Jump to content

Celestics

PC Member
  • Posts

    130
  • Joined

Posts posted by Celestics

  1. Let's start with the HUD to help explain where to find Flux Energy when playing in Railjack mode:

    unknown.png

    TL;DR: You may not have enough Flux Energy to use the ability... when you want to use it, as shown in the bottom right hand of the HUD during gameplay. To recharge Flux Energy to use Particle Ram, be sure to either make more in the Forge during missions, or recharge it in the Dry Dock.

    ----- Explanation below for those who might be new to the Railjack system and find it confusing at first: -----

    Flux Energy is basically the equivalent of Energy for Warframes when playing on normal missions - with the analogy here being that Flux Energy is to Energy and Railjacks are to Warframes. What your Zetki Reactor is mentioning is +80 maximum Flux Energy. Standard Railjacks begin with 350 Flux Energy, so equipping the reactor should, at base, give you 430 maximum Flux Energy.

    That being said, you don't necessarily start out with all 380 Flux Energy at the beginning of a Railjack mission. This is where your Forge/Dry Dock come in - you need to create more Flux Energy either before going into a mission or during gameplay to continue using your Battle Avionics in Railjack mode. You can think of this like crafting up energy orbs for your ship.

    To make more Flux Energy BEFORE going into a mission (i.e. at the Dry Dock): Go to configure your Railjack, then go to the Payload tab:

    Warframe0240.jpg

    Then, left click and hold on the Flux Energy card to recharge Flux Energy for your next mission, if you aren't already capped. Note that you need 15 Copernics and 15 Cubic Diodes to do this per batch.

    To make more Flux Energy DURING a mission (i.e. at the Forge): Go to the rear side of the inside of your Railjack. Open up the Forge menu, then, like in the Dry Dock, left click and hold on the Flux Energy card to recharge Flux Energy during the mission, if you aren't already capped. NOTE: You need to have Engineering Intrinsics Rank 2 to do this. You need 15 Copernics and 15 Cubic Diodes here too, but you can only use those materials you've currently gathered on your existing expedition. For example, you'll notice I don't have the "9,999" shown below as I do at the Dry Dock UI:

    Warframe0241.jpg

    • Like 2
  2. True that Itzal is the "cheese" Archwing for this, but you may as well use it if it has the most potential.

    Here's my current run: 0:52.XX. The timer is on the bottom left. For those who are running this, use LiveSplit!

    Some useful notes at the particular YouTube times:

    • 0:14 - LiveSplit starts with -8.00 seconds to make it easier for me to start the mission.
    • 0:14 - I use the Fluctus! It's wide range is ridiculously useful for a speedrun where enemies can mess with my collision hitbox.
    • 0:28 - Aim the weapon cursor to improve Blink accuracy. It is easy to recover from a Blink against a flat wall.
    • 0:32 - You'll notice I'm twirling a lot in space. This is a simple tap of the right or left arrows, which allows me to re-position myself a very tiny amount on the horizontal plane without me altering my camera.
    • 0:47 - First major mistake. Loses 2 seconds.
    • 0:52 - Minor mistake. Loses 1 second.
    • 0:54 - Immediate Cosmic Crush to destroy the 4 cells to the left and right rear-facing walls.
    • 0:57 - Immediate Cosmic Crush to destroy the 4 cells in the far back.
    • 0:58 - Destroy the 2 center cells with the Fluctus, which has innate "punch-through" properties on solids.
    • 1:00 - I save 3 seconds guessing where the exit may be. In a run where 3 seconds makes up ~5%, this is a risk I must take.
    • 1:05 - Immediate Penumbra to stop on a dime. This avoids me from losing time due to knockback from wall collisions. It also allows me to immediately re-orient myself to where I need to Blink or speed through next.
    • 1:08 - I can opt to Blink to the end of the room here to save 0.5 seconds, but with a PB in sight I'd risk losing much more.
    • 1:13 - Run over. I had to re-time since the final time was on the border.

     

     

    First submission.

    Second submission.

     

     


  3.  

    Depends on your use case, but I have 3.

     

    == Motivating Factors ==

     

    1) Nezha has innate Maglev and Firewalker improves speed by 20% at max rank, which motivates the speedrunning build.

