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SprinKah

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Posts posted by SprinKah

  1. Currently the Corpus grenades cannot be destroyed after thrown and it also deals an abysmal amount of damage.

    To put you guys into perspective, here's the numbers I got from testing:

     

    Level 30 grenade damage:

    Elite Lancer (which start spawning at lvl 15): 150

    Trooper (which start spawning at lvl 1): 300

    Elite Crewman (which start spawning at lvl 15): 450

    Detron Crewman (which start spawning at lvl 1): 900 or even more (killed my Loki Primee with 660 health and 345 shield in one blast)

     

    To let you guys know, DE changed the grenade apperances and damage after Fortuna or so to match with the 2 factions. Grineer one stayed the same sorta and I get that Corpus is more high tech but that damage is just too insane And the thing is it's only lvl 30, it will scale really crazily, to the point most of us have no choice but to die. 

    It'd be cool if DE rework grenades a bit, giving them some kind of gimmick other thhan just flat damage. Put the damage of Grineer and Corpus grenades the samee as each other like when both factions used the same grenade as each other. But give them some kind of utility like Vortex for Corpus or something 

    • Like 1
  2. Update 1:

    This is the first iteration of the weapon that I made, I felt it could look a little more grineer, it just doesn't look subtle enough, still looks too much like a real, practical gun. Needs to be a little...crazier-looking. 

    Spoiler

    anh-tuan-dao-grineer-kalash-lul.jpg?1563792324

    So I drew some thumbnails for my second version, mix and match stuff:

    Spoiler

    No photo description available.

    Harkonar Armory is about to release their new line of weaponry!

    This is just my personal first pass of the design, I'll probably do a second pass and then finalize it. Maybe go for a secondary and melee too!

    • Like 4
  3. On 2019-06-11 at 12:14 AM, Graavarg said:

    Anyone have any idea which enemy units throw the ticking insta-kill grenades of Death?

    Been encountering them a lot in the void (farming Axi L4's), but can't figure out where they are actually coming from.

    Also have this feeling that they are "sticky", since at times enemies seems to be able to throw them upwards (from below balconies etc.) and they seem to "stick" to the underside (and kill through the balcony).

    If it's Void, it's the Corrupted Crewmen that do that. In Corpus missions, normal Crewmen throw them. 

  4. On 2019-05-31 at 2:56 AM, kingvaldemir said:

    Did they buffed the grenades? I never found any problem with these until very recently, I got what I thought was 'random death', but after closer inspection, I think I died from these grenades. Never had this sort of problem before. I don't mind if they buff the grenades, but it felt like it came out of nowhere. There are some audio feedback, yes, but it was very quick and usually, by the time I dodged, it was already too late.

    Need more visual feedback I suppose. But seriously, did they buffed it, or is this a bug that came with recent patches?

    They buffed the CORPUS Grenade since FOrtuna I believe, if you look closely you can see that Grineer and COrpus  grenades have different designs and blast, not the same old blue explosion. Grineer's dmg is the same as old, but Corpus's got like...3x the Grineer's nade dmg, which will scale pretty crazily. 

    I mean, I guess it makes sense cause Corpus's super high tech faction, while Grineer just use recycled metal and things here and there, very utilitarian. 

  5. On 2019-05-25 at 7:43 PM, Whitestrake0 said:

    I can't even remember the last time I died to a grenade 😕

    haha, what warframe do you play, cause I'm pretty sure warframes that don't have abilities or stats to tank dmg, you're gonna die to a CORPUS grenade at like....lvl 60.

    On 2019-05-25 at 7:32 PM, atejas said:

    I don't even think traditional grenades are a good fit for the game considering we have more visible area denial enemies like Mine Ospreys and Napalms. Really feels like a leftover from when Warframe was being developed with a tactical shooter mindset

     

    On 2019-05-25 at 7:41 PM, Steel_Rook said:

    Supposedly, they're there to discourage people from standing in one place for too long, but I agree. Warframe already has plenty of area denial abilities, and most of those are better-designed. From those weird Osprey pellets that deal AoE in an area to Hyeka Masters setting the ground on fire to Bombards with slow-moving guided missiles to now sprinting Nullifiers, the game has plenty of tools to keep players moving. Cheapshot Sentinel-killing grenades that I can't even see are unnecessary.

    Would really love for the grenades to deal something other than direct damage haha. It'd be nice for the Grineer to use flashbangs like the big Executioner with two Heks. 

    Or the Corpus could you some of the mechanics from the traps and ordinances from brokers in the Index, like the Vortex thingy, or the tether thing. 

