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Deadoon

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Everything posted by Deadoon

  1. Your frame gets it's own portion of affinity no matter what weapons you have equipped. Heavy weapons gain 0 affinity from actions unless active. Companions do not steal affinity. they gain a duplicate of the affinity your allies provide and the affinity from their kills alone. Your kills from weapons and abilities do not grant them affinity. Your amp does not gain affinity unless you are in kid mode, which in that case your frame/equipment isn't getting that affinity anyways. You are completely wrong about most aspects of the affinity splitting in this game. This is not unique though, there are many people spreading misinformation about this out of ignorance.
  2. Only one person in this thread is a founder. Founders are mostly from the closed beta. Everyone else cannot have Excalibur prime. Most here never even knew of warframe when the founders pack was a thing. Umbra and Prime have the same basic stats. They only differ in their passive/special traits. Prime has the normal prime effects. Umbra has his own special abilities which make him different than a prime. His howl destroys sentient adaption. He remains active even in transferrence mode as a spectre. He is loaded with umbral polarities on his weapon and frame, granting him more health,armor, and power strength with minimal extra cost. If you truly want something rare and special, the lato prime is what you would be looking at. It was only available to grandmasters, a $250 purchase
  3. You know you can still do the mission even if it is completed?
  4. Despite the obvious troll thread about the Opticor vandal, you want a review? Damage/crit/status ratios are below that of most every sniper per ammo, even when combined. Fire rate means you get at most 1 shot every .5 seconds, so there would be a gap between full charges longer than the max fire rate. Destroys tempo to an extreme degree. Oh, and the relative rarity of the munitions cuts into the usability of the weapon further. You would be better off using the Snipetron Vandal(same look too), in that scenario you atleast get hitscan with no chargeup and a better riven disp without the excessive reloads of the vulkar.
  5. Almost everyone has access to a certain range of enemy radar due to animal instinct or one of the other radar mods. So the aura isn't that important as other ones, like vigilante pursuit or enemy sense. I would only use the aura for a form of minmaxing radar range for stuff like exploiter coolant spider spotting. It would be absurdly effective with punch-through weapons, especially rifles with primed shred.
  6. Woo hoo you can shoot a level 300 enemy and wait 5 seconds for it to die. You have to go out of your way to fight level 300 enemies, and gain no extra reward for fighting them. Level 100-120 enemies from enhanced armor or eximus stronghold sorties still melt from the vandal. Enemies that don't rely upon weak point hitboxes melt in a shot or two(splash damage messes with hitboxes too much). I consider "end game" the highest level content available that gives a reward grade unique to itself. Using that definition, sorties, arbitrations, open world bosses, and ESO are the end game content. If you can handle some or all of that content reliably with a weapon, I would consider it a high tier weapon, if it can handle all of that, a top tier. The vandal does suffer from the previously mentioned weakness, but it can handle all other types of enemies reliably. Challenge for the sake of challenge doesn't define a weapon. Where it can take you, and what you can do with it defines the weapon. The vandal is not some "average" weapon, because if the average weapon could delete level 100's within a third of a second(vile acceleration, yes I have it going that fast, the damage is already high enough), then the challenges players face in progression would be non existent.
  7. Something isn't making sense here. I was running with inaros with a minimalist/specialized build. Simple armor and health with massive radar(Aura, enemy sense, vigilante persuit for 90 base radar), handspring, primed continuity and hunter adrenaline, no arcanes, no adaption, no umbral, no negating swarm. The key to this boss is to play it safe, get behind cover, move quickly and with purpose, and heal up with the adds. The first phase is the tough part. The second is a battle of attrition solo. You are whittling them away with thermia, you can't just burst them down.
  8. The exploiter isn't a dps kill boss. It is a puzzle boss. "Shoot their footing" Break the rocks they are using to hold themselves up. Then it goes to "shoot the vents", pretty self explanatory there are vents around their base. Then they mix things up and ice their vents and summon allies. Zuud and onscreen prompts tell you what to do here. Once you break all those you go to stage 2. Outside you kill coolant spiders, pick up the coolant, fill fissures, throw thermia at them and when overheated go metal gear rising on them and rip them apart. Shoot the exposed point a few times and then rinse and repeat for the other parts. Personally I used Inaros due to his simple tanking capability.