    2) Nezha's 2 is super situational and can be useful to get unstuck or to reposition yourself. Unfortunately, you do lose most (if not all) momentum with this ability when you warp, which is a huge letdown in my opinion.

    3) Nezha's 3 stacks with Strength and Armor, which motivates the tanky build.

    4) Nezha's 4 is great for CC, but the end animation is extremely disruptive. Range is great for this.

    5) Consider using Natural Talent. It smooths out skill usage.

    6) You'll need Efficiency in most builds. Duration and Range are key. Strength is nice, but not a priority in my opinion.

     

    [balanced Range + Duration](http://i.imgur.com/2ASYiU7.jpg)

     

    + Energy Siphon is an alternative aura. Corrosive Projection for dealing with enemy armor.

    + Swap out Lightning Dash if you don't mind Parkour 2.0 speed. My recommendation if you go this route: remove Lightning Dash, move Cunning Drift to Exilus slot, add in Natural Talent.

    + Duration helps with Firewalker energy drain.

    + Power Range helps with CC range on Divine Spears.

     


     

    + Mainly a for-fun build. Use at your own risk!

    + Swap out Fleeting Expertise for Maglev if you want to go ice-skating.

    + Duration for Firewalker energy drain. If you want more survivability, swap out Narrow Minded with Vitality.

     

    [Warding Halo Tank](http://i.imgur.com/c697wDe.jpg)

     

    + Warding Halo is pretty much Iron Skin.

    + Armor is great for helping with increasing the damage buffer with Warding Halo.

    + Intensify can be swapped for Blind Rage or Transient Fortitude if necessary.

    + Duration allows for longer use of Firewalker's speed boost. Primed Continuity can be replaced with Cunning Drift for Range, Blind Rage/Transient Fortitude for Strength, or Speed Drift for Sprint Speed.

  4. In your Liset:

     

    > Go to "OPTIONS" in the menu

    > Go to the "HUD" tab

    > Disable "UI in Screenshots"

    > Go to the Profile page and press F6 (default keybinding for taking a screenshot and adding in the metadata - use this for sending in screenshots of bugs to DE too!)

     

    Then (for Windows) check your Pictures/Warframe directory (this is by default). A picture without the UI should be there.

  5. After unlocking a school's tree, you gain access to the basic ability, which you see in the center of the tree.

     

    To unlock Shadow Step, you need to have *unlocked* Strategic Executioner. It is not necessary to level it up to the max rank.

     

    Once you have unlocked Shadow Step, go back to your tree and Left Click the ability. If it turns red, then you have activated it, and you may confirm the changes by exiting out of the school's tree screen (you can press ESC or click the button at the bottom right).

     

    Shadow Step is a PASSIVE skill, so its effects do not take place until after you use your Mind Spike for the first time during a mission.

     

    EDIT: RIP being ninja'd :p

  6. Yep, using a Forma on any Weapon/Warframe/Companion will reset its Rank back to 0. You'll need to re-level it to 30 after that.

     

    EDIT: Should add that all Orokin Catalysts, Orokin Reactors, Exilus Adapters, and Focus Lenses will be preserved through using Forma. You don't lose them if you apply a Forma. Any applied Mods on a Forma'd item are not lost - they are just taken off.

     

    Orokin Catalyst/Reactor: You start with 0 Mod Capacity after using a Forma, but you gain 2 per Rank once you start re-leveling the item.

    Exilus Adapter: The slot stays open and available for use.

    Focus Lens: The Lens is still applied, but it does not take effect until you get your Forma'd item back to Rank 30.

  7. Update: We have successfully prevented the bug from happening by never having the host enter the body on nerve 1. The host may still enter on nerves 2 and 3 by our tests. If anyone can help reproduce this, we need more information on the following scenarios. We'd want to see the bug occur on those that say [REJECT] and the bug never occur on those that say [ACCEPT]. If the opposite happens, PLEASE post.

     

    Remember, the Nerve 1 skip does not have anything to do with the bug AFAIK.

    Note: Even if the Purge timer starts, remember to NEVER ATTACK THE ENGINES until the green lights turn red (that's when you can damage him!).

