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Madotsuki

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Posts posted by Madotsuki

  1. Definately interesting concept. Though I'd imagine that The Dreadnaught will be an end-game planet, possibly even the highest level infested "planet". I think it'd be much more fitting to have Tartarus drifting at the very edges of the solar system instead of closer to the sun than mercury. It would give it a much more desolate feel, which should go well with the Infested.

     

    The concept of the levels sound highly inspired by Dead Space, particularly the vacuum parts, walking on the hull etc. Not that I mind, it seems interesting. The Favored and the revenants in general sound cool, even though they sound lore-breaking (I'm pretty sure canon-wise the Tenno cannot get Infested).

     

    The 3 boss fights sound cool as well, though the Favored one might be too much to handle (4 "Stalkers" at once? @#$%#$%).

     

    Either way, a pretty interesting and original concept, though I doubt DE will actually take the time to do something this elaborate. They're too busy releasing the next community-splitting event and the next power-creep weapon.

  2. If it's a giant Grineer boss, it must be a mech suit or some kind of piloted ship, not an automatic droid (that's Corpus territory).

     

    I can imagine a Grineer Dropship as a mini-boss on Phobos, similar to Gunships mixed with Dropships in Half Life 2. But not as a full-fledged boss.

     

    Perhaps a Grineer augmented Giant Desert Skate for Phobos? (replacing the current Vor-Kril thing)

     

    Also, @Valha, while that picture is cool and stuff, I don't think Vay Hek should be a mech suit boss. He's known for his cunning and wits, not his superpowered mech armor. Now TYL REGOR, that's a different story.

  3. The primary argument against having energy regen as a given passive for all frames is that players will just sit in a room and wait until their energy regens so they can go to the next room and throw an ult. Of course, the problem to this argument is that long as you have an ES aura you can do that anyway, so the argument is pretty much invalid.

     

    I do think that the best option would be a sort of compromise. Allow Warframes to regen energy, but not automatically. Instead, Warframes will get a little amount of energy every time they get a kill, not in the form of the orbs, the frame just gains energy instantly when you get a kill. Like, 5 energy per mook kill, 10 for advanced units, 15 per heavy/elite, etc. Blue orbs will still exist at their current drop rates, as sort of "bonus" energy. ES will be nerfed by half its efficiency.

     

    This way you can get a stable and reliable income of energy by killing things (which you are supposed to do), but you have to be active and can't just camp in an empty room waiting for your next ult.

     

    Also ability kills won't get you energy, only weapon kills will. Ability kills CAN still result in energy orbs through RNG, of course.

     

    Thoughts?

  4. Difficulty needs to be ADJUSTABLE, and not just in the narrow terms of enemy DPS and HP. Most importantly, it needs to not be completely stupid and arbitrary (nightmare mode). Warframe is becoming more and more about stats and builds, which is really boring.

    *snip*

    Skill needs to matter a lot more, and stats need to matter a lot less.

    I remember when I could just play with any weapon I wanted on most planets (barring Pluto at the time) back when I first started playing, prior to U7. Ever since the exponential increase in enemy levels and their DPS/Health/Armor/Whatever since U8, I've basically been restricted to planets below level 30 if i want to level anything that's now considered sub-par, especially since I primarily play solo due to living in Hong Kong, which has a next-to-non-existent WF playerbase so i can't play with anyone without either them or me lagging severely and having a horrible time.

     

    From the looks of things, sadly, DE seems intent on making stats the only defining factor of the game in the future. Increasing amounts of stunlock and other assorted fake difficulty (some of which described in the op post), and also increasing amounts of power creep weapons, main examples such as Galatine, Soma, Acrid, Vectis (with the right mods) and now Brakk. I'm hoping Armor 2.0 will do something about the problem, but right now it just sounds like a re-make to the elemental system to slightly vary up 4 of the mods people use, which is still based on stat and gear over actual skill.

     

    Why promote skillful gameplay with large amounts of viable gear when you can make the majority of the community chase after one new bandwagon weapon/frame after another for minimum development effort and maximum profit off it?