  6. On 2019-05-25 at 6:22 PM, Chewarette said:

    Yeah, and imagine a game-mode where at some point, some kind of heavily-armored Nullifier-Wolf with 5 million HP and unpredictable nullifying bubbles rushes the target while you're still surrounded by tons of normal nullifiers, what a fun gamemode that'd be.

    Oh wait, that's Disruption

    Edit: And the best part, you can't even gear yourself to kill them faster, there are 5 types with all different weaknesses.

    I mean, tons of peoplee do endless defense to wave 53841 and Survival to like idk....34.8 hours or something. , if you get what I mean.

    I'm not one of those people but things get harder and harder, BIIIGGGG SURPRISSEEE. You have to stop at some point, even when you want to stick around playing for days sitting on a poop bucket. Apparently there's always a way.

    But I suppose the nullifying abilities part is a bit much for endurance runners, personally I don't care because I don't do long endurance runs. Maybe DE could do something about it though I don't want Demolysts to be a one-shot kill, that's just like...pathetic man, wanting everything to be one-shot-able. 

  7. If you guys don't believe me on the "very dangerous" part, I tested in Simulacrum, Corpus Grenades deal 450 dmg at lvl 30 while Grineer at 150. With that kind of number, they scale quite alot as the level goes up, and they even cover a huge area of effect. I've seen my teammates die from them in Pluto Corpus defense just from one blast. And the fact that they are currently, can't be shot like Grineer grenades (Maybe Grineer grenades are the same ) is quite troublesome because you really gotta get away like really far to avoid the blast. 

    Warframes with abilities that negate huge portion of damage dealt to them will probably be alright for the most part (Chroma, Rhino, etc...) but squishy frames like Loki are going to die no matter what in just one blast, when playing in high-level Corpus missions. 

  8. On 2019-05-24 at 10:01 AM, Milinko said:

    From garbage rewards, garbage new mods, garbage mechanics, to garbage enemy types; the new disruption gamemode is just garbage. All in my own opinion this gamemode offers nothing new to the gameloop kill S#&$ fast (oh and anything considered crowd control don't work on those self destructing sanic levels of speed tank god mother truckers) I am sure that many people like the new gamemode but I was honestly was hoping for something that made cc worth it or something consistent or anything really not just mobile defense excavation, with the unique twist of there are enemies who can spawn run straight to the objective are immune to cc take way more damage than any other enemy of the same level and one shot the objective oh boy what a time to be alive.

    i dunno, CC would kinda make disruption even more boring, imagine demolyst coming in, instead of you rushing to kill it asap, you just put up a CC skill that anchors down demolyst that takes away any factor that would make disruption a little more challenging than it is currently. Well...unless you like being a human-sentry, then eh, who am I to judge, personally I think that's a boring way to play warframe, we have enough of that in defense and survival and crap. 

    I just wish they had made the conduits vulnerable, not only to demolysts but other enemies as well.

    As for enemies, yeah, I wish they are a bit more hard-hitting, the Vapos enemies don't really seem to be as strong as normal Crewmen and Moas.

    As for rewards, dunno about you but I do love my relics, maybe it's cause I don't have a lot of them despite my, the mods are barely gonna be used though but eh, who cares. 

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    59 minutes ago, ChaoticEdge said:

    no then why the sentient lore said they are alive and say stuff about their glow part has a soul screaming in agony as to the orokin didn't have the technology or otherwise they would of made fail-safe switch button from the sentient that might go rouge long time ago which it wasn't created by Orokin, people said and theory something created out of the beyond reach to make these as sentients. Lotus is made from the memories of Margols and the same time being Natah for don't forget that which possible evident Margols might able obtain kuva during that time and the only weapon can really kill kuva might be the paramices which ballas which he does have cleaver trick in his hand to transfer Margol into the sentient mimic.

     

      The sentient like Natah would of remember her origin exactly but this proves the point that Margol is really living inside in Natah for its like that fallout game about character name "Dog" (the super mutant) and there is that other guy the smart super mutant of his personality which possible of Natah and Margol is doing the same thing having split personality and sharing faults memories with each other to correct this for sign of disabilities within instance there.  This proves even more that  timeline she spoke about was the sentient to exact which they came down from the sky and kill everyone for could be that or it could be exactly the orokin did except they were trying make sure they kept the immortal which it wouldn't make sense why the sentient need kuva but proof they are alive is the Eidolon guy lore spoke about it the Eidolon learn that not destroy the tower but become it to gain its sources to believed.

