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PrimedPancakes

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Posts posted by PrimedPancakes

  1. So in an effort to experience the new Kuva Lich mechanic, I have spent the day farming Requiem Relics, going after those Requiem Mods. After acquiring and refining a few, I see the only current Requiem Fissure Mission open is the node Garus (Kuva Rescue). 

    Now, I'm not a fan of this node, as I find the map confusing, but I am invested in hunting down my Lich, and so decide to run it anyway. Only to find, despite gathering all 10 reactant and successfuly rescuing the hostage, my relic is consumed, but I received no reward from it! No mod, no kuva, nothing. At this point this has happened twice, both in the same mission. Upon running Taveuni (Kuva Survival), my reward came normally, so I must assume the issue lies in the node.

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  2. While doing a Lvl 40-60 Bounty in the Planes of Eidolon, i was tasked with an Assassination objective. As always, that objective consisted of killing 15 enemies in order to draw out the target. I did so painstakingly, as the enemies were taking so long to spawn, and finally the target was drawn out. I looked up as his capsule descended from the heavens, but noticed that i was getting shot. Instinctively, i activated Mesa's Peacemaker and gave my agressor seven new orifices in it's head. Then, the target's capsule landed... exactly where the enemy i just shot down was standing. And then i noticed, the enemy i just destroyed was the target, who had spawned prematurely, before his capsule had landed - and before the mission objective had updated! And so i was now tasked with killing a Grineer Assassination Target... who was already dead! And so i had no way of completing the Bounty and failed it in the most infuriating way yet.

  3. Yes, i've recently been advised on this - aparently the riven only starts counting "no abilities used" once you run into the target. I had assumed you could not use abilities at any point since that's how it works for the "take no damage" part of the challange, but it seems i was wrong. Still, the problem remains with the wording, i don't think i was wrong in my thought proccess of not using abilities, given how the challenge is worded, and so this is an unnecessary frustration factory in the game.

  4. So after running sorties everyday for over a month, i've finally gotten another riven (not from the sortie, mind you - from an alert), and what do i see when i check it?

    "Synthesize a Simaris Target whitout taking damage, using traps, or using abilities with a hobbled dragon key equipped"

    Now, three days later, i'd like to officially file this under "undoable", and "frustrating".

  5. So ever since the Chains of Harrow update dropped, i've noticed some -though not all- of my Mastery Sigils that i had equipped at the time had bugged, and where showing the Mastery Rank 0 design instead of my Mastery Rank 17. Since then, i have advanced to Mastery Rank 18, and saw no change.

    Today, however, i have come across the funniest example of this bug yet, when i was equipping a Mastery Sigil on my operator. I cannot even grasp how this bug works, but this is hilarious.

    https://www.facebook.com/lucas.becker.963/videos/1370893313026608/

    ps. i couldn't figure out how to post this video without the use of external links, if it is possible, please inform me, as some people don't trust these links.

  6. I've been having so much bad luck with rng lately, it's insane. Killed the G3 14 times this last week, got 5 Brakk barrels, 4 Brakk receivers and absolutely NO blueprints. And now, i've been farming for Harrow Systems ever since i finished the mission, and still nothing. 

    P.S.: why is there a common mod on the rotation C reward table? It's so frustrating to see a bronze mod where you hoped to see a warframe component.

  7. Snipers in warframe are fun, but very situational. I've had an idea for a Warframe who excels at the use of high-precision rifles, and whose abilities support their use. I have no experience creating and balancing game content and this is but an idea, so feedback is appreciated. Also let me know if i haven't expressed my ideas properly or if something in this list is confusing. I also might make a drawing of what i imagine this frame to look like, but i make no promisses (i don't have much technical knowledge in this area). This introduction done with, enjoy!

    Name: Hayha

    Stats:

    Health: 100 (300 at rank 30)

    Shield: 75 (225 at rank 30)

    Armor: 35

    Energy: 150 (225 at rank 30)

    Sprint Speed: 1,25

    Abilities:

    Passive: Sniper Combo lasts 3 seconds longer and no longer resets upon missing a shot.

    First Ability: Shrapnel Rounds

    -Uppon activation, Hayha reloads his weapon, activating the Shrapnel Rounds buff at the cost of 25 energy, which has no duration, but will disappear upon swapping weapons. The buff also will not disappear upon entering a Nullifier’s bubble.

    -The next shot fired with the gun affected by Shrapnel Rounds, if it hits a valid target, will end the buff and cause 2/3/4/5 shrapnel pieces to launch from the enemy’s body, targeting enemies up to 4m/6m/8m/10m to deal 5%/15%/25%/35% of the damage dealt to the original target.

    -Shrapnel damage is not affected by Power Strength.

    -Ability radius is affected by Power Range.

    -Ability cast cost is affected by Power Efficiency.

    -Shrapnel count is affected by Power Duration.

    -Shrapnel targets the position of an enemy upon being launched, meaning if the enemy moves quickly enough, it will miss. They cannot target the enemy originally hit by the ability and are blocked by environment objects.

    -Shrapnel targets enemies individually, and many pieces may target the same enemy.

    -Has no effect on explosive and special weapons (i.e. Opticor, Amprex).

    -Weapons with punch through will only trigger the effect on the first enemy hit. Weapons with multishot will only trigger the effect on one of their pellets.

    -Shrapnel deals Slash damage with a 25% status chance unaffected by mods and cannot crit.

     

    Second Ability: Camouflage

    -Hayha becomes invisible for 4/6/8/10 seconds at the cost of 50 energy. While invisible, Hayha has 50% faster reloads with primary weapons (up to a limit, reload time cannot go faster than 0.3 second under any circumstances).