     

    Bosses are a pain in the backside to solo due to their absurd shield regen, primary examples being Vay Hek (for newbs) and Hyena (for the more experienced). You simply can't beat them because their shield regen out-numbers your DPS, meaning you simply cannot damage them no matter how skilled you are. Only way to win is to have powerful enough gear and stats (through grinding, of course) to out-DPS them. FORTUNATELY, on this regard, DE seems to be moving away from shield sponging bosses, as shown by Vor, Kela, Raptor, Kril etc, bosses that don't have auto-magically regenerating super-shields. Doesn't mean the fights are that much more interesting, but that's still an improvement.

     

    I would agree to scaling enemy spawns with player number. Diablo 3 has it, Borderlands 2 has it, why not Warframe? Make the game challenging yet do-able for squads both small and large, instead of being the current face-roll in 3+ squads and nightmare in solo. As for conclave rating though, I would restrict that to boss level scaling.

  5. I would guess that U11 will most likely come out next week, as the op said. Even if it doesn't, I'd expect within November.

     

    Either way, mostly just waiting for Armor 2.0, and somewhat the new Ruk (the video on the livestream didn't make the fight look promising, unfortunately) and Alad V. Couldn't care less about new frames or new weapons (unless these weapons are actually UNIQUE and FUN for a change instead of just power-creeped generic guns and melee).

     

    I'm just hoping to see a turning point in the game that will motivate me to actually play the game again.

  6. I came up with this concept before, a Grineer Chainsaw, as part of re-working Grineers.

     

    The Grineer Chainsaw should replace the Grineer Sawmen's cleavers, being arm-mounted like the old buzzsaws (but chainsaws are cooler). They should also be available to players in the form of Clantech.

     

    Its gimmick is that its charge attack results in revving up the chainsaw and holding it out, allowing you to ram into enemies to damage them as long as you have the charge button held. It does have "ammunition" though, but it's in the form of automatically re-charging batteries, so it's not a new ammunition type or whatever.

     

    Make it happen DE, it'll be more interesting than the Brakk at least.

  7. In response to the Op, I agree with most points (except the Tech, they do have a cooldown before being able to release another osprey, but they CAN do with a change), though I don't think quick-time reloads would fit the game. Maybe there could be a gun in the future with this sort of gimmick to make it unique, but it definately shouldn't be applied to all weapons.

     

    In response to the topic itself, I've always said this game needs better enemies to fight. Right now it's all about fake difficulty, stunlock and zergrushing, simply to mask the complete lack of interesting AI and unique behaviour. They don't even really need any complicated and elaborate AI, they just need some unique behaviour, either responses to certain player actions or even just randomly triggered.

     

    Take for example the Grineer Commander. What kind of "commander" are they supposed to be? "I am the commander of my squad, and it is up to my superior intellect and skill to lead my lesser brethren to victory against the Tenno menace! OH, I KNOW! I shall switch places with one of them, thus placing me right in the middle of the other 3 Tenno while the switched one is in the middle of my squad with an ult ready!" Are you serious, DE?

     

    Of course, that's only if you're in a group of 3-4. When it's one player against 3-4 Commanders (it can and has happened to many people at some point), it's a perfect example of fake difficulty. Unavoidable switch teleports that have no telegraph and doesn't even require line of sight, throwing you everywhere around the room with no way to fight back. This isn't challenge, DE, this is just frustration.

     

    It's not hard to make the Commander a genuinely interesting enemy instead of just a nuisance at best or a source of frustration at worst. Remove the Switch Teleport, and make them give orders to nearby lesser Grineers. These orders can be classified into two types: Randomly Triggered, or Ability Triggered.

     

    Random: Orders that are, well, randomly triggered. Things such as "CHARGE" that makes all affected Grineers ignore cover and zerg rush the players, or "THROW GRENADES" that makes all affected Grineers throw their grenades at a target in unison. It changes up enemy patterns, forcing players to react accordingly. Works especially well at flushing players out of cover.

     

    Ability: These orders are triggered by Tenno abilities. It shouldn't be too difficult to code responses to a player using a certain ability. These orders allow the Grineers to fight back semi-effectively against Tenno powers. For example, "THAT'S A FAKE YOU DIMWITS" to a Decoy/Moult to make enemies ignore it, "KEEP YOUR DISTANCE" to a Bastille/Vortex/World On Fire to keep Grineers from running stupidly into it like lemmings off a cliff, "CEASE FIRE/TAKE COVER" to a Snow Globe/Absorb to make Grineers take cover until these abilities expire, making it harder for players to shoot them in safety, etc.

