xTysonx
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Posts
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Posts posted by xTysonx
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2 hours ago, Casardis said:
In the meantime, you can adjust the shield position through the Holster Style I think, unless it's so off-centered that it remains bugged.
The sliders don't move it far enough to quick fix it sadly, just tried
Whats funny is if you preview it on the skin selection, its actually in the proper position on the arm (well slightly turned), but only bugs back to the elbow when its actually equipped:
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Its been bugged for awhile but I will just post mine as well as a friendly reminder to DE, considering this is only from a pricey bundle and should get some more attention (it also makes Final Harbinger look awkward when fighting and you can clearly see the arm fitting is not even close to the arm)
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@Buff00n just edited my post with song name
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Here is my attempt to put some 80s-esque music into Octavia, Moonbeam City:
Changes had to be made to fit Octavia's current limitations
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Yup, every since this hotfix I've been trying to avoid playing octavia because the music de-sync sounds way off, any ETA if this bug will get fixed?
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After playing Octavia for 2 days , I figured i'd add my 2cents which mainly is a repeat of others:
Passive: Description should be changed to inform players that using an ability refreshes the "Inspiration" energy regen buff, current description is misleading. Ex: Briefly replenish energy over time to Octavia and Nearby Allies for 30s every time an ability is used.
1. Mallet- It should be clearer that enemies MUST HIT the mallet for it to begin amplifying the damage back. LoS attack range doesn't make sense since sound waves can travel though most walls, give mallet the ability to bypass walls similar to current punchthough where the range falls off the denser the wall.
2. Resonator- Its hard to make full use of the mobility, where it rolls feels pretty random, sometimes inconstant/inconvenient . It makes our only Mallet counterproductive since enemies caught in the lure are more focused chasing it instead of attacking it. Resonator should do longer stops/stay closer to Octavia/and give Mallet priority aggro/taunt.
3.Metronome- Clutter, Clutter and more Clutter. The activation shouldn't be tied to the melody since melody will have the most variety out of the 3 beats, which makes it harder/easier depending on the person is truly making a good song with few notes, or cheesing it by filling the whole bar with 1 note. From my understanding, everyone has the same BPM, so why were the buffs not tied to the BPM since its standardized and easier to figure out without context (such as tapping your foot to a beat) The sound waves get irritating , given the massive natural range of Octavia's skills and IMO the worst visual clutter of all 4 skills even with 80% range, needs to be toned down visually or completely changed to a new effect. While activation by doing a specific task is a cool idea, you have to make the context for tenno WITHOUT octavia much more clearer both visually and in the buff icons.
4.AMP- Description should be changed to notifying that using the other 3 skills increase the decibel level significantly, AMPs shouldnt stack, simply the higher DMG% amp should override the other in terms of the ally buff.
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Also having the issue of Octavia's music completely going out of sync after 3/27 hotfix, it makes buffs awkward to use mainly due to Metronome being a pain to time already and all the buffs out of sync at once turns it from music into random irritating sounds
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Just now, AgonoizeOP said:
Great Post! =) Have fun with ur new ship! =)
Thank you very much, did not expect it!
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All I'd want in my wish list is a Mantis, a new ship for a new year, I'd be grateful@AgonoizeOP generously let me flyAlso a little something..
Twas a week before Christmas, the tenno woke up
Farming from her Liset, Hunhow after her butt
Spirits in rise, Cold Winter solstice sinking
Ordis wonders, “Operator, what are thinking? “
She walks though the ship, decorations intact
Infestation still stirring, across the room in the back
All of her warframes spread, organized, in formation
As they get showered in Christmas decorations
Reflecting adventures this past year with her frames
She calls each of them by personal name
“Saryn, Banshee, Zephyr, and Nyx
Least not forget about Mirage and her tricks
Countless grineer, together we’ve stopped
Endless corpus, oh how we made their profits dropped”
Her rifles are peak, pistols fully loaded
Swords sharpened, all transmissions decoded
Outside the ship, the party awaits
Operators like her, one even brought cake
So they sat in a circle, with their Christmas hats
Prepping for their journey, Kavats in each owner's lap
Frames, comrades and pets, celebrate the end of the year
Come together to celebrate holiday cheer
More missions await, more chances to bond
Between them all though, the transference is strong
Happy Holidays to all tenno
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For now, best advice is to equip Loyal Companion if theres a significant chance of your kubrow being downed-they can be quite hard to spot if this happens and it may take a couple of seconds to find them.
I don't think that the loyalty loss is unfair, but what I DO think is unfair is how short the base bleedout timer for them is.
We all die at some point, I guess what I really mean is that its a bit harsh to lose 40% to a random stalker instakill /a teammate reviving you at the last minute (and kubrow bleedsout)/map bug in just 1 match, ofc it doesn't happen every game, but losing a giant chunk for something inconvenient or slow teammates just makes me stray from kubrow further compared to a sent that.....once in a lifetime dies
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I can understand that the Kubrow is a "pet" and has to be taken care of, but it a bit ridiculous that the bonus attack from them drops significantly EVERY DEATH.
Ex. I just used my 3 loves to bring him to 80%, only for us to both die (at the same time) from a Stalker Mag Attack 1st game and now hes back to 40% already and now I have to wait 24hrs
I propose:
1) Lower decay of attack drop, such as 2-3 kubrow deaths -> -20%, rather than every death
2) Increase "love" per day
3) Disregard a kubrow "death" when both you and the dog are in bleedout, the logic he hates me more when were both dying is :l
Agree/Disagree? Seems a bit too punishing
Whats the most effective build for Saryn Prime?
in General Discussion
Posted
Using a 2* spore spread build with 235% range, 140% power (165% with growing power aura) and setting off spores with a Mutalist Cernos loaded with toxic + toxic/base dmg riven
Have vitality/regen molt/steel fiber(or rapid resilence) for some tankiness/occasional melee