    At the time being we don't know the full truth about the lore for the fact people pointed out the orokin ship out the space beyond the reach of their own kind and sentient robotic come out that one for claim other viewers.  At the time being we have to leave that point are the sentient are they really alive or that we assumed that to be they are souless machine.  For the time will tell who is right and who is wrong.

    Do you know that the Sentient were basically like...the Sentinels, bio-mechanical machines, we all know now that Orokin hasn't really used...actual, alloy metal and stuff for all of their creations, everything has something organic. Anyway, they were sent to the Tau system to do...terra forming or whatever the Orokin wanted to do. But they gained sentience, intelligence, soul. Orokin didn't make a fail-safe button lmao, that's what lead to their downfall that's for sure.

    If you paid attention to the Sacrifice Vitruvian dialogues, you would get the full story of the Sentient. I hope you played it, if not:

     
     
     
     
    3
    Spoiler

    "What led us here? You did, you vile blasphemies. Machines... Thinking... Breeding... You were to bear us a new, promised land. But when you arrived at that distant world, you knew that in time, we would bring ruin to it as well, as we had to Earth. And so it was... we came to war." It's simple really. 

    That's the line from the Sacrifice that Ballas addressed to the Sentient, or Natah per se as she's shown during that dialogue. 

    As for Natah, Sentient Lotus. I'm PRETTY sure that she was originally sent to destroy us, sent to us to play the role of a...mother, mimic a mother ̣̣(An advanced Mimic sentient per se). But I suppose she got too....comfortable and forgot her original goal, or maybe Ballas made her like that...idk. But she forgot what her original objective is. And after the Sacrifice...she's here now, as a sentient. 

    Now who knows, maybe they WERE humans, turned into Orokin "machines" that were sent to Tau that became the Sentient. 

     

    • Like 1
  10. No dude, Sentient was all machine, created by the Orokin, but they gained sentience and....well...the Orokin feared that and they tried to destroy them. I mean if they were humans, Natah (Lotus) wouldn't have said things like....became craving for life and stuff in the Ropalolyst boss fight.

    Lotus was born from mama and papa sentient, dunno how they procreate and stuff though but we know that they were capable of doing so before their...mass infertility. Natah stated that she's a mimic, to deceive and infiltrate, that's why she has a human-ish face. 

    Anyway, I hope Natah stays a villain like this, it's way more interesting. or at least for a long while. And she sounds pretty....in-control tbh. 

  11. A have a few nits to pick haha:
     

    1) Themisto boss fight, clearly set wayyy before his prior turning to the Infestation, getting cured, Second Dream and CHimera Prologue. But Amalgams still get spawned in the mission, which is rather silly. I wish DE would disable Amalgams completely only in that node, and disable to the..."secret tiles" that have anythign relating to the Sentient. Because Themisto is pretty much the only Jupiter node that has anything related to older events. 

    2) His constant switching between collared, no-scar Alad V and purple-scarred Alad V, bugs me. Wish they would just settle for one model and that's it. Clearly they should go for the purple-scarred one, for all of his transmissions. 

     

    Everything else is pretty okay. 

  12. 9 minutes ago, DrivaMain said:

    To be honest I prefer the amalgams will not appear in missions or be invisible to players that hasn’t completed The Sacrifice. Because the timeline for the amalgams seems to be post-Sacrifice due to the fact that Alad V’s “business partner” is (SPOILER ALERT).

    But because new players have already seen them, it might be already too late for a change.

    Exactly, then again, only the 2 new nodes (lvl 30+) after Themisto is taken place after Sacrifice. SO it'd be hard to...make changes for newer players.

    Then again, we already know about the Sentient experimentation on Venus Orb Vallis, and that's a very early planet. So I don't mind Amalgams being around Jupiter. And then there's the Themisto boss fight...seeing two timelines mingle together is quite bothersome...but I guess I can let it slide....At least disable Amalgams strictly in that node only, and also the Sentient labs secret tiles, like you said. 

    At least they lock the Sentient boss fight behind a quest completion, in order for newer players to not get ahead of themselves.

  13. This is a tricky one for sure, I was curious about what'd happen to the old Jupiter boss fight, Alad V before his infested transformation and the Zanuka project.

    I mean, I expected this to happen, but I still got pretty surprised when I see post-infested Alad V appeared on screen to summon Amalgam enemies against me while I'm rushing to fight old Alad V with his pet robot Zanuka.