     

    By adding these orders, it makes the Commander a force to be reckoned with without being cheap, an entity that changes enemy patterns and forces players to react accordingly, and a target to be prioritized not simply because of the annoyance of removing player mobility. Giving them a different gun from Lancers is optional.

     

    In conclusion, this game pretty much needs a complete re-make of many of its properties. It's not just enemies and difficulty that are badly designed right now, even if that is one of the most important parts. Movement mechanics are still clunky; blocking is still useless; ever increasing power creep with new weapons; etc. etc. Armor 2.0 wasn't even done yet and they instead release an event that not only took up time and resources that could be used to re-vamp the game mechanics, but also upset a large amount of the playerbase and caused a rift within the community due to bad planning, not to mention it resulted in yet another power creep gun. DE really needs to start understanding what's a priority and what's not.

  8. Original, but ultimately doesn't fit the game too much. Warframe enemies should be focusing on Grineer/Corpus/Infested units, not wildlife (though it's fine to have one or two species per planetary tileset). If we're talking about planets where the wildlife were taken over by the Infested though, now THAT'S a different story that I'm very interested in.

     

    As for the whole jungle/forest tileset thing, I remember DE once showed some concept art for a Grineer Jungle tileset which looked pretty cool. I'd suggest putting it on Sedna, with Kela De Thaym. Afterall, Kela is supposed to be one of the few female Grineers with a very high military position (excluding the Twin Queens), and she's a battle-hungry blood knight to boot, which can relate to an "Amazon" theme, thus a jungle.

     

    Perhaps the wildlife could be smaller versions of that armored dog thing in the second enemy picture, under the tree golem.

  9. I actually quite like the idea, except for the whole "Wraith Scorpion grappling you all over the place while spamming homing missile barrages" thing. I'd much rather have the Machete Wraith units use the jetpacks to perform special maneuvers, such as overhead crash-downs to create shockwaves, jetpack-powered "slash dashes" etc.

     

    I'm not too keen on the Vandal Squad, not due to lore, but due to the fact that the Corpus DO NOT use bullets, simple as that. They use lasers, that's the thing that differentiates their weapons from Grineer stuff. Hell, DE outright "retired" the snipetron because it broke this piece of lore. If their Vandal Guns were altered to fire laser projectiles instead of hitscan bullets that should fix the problem.

  10. Interesting, a boss that encourages careful balancing of enemy health instead of just spraying with high DPS weapons. Still, I'd prefer that gimmick to be reserved for the Sisters.

     

    Not liking the grab idea unless you can still shoot while grabbed, since it sounds like really annoying stunlock.

     

    I'm not too sure on the whole phase structure honestly, since it is encouraged to keep the boss' health balanced and AVOID going into the other two phases. Here's a thought. What if, when one half of the boss is killed, if the other half is not killed in 3 seconds, the surviving half takes over, heals completely and begins its respective phase 3? Meanwhile, if you keep their health balanced for long enough, such has having both of them within the 10% range while both are below half health, the two halves may call "truce" and work together to kill you first, resulting in an alternate Phase 3?

  11. Aside from adding new enemies, some existing enemies also are in desperate need of a re-do, either due to being UP or OP.

     

    Minor examples:

    Grineer

    Scorches

    Problem: Too sudden and too high DPS that results in nigh insta-death for anyone unlucky enough to turn a corner and run into one.

    Solution: Add a one-second warm-up time to Scorches before they can fire. Their Ignis releases a distinct rumbling sound as the gun heats up, as well as starting to glow at the nozzle, providing an audio and visual tell for when they unleash the flames. This gives players a chance to react, either by running, gunning, or both, before the Scorch fires. Actual damage does not need change under this system.

     

    Corpus

    Prod Crewmen

    Problem: WAY too weak and insignificant, not to mention it doesn't make sense for crewmen, who are not trained soldiers like the Grineer, to run armorless and fearless at deadly space ninjas with a friggin' cattle prod.

    Solution: Give them additional body armor (both cosmetically and statistically). Add an additional effect to that jab attack when they finish a "combo", which sends a strong electric shock through the victim Tenno, inducing a short 1-second paralysis. More importantly, the electric shock disrupts the suit systems, disabling shield regen and the use of abilities for a few seconds.

