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AhziDahaka

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Posts posted by AhziDahaka

  1. Honestly, I could see this working as a clan research weapon that's always gonna have the same stats, but would be customizeable in appearance.  So for example, it'll always be a nikana or greatsword or whatever with X, Y, and Z damage, and it would have a basic form, but the clan would get to choose various visual elements like default colors, sashes, scabbards, particle effects, etc.  If you leave the clan, you get the keep the weapon, but it becomes the default, dull, no-frills appearance until you join another clan that's done the research and set up their own customizations.

     

    EDIT:  I just had another thought--you could actually let the clan pick an element to put on the weapon as well.  Then, when an event comes up, a clan can help their clanmates who maybe don't have access to as much gear/mods by changing the element on the weapon to whatever might be helpful during that event.

  2. The Corpus dam defense tile is also a big offender for this.

     

    It's super annoying since one of the most fun ways to use the Ogris is to bullet jump above a group of enemies and then fire a rocket down into the middle of them.  How am I supposed to show people I don't fake the funk on a nasty dunk if I keep getting teleported back to the ground?

  3. I think the Lotus just tends to say "I" in certain cases when it's not really her personally doing it so much as directing other people behind the scenes.  You know, the folks that do the actual supply raids during survivals, transport the cryopod after defense missions, perform interrogations, stand guard in relays, and perhaps do the actual mobile defense hacking.  They probably handle all the logistical work, too--warehousing, day-to-day dealings with the various syndicates, etc.

    Actually, I for one would like to know more about them.  When are we gonna learn about all these regular joes working under the Lotus, DE?

  4. This is probbaly going to run long, but please bear with me.

    Relay Defense

    Basically an endless mode incorporating both elements of on-foot and archwing play where you defend one of the Tenno relays.  The objective is to prevent the enemy from breaching a large gate to get inside the installation while the relay prepares its main weapons array to counterattack and repel the enemy fleet.  The gate is equipped with a defense platform with armed NPC allies and turrets, archwing rail launcher systems for long-range interceptions, and (most importantly) an energy shield that bars access to gate entry.  The enemy will attempt to breach the shield and then send a mass number of units to enter the gate.  If too many enemies make it into the relay, the mission fails.

    The battlefield consists of two sections, similar to the Corpus/Grineer invasion tilesets.  The first is the relay defense platform and the space around it, with the other being alongside the enemy flagship.  Players will have to use archwing to go back and forth between them depending on enemy tactics in taking down the gate shielding.  In addition to traditional units attacking the shield directly, the enemy may try tactics such as sending a landing party onto the defense platform to hack the shield, or preparing a heavy artillery bombardment to overwhelm it all at once.  The player squad would then need to take action to defeat the landing party, or engage the archwing rail launcher to go to the enemy ship and then sabotage the artillery canons before returning.  Any number of other tactics may be used by the enemy like this.

    Upon thwarting such a tactic (or failing to) and eliminating all enemies around the gate, the wave is over and the relay's main weapons array fires at the invading flagship.  Once five waves pass, the enemy ship is repelled, players are rewarded, and the option is given to either extract or stay and repel another attack.  Naturally, this mission is intended for Corpus, Grineer, and possibly Infested attacks on Tenno relays, but this type of mission could also apply to defending civilian colonies or Grineer/Corpus invasions as alternate tilesets.

  5. Sounds like you're off to a really good start so far, and have really done your homework.  That's great!

    As someone who's put 3000 hours into this thing I can tell you the most important thing is to prioritize having fun with it.  Rewards are nice and stuff, but this is a very grindy game and if you just try to straight-up slog through it you'll get fed up pretty quick.  Sometimes you just have to put on your Furax, play the Punch-Out!! theme, and charge attack low-level Grineer in the face for a while...  Or whatever amuses you.

    The only thing you outright need platinum for is slots.  Everything else can be gotten via gameplay or is cosmetic.  As has been suggested, selling prime parts or syndicate stuff for plat is a great way to stay covered there, but if you decide to buy platinum there are 50% and 75% off coupons that can come up in your daily login reward.  Wait for one of those.

    On top of all that, take some time to just hop into a mission by yourself and scan stuff, especially enemies, to fill out your codex.  Just scan that stuff until it's green.  Not only will the codex tell you enemies' drops and weaknesses, but you'll also be able to spawn them in the Simulacrum at Cephalon Simaris's room in relays, which is super handy for testing out different builds and their effectiveness on different levels of enemies.

  6. Generally you're only getting knocked down if you're moving in close to enemies, so keeping some distance is a good strategy in general.  Certain abilities like Iron Skin will also block knockdowns and grapples.

