Lampshade
-
Posts
256 -
Joined
-
Last visited
Posts posted by Lampshade
-
-
done trading
-
I hope you're not implying that ANYONE is any use against level 9999 infested. Really all you can do is keep running and coptering just to get to the objectives. Ash and Loki can use stealth but I don't see what else you can do.
paris prime can still kill those
-
Half of this is wrong
only for pubbie content
-
But I don't think people actually use Chaos to kill enemies. They're all practically decoys shooting at each other. People use Chaos to kill the enemy without them trying to kill you. If your use of Chaos is to let the enemies shoot each other till they die than you've been using chaos wrong
its better to have proper loadouts and frame setups that don't drag everything on
-
Ash - now, after his buffs he's pretty decent frame and with his ultimate
Zephyr - great mobility frame ( with 2nd usable only to quick landing);
Hydroid - my knowledge about Hydro is a bit limited but I know and saw players that use his 3rd power to kinda group enemies ( even if it don't kill high lvl enemies it always traps them), dunno about 1st powers dmg but 2nd and his ultimate look pretty useful, tentacles are dmg&cc which is always good and his 2nd is great cc;
Banshee - 1st powers = self def, pusher, cc, great for keeping heavy units away; 2nd power is just WOAH!, gives you spots on enemies that increase dmg you deal to them if hit, 3rd = dunno about it's usefulness after the patch, 4th = decent cc, only veteran player kinda get the meaning of Banshee I guess;
Excalibur - Slash Dash for mobility, Blind power good cc, uber-Jump always good mobility, ultimate good till mid-levels, till midlevels his the best frame for you;
Valkyr - free grappling hook for mobility, free attack speed buff (now with melee 2.0 I love to spam this power), free stun with her 3rd power(also melee 2.o spam of choice power), ultimate makes you freakin' IMMORTAL for 15 or more seconds and imagine what will it be with new combo moves for her,
Other Warframes are also better than rated in OPs graph(like Nyx or Frost that are more than accepted or Nekros
ash has bad scaling still
i'm with ya on zeph for self defense and mobility
hydroid has an unwanted CC like zeph that scatters everything
banshee is only good for sonar but that doesn't work well with high end groups
excal's jump and radial blind are pretty alright but he has terrible scaling and in the end blind is only good for pub teams
valk really needs that impending hysteria rework before she can finally be called good or bad but as it is now its terrible at high levels outside of ground finisher
nekros is considered good because warframe is about farming and he does that best
-
Mag is not useless. Shield Polarize and Pull make her viable in any tier.
I'm having a hard time with the assessment that Mag is a clone of Nova. How are their powers or even looks remotely similar?
that comes down to the multiplier on bullet attractor and competing against AoE room cleaning
-
Maybe. But using one mod slot just to fall faster is not a very good idea.
it is when you have the perfect setup for flight time and cannot run out of energy or die leaving that slot only meant for utility
-
Have you tried Chaos in a high level infested full of ancients? (ODS)
i don't desire weak teams that can't manhandle enemies so strongly that the loot is scattered. and in experience enemies are incredibly terrible at killing eachother under the effect of chaos.
-
Slam-attack can do the same.
not as fast
-
Except that Nyx is garbage tier, she doesn't even have a mobility skill or a heal.
absorb is all that matters
-
you don-t need a mobility skill when you can just equip dual zorens,
duals are outdated for being fast
-
2 is useless and deals no damage, 4 is very effective at scattering loot drops but not that good at CC.
i personally use it as an air brake frequently
-
The problem here is that this guy doesn't provide valid reasoning, he says a couple of valid points for some of the frames, but for most he just says what basically amounts to 'it's crap', and doesn't elaborate.
the reasoning for the list was debated with other people in a community where only performance at the top was considered. it is not a personal opinion and changes have been made several times.
-
Hydroid and Zephyr are god-tier in interception missions.
List is flawed if it only draws from two mission types.
only nyx fits that description
-
Tornado is.
tornado is also unwanted CC for weak pubbies and its only good in sub lvl 20 missions in small hallways where the tornado rails their bottom while it makes them check the ceiling for dust
-
NYX IS ONLY APROVED!
*Jaw drops*
chaos is unwanted CC for weak pubbies so that leaves absorb which requires outside help
-
Why is mag approved, I thought everyone agreed she was useless
polarity scales with shields
-
ogris? where is my ogris?
blast dmg falls off hard lategame
-
wtb thread deleting again
-
I don't really have any problem with Sonar at all; hitting the orange spot even with single shot weapons can be hard sometimes yes, but why are you using marksman weapons against infested that just seems like a bad idea in general.
infested defense leveling
Using Markmen rifle against infested? heh thats like saying Heavy Gunners are op cause My impact hammer doesnt deal damage to them.
If you want to use SOnar on the infested first get an automatic gun or a shotgun.
SOnar is suposed to reward Accuracy
i am fairly accurate but its hard hitting the tiny dot in all of that orange that actually gives bonus dmg and i'd rather not see anything but legit bonus zones
-
it feels far more like it has a bullseye than just a extra dmg zone. its rather hard to hit dead center on moving targets like infested with marksman weapons. a wording change might be needed or two other choices of increasing the size of the actual bonus zone or removing the fluff orange that doesn't do anything.
-
About Parry Finishers: it doesn't help that this system is also dictated by the RNG God, instead of making it a skill-based system in the player's hand.
this is why it would be great for them to add more skill interaction so its not mod only rng
-
Backstab - Kill
Knocked down and stabbed - Kill
Parried and counter attacked - Kill
Even if we had all of those, melee would still be weaker than ranged, but it would at least be satisfying.
probably been covered several times in here already but this really does sum up why it can be justified
-
also i can think of 5 reasons not to make finishers = finishers.
1. bosses are not immune to knockdown.
it probably shouldn't instant kill bosses but it would be very neat if there were prompt sequences when you weaken a boss for some hard damage. i also would like for them to continue adding finisher interactions with abilities if they take the route of buffing executes with these ideas.
Talon And Related Sidearms Gutting Sniper Primary Ammo Pool
in Weapons
Posted
is this a feature or a really turrable bug?