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Teksorbkyva

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Posts posted by Teksorbkyva

  1. I've only had that problem a handful of times but have failed to get the necessary kills just once because of it. I found solo was much easier. Built my Xoris for fast throws (heavy attack speed mods) and went after the Solaris folks first. Then, to the pyramid in the center. It probably doesn't change how many will spawn but it gives the specters less obstacles to maneuver around to get to you. Then, just spam the throw explosion as needed (you will get hit w/ self-knockback though, so recommend a frame like Rhino or Atlas or Nezha- my choice- to negate that). In fact, I was having more issues collecting too many pyramids and having to wait for time to run out before they made the challenge end upon getting the tier 3 kill count.

    Keep at it and don't forget to take a break occasionally to avoid burnout. You will never want to play a Corpus Ship mission ever again. I think you'll find the Stropha worth it at the very least. The Stalhta and Protea are good too, but don't expect godliness from them.

  2. The Solaris prisoners only reward a meager amount standing, nothing else, so I wouldn't waste your crowns on them.

    As for the grind, Stropha is pretty powerful and Stahlta is pretty good too. Protea isn't godlike but imo she doesn't need to be. Her shield satellites are pretty potent for tanking and scales well with Adaptation. Blaze Artillery is fun and can hold it's own on sortie-level stuff pretty easily. I haven't gotten the hang of her rewind but free abilities are nice. The dispenser is just okay and is one of the few things that can restore archgun ammo. Still needs some tweaking imo.

    Sounds like you're doing fine on the Granum Void kills, so I'll spare you advice on that. It does get hella boring but at least the Xoris explosions are cool to look at. Now that I have everything I want from that update, including all the Granum lore reliefs, I don't think I'll be going back to those missions.

     

  3. That sounds cool but I doubt DE is going to add any more melee weapon types as it is. If they do add a dual glaive weapon, it'll probably be under the War Fans (which desperately needs more than 1 weapon in its class). The two-handed glaive sounds equally cool. I'm already a fan of glaives not just because the original Dark Sector, but a PSP game called Bounty Hounds that had a melee weapon class similar to glaive called spinners. If it were up to me, I'd be all for them.

  4. 1 hour ago, Grinlok.Wraith said:

    What if the challenges are curated tho?

    I personally crave for something like the old events and tactical alerts. These didn't take much resources to make and were pumped out somewhat often.

    Better build upon the systems that attracted your player base in first place than trying to come up with content nobody asked for and failing at it.

    Would be nice, but going at one's own pace is a must. Personally I wish they would bring back a lot of the old tactical alerts and stuff, especially ones that had a little bit of story like the Gradivus Dilemma. Even if they added these back as sort of a replay feature for you to enjoy, I'd be pleased.

  5. +1 to this. There's a ton of stuff that would be nice to have not just in the Fansite Kit but also the OST. None of the Orb Vallis music is in there but We All Lift Together is. There's probably some other tracks that were missed like Railjack music and stingers. I would sooner pay for a short album of those Orb Vallis tracks than spend hours looking for the damn somachord fragments.

  6. Some interesting ideas in here. The stasis on players who touch a laser in Valana's Trial should go, though. No one likes having their control taken away from them for an extended period of time. Instead, perhaps they can be transport to another room, like an observation area at the end or something?

    All these would have to be on a hard timer with no way to increase it forever. Prior to the changes made to Granum's Void, you could be stuck there for several minutes if you or an unruly squadmate collected enough specter prisms. With a hard timer, there's always a maximum you will have to wait if you wind up not wanting to go through with the rest of the trial or your there is a single squadmate left in a challenge area and they refuse to complete it.

    Other than that, sounds great! Sprinkle in a little bit of lore for completing each challenge too, perhaps backgrounds on or messages from the people whose names are used in them.

  7. Technically since the news tab in your ship links to the update notes in the forums, that's in-game, but if you're asking if something gives wiki-like information I'm afraid Warframe has a severe lack of that. At least Prime Relics give you rarities that can give you an expected drop rate but no exact percentage. If you want something like that, your only options are the wiki or the Official Drop Table.

  8. To those arguing that it's just a matter of "skill": Have you never been frustrated from knockdown? Getting chain-grabbed one-by-one from a group of Ancients? Staggered into infinity and beyond (death) by a Terra Trencher? Sometimes it's not a matter of human skill. Knockdown and stagger should stay in the game as a way to check your situational awareness, but it is not always humanly possible in tight quarters or with dozens of enemies surrounding you. Getting nicked by a single ancient before you can cast your ult isn't the problem, it's the 3 other instances of knockdown you suffer immediately after, in quick succession, and in spite of the crowd control measures you or an ally may have applied to enemies.