  9. Decisive judgement is a "double handed" Nikana stance. Wise razor is a "two handed Nikana" stance. Wise razor has some better multipliers for damage and a heavier grip to it. Decisive judgement would be a good "light" alternative stance without too much of a change. The Tatsu's stats are similar to normal nikanas, being between the dragon and prime, with the main advantage being range. As for animations, it shouldn't be any less weird than the back mounted Nikana holster.
  10. There is an option for that, making groups yourself or solo mode. If you join public matchmaking you are at the mercy of the matchmaking servers.
  11. And baro has it right now. Primed life strike or Primed spoiled strike would be my ideas. Do you really need 55% lifesteal at the cost of 19 more energy per hit? Or is -55% attack speed worth that +275% damage?
  12. Double resource events don't stack on eachother. That was specially disabled.
  13. https://www.youtube.com/watch?v=5hfYJsQAhl0 I find it funny you can't believe that I can kill the exploiter with inaros. I have only really killed it with inaros, solo for every one due to matchmaking bugs and never bothered to set up a group. I did another run which took forever due to they weren't making thermia vents as much as usual. Was sealing em up and ran out of vents twice and sat around for a few minutes waiting for more. Here is the run in a nutshell, from my build, my arcanes(or the lack there of) all the way through my absolutely terrible luck, ending with an abysmal 23 minute ending due to a mix of inefficient decisions(I don't stockpile thermia from deck 12) and bad rng. I shall let this embarassing run be public to the world, because I am not making another slideshow run. https://imgur.com/a/WyIjyba Edit: Ignore the weird chat. They are... "special" at times.
  14. The OP is honestly delusional. They talk about one thing and go on a ranting tangent on something unrelated in order to counter the point you bring up. I had a comment on the first page, mentioning that arcanes only push your power so far, and showing another natural(or passive depending on how you look at it) tank. He just goes, nope you're wrong; arcanes good, content impossible for me without them, you are lying about how powerful and necessary they are, bye. That is far more arrogant and narrow minded than anyone else in this thread has been. The tank is technically more fitting one for the boss in question, but still well within reasonable bounds and the stats I mentioned were not even special, simple quick calc of ehp and a comparison to their described build. Their response is to bring up a different boss and a mod that was never mentioned and not even used, while saying that the frame is bad and worse than a third frame that wasn't even part of the conversation. They aren't looking for help, they are looking for validation and someplace to rant. I gave further clarification, and further insight, and it goes ignored.
  15. No, they(OP) was asking if endgame is gated by arcanes. Not the other way around. They(OP) were saying they were dying constantly with one of the tankier frames in the game, while nova is a frame with minimal tankiness.
  16. If you are going for a consistent proc machine, it might work, but the ammo cost would be obscene. Things to consider though: Fire rate and magazine size will affect the out time. If you want something like radiation cold, you can get an obscene time extension by using tainted clip, ice storm and creeping bullseye It would give you around 31 seconds per magazine, or 150 ammo. Meaning you need to collect a box of pistol ammo every ~4 seconds while keeping discs out. Oddly the embolist would work for you though. High fire rate and put on a couple mods to give it radiation and viral and you basically ignis secondary for radiation/viral with low ammo consumption. Low ammo consumption, load with status duration and you can rad-viral proc a whole crowd quickly. Or the pox as mentioned, which leaves a cloud and doesn't have as much relative cost.
  17. After throwing about 50 or so azima disks in sim, I can tell say that the infinite rise is not normal. None of the ones I threw, overlapping ones, ones that bounced between enemies, those that clipped into meshes, and more, continued to rise after more than a moment. I did have a single one stick to the floor and shoot rather than rise though. The only notable bug is with rendering when you have 3+ discs shooting at once where it screws up the screen.