    I mean, you can't even argue that this is reworked lore, because in disruption it's blatantly announced that Alad V got back with the Corpus (or whatever collaboration with, maybe Nef), even said he wants to get back into the corporate ladder (I believe that's what he said). Old Alad V has his collar to control Zanuka and no infestation marks, the new Alad V clearly doesn't have the collar, simply cause Zanuka's pretty much gone now, also he has his infestation mark, which I'm glad they put it back, a shame they didn't put it in the Wolf of Saturn Six dioramas.

    But I guess this can't really be...helped, I suppose we should just...ignore the Amalgams being a part of the old boss-fight and nothing more than...ambient obstacles. Because I suppose it'd be a lot of work to implement the newly reworked tileset with the old boss fight without changing a whole lot of things, like putting away all the Sentient research hints and secret areas and Amalgam enemies.

     

    But there are a few problems regarding the lore chronology with the reworked tileset...regarding the star chart and such...but I suppose it has never really mattered much before because well....the lore chronology placement in Warframe is a big mess...and only veterans that have been around long enough will know the full story of everything. I bet a portion of newer players will probably be super confused to see two different Alads from different points in time, appear on screen when you fight the old Alad V on Themisto node. 

    I guess it can't be helped, I don't think doing a...lock-out is good for business for DE so haha, nah. But it'd be nice if DE can...create a LORE section in the codex to tell the story of Warframe from the beginning to end as you go along the star chart, planets to planets, it will slowly reveal the story and lore for you. Because if you haven't played Warframe long enough, you won't get anything, unless you're willing enough to go through wiki pages and videos to get with the lore. 

  14. It has come to my intention that DE has changed the grenades that the Grineer and Corpus throw, probably since the Orb Vallis update.

    I didn't want to say anything until they addressed the abysmally short detonation time of the Corpus grenade (which has just been fixed again)..

    But now that that's out of the way, I want to address the grenade that the Corpus Crewmen use. Some of you guys probably know this but compared to the Grineer grenades (which deal 150 at lvl 30), the damage from the grenades that the Corpus use is 4 TIMES higher (around  600 or so at lvl 30). 

    Before the whole short detonation bug fix, I have joined squads that died so much to the Corpus Grenades, especially in Sortie Void Defense. It was almost impossible to locate the grenade with only the sound cue. Its AoE is also quite big and alot of the times you probably won't even know whether you're getting closer to it or further.

    I think it'd be more interesting to change the grenade mechanics into something more...interesting than simply dealing damage. And personally I find it a little sad that the Grineer grenades are far less efficient than the Corpus one but I suppose it makes sense because the Corpus's more technologically advanced.

     

    Some ideas:

    I've thought of ideas, don't particularly know if they're good but it'd be cool if the Grineer were to:

    - Use FLASHBANGS like Executioner Dhurnam or maybe,

    - Use FRAG GRENADES, deal a bit of slash damage over time from shrapnels to make up for the low initial blast damage?.

    - I also think that it'd be good if the NAPALM GRENADES thrown by Tusk Troopers and Kuva Lancers to perform like Saturn SIx Fugitives' napalm grenades. 

    Corpus grenades could:

    - Perform stuff more...high-techy like some of the ordinances thrown by Index Brokers: Vortex, Tether, etc....

     

    Listing ideas is a whole lot easier than executing them of course, but for now I really want the damage from the grenades used by the Corpus to be toned down a bit. because with frames that don't have any invincibility-ish abilities or companions, in high levels (50+), they can sometimes get easily wiped out by an unsuspecting Corpus grenade.

    I suppose a normal grenade indicator like in a lot of games also works. 

  15. 1 minute ago, Genitive said:

    Spectres of the Rail shuffled quests and all the infested Alad V stuff happens after Second Dream. The quests also seem to ignore past operations like Tubemen of Regor, where Alad V was looking for the cure. I think DE simply decided to retcon his background and maybe in the future they will rework Patient Zero and infested Alad V fight as well.

    To be honest, I doubt they retconned anything, dunno why you'd think that. It'd be a pretty crappy direction to go honestly. Warframe does have a pretty wack story-telling structure though, if anything I hope they rework how to tell the lore and story of Warframe so far in the star chart and such. 

  16. 1 minute ago, evilChair said:

    DE have a failsafe about alad: he's Orokin, he has Oro, so no matter what happens to him, the consequences will be only temporary before they peter out.

    that's a bit of a stretch, I do believe Hunhow only thought he's Orokin because of the Corpus affiliation with the Orokin back in the Old war and such (Simaris Crewman lore thing) and maybe, because he's helping Tenno and Lotus and such. 