     

    Infested

    Ancient Disruptor

    Problem: One hit does too many things. A single hit inflicts knock-down/stagger, disrupts screen, drains ALL shields (a feat impossible to most BOSSES) and drains ALL energy (instant death sentence for casters), despite the Disruptors themselves being fast, spongey AND silent, and often spawning en masse (i.e. 1-2 per room/wave).

    Solution: Change ability to simply disable the use of abilities for the disruption period, while draining only a percentage of the target's max energy (i.e. 25%) per hit. Remove ability to knock-down/stagger, while applying diminishing returns to stuns afflicted onto them by the players to prevent stunlocking them.

     

    I'll write the more major changes or even some new enemy ideas if anyone's interested.

  12. This is a surprisingly intelligent concept to show up on these forums, kudos to the Op.

     

    But while it's been shown here that releasing new weapons that are initially UP and buffing them up later is obviously better than releasing initially OP weapons and having to nerf them down later, why can't we just have some balanced weapons with unique powers?

     

    What this game needs are differences in KIND, not differences in SCALE.

     

    An example of the former is the Glaive vs the Kestrel. Both are thrown melee weapons, and yet neither is objectively better than the other. If you want raw damage and wall-bounces, you go for Glaive; if you want a utility weapon that can ragdoll foes (ragdolling enemies off cliffs is one of my favourite pasttimes), then you choose Kestrel. They have a very similar method of attack, yet due to a change in functionality instead of just numeric stats, neither can be objectively declared better than the other in all situations, meaning that BOTH can be relevant.

     

    An example of the later is the Brakk to, well, every other shotgun but especially the Bronco, or Soma to every other rifle. They play almost exactly the same as other shotguns/rifles, and have no unique capabilities. These two guns simply out-stat their counterparts, making them objectively better in ALL situations. This also means that these other "inferior" weapons are now obselete, and may as well be deleted from the game if it wasn't for mastery requirements. But even then, because of the existence of these objectively better guns, barely anyone will choose to put a catalyst or forma into the inferior weapons, as they know these weapons will inevitably be replaced as they progress in the game, so why waste such rare resources on a redundant piece of gear? Even if a superior version doesn't exist yet, by the existing trends there will be a prime or wraith or vandal or whatever soon enough that will once again make your existing gear pointless. People will become paranoid and not catalyse/polarize something even if DE didn't actually have anything superior planned.

     

    As can be seen, the over-abundance of differences in scale instead of kind with the recent releases not only unbalances game content and makes increasingly large portions of gear obselete, it is also bad for DE's business and income as fewer catalysts and forma are sold. Players will also eventually get bored of all the weapons that essentially play the same but with larger numbers, and in a game where farming is pretty much the only activity right now, will burn-out even faster and quit.

     

    Why can't we have a sniper/pistol with an infra-red sight that allows you to see through walls (though not shoot through them)? Why can't we have more guns with alt fire modes? Why can't we have more weapons that have severe trade-off in terms of stats (imagine buffing Galatine base normal slash damage to 75, but half its existing swing speed and charge speed)? Grenade launchers? A real "law enforcement" stun baton like what the Prova should have been instead of some sharp stick with the same animations as a sword? Swords that fire shockwaves on charged attacks? Corrosive weapons that destroy enemy armor? Knifes that inflict bleed DoT on crits that's based on target max health %? Fists with knockback effects?

     

    Why does it always have to be yet another generic weapon that differs in no way aside from having better stats?

  13. Yes

    Yes

    Yes

    Oh god no

    Yes

    Yes

    Hell yes

     

    Damn good ideas! (even though I hate invisible enemies)

     

    An enemy type like the skeletons from SMB could be good as well. An enemy that unless killed by excess damage / damage to a specific bodypart / killed again while on the floor, fully regenerates and continues to fight.

    Not if the cloak/invis is done WELL. The problem with cloaking enemies in Warframe right now is that they are PERFECTLY invisible, and CANNOT BE DAMAGED (unless you're meleeing for some reason) while cloaked. A much better example of cloaking enemies would be things like the Stalkers (Killing Floor) or Hyperior Infiltrators (Borderlands 2). Both can cloak, but still maintain a flickering silhouette, meaning you can still locate and shoot them if you have a keen eye. You have no idea how satisfying it is to catch a glimpse of a Stalker's flicker and blast her just before she can sneak up on a teammate.