  18. This is where you start contradicting yourself. The first vandal was a half rof braton, something with the qualities of both the opticor and ferrox is bringing something new to the table, and generating resentment of one group to appease another is a foolish decision. Something doesn't need to be the best to be a good gun. Restricting yourself to only the most meta weapons and everything else as trash is far from accurate, and far from reasonable. If you were to put Opticor and vandal on a tier list, they'd both be the top 5 or 10% guns, but for different reasons. The opticor is an alpha strike king, nobody argues otherwise for obvious reasons. The vandal is a semi-precision light cannon. One is great against singular heavy units, the other is better against scattered enemies and clusters of lights. The ferrox comparison is nonsensical for many reasons. The ferrox is a precision weapon, the opticors are brute force. One relies on it's precision to get crit-headshots(additional damage mult), the other spreads the damage a bit with a huge beam and decent splash damage. They are only really similar until you pull the trigger, after that the behavior is significantly different. You are right, there is nothing to complain about a straight upgrade. If it were a straight upgrade it would be at worst a minor power creep complaint and that would be it. The issue is it wasn't and that is why we are both here on opposite sides of this. I like this sidegrade, as do many. You are annoyed you didn't get the toy you were expecting, while others were pleasantly surprised by it. I didn't care much about the opticor vandal slipup or the fact it was a reward for the event, the opticor wasn't my cup of tea. When the stats were shown is when I actually started doing the fissures to a significant level. Those changes made it a weapon I wanted. I've personally been using the vandal for most everything recently because it does almost everything well. Low commitment per shot, low ammo consumption, high accuracy, high damage, enhanced hit chance(wide beam) and even extra collateral damage on impact. Here's the thing which I find funny, the ferrox and opticor were both MR fodder to me, neither of them were fun to use, but what some call the combination of the two is.
  19. The problem with that argument, a very simple and easily missed one apparently. The Vandal in it's current fast firing state exists. Changing what it is now will piss off people who like it's current state. There are more than just a few people as evidenced below you and scattered through the thread, which want it basically to turn into opticor 2.0, sacrificing the vandal's unique qualities. If it were released as a straight upgrade to the opticor nobody would be mad really. But at the same time it just makes another MR fodder gun out of one people have leveled, rather than bringing anything new to the table. Ferrox has no beam width, no AOE, does significantly less damage and has an awkward delay between shots(fire rate is lower than charge rate, it actually shoots slower than the vandal). Vandal deals 400+200 damage, both can and do hit the same target at the end. It also has a very wide shot that can hit enemies that aren't directly aimed at(grazing their side). Vandal has a significant status chance to it's shots and aoe, while the ferrox's throw move doesn't get criticals or multishot benefits as well as sacrifices the weapon itself until retrieved. The Vandal has extremely good accuracy with heavy caliber, and it's beam width mitigates it's limited loss as well. Ferrox isn't so lucky. Ferrox is theoretically more powerful if you get constant critical headshots though. Vandal has difficulty with this sometimes due to it's width and explosions don't get headshots anymore(or at least they shouldn't).
  20. Arcanes are powerful, yes. But in terms of power between weapons, frames and companions they are the least powerful component. I personally haven't bothered with the arcanes to any significant degree. None for my operator, only a mostly complete arcane tempo and arcane acceleration, and a pax charge are my usual things. You have the wrong mentality about them, they are there to push you an extra step forward. If you know a bit about modding and using frames to a great degree of potential, then arcanes are the least of your worries. I used to run high duration trinity as a tank way back before second dream, when energy was a rare resource and trinities were synonymous with EV. Honestly when it comes to melee mods, I'm not even using the most expensive meta mods on my redeemer, if I had a maiming strike I would sell it. Life strike is a pretty common mod(it doesn't even have warframe.market buy orders and is 4p for sell ones) for self healing, most all of these are self farmed or duplicates. Also, I was running a non-umbral inaros for this(not even leveled those mods fully, nor even planning on it soon). Literally a nothing special build too, vitality+gladiator resolve for health, Steel fiber+armored agility for armor(and effect); +620% health +155% armor, not even negation swarm, don't need that against exploiter unless you really hate cold procs that much, heck 3 of my mods(inc aura) are the enemy radar mods to help with seeing spiders. Exploiter is easy if you know why the arena is the way it is. You jump into cover when you don't need to be exposed. You run under the eaves for grabbing the thermia, run out when after they do the ice wave quickly and hit the vents. You don't need to be exposed for long. And after you get passed the first vent you have mite raknoids which are your best friends they are enemies you can heal off of and they are not that threatening. You talked about exploiter, I spoke about exploiter. I provided a better passive tank than valkyr(an actually used one), and you rejected it. 1700 armor is literally a +566% EHP boost, my 510 armor is only a +170% ehp, the difference is only in base health inaros has an obscene amount of base health which makes his ehp boost even more effective. Also he eats slash procs for breakfast. Chroma isn't just used for his tankiness, he is used mostly for his weapon enhancement capability. Something which is unimportant against the exploiter.