     

    (1) [REJECT] Host enters the body and stays when nerve 1 is killed

    (2) [ACCEPT] Host enters the body but LEAVES before the nerve is killed

    (3) [ACCEPT] Host enters the body and leaves after the nerve is killed but BEFORE the Purge time begins (you get about 3 seconds after the nerve is killed before the Purge timer starts

  8. Due to a response from DE staff, I have edited the original post to include more bugs we have discovered.

     

    A quick statement: I have been seeing a lot of players say that the nerve 1 skip bugs out Jordas. I am confident in saying it is not the SOLE cause. There must be a reason why it's more likely for the glitch to occur when the nerve 1 skip occurs, however, and we are testing to see whether the time at which you kill the nerve affects anything.

  9. Heads up: for those that believe the "early nerve 1 skip" is solely causing the issue, I believe that is not the case.

     

    I did a run with others RIGHT after the patch hit, and we were able to clear with this skip in mind: https://youtu.be/etqcz_hunCk?t=819

     

    Moreover, this bug has occurred to teams that never did this skip. We checked EE.log and found this line:

     

    5967.314 Sys [Error]: Script Error: attempt to call method 'GetPlayer' (a nil value): In ExitGauntlet(336) originating from /Lotus/Types/Enemies/Infested/Vip/J3Golem/SpaceGolem.lua::ExitGauntlet with owner /Layer0/Layer2/GolemTeleportTrigger0
  10. Chiming in here because the thread has taken a turn for the speedrunning aspect of Warframe.

     

    First, on topic:

     

    -snip-

     

    Given the circumstances, your "WR" would be considered an "uncontested" one because no one has tried to challenge it. Unfortunately with the rules in place this wouldn't be a category most people would recognize either. Having a built clan should not be allowed because this violates the assumptions of a "New Game" run - that is, you should be starting at a true blank slate.

     

    As stated beforehand, it's probably not a good idea to start a challenge where most of the time you'll be locked behind time walls for new weapons. It just doesn't seem interesting imo :/

     

    However, I'd like to see how fast people can get from the Tutorial to killing the Jordas Golem with their Archwing, starting with a brand new account and only their 50 starter plat, and killing every single boss along the way at least once.  Solo.

     

    I've done NG+ Warframe "Any%" before, which is basically what you state here but with a currently-used account. That, with the new Parkour 2.0 and whatnot that we have now, takes at least 5 hours. In other words, doing an NG equivalent of Warframe Any% would take WAY longer than that, probably on the range of 12+ hours given the enemy scaling and your lack of damage at higher-level planets. I can say for sure that an NG run of any kind would be pretty dang difficult, if not impossible. That being said, I'm still considering whether or not I should run this.

     

    All Planet Nodes NG+ takes on average 18 hours. Not many people would try this, but it's still worth mentioning. The equivalent with NG Solo would be on the order of a complete day or two.

     

    Warframe 100% from an NG perspective, assuming the goal is MR 30 and it is accessible, would take at least 720 hours. I'd be dumbfounded to see anyone even think of doing this.

     

     

    I might try "speedrunning" warframe now that I've already unlocked every single planet node and the only frame I have left to get is Atlas.  But like others have already said, maybe there's a good reason for why there isn't a subculture around speedrunning warframe like there is with Dark Souls.  It may just not be fun enough to be worth their time to git gud at it.

     

    I am a moderator of the speedrun.com/wf site. If you'd like to try your hand at speedrunning Warframe, we already have quite a few people who run complete planets, boss rushes, and trials. I think it's pretty interesting to see the entire meta flip from farming for resources at the mercy of RNG to farming for a better time to get more skilled at the game mechanics. Send me a PM if you have any questions. :)

  11. Needing the best speed build for volt, and wanted to know how power strenght and range affect speed (2nd ability). As far i know strenght determines the speed buff, meanwhile range affects the radius im buffing my allies. If so i don't care about range

     

    Currently i have:

     

    - Sprint boost (Aura)

     

    - Rush

     

    - Armored Agility

     

    - Narrow Minded

     

    - Blind Rage

     

    - Intensify

     

    - Continuity (waiting for the primed one)

     

    - Constitution

     

    - Shocking speed (Speed augmented)

     

    - Mobilize

     

     

    What do i have to change in this build? Thank you in advance :)

     

    You should swap out Mobilize for Lightning Dash or an equivalent Parkour 2.0 mod. Electricity procs from bullet jumping will allow you to clip through enemies, so you won't be stopped by them while running through a stage.