     

    If it's infestation you're having issues with, your main problem is probably getting chain stunned by exploding runners.  Runners will explode on their own if they get close (with a delay) or if you shoot at them.  Killing them with melee attacks won't trigger this, so if one gets close just slash them dead.  Ancients will grapple you, but if you're clearing out trash well enough it's not a big deal.

    If it's the Grineer you're dealing with, then it's probably heavy units.  They'll only do their CC ground slam when you get close, so just put your guard up if you move in close for the kill, or shoot them from afar.  Scorpions are kind of the same deal as infested ancients, but Grineer prefer shooting so again it's usually just an annoyance.

    When fighting Corpus, the main source of knockdowns is the shockwave moa.  The shockwaves can simply be jumped over, so that's hardly an issue.

     

    Another thing to keep in mind is that blocking with your melee weapon will not only cut the damage you take but also deflect grapples and knockdown attacks, including those big firewalls put out by any arson eximus you run into.  It's especially handy for that last one since you can usually see it coming.

  7. I use both sentinels and companions, myself.  It just depends on the situation:

    If I'm doing defense with, say, Frost Prime, then I use my Carrier Prime so I can vaccuum up drops quickly between waves, apply viral and radiation status to enemies that try to come inside the snowglobe, and it will stay inside the globe as long as I do.

    If I'm doing bounties or eidolon hunting, I take my Diriga since it can fire at long range and companions mostly just get in the way during teralyst hunts.

    On the other hand, if I'm using a melee build then my Smeeta kavat is absolutely the way to go, since we can heal each other, the kavat can strip away armor, deal heavy slash damage, bestow heavy crits, etc.

    If I'm doing a spy mission or otherwise playing stealthy, I bring my Prisma Shade since it won't attack unless provoked.

    If I'm doing lots of void fissure captures for ducats or whatever, then I take my Sunika kubrow since it can pin down capture targets.

    If I'm using Nidus, I bring my Helminth Charger just for thematic purposes.

     

    As for people who refuse to use companions because they don't have vaccuum, well...  It's their loss, I guess.  If there's a real problem, it's that certain varieties of sentinel and companion are simply outclassed by others.  Poor Dethcube was amazing when it came out, but nobody uses it anymore.

  8. I'm the guy who does void fissure caps and exterminates by coloring his volt and kubrow like Sonic and Tails and then running top speed with just his fastest melee weapon while playing Sonic R music at 1.25x speed while shouting "GOTTA SPEED, JEED" at his squad.

    I'm also the guy who colors his excalibur in Phoenix Suns colors and dunks enemies with mid-air ogris shots while playing Space Jam mashups and shouting "YA'LL READY TO JAM!?" at his squad.

     

    So yeah, prizes are nice but I gotta have fun doing what I do.

  9. The statements the operator makes throughout the missions are pretty awful.  I wish they said more no-nonsense, helpful things...  Basically, if you've completed The Second Dream then you would see your squadmates who have also completed it chime in with information, like:

    "Help me out, I'm down," when the player goes down.

    "Hey, check this out," when waypointing an object.

    "Priority target identified," when waypointing an enemy.

    "I'll handle the datamass," when picking up the datamass.

    "Time to break loose!" when activating focus.

    "Calling in support," when using air support charge or using a specter.

    "Recharge here!" when deploying a health/energy/shields refill.

    "I'm being targeted!" when Stalker, G3, Zanuka Hunter, or syndicate squad is spawning in on them.

    And so on, likely with some cooldown on some (like waypointing or datamasses) to prevent spam, intentional or otherwise.

     

    It'd be nice to actually get to see other player's operators like that giving information that is actually pertinent to the mission.

  10. My feedback on Octavia is as follows:

     

    I personally don't have a problem with Resonator and Mallet combining because with a range build and her ult I can easily CC a hilariously massive area.  She's brilliant crowd control and I don't even care about dealing any damage with her abilities.  I really like this part of the frame and don't see the need for any significant changes here.

    Metronome, however is a bit problematic, simply because it punishes you by dropping accumulated buffs if you miss the beat.  Shooting to the melody is usually not conducive to actually killing anything, so your buffs get taken away from you right when you need them.  Even reducing the power of her buffs to compensate for not reducing said buffs when you fire your weapon off-beat I would say is a fair trade.

     

    Octavia's biggest problem is the limitations of her mandachord though.  First off, she really needs a full octave's range for notes.  Since putting multiple notes together in one beat increases buff strength for a synced action on that beat, you're encouraged to do just that--but doing so causes your beats to share more of the same notes, so they sound more similar and you lose what is already precious little range.  A full octave would really help with that, as would maybe allowing us to double-up on the same note.