  21. Arcanes are not the source of power, even at the highest levels. They are more of a little enhancement for certain play styles or a key to more esoteric ones. I was using Inaros( 5600 hp, 510 armor, 15k ehp compared to your 6600) no defensive arcanes. Exploiter can still hit me pretty hard in phase 1, but with life strike and quick movements rarely lose more than 1k hp(2700 ehp). Phase 1 is where most of exploiter's damage is, phase 2 is more mechanical and awareness based.
  22. Healing works off of a flat 1-11 hp her status the enemy has, this one gives you % health that is a massive difference in power. That really isn't that much. with 5 status procs you either get 6.55x damage with condition overload and 55 hp. A 5% life steal from unleveled life strike would give you more if you do over 1k damage. Yours is only useful if you use bloodrush to get consistent crits, and once you have that it is turned into a way to get your health back constantly. Oh, and your intended synergy with heavy blades/hammers is completely wrong, it synergies with fast melee weapons and multihit strikes due to flat heal. The rapier class especially would love this, as would polearms and dual swords. If you want something to synergize with heavy weapons, it has to work off the benefit of high damage. As in it heals you for % of damage dealt. Like life strike already does.
  23. After leveling and playing a bit, I can say a few things about their abilities. Shield passive: It grants interesting gating mechanics, but the reliance on overshields to provide them does mitigate their usefulness significantly. Especially as overshields are eaten by abilities. I would prefer the gating to work on regular shields but rather than protect health entirely, prevent death at 1 hp. Movement passive: faster roll with more control I believe, but there is a weird delay at the end where you are in the upright position and seemingly ready to do whatever, but cannot. Decreasing the control lock at the end(where the shields start fading) by about a quarter second will help with this awkwardness. First ability: Feels great when shooting standing still, but the slowdown while shooting, even without aiming is very jarring, it feels like you are getting hit with a cold proc every shot. Is a bit too powerful for such a cheap attack. Second ability:It has the same results for shields, armor and enemies without either, meaning it is good against shielded enemies, mediocre against armored and useless against enemies with both. Also due to it working off of enemy armor, it has an anti-synergy with corrosive projection, one of the most popular and by default compatible auras, which is very odd. Suggestions: Make it regen off of combined armor and shields but do not damage those, continue to damage shields. Makes it consistent against enemies but removes the weak armor stripping potential. OR make it give a flat % shields per enemy struck, like 5% of base shields, maybe? Third ability: pretty strong in a group, the invincibility on shield break could be very powerful if used carefully. Combine with a trinity and you basically have an immortal team with a grace period. Enemy effect is questionable at best, eats shields quickly while providing little to no benefit. The damage it deals to enemies is worse than ther fourth, does not control their movements, has no additional benefits, and costs the same. Fourth ability: great Crowd control, decent range, provides optimal angle for first ability. Cost seems a bit low, maybe increase the drain per enemy to make the CC a last resort type thing? Overall they work Ok-ish, but the dissonance and lack of synergy between the abilities is very evident. Also their third is wholly useless solo due to how high cost it is and how weak it is. The fourth does more area damage, and grants secondary benefits to that damage. Anti-synergies also are similarly distasteful.
  24. 1) your post extends the page to be longer than any other. 2) It is ad hominem(insulting others in order to try to discredit them) to call someone ignorant, while displaying your own. I made that opinion without youtube vids, I played with the mechanics and I love them. Why do I love them? Instant channeling out of gunplay, melee does not restrict ability to do precise damage nor delay response to lack of enemies in immediate area, responsiveness of weapon switch gives better mix-up potential and greater versatility of playstyle imo. The modified slam attacks and the instant swap(or rather both are active at once) are quite good for controlling movement to my preferences. Others may not share this(as you obviously don't), but that fusion of gunplay and melee is something I really enjoy. Also, it is funny you are trying to discredit others(by saying I can't form my own opinion) and projecting that I am trying to discredit others.
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