     

    If you don't mind the energy usage, Blind Rage is nice. Otherwise, swap it out for Transient Fortitude.

    Assuming you are going full speed for a solo build to rush missions, you won't have the ability to grab a ton of energy orbs unless you actively kill enemies. This means having energy efficiency is pretty important - or Energy Restores for a substitute.

     

    Everything else is nice. Shocking Speed destroys Corpus ship windows however, so if you would not like that to occur, you may want to swap it out for Streamline.

     

    Other good mod choices for your build would be Fleeting Expertise if you want better efficiency, and Redirection/Vitality if you want survivability.

     

    Based on your desires, it appears you want a pure speed build. In this case, you'll need 4 Forma (or 5 with the Aura polarity change):

     

    === Full Speed Template (for you) ===

    Sprint Boost + Lightning Dash + Transient Fortitude + Intensify + Rush + Armored Agility + Primed Continuity + Narrow Minded + Constitution + [blind Rage | Streamline | Fleeting Expertise | Shocking Speed | Vitality | Redirection]

  12. Patch 17.10.3 fixed a LOT of bugs. Some still remain.

     

    === PHASE 1 ===

    • Host Injector Charge Bug - If you are the host, you may notice that pressing the interact key (default X) while having injector charges may still deplete them without being near Vaporizers. This is a bug that is likely caused by the game assuming you are close to a Vaporizer while you really aren't. If you host the trial, take good care to make sure the interact prompt is displayed while you are NEAR a Vaporizer before you use the charge!
    • Door Out-of-Bounds Bug - Once you complete the Archwing segment of this phase, some players may be trapped outside of the door leading into the next area. This may be due to on of two reasons: (1) the player moves while the cutscene happens and goes through the door before it closes, or (2) the player never gets warped straight into the next zone, and gets stuck outside in Archwing mode. Option (2) seems more likely, and may be due to failure of the game to locate the player.
     

     
    === PHASE 2 ===
     
    We have not found any bugs here.
     
    === PHASE 3 ===
     
    This phase should be safe now.

    • Melee-Spore Damage Bug - Meleeing the spore may have a chance to directly damage it. The cause is unknown.
    • Permanent Death Purge Bug - There is a small chance that dying after the 15-second Purge sequence will permanently kill you in the entire mission if you are a client. No Revive/Abort prompt is given, which completely softlocks the game. Completion of the mission with other party members will still net affected players the rewards.
    •  Nerve 2 Vaporizer Bug - If you get off the pads while the Esophage in the center room is trying to move the Vaporizer, it may cause a bug where the Vaporizer never moves but the Esophage will not move it again afterwards.
    •  Nerve 3 Skip - There is a known skip for nerve 3 that allows you to skip destroying the explosive container and entering through the door under the nerve room. The bottom zone Esophage links directly to the Esophage in the nerve room. Activate this lower Esophage with the Vaporizer below. Then, a teammate can use a Punch-Through weapon or melee with large range to activate the Esophage in the nerve room and allow the player in the lower room to take it straight into the room itself.

     
    -----
     
    [ANY INFORMATION BELOW ARE BUGS FROM PATCH 17.10.1]
     

     

    It appears that DERebecca has responded to this post. I will now update this post as appropriate for patch 17.10.1.

     

    RECENT EDIT: We believe we found out how to fix the Jordas Nerve 1 Bug. Check the below bugs for more info.

     

    Similar format. I'll list down known bugs via phase number.

     

    === PHASE 1 ===

    • Host Injector Charge Bug - If you are the host, you may notice that pressing the interact key (default X) while having injector charges may still deplete them without being near Vaporizers. This is a bug that is likely caused by the game assuming you are close to a Vaporizer while you really aren't. If you host the trial, take good care to make sure the interact prompt is displayed while you are NEAR a Vaporizer before you use the charge!
    • Door Out-of-Bounds Bug - Once you complete the Archwing segment of this phase, some players may be trapped outside of the door leading into the next area. This may be due to on of two reasons: (1) the player moves while the cutscene happens and goes through the door before it closes, or (2) the player never gets warped straight into the next zone, and gets stuck outside in Archwing mode. Option (2) seems more likely, and may be due to failure of the game to locate the player.
    • Decryption Disconnect Crash - Found by Mizucario. Trying to rejoin during the Decryption segment IMMEDIATELY crashes your game and prevents you from rejoining in the future.
     

