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gkuoni

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Posts posted by gkuoni

  1. I just got this bug today (11/11/2018), here's what lead up to it:

    I was getting shot down by corpus while on K-Drive (first one you get), got shot down from it (did not get killed though), started running and re-summoned the K-Drive while mid jump. This then happened:

    Doing these things did not fix it:

    Touching any surface (just caused me to go higher), meleeing, jumping, crouching, sliding, summoning vehicles. When the timer for fortuna ran out (not in video) for a few seconds I was still mid air, until I spawned into the zone, where I fell back down.

    • Clan name: LGV
    • Clan tier: Storm
    • Clan platform: PC
    • Your Clan role: One of the generals of the clan and main decorator (I built most of the things you can see in the clan)

    Here's a video of a tour/showcase of the different things we have in the clan at the moment:

     

    Here's a link to a bunch of images for a better look at certain areas from the dojo/video. (there's a bonus sketched up version of the dragon when I was planning her out):

    https://imgur.com/a/Ia307vN

  2. Among a lot of the suggestions, I feel like mag's 4 needs a complete change.

    Furthermore, wukong's cloud walker:

    • could be an ability where he gets invisibility to all lasers, but enemies can still notice him if he stands still next to them. He can pass through units in the cloud
    • Make him hop on top of the cloud, not into it (lore-wise it makes more sense).
    • the cloud now works almost like a k-drive (fortuna hover boards), but has better acceleration but can't turn as easily.
  3. being a veteran or having high mastery has nothing to do with incapability to testing out the weapons. Amprex is beastly. Crazy strong, better than tigris prime (which I know is no longer really saying much since it's dated now). With the right build you shred through any content. While I do have a riven for the amprex with crit chance and crit damage, a friend of mine recently did a video on the amprex and showed that even with basic mods you can still obliterate any level content.

     

    Quite honestly, I'd recommend the approach of testing before concluding things are useless. You never know what combination or weapon is, while heavily underused, still really strong.

  4. When I heard they were having Umbra not be "just a skin", I was honestly expecting more than a renaming of his 2 with just a longer cast time and a (with the current content in the game) highly niche and mostly unusable in everyday-warframe content. His passive is a nice touch, though I was hoping for, in general, a larger difference.

     

    Here's a few examples of what I had expected:

    • A completely new ability, one replacing any of his other abilities with it's own mechanics and functions. Something where the ability comes to get used for different functions. One thing I quickly thought of could have been where exalted blade no longer is a projectile but increases the weapon range by a large amount and gives you on certain attack types wide swiping attacks, where every enemy hit with the same attack will increase the damage of the next slash or something like that.

     

    • Stat differences to the abilities:
      • Another expectation was stat differences. Such as having his abilities have 25% less range but 50% more damage. Something that gives the warframe it's own feel, differentiating it from the prime and making it feel like an almost alternate and changed version of the warframe.
      • I was hoping for something like this since otherwise any future umbras will pretty much be just skins of the primes with one ability "difference" and a bonus passive.

     

    • A new feel to the abilities:
      • Didn't know how to word this correctly. With this I mean give more of his abilities, (like how his 2 is now) a different cast time with more visual effects to differentiate his abilities and make him feel like umbra rather than just excalibur.

     

    Why do I think some of these should be implemented?:

    To give the primes and umbra their own use and function in the game.

     

    As to the actual umbra and how he was released; here's my feedback:

    Spoiler
    • His passive was a great addition, but have it take reduced damage like the other warframes do when you have an active ability on.
    • Other than his howl I was expecting more from his abilities other than just audio differences, as mentioned above.
    • I like that his howl is different, but I feel like it's still a bit too similar. We don't have much use of the extra part of the ability as of yet, but I'm hoping that from what we know of the end of the quest, to also have a bigger use in the future for when we come across sentients more regularly.
  5. Then again, releasing three warframes a year isn't that crazy of an amount either when you think about it. Furthermore, they have been doing the warframe "reworks" quite regularly in comparison.

  6. When I was at the final part, I had to find the three cashes. There in one of the cave systems, I found the mixer thing from the infested plains event. I picked it up and tried dropping it. It crashed the game. If any more info is needed I will try my best to explain further what occurred,

  7. For one the biggest advantage joining an already existing clan (doesn't have to be a large clan though, you're just more likely to actually be able to apply and get into one of those), is that all or most of the research will have already been completed. This means you won't have to spend resources crafting all the components for the room, and then for the research, which will be a lot, especially for a new player.