  17. 3 minutes ago, Cyclouros said:

    You guys didn't notice Sallad V being in pre-infestation appearance? The wolf of saturn clips must have taken place a long time ago.

    bruh, he already had almost all of his infestation cured in second dream, only thing left was the purple scar but I mean, if he could fix his arms and legs which were pretty much rotten infested flesh, twised and full of sports, he can fix a lil scar.

    Also, the Wolf of Saturn Six is occurring right now, why would Nora be talking about something that happened in the past? There's no indication of past tense in Nora's "story-telling" either. 

    • Like 3
  18. Just now, Ham_Grenabe said:

    Who else is gonna do it? Every time Nef Anyo hires a new Sentient Research Director, we race through the compound and kill him for his skin-scarred decryption key. Salad Five is probably the only one left who has any clue. 

    lmao true, Nef musta lost millions to keep hiring Sentient Research directors, annoyed to the point of contacting Alad for favors haha

  19. I was having an argument with a lad on Facebook relating to why Alad V is back in Jupiter right now, capturing the Wolf, turning him (?) partly sentient after the Corpus cutting ties with him, becoming infested, helped us in Second Dream and etc...

    It does get me wondering, Why is Alad V back? Is he seeked out by the Corpus board to come back and do Sentient research for them? What will happen to the Zanuka boss fight because you know, it wouldn't be very....logical for the Zanuka boss fight, which lore-wise, is set waaaaaaaayyyyyy back when the Corpus were still interested a lot in Warframe and Corpus tech (they still do but they seem more obsessed with the Sentient nowadays).

    It wouldn't be very fitting for the Zanuka boss fight to still be in Jupiter with all the Sentient/Corpus enemies coming in the rework, because it's occurring in the present, now. Unlike Zanuka, is set waaaaaaaaaayyyy back and is basically, now gone. 

     

    Here's hoping we get a boss fight rework, maybe DE can make a codex entry or something similar about the Zanuka project as...archive. I do worry a bit on how the tileset rework will affect the lore of Warframe, I wonder if there are quests that have parts where you have to traverse Jupiter in order to complete the quest despite not having anything related to the Sentient yet...who knows. 

    I mean Jupiter is a bit ahead of Venus Orb Vallis so it does also make sense that Jupiter also has sentient research like Nef has in the Orb Vallis. I don't know though, hopefully DE can make things believable.

    I still wonder why Alad's back in Jupiter after his extortion from the Corpus and got his hands into the huge sentient research...maybe the Corpus DID invite him back into the party to lead it. 

     

  20. I love Tusk Thumper, it's quite adorable and has a pretty cool look to it, but perhaps this is just me but I find it bothersome that it doesn't possess much of a threat at all. The guns are like paper, so easy to disable, making them pretty much pointless, It has a seeker drone launcher to call in support but it doesn't really pop the hatch and use it too often even when its HP is halved, and even when it does, I believe it only shoots out ONE drone, All of that just for one drone, I feel it's a bit underwhelming.

    You may disagree with me but I'd love to see Thumper fight to become a little more challenging to fight against, perhaps changes like these would suffice:

    1) Instead of shooting out drones, maybe shoot out flares that call in support immediately (or just more drones), also doesn't shoot out flare/drone just once but continually deploy them from time to time during the fight. To make the battle a little tenser. 

    2) Stomps the ground once occasionally while on the move, it'll keep us on our toes a little more.

    3) Maybe make the guns invulnerable? They don't really deal that much damage to begin with and they get taken out a way too easily and often for them to mean anything in the fight.

    4) Make the guns have more of an impact? The triple-barreled gun shoots faster, somewhere along the line like the Jackyl in Orb Vallis? Cannon may be more similar to bombard's rockets? 


    That's all I could think of right now, I just think that the Thumper is more of an annoyance than anything at the moment, without its guns, it doesn't really have any other mean to cause any harm to us other than occasional ground slams and charges, which most of the time don't even get through any warframe's shield. Just some annoying knockdowns and that's about it. I really wish for the Thumper to have more of an impact than simply being an oversized lootbox.

     

  21. 8 hours ago, (NSW)Kaizer said:

    Uh no, because they do as they please and nothing more. In fact I ran into them for a third time during a relic run and I told the team to bail on him so we could just redeem our relics. Good news I got the tipedo prime handle for doing that. I'm sick of the wolf and his bull. I had no intention of wasting my time on him or those invincible minions.

    well...alright, what a shame.

    I for once love the fact that he and his boys actually push me to move around. 

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