, or revive teammates that walked in front of the lasers. Being forced to babysit the pods to keep snowglobe up is not in any way a good thing.
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If warframes can drop 70m to the floor without injury, there's no need AT ALL for all this auto-roll crap for 1m falls.
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The dumbest part about the infestation exterminate credit nerf is that you now get more credits as rewards from doing your three runs than you get in battle pay. I got 3500 per run x 3 runs = 10500 credits vs 10000 in battle pay.
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Before Carrier, this wasn't a problem.
Not really. I remember doing defense missions way back then where I'd spend more time hunting down blue rifle ammo boxes to feed my hunry Gorgon than bothering with any of the enemies around.
Also, Carrier came out around the same time as the ammo mutation mods did, which made getting as many ammo boxes as possible suddenly a lot more valuable.
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Even without boosters, affinity is absurdly low. Even worse is how high-level enemies barely give out even twice the xp of level-1 enemies.
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Derelicts wouldn't be so bad if the enemy levels were fixed already and not still badly screwed up. They used to be levels 20-50 BEFORE the level compression that came around Damage 2.0. Now they're still levels 20-50, but that's with the new levels. In the old equivalent, that'd be levels 60-125. Not only are the derelicts the only place to get mutagen samples now (I haven't been seeing any doing invasion runs), but the levels are stupidly high as well, on top of all the key crap. Things were much better when they had their own dedicated planets. Restoring Jupiter would be tough because of the gas tileset being dropped to put it back, but there's no reason whatsoever that Eris can't be reverted back to something worthwhile.
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Not to mention all the mods and air cans and stuff also embedded in the ceilings along with the bodies.
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The Infested seem to be a bit more cowardly than usual. Earliest I remember, they were pretty dumb, where I'd stand on a crate, and they'd gather around and sit there and stare at me, unable to get up(except for those Leapers, that would always leap up and knock me off). Then, they learned how to climb, and the chargers and stuff would get up on the crates with me, denying me of my safe perch. Now, when I get onto a box...
they run away. Really? Does standing on a crate make me somehow look so tall and intimidating that I scare them off?
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Another +1 for doing Mercury survival, since the way Affinity levels for kills still aren't any good, you get almost as much XP per kill there as you do on a high-level planet, except your unranked gear can actually do some of the killing for the first 5-10 minutes.
Nyx: The Worst Warframe In The Game
in Warframes
Posted
Mind Control is bad? Try infested survival, the toxics are everywhere, and the only healers on the map are Ancients, one of which is now your pet and healing your team. Not so bad anymore, now is it?