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Jollyfalcon

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Posts posted by Jollyfalcon

  1. Yo! I fully support this thread - Hydroid is by far my favorite.

    By the way, I have an idea for his passive because, frankly, the current one doesn't seem to gel with his kit or is in any way useful.

    I think his passive should be that he gains a small amount of armor for each ground finisher he performs. This synergizes with all 4 of his abilities, and helps with his fragile nature. There are multiple ways to balance this - give the armor boost a cap, play with the amount of armor gained per ground finisher, lose the gained armor in nullifier bubbles, etc.

    You could give the passive a name like "Fathomless Depths" or something similar - basically he will grow tougher as he kills enemies throughout the mission pointing to the boundless oceans from which he came.

  2. Take all my upvotes OP.  Simple (I think, I never programmed past C++) and elegant.  Really hope DE notices this football and decides to run it in for a touchdown.  Not sure of how I feel about the Glaive being thrown with secondary fire, but I think I could deal.

     

    I would actually think that thrown weapons or the redeemer could hang on to the "hold melee for ranged attack", this would just allow those to have a charged attack as well. However, if these weapons just aren't allowed a charge attack because they have the special attack already, that works for me too.

  3. That quick hand isn't as detrimental as it sounds (if you aren't attack speed build). For moving enemies that can stagger them for you to actually land the charged attack.

     

     

    I do see your point there - but I would like to choose whether to quick attack beforehand or not. I actually see charge attacks as a situational thing anyway, since I would be using it when a big threat is somehow incapacitated.

     

    Here are a couple situations when I would probably want to use a charge attack without an initial quick attack stagger:

     - a grounded enemy that  didn't die to the ground finisher

     - a beefy heavily-debuffed enemy (slowed, frozen, etc.)

     

    In both these situations, I just quick attack or combo to get the job done as I always have, but if a charge attack was independently-controllable through the alt-fire button, I would probably test it out to see if it is a faster and more efficient solution.

  4. This seemed like such an obvious idea to me that I am sure it has been suggested before, but I just haven't seen it.

     

    Current charge attack implementation seem to have problems:

     - have to quick attack beforehand

     - can be confusing with [hold] combos

     - interference with thrown weapons

     

     (full disclosure - I haven't even tried out any charge attacks due to the need to quick attack beforehand, these are just from what I've read on the forums)

     

    Why don't we just use the alternate (secondary) fire button for charge attacks?  Aren't charge attacks only available in melee mode anyway where alternate-fire is useless? This seems to fix every issue above. A separate button for charge attacks separates it out from quick attacks, and combos and thrown weapons. Actually, having another button for charge attacks could increase the variety of combos too!

     

    Maybe I am missing something because I'm one of those weird people who uses a gamepad on pc, but it seems like there are no negatives to this approach...

     

    Edit: changed "secondary" to "alternate" for clarity

  5. Hey guys, decently newish warframe player here looking for some specific hydroid advice:

     

    I finally farmed all of hydroid's parts and have been enjoying him a whole lot. Just potato'd him, and now I just need to farm for a Narrow Minded to experiment with offsetting the duration cut from Fleeting Expertise while focusing the barrage/tentacles a bit for more reliable cc.

     

    One thing I've been trying is using undertow as a quick toggle to set-up ground finishers for those heavy gunners and bombards in the void if they're already too close for tidal surge. It seems like a pretty energy-efficient tactic as the casting cost is just 15 base energy. Has anyone else tried this? I'm also trying to figure out what weapons have the fastest ground finisher animations so I could possibly get more than one finisher per cast of undertow. Any suggestions on this?

     

    Also, since his shields are slightly stronger, I was wondering if vigor + redirection is a numerically better combo than vitality + redirection, or if I even really need a 2nd survivability mod since I can just use undertow to regain shields.

     

    Thanks in advance for any advice and suggestions!

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