    -As a master sniper, Hayha makes the best of every shot. Killing an enemy with a headshot while Camouflage is active will extend its duration for 0.5/1/2/3 seconds, up to twice its original duration. If Hayha stands still, his gunshots will be silent to any enemy that is at least 10m away.

    -Original duration is affected by Power Duration, while headshot duration extension is not.

    -Sound suppression range is not affected by Power Range.

    -Reload speed bonus is not affected by Power Strength.

    -Ability activation energy cost is affected by Power Efficiency.

    -This ability has a casting time of 1,5 seconds and Hayha is vulnerable to attacks for the duration.

     

    Third Ability: Teleportation Mine

    -At the cost of 25 energy, Hayha throws a mine at the direction of the reticle, which is heavily affected by gravity. The mine sticks to the first surface it hits, whether it is horizontal, vertical or upside-down, but will not stick to characters.

    -As long as the mine is deployed, 0.5/1/2/3 energy is drained every second. If Hayha moves 10/15/20/25 meters away from the mine, the ability cancels itself and the mine disappears.

    -Upon activating the ability a second time (as long as it is still active) will have Hayha teleport to the mine’s location and have the mine itself detonate, dealing a blast proc to all enemies within 2/3/4/5 meters.

    -Alternatively, Hayha may shoot the mine, which detonates upon receiving a single shot from him (the mine is immune to any other sources of damage), dealing 1.1/1.25/1.3/1.5 times the damage received as Blast damage, with a guaranteed proc.

    -Mine damage multiplier is affected by Power Strength.

    -Blast proc duration is affected by Power Duration.

    -Ability casting energy cost is affected by Power Efficiency, and energy drain per second is affected by Power Efficiency and Power Duration.

    -Maximum distance between Hayha and the mine and explosion radius are affected by Power Range.

    -The mine glows strongly with Hayha’s energy color, is marked on the map as an ally and is not a valid target for Shrapnel Rounds.

    -Since the mine detonates with a single shot from Hayha, any weapon that has multishot and/or fire multiple pellets has only one of them hitting the mine.

     

    Fourth Ability: Assassinate

    -At the cost of 25 energy, Hayha reloads his weapon, imbuing it with the Assassinate buff. Swapping weapons cancels the buff and a weapon cannot have Shrapnel Rounds and Assassinate active at the same time.

    -Upon firing the weapon, the buff is consumed and every 2 meters between Hayha and his target adds 4/6/8/10 Puncture damage to the shot. Every 5 meters traveled consume 5 more energy upon firing. If the target survives, their armor is left sundered by 25% for 4/6/8/10 seconds.

    -Armor sundering is affected by Power Strength, while damage per meter is not.

    -Armor sundering duration is affected by Power Duration.

    -Initial cast and additional cost per meter are affected by Power Efficiency.

    -Power Range has no effect on this ability.

    -Damage added by this ability is affected by Rifle weapon mods.

    -The initial energy cost will be drained from Hayha’s energy pool upon activation. The extra cost from the distance of the shot will be drained when he pulls the trigger.

    -If Hayha’s energy reaches 0 from the extra distance energy cost before the shot hits its target, the shot’s damage stops stacking.

    -Cannot be used on explosive or special weapons (i.e. Opticor, Amprex).

    -Weapons with multishot will only have 1 pellet receiving the ability’s effects.

    -Weapons with punch through will only deliver the bonus damage to the first enemy hit.

    -If this shot misses, 50% of consumed energy is refunded.

  8. When i first started playing this game, whenever i heard people talking about Formas, i thought weapons received more damage when they leveled up, and applying a Forma would reset it's lvl to 0, but keep it's damage intact, allowing you to increase it further, up to a point. I'm not sure how that would work in practice, but it did sound interesting at the time. XD

  9. Something that doesn't have you doing a handstand and kicking an opponent with your feet on the air like a $&*&*#(%& breakdancer who's never seen a fight before certainly would be nice. The only thing, in my opinion, that "saves" brutal tide, is it's charged attack, wich has the ability to mess your enemy's stuff right up, no matter it's level. Other than that, i despise it and much rather just quick melee it.

  10. So since the change in the Vandal and Wraith acquisition systems, we've gotten the opportunity to build a full Snipetron Vandal (i know i did), and with it, a slight "problem" came to me:

    You can't change the bloody thing's colors!

    I understand this has been a problem with Vandal and Wraith weapons alike since inception, but now that theyr acquisition has been made easier, it's probably a good time to do something about it. The only thing that can be customized is the Energy Color and that's dumb. I mean, rolling out a full green warframe, with a green syandana, green pistol, green sword and yes, even a green cat - and a blue gun, because i can't do anything about it - bothers me more than it should. It appears to be the same problem the Paris Prime had with it's metal parts prior to some update that i don't remember wich. 

    The number of players who have access to Vandal and Wraith weapons is rising, and thus this annoyance should be dealt with.

  11. Taking your warframe to the arsenal level of the Orbiter and transfering to your operator (taping 5), then taking your operator to the Orbiter's cockpit and transfering back to your warframe will cause the cockpit's ramp to close. Upon approaching it with your warframe, it will open again, but if you stand too close, it may result in you being stuck underneath the ramp. Switching to your operator and selecting a mission on the star chart appears to be the only method of escaping that claustrophobic fate.

    15540682_1167524366696838_58367740129814

  12. I feel like Frost's Snow Globe could use a visual cue as to it's current limits (range). Something to let you know how large the protected area is. Right now, it has a horizontal line of glow (like an aurora) in it's center, but more often than not, that is not enough, as it doesn't follow uneven terrain or environmental objects.

    The most obvious fix is having that glow follow terrain and objects, so you still have good visibility throw the globe, but still know where it's limits are. Another neat increment would be to add a similar (although more subtle) glow around characters, friendly and otherwise, as they go throw the globe.

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