     
    === PHASE 2 ===
     
    Surprisingly, there are few to no bugs during this segment. This may be the fact that this phase is quite short compared to the others.

    • Pressure Pad Bug - Sometimes pressing both pads to open the hacking doors may not work. You'll need to step off and step on them again. This is usually a client-side issue.
    • Hacking Door Bug - Sometimes the door to the console will never open upon hacking the console, trapping the player inside.

     
    === PHASE 3 ===
     
    This is by far the MOST annoying phase in terms of bugs. Most of our runs have died here just because the game wouldn't recognize we've completed a phase.

    • Melee-Spore Damage Bug - Meleeing the spore may have a chance to directly damage it. The cause is unknown.
    •  Esophage Disable Bug - Shooting at an Esophage activates it. If the other linked Esophage is active, you are able to use this trick to jump through the link. However, in the case where multiple teammates shoot the Esophage too quickly, a bug may occur where the Esophage is toggled off and is hence permanently disabled until the next shot after a long delay. This is most disruptive during nerve 2.
    •  Purge Timer Failure Bug - This bug kills most of all failed runs, speedruns or not. The bug is believed to be a HOST/CLIENT issue. We have repoduced it by having the host inside the body when the Purge goes off. Whenever the host never even enters the body, the bug never occurs. For nerves 2 and 3, the host may still enter.
    •  Permanent Death Purge Bug - There is a small chance that dying after the 15-second Purge sequence will permanently kill you in the entire mission if you are a client. No Revive/Abort prompt is given, which completely softlocks the game. Completion of the mission with other party members will still net affected players the rewards.
    •  Nerve 1 Skip/Exploit - You can completely skip the puzzle for nerve 1 by charging the Vaporizer that enables the nerve. Then, by using a melee with a large range (Glaive Prime melee combo), you can stand near the dome separating you and the nerve and charge an attack that explodes under you. This kills the nerve immediately. Punch-through with the Ignis also work.
    •  Nerve 2 Container Vaporizer Glitch - In the nerve 2 segment you need to move the container containing a Vaporizer up to a door in the main zone. Charging this Vaporizer WHILE it goes up may cause a glitch where the serum fields do NOT break the infestation on the console, preventing a hack until the Vaporizer resets.
    •  Nerve 3 Skip - There is a known skip for nerve 3 that allows you to skip destroying the explosive container and entering through the door under the nerve room. The bottom zone Esophage links directly to the Esophage in the nerve room. Activate this lower Esophage with the Vaporizer below. Then, a teammate can use a Punch-Through weapon or melee with large range to activate the Esophage in the nerve room and allow the player in the lower room to take it straight into the room itself.
     

     

     

    -----

     

    [ANY INFORMATION BELOW ARE BUGS FROM PATCH 17.9.0]

     

    I talked with Rebecca regarding certain bugs that are hi-priority to be fixed, and I've decided to post a list of known bugs for the current raid here.

     

    You may have been seeing a ton of repeat parties getting top times for the recent trial.
    I'm from one of those teams, and for the purpose of helping new teams and players through the trial I've compiled a list of bugs and exploits that you may want to use (hopefully they are not patched hehe) or avoid.
     
    This is in no way a GUIDE to the raid. If you want a guide on how to beat the trial, search on Youtube for a few videos (we do have our speedrun videos posted) or check out the Wiki.
     
    We'll split these into three sections, one for each phase.
     
    === PHASE 1 ===

    • Visual Spore Bug - As a client, destruction of the spore may not actually remove it from the field. You'll see blue spheres remaining when this visual bug occurs. Ramming or meleeing into these "ghosts" of the spores will still move them, so you can still have them hit the next set of walls. Odonata shields and Repel will also move these entities.
    • Host Injector Charge Bug
    • Armor Integrity Death Bug - Being revived as soon as you are downed by the effect of 0% Armor Integrity may immediately down you again as soon as you revive. This is best seen with a Nekros using the Soul Survivor augment.

     
    === PHASE 2 ===
     
    Surprisingly, there are few to no bugs during this segment. This may be the fact that this phase is quite short compared to the others.