     

    A concept of cloaking enemies in Warframe done well:

     

    The Corpus Marksman (re-vamped Sniper): An advanced unit, they can use cloaking technology and snipe from afar. They maintain a slight silhouette even while cloaked, and can be shot as well as shoot while cloaked. Since they use the Lanka, their shots are projectiles and CAN be traced back to the Marksman's location given that you see the shot, and they don't switch locations unless damaged. When they fire, their cloak flickers. When they are hit, their cloak is temporarily disabled. If they are far enough from the player when damaged, they attempt to run to a new vantage point and cloak again after a few seconds of recharge. If close enough, they take out a combat knife and try to melee.

     

    As for the "skeleton" enemy idea, that would actually make for an interesting Infested unit.

     

    The Infested Revenant: An elite unit. Appear as tall scrawny humanoids with long arms. Uses their claws as their main form of offense. Unless the killing blow is dealt to the head of the Revenant, it will resurrect itself, up to a maximum of twice. On their first life, they move at regular speed (i.e. Tenno walking), and only use their claws. On their second life, they start sprinting (i.e. Rhino sprint speed) and have a faster attack rate. On their third and final life, they go berserk (Loki sprint speed) and can also spit acid blobs. Each time they resurrect they become visually more damaged and distorted, until the third death when they're too damaged to resurrect.

  14. I am SICK of all these "LOL We supported the Grineer, we wanted the Brakk and we got it so all Corpus supporters are just whiners! LOOK AT HOW SUPERIOR I AM, SUCK IT LOSERS" threads. Seriously, the event is over, SHUT UP about it.

    I mean, would it KILL you if Corpus supporters who took the time to play 100 rounds of the same friggin' map for Corpus got a BP for the Detron, huh? Would it hurt YOU in any way? No, no it wouldn't, yet it would have negated the vast majority of rage and frustration and community splitting that the event had caused. If they had given Corpus supporters the BP of the Detron even if Grineer won, it would have been win-win for EVERYONE. WHY are you people so against that, huh? Because you want to feel superior? Because you want to get your kicks out of stomping all over the losers who didn't get what they want and had all of their effort ignored and unrecognized?

    If the Battle Pay had been reversed and the Corpus were winning by a landslide, I bet most of you Grineer supporters who are calling Corpus supporters "whiners" and "entitled brats" will be the ones crying all over the forums about how the event is unfair and how you want your Brakk that you were working for.

    But whatever, it doesn't even matter now. The event is over, you got your Brakk (which is insanely OP btw, hail to the powercreep, again), and no amount of complaining from either side is going to change anything anymore, so why don't we all just shut up and move on? By whining about whiners you become part of the whining problem.

  15. The Detron data will be stashed away somewhere until "later", presumably at least several months later if things like the ammo conversion mods were anything to go by. Meanwhile the Prova Vandal is just gone forever. Vandals and Wraiths are exclusives, if you weren't there for the events you will NEVER get them again, simple as that.

     

    Meanwhile I'll max my Machete Wraith and put it away in my inventory forever (I would just sell it because it's "tainted" goods for a Corpus supporter such as myself, but i am also a pack rat and a collector, I simply cannot make myself sell an exclusive). I also stopped at 50 points for Corpus, so I won't even get the blueprint for the Brakk, not that I give a damn. That's not something I wanted to work for, so screw it.

  16. We call them the Fire Nation in the Lone Rangers clan chat XD

     

    But seriously, Napalms are OP as hell. Two things need to be nerfed on them:

    1. Their explosive range needs to be heavily decreased, and the bug where they hit you through walls and cover needs to be fixed.

    2. Their fire rate needs a massive nerf.

    Once that's done the Napalms should be a lot more acceptable. I mean, I really don't mind them doing massive damage on direct hit or creating fire hazards that are genuinely dangerous, but the explosive radius and fire rate are just rediculously frustrating.

     

    Meanwhile, Scorches need to either have their damage nerfed, or they need to have a delay before firing.

    A possible change: Scorches should require 1-2 seconds to warm up their Ignis before firing, during which they made a very identifiable ignition sound. Also they walk MUCH slower when firing. This should reduce the whole "silent ambush" thing they have going on that keeps insta-gibbing players and sentinels before they get a chance to react.

     

    Eviscerators also need to be changed. Again, i don't mind their damage too much, but their FIRE RATE is stupidly high.