    Additionally, songs are too short.  Octavia really shines in longer mission types, but hearing the same 16 measures over and over again in those long missions really starts to wear on you.  Please give us 32 measures in 8 sections to work with, and then let us build playlists so her activated powers will automatically go from one song to the next.  To make it even better, provide the option to place or remove a delay between specific songs so if 16 or even 32 measures still isn't enough, one can use the playlist feature to seamlessly combine multiple songs into one composition.

     

    In short, Octavia is really fun, but I'm worried that once the new car smell is gone and the novelty has worn off, short and repetitive songs will prove a bit too annoying and Metronome's issues might leave a buffing support build somewhat unviable, limiting her mainly to just crowd control builds.

  11. Man, dude just wants some information and still the thread explodes.

    That said, even if DE did re-release the Founders gear, I'd feel a little disappointed but lawsuits?  I can see why he's curious if that's something that could actually happen.  It's not something I'd sue over, that's for sure.

    Besides, the best part of being a Founder was when you would join a mission and your squadmates would tell you, in all earnestness, "Thank you for supporting this game."  That and, you know, helping ensure that the game would exist another year.  There was no guarantee of that!  The gear?  Eh, neat, but honestly if people did have it they'd just kinda go "ooooh" and then almost immediately forget about it.

  12. I even tried taking Limbo to put the hostage in the rift and that didn't work either, so as far as I can tell there's no way to actually keep the hostage alive on that tileset.  Out of over 2500 hours in this game that was at the least very near the top in most frustrating experiences I've had.

  13. Honestly the problem is more with the Simulor than with Mirage.

    I can live with something like World on Fire or other methods because you generally have to at least use energy or have some kind of drawback to make it work (you might not be able to take down high-level enemies, or you might blow yourself up, etc.).

    Simulor, on the other hand, basically rapid-fires Vauban's ult except it does a million times more damage to boot.  You don't even have to aim with it, people just fire it off and everything in the room dies because of the wide area of effect.  Then you've got the Synoid version that adds in ult-like AoE bursts on top of that!

    Simulor should really require a charge-up time for the vortex effect, or suffer from a low rate of fire, or have very limited ammo, or something.

     

    As for those who want to say "just don't play solo if you don't want to play with my Mirage/Simulor", how about you go play solo instead?  Playing online like that just ruins the experience for everyone else while having others with you does you literally no good, so go do your left-click-to-win snorefest by yourself.

  14. I like running around with Wukong just because putting Rage on him means that the harder the enemy tries to kill you, the more unkillable you become.  It is a truly delectible irony.  If anything you're in most danger if there aren't enough enemies trying to kill you, because then you have more trouble keeping your energy up for Defy.

    Well, that and nullifiers and manics are a problem because the former can turn off your powers if you don't approach with enough care (assuming you're using Primal Fury, here), and the latter can bypass Defy with their pounce attack.  Still, it's not fun without some kind of risk, right?

  15. I actually use Fragor Prime, to maximize crit chance and crit power, plus its naturally-high damage.  Adding in a power build with Rage and Warcry with Endless War means after taking a hit or two I can swing it around like Mario in Donkey Kong and keep it up pretty much indefinitely.  Then, thanks to Rage, I can heal up with Hysteria real quick if I get knocked around a little too much.  It also resonates well with Paralysis, since you can open up enemies for finishers, and hammers deal heavy finisher damage (2400% according to the wiki).

    Keep in mind I missed the events with Stalker's little buddies so I don't have any of their mods, which apparently change up the meta a lot if you have them.

  16. Personally, I'd rather see armor go from being a numeric stat to being a gameplay element--make it actual armor the enemies are wearing that block all incoming damage.  Then, you provide a few ways of dealing with it:

    --Shoot unarmored areas, namely the head

    --Break off pieces of armor with melee strikes

    --Use punch-through mods to penetrate the armor (with maybe armor eating 1m or even 2m of punch-through)

    --Use corrosive or radiation damage to melt the armor off eventually, depending on the type of armor

     

    In short, use armor as a way to give players incentive to use more loadouts and more mods that otherwise get looked over.  Instead of always using corrosive or radiation against Grineer, maybe it'd be better to use straight poison damage and then add a punch-through mod?  Or how about maximizing damage on your primary or secondary and relying on your melee to take armor down?  Maybe someone on the team can specialize in removing enemy armor while another person goes in with fire damage?
     

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