    • Pressure Pad Bug

     
    === PHASE 3 ===
     
    This is by far the MOST annoying phase in terms of bugs. Most of our runs have died here just because the game wouldn't recognize we've completed a phase.

    • Melee-Spore Damage Bug
    •  Esophage Disable Bug
    •  Jordas Invulnerability Glitch - I am fairly confident this kills most speedruns for this trial. Dealing too much damage to the Golem after the Purge sequence following the death of a nerve and BEFORE he unhooks from his platform will likely cause a glitch where he is permanently invulnerable. He will never leave his post, which results in an impossible run. There is a small chance that you can kill the Golem in the minutes following after; however, this softlocks the entire mission. There is speculation in our team that having dead teammates in the body will also cause this glitch, although I do not believe this is the case.
    •  Permanent Death Purge Bug
    •  Nerve 1 Skip/Exploit
    •  Nerve 2 Container Vaporizer Glitch
    •  Nerve 3 Vaporizer Range Bug

  13. Amazing Prime Time. Thanks for showing the Bingo card!

     

    EDIT:

    Ah I'll add in the link to the Bingo if anyone is interested - http://speedruntools.com/bingo/warframe

    The objectives are suited for longer races and aren't completely balanced haha, but if you want to take a look at it and try it out with others go for it! Quick shoutout to NMaster64, as he created the website! (I only helped with the Bingo categories for the game).

  14. I speedrun the game :D

     

    I'm trying to get more people involved in this because I honestly feel it's way more interesting and actually makes full use of the Parkour 2.0 system in such a way that makes the game difficult. Grinding is pretty annoying, sure, but now you're grinding for a better time in a way that stresses skill improvement over simple RNG.

     

    Try it out! I'm trying to grow the speedrunning community for the game, and you can check out some runs on speedrun.com/wf. Maybe speedrun the Mastery Ranks or all bosses... :) Might not be for everyone, but it definitely should be something different.

  15. Yo Sci_Ant, I'm glad this guide has been doing wonders for the community.

     

    I'm going to quickly add this guide here as an alternative take on Parkour 2.0 from a speedrunning perspective - http://www.speedrun.com/wf/guide/u2q3n. Things are similar but certain skill usages are recommended while others should be left alone. Expect GIF's of the techniques listed here in the near future.

     

    For examples of different takes on some mechanics:

    1) Speedrunners should avoid using Wall Dash unless it refreshes Double Jumps. Bullet Jump + Melee Gliding or Double Jump speed exploits should be emphasized instead as they are faster.

    2) Bullet Jumps should be used as soon as you would hard land on the floor. A frame perfect Bullet Jump as you land on the floor gives maximum sprint speed moving horizontally with respect to your camera.

     

    Hope to see more players appreciate the new system! As always, thanks for keeping the post updated :)

     

    EDIT: Silly grammar

  16. Short Answer: Yes, GOOD move for the game.

     

    I'm fine with the removal of coptering, although it does make the speedrunner in me a bit sad.

    However, with the introduction of Parkour 2.0 comes major improvements to the aesthetic and active playstyle of moving around maps, something that hasn't been seen in the original system. It's a lot better in terms of the feel and flow of missions I play.

     

    I've extensively played with coptering - so much so that I've been trying to beat all bosses and move to the objective as fast as possible. I'm also trying to do the same with Parkour 2.0, and although I'll admit it's a tad slower, the difference honestly is NOT significant.

     

    This is from the perspective of a solo player who mainly plays non-static missions (i.e. not defense related).

     

    === Pros ===

    + Takes a bit of getting used to, but the system feels MUCH smoother in missions. Coptering forced you into one direction of movement, which limited your ability to move around maps with ease.

    + Double Jump is a great way to allow for more dynamic placement of your Warframe, used in conjunction with Wall Dashing and Rocket Jump.

    + Aim Glide preserves momentum. THIS IS BIG - not many people understand the implications of this effect. You can effectively chain an aim glide with an aerial melee attack or roll to extend the speed boost you gain, and this ends up coming very close to coptering.

    + Infinite sprint - there's quite literally nothing bad about this from a user perspective (game design aside).

    + Wall Dash refreshes double jump and gives you 2 axes of freedom across vertical planes. This is a major departure from Wall Running, and I welcome this since it gives me the ability to customize my movements accordingly.