    No enemies should be able to continue with an attack if stunned, especially Ancients and units with radial knockdown abilities. You have witnessed this happening if you've played a lot of Infested or Grineer survival. It's hella inconsistent. You toss an enemy back with a Fireball and suddenly a shockwave erupts from their crotch and you go flying too. It just shouldn't happen. That alone would solve my frustrations.

    • Like 6
  9. I would love to see a cooldown on knockdown/stagger sources because so many enemies can do it these days. Almost every recent Corpus melee unit has the ability to stagger with every hit or produce fast AoE knockdown, most notably those guys on the Orb Vallis who yeet themselves at you and produce a shockwave that bumps you up into the air and- if you don't jump or roll in time- are forced to play the hard landing animation. They're not the worst though. The worst is ancients, not just in the frequency they can knock you down, but the fact that stunning or freezing them in some way often does not cancel their knockdown attack. They can be spinning as a ragdoll in the air and that dastardly hookshoot will hit you clean in the face. As of a couple updates ago, knockdown no longer auto-recovers either, just to add to the frustration.

    Much like how we now have shield gating, there should be some protection towards repeated knockdown/stagger. Unless you're running a frame that has built-in knockdown resistance, you're going to have to waste a slot (and possibly a forma because Primed Sure Footed costs a lot of points) on mod(s) to counteract it all. That's my 2 cents.

    • Like 4
  10. 14 hours ago, lushelocution said:

    Thanks for the fast response. The dialogue did pop up, but didn't give me any time to respond before kicking me back to dock. Even after trying to rejoin, the same thing happened again. It may be a bug. Either way, continuing to build my own, just a minor bummer I have to wait a few days before I can jump back in.

    Are you on the railjack in the dry dock with your friend when they launch the mission, or your orbiter? If you haven't yet, have your friend try to launch the railjack mission while you are in the orbiter as well (since your friend can enter their railjack from the orbiter as well instead of needing to go to a clan dry dock).

    Because launching the railjack from the dry dock has it actually move an entire "room" (the interior of the ship) to another mission zone, it may be teleporting you out of the ship and cancelling out the Scrap Wreckage dialogue. If you're in orbiter, it will just keep you inside your ship and you will be kicked out of the squad, but this time perhaps with the dialogue box open.

    It's worth a try if you haven't done it already. If it doesn't work, hang in there and best of luck to you!

    • Like 1
  11. Huh, that's new. One of my friends had a similar issue before they made their own railjack. There should be a dialogue that pops up asking you to scrap the wreckage. For them, it would still scrap despite not having a ship. Hasn't been a problem since they made their ship so it sounds to me like they broke something in an update since then.

    Unless a dev catches wind of this thread, your best bet is really just to keep making your own ship. Filing a support ticket could take weeks for them to help you and they normally don't deal with bugs. Unless there's a workaround someone can find, I'd recommend posting an explanation of this problem in Bug Reporting.

    • Like 1
  12. The Sergeant is truly a sad boss. He was slated to get a rework before Nef Anyo became a different entity but it would seem those plans have been placed both on the backburner AND locked away in a broom closet. Considering he also lives on the Corpus Ship tileset, it'd make sense for him to get a rework too.

  13. https://warframe.fandom.com/wiki/Damage/Viral_Damage

    from the wiki: The status effect of Viral b Viral damage is Virus. It amplifies damage to the health of the afflicted target by 100% for 6 seconds. Subsequent procs add 25% increased damage to health up to 325% in total after 10 stacks, with each proc having their own duration.

    It effectively doubles your damage to health on an enemy afflicted by it. Rather than its previous version which only halved the enemy's max HP for a duration, this proc's end effect still remains useful even after the proc ends. Previously if the -50% max HP status would end, if you hadn't killed the enemy, the enemy would simply regain the missing 50% HP and the proc would not have mattered. By instead doubling your damage, even after the status proc ends, your progress on killing the enemy is retained.

    • Like 2
  14. That's an interesting idea, though I don't think they should give AoE weapons competition for area damage. At the very least, ricochet shouldn't be available on hitscan weapons in my opinion. We already have punch-through to hit multiple enemies though that takes a little skill or luck to get them to line up properly. Some "smart" ricocheting projectiles would look really cool and would make Tetra actually pretty fun because as it stands now the ricochet is pretty much pointless. Its very hard to use even in close quarters and offers no bonuses besides the added flight speed on the Kinetic Ricochet mod. Perhaps if every ricochet added a damage bonus to the projectile it would be better, but I don't think DE is looking to mess with the mod or ricochet for a long time. They're more involved with making new content rather than improving old stuff. Who knows, maybe it'll show up in a future update.

  15. Some of those Invasion tiles are really cool, like the Grineer ship that has speared its way into a Corpus one with these big ole' drills. More variations on the idea would be nice though like similar tiles for Infested or Orokin ships.

    • Like 3
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