    A possible change: Upgrade them to Elite (Heavy) status, thus reducing their spawn rate significantly, but giving them more health/shields. Give them two firing modes. A Normal mode where they fire at half their current fire rate, with same damage, blades will NOT bounce; and a Charged mode where the Eviscerator charges up their Miter for 2 seconds (unique warning sound) before firing a salvo of 6 blades at approx. 1.5x fire rate as current, but halved damage, blades bounce.

     

    Make enemies strike both fear AND anticipation into the player, not just anger and frustrate them.

  17. On the subject of Corpus Heavies:

     

    I don't think Corpus Heavies should be HP sinks. Right now the Tech/Fusion Moa differ from the Grineer Heavies in that they have medium health, but high damage output AND can deploy assistance, as compared to Grineer Heavies that are HP sinks and have relatively lower damage output (excluding Napalms). Just because a unit is classified as Elite doesn't mean it has to be a bullet sponge. The two factions need to be more varied, they shouldn't end up as re-skinned versions of each other.

     

    Of course, the Corpus REALLY need better units. Right now all the factions are pretty badly made. The Grineer resort to stunlock and cheap damage (i.e. high level Scorches), the Infested resort to stunlock and Disruptors, and the Corpus just try to zerg rush with glass cannons. Only the Grineer have a good enemy variety, yet even then many of the Grineer's units are OP and/or uninteresting.

     

    Examples of better Corpus units:

     

    Corpus Marksmen/Sniper - Elite unit. Wields the Lanka, and keeps their distance whenever possible to snipe. They can cloak (cloaking mechanic should be re-vamped across the board for enemies. Make them visible via a slight silhouette when cloaked, and can be shot while cloaked, but they can also attack when cloaked). Instead of regular plasma grenades, they throw flashbangs, which can work like Radial Blind on players if they explode on-screen to disorient them. High damage, very slow fire rate, makes an audible sound when charging/fired. Since they're projectiles (albeit with fast travel speed), they CAN be dodged.

     

    Hyena - Mini-boss. Appears randomly on Neptune (like the Stalker, but with a slightly higher chance to spawn). They'll be re-vamped from their current version of course, they i won't go into detail here.

     

    On the subject of Nef Anyo:

     

    After Sargas Ruk and Alad V, this guy really needs a re-make.

     

    Concept:

     

    Lotus claims that he has the best defensive systems that money can buy to protect his black market business. As such, his strength should come mostly from the environment and tech.
     
    His arena needs a slight change. Imagine his current arena, but larger, with 4 large shield generators on each corner of the arena and a tall central tower. Phase 1 has him hiding atop the tower, shielded by the generators. The Tenno have to hack each shield generator's personal shields and then destroy them, all while taking cover from Anyo's railgun amidst the cargo boxes with ospreys and moas being sent out from the tower base to hunt them down.
     
    Once the generators go down, Anyo jetpacks down to begin Phase 2. He has a railgun instead of his useless Lanka (imagine the Machina from TF2, very powerful puncture with a tracing trail and LOUD blast, requires charging up), can deploy any kind of Osprey (including Fusion Drones), can shoot while cloaked (can also be shot while cloaked, has silhouette instead of perfect cloak). When he cloaks, he deploys a smoke bomb that can block bullets and stagger Tenno (to allow a clean getaway), and on uncloak will release a Radial Blind, temporarily blinding any Tenno who has him on screen when he uncloaks, giving him a chance to shoot.

  18. I prefer the Machete Wraith to the Prova Vandal, but i REALLY hate the Grineer pistol. Oh well. But seriously, to all you optimists saying "oh the war isn't decided yet", the beginning battle pay already cemented the Grineer's victory. Many clans have already committed to the Grineers, the tryhards that are the Warbros for instance. Unless the Corpus have consistently amazing battle pay for the remainder of the event, in which case it's extremely clear rigging, the Grineer are going to win.

  19. Originally I planned to stick with Corpus all the way, but I've really stopped caring now. DE screwed up the rewards system, both in terms of battle pay and the final event rewards, and now the entire event is skewed.

    I'm just going to play for whoever has the best battlepay and try to get a 50/50 score until the very end, at which point i'll probably just do Grineer. Their gun looks like sh*t literally and I hate it, but the free slot and potato to help with the mastery farming will be SOMETHING, at least.

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