    + Rocket Jump allows for scaling of large heights with ease, making height less of an issue.

    + Collision resolution isn't a big deal anymore. You won't always be slamming into a wall, having to wait for the engine to resolve your speed from the collision.

    + Ziplines are quite fun to use now compared to the past, since you have freedom of movement.

     

    === Cons ===

    - Existing maps are not made to accomodate the new system, except for Uranus and the Void.

    - Directional Melee loss makes aerial movement disadvantageous unless smart use of Rocket Jump is being considered. I personally don't like the removal of directional melee.

    - Wall Running is gone, but I don't see this as an issue, as holding down the jump button during a Wall Dash makes movement across walls similar.

    - Animations to some people are a bit awkward, but I'm used to this.

  17. As others have said here, I recommend you drop Intensify immediately.

     

    Loki mainly benefits from Duration and Range. That being said, I recommend Duration for non-defense missions and Range otherwise.

     

    TL;DR: To answer your question on what to farm (ignoring what you have now):

    ---  GET THESE FIRST, as they are basics for most frames ---

    (1) Vitality/Redirection

    (2) Continuity (Primed if possible)

    (3) Stretch

    (4) Streamline

    (5) Flow (Primed of course)

    --- Start getting Corrupted mods now ---

    (6/7) Overextended

    (6/7) Narrow Minded

    (8) Quick Thinking

    --- Augments are situational, grab them whenever ---

    (9) Irradiating Disarm

    (10) Safeguard Switch

    (11) Hushed Invisibility

     

    Here are some builds that you can use. For Auras, choose whatever you want. I recommend Energy Siphon for solo play, and Corrosive Projection for multiplayer in high-level missions. Others are situational. For Exilus slots, pick any of the Rare mobility mods, or Rush if you want.

    Again, please don't take these as the "best" builds ever; there are going to be disagreements over mod choices, so make your own decisions!

    === Quick Build References (Use Primed equivalents if you have them) ===

    Basic Build (if you are lacking in mods): Continuity + Stretch + Vitality + Redirection + Streamline + Flow + [2 OPTIONAL]

    Pure Duration: Continuity + Narrow Minded + Constitution + Streamline + [1 Survivability] + [3 OPTIONAL]

    Pure Range (Utility): Stretch + Overextended + Flow + Streamline + [1 Survivability] + Irradiating Disarm + [2 OPTIONAL]

    Range/Duration Hybrid: Stretch + Continuity + Flow + Streamline + [1 Survivability] + [1 Augment] + [2 OPTIONAL]

    Pure Efficiency: Flow + Streamline + Fleeting Expertise + [1 Survivability] + [RANGE/DURATION PICKS]

    Survivability Focus: [Vitality/Redirection/Vigor] + Quick Thinking + Flow + [RANGE/DURATION PICKS]

    Teammate Support Focus: Flow + Streamline + Vitality + Continuity + Stretch + Safeguard Switch + Irradiating Disarm + [1 OPTIONAL]

     

    In-Depth Explanations for Mod and Build-Type Choices:

    DURATION

    === Why Duration? ===

    - Influences Invisibility, it being one of your main skills for stealth and survival.

    - Influences Decoy timing, although given that your Decoy probably won't last long this isn't too big of a priority.

    === Duration Mods ===

    [Primed] Continuity - Probably one of the mods you'll need for sure.

    Constitution - Not as needed, but it helps with reducing knockdown timers.

    Narrow Minded - Corrupted mod, equip this if you don't mind the range reduction.

     

    RANGE 

    === Why Range? ===

    - Influences the range of your Decoy cast, which can be useful for redirecting fire.

    - Influences range of Switch Teleport, which can aid in you switching with Decoy over a long distance or with friendlies with Safeguard Switch.

    - Influences effective range of Radial Disarm, a huge boost for supporting teams that are under constant fire in high-level missions.

    === Range Mods ===

    Stretch - A mod you'll probably need for sure.

    Overextended - A mod you'll DEFINITELY want since you don't need power strength for the most part.

     

    EFFICIENCY/UTILITY

    === Why Efficiency/Utility? ===

    - Reduces energy cost of casts, which can allow you to spam ANY of your skills.

    - Gives you an upper hand with mobility or skill spam.

