C4Clan
-
Posts
15 -
Joined
-
Last visited
Posts posted by C4Clan
-
-
Next to food and pelts there is one simple fact that would obviously interest the corpus
The animals in Orb Vallis are not some random creatures, they are living, breathing orokin biotechnology
-
Might as well try my luck here
Spoiler...and the face
Spoiler -
So after playing a few rounds of SO I think I have some Feedback to give:
Team: Efficiency levels are easy to keep, but if you are not the host disconnects are happening with a regularity that makes me wonder if this is intended to be a feature. In this state team SO is simply unplayable.
Solo: no crashes. Yay. Keeping efficiency up? No problem when fighting infested or corpus. Corrupted are a bit trickier but still within the realm of theoretical possibility.
When fighting grineer? Utterly impossible. They spawn in groups of one or two spread over the entire map. That's just too few.
I can fight infested without picking up any of the efficiency things and still be constantly at 99%. With the grineer the meter will drop inexorably no matter how fast I kill.
End result: Getting to even just rotation C depends entirely on when an how often rooms with grineer spawn. Two times grineer after room 4? End of the line, period.
-
37 minutes ago, Marvelous_A said:
Why bounce? DE should have made it detonate on impact. The bounce mechanic is pretty useless and doesn't give any advantage.
The Tonkor IS detonate on impact but it is rather selective in that a) the grenade must hit an enemy and b) you shoot a distance of at least 5m (or at least what the game considers to be 5m)
-
8 minutes ago, -_Highlander_- said:
i was realy hoping that this mod would be accepted by tonkor .. due the same mechanic
Tonkor and Penta do not have the same mechanics. Tonkor is Detonate on Impact (with enemy) while Penta is detonate on command. Ideally there should be no grenades lying around to tether anyone with the tonkor.
-
10 minutes ago, -_Highlander_- said:
Tether Grenades can help you with that
Tether Grenades is a Penta only mod. Not much help with the Tonkor.
Otherwise I remember a change some time ago that gave the tonkor a minimum arming distance, specifically to prevent accidental suicides
-
Well, it should be in your inventory, but if it is not than that is a bug that only support can help you with.
-
Ahoi, I would like to check 4 rivens.
Aklato Visi-toxitron, unranked, 0 Rolls, MR 12
+7.1% Damage to Corpus
+37.8% Damage
+15% Toxin Dmg
-18.9% CritChance
Flux-Rifle Deci-heraada, unranked, 0 Rolls, MR 8
+13.4% Status Duration
+5.7% Damage to Infested
+7.9% Zoom
Zhuge Hexa-decicak, unranked, 0 Rolls, MR 9
+12.8% Puncture Dmg
+10.7% Status Chance
+11.7% Status Duration
-4.7% Ammo Max
Sweeper Visinak, unranked, 0 Rolls, MR 14
+19% Damage
+9.5% Projectile Flight Speed
Much appreciated
-
Power duration decreases the required energy per second for channeled abilities, e.g. World on Fire. So yes, power duration is definately something you want for world of fire.
-
The blueprints are under "The Quill's Standing" and then "Offerings" at the lower end of the screen, just like with the original syndicates
-
None of the syndicate melee weapons have the syndicate procs. They instead have special abilities, in case of the lecta it is increased credit drops. Some syndicate melees have augments that give them the syndicate proc ( at least the rakta dark dagger has)
-
As I understand it everyone is supposed to lose one cipher per mission.
But apparently that only works if the host uses the cipher, if a client uses it only the client loses the cipher.
Hurray for bugs!
Tipedo Crafting
in General
Posted
It doesn't make a difference wether they are ranked or fresh out of the foundry.