    === Efficiency/Utility Mods ===

    Streamline - If you care about energy usage and are playing solo, get this unless you don't mind using gears. With others, get a Trinity with Energy Vampire or teammates with gears.

    Fleeting Expertise - Super useful to max out Efficiency to 175%, although the cost is that you lose Duration. If you are playing pure support in terms of disabling enemies, grab this. Otherwise, leave it out.

    [Primed] Flow - Use this with a multiplayer range build to spam disarm. For solo, avoid this unless you are defending an objective by yourself. I recommend Streamline over Flow, especially if you are playing Loki Prime. Use Flow if you need the added energy in Voids or are doing long missions.

    Natural Talent - I use this a lot! Useful for spamming disarm or getting into invisibility very quickly!

     

    SURVIVABILITY

    === Why Survivability? ===

    - You should have at least one survivability mod on most frames to avoid taking on extra risk.

    === Survivability Mods ===

    Vitality - Extra health is good. I recommend this if you are maxing duration for Invisibility or are up against Infested.

    Redirection - Extra shields is great since they recharge. I like using this for Grineer/Corpus when I have a range build.

    Vigor - Health and shields are nice to have... I wouldn't use this unless you are dying as Loki A LOT. You should be using Invisibility anyways.

    Quick Thinking - Use in tandem with Flow. I do not use this, since I believe Invisibility should prevent you from dying in the first place (you aren't supposed to be getting hit at all!).

     

    AUGMENTS

    === Why Augments? ===

    - Each has their own use.

    === Augments ===

    Hushed Invisibility - Stealth tactics. Use this in SOLO play dealing with stealth kills. I use this during Exterminates to reap stealth EXP bonuses for weapons that can kill in one hit.

    Safeguard Switch - Vital in the Vay Hek Trial in my honest opinion. It gives invincibility to your teammates, and this is NOT debuffed by disruptors, which is extremely helpful.

    Irradiating Disarm - Causes Radiation to enemy units hit with your disarm. Use this with a range build in high level situations.

     

    EDIT: Added in Natural Talent, spelling fixes.

  18. Shocking Speed is definitely worth it just for the collection, but there are some pretty good uses for it as well.

    First, the cons:

    - It breaks windows in corpus ships, so you may have to waste time hacking the get out of a locked room.

    - The damage isn't amazing.

    Then there are the pros:

    - It breaks nearby containers, which is a huge convenience if you want to break them asap.

    - It stuns enemies with electricity procs, which ALLOWS YOU TO CLIP THROUGH THEM. This is a huge advantage, as now you can walk straight through choke points without having enemies block your way.

    - It breaks nearby cameras and grineer doors, which can prevent energy loss and alerts from turrets.

    It synergizes extremely well with speedrunning in my opinion, corpus windows aside.

    Edit: spelling since mobile is derpy

  19. Do you mean stacking in terms of effect or in time? 

     

    Boosters only stack in terms of time, so for example if you had 5 days of an affinity booster before the server problems and you got the 3 day affinity booster afterwards, you'd have 8 days of 2x affinity.

     

    Boosters only stack in terms of effect during events. That means you'll only get 4x when DE says there's a 2x event going on and you have a booster on during that time.

  20. I've been loving the new Parkour 2.0, thank you all for the hard work!

     

    + Now that we have Parkour out of the way, what's next on the platter? Stealth? Mods? Damage?

    + How do you feel about the current QoL chages made currently to Warframe? I feel a lot can still be improved with the UI's in the Liset (mod UI, foundry, etc.). Any major QoL topics you feel should come up next for the community to talk about?

    + It's been a while since we had a Community Hot Topic thread. I understand this could be due to the recent events (TennoLive, etc.), but when should we expect to see the next one?

    + Any progress on the idea of "super forma"?

    + Progress on the mobile apps? :D

    + It's not possible to make duplicates of items in the foundry right now. Can we potentially have reserved slots for crafting duplicates in the future, and make these MR unlockables, for instance? It would be great to have, let's say, 2 formas building at once.

     

     

    + Minor Question: Is it possible to add a "time in mission" statistic to the mission summary screen?

     

    As a speedrunner, load times can vary widely between machines, and this should help make runs more consistent in terms of timings for the leaderboards on speedrun.com. It would also not alienate players with computers that are not powerhouses. :)

×
×
  • Create New...