    However, as of now I'd recommend you focusing on getting the most important mods for your weapons obtained and leveled (think serration and other pure damage increase mods (though not ones that increase one specific damage type such as slash). Also try and get a solid ground for your playstyle and mechanics. With this I mean find out what type of warframes you enjoy the most (tank, mage, etc.) and then invest in getting that one to a good enough spot where it can help you through most content of the game, where you will then be able to sustain your resources and maybe even start gaining some platinum from relics and trading.

    Don't worry if the road seems steep ahead right now, since that is somewhat of a flaw that the early game has. If you can manage to get a solid foothold and invest some small time in understanding the different mechanics, you will have a lot easier time.

     

    tl;dr: focus on getting the most important mods first, level them up almost all the way, and then get a weapon and warframe that you enjoy or think you can sustain yourself through most of the rest of the game.

  8. don't know if this weapon is popular or not at all, but used to be the best weapon in the game years ago (among many others though), being:

    acrid 

    Got a godly riven for it with its high riven disposition. Even before that riven mod, with the augment I can do pretty much any content. I also find it extremely satisfying to use with its fast fire rate and constant damage. Sure it won't kill a level 140 heavy gunner in 1 second, but it will kill it within a quick time period.

    Spoiler

    If you're wondering, these are the riven stats, though it really just makes the weapon from being good to really good (don't need it per say though, and no I'm not selling):

    +238.5% Damage

    +77% Fire Rate

    +121.9% Multishot

     

  9. I thought up an idea for a status mod that would allow players more freedom with the different status types and effects by allowing the player to not have to use the dual stat (60% elemental + 60% status chance) mods to be able to go status. This would be for all weapon types: pistol, rifle, and shotgun. (melee maybe too but I centered my idea around those weapon types)

    My idea (haven't looked for other similar ideas really) was that the mod would look like this:

     

    cost: ~14-18 (D or - polarity)

    Status chance: + ~200% (+-50 or something like that)

    Status duration: + ~100%

     

    So why would I think this should be in the game? 

    To build a status weapon, one was always forced to use at least 3 slots with the dual stat mods, and not be able to buff up any of the base physical damage types (slash, impact and puncture) without heavy damage loss potential. It would not completely remove the effectiveness of the dual stat mods, since a lot of the times you want at least 3 different elements on for combos, where the mods would then be better suited. However for some weapons you might only want to add 2 of the mods and go more for slash or be able to purely buff one element type such as fire or toxin.

     

    When would one use this mod over others?

    So this obviously is not meant to make weapons not suited for status builds suddenly viable status weapons. Instead it's supposed to offer one or two extra mod slots to be used for stronger elemental mods, physical damage mods, or utility mods if one so desires.

     

    So what do you think? Would such a mod fit into the game? Would you use it? Reply on what you think!

  10. Most likely not a week or two. There still seem to be things that they have to work on based on how they responded after the footage was revealed. It definitely should be 2017 though. Guess we'll just have to wait til we get more info. Such a huge update that it is though it would probably occur in update 22, unless we get lucky and get it earlier.

  11. In general I think mag prime could use a touch up to make it a bit more than just a recolor of the original (yes I know frost and excal are in the same boat, however I find mag could really use some more love.) Here's hoping the deluxe skin will come out well!

  12. Here's my attempt at a toxic whip: 

    Faction: tenno/new Loka

    Weapon description:

    • One handed whip (like all the others)
    • has base toxic and pure slash damage. High status chance.
    • The toxin is drained from the flower that grows in the handle. A charge attack will create an aoe toxin cloud (or the elemental combination equipped)
    • Status effects will always apply slash and toxin next to the other elemental status effects.

     

    59SXRMs.jpg

  13. 23 minutes ago, (PS4)CoolD2108 said:

    What makes the endgame are less individuall goodies but rather a working synergy.

    You got a nice weapon? That's cool. Get you a frame that makes the most of it.

    Anything is viable in a correct setup.

    This kinda becomes copy-paste at this point but i'll still share it with you...

     

    I'm currently playing Nidus, paired with a pure status lacera. Usually not the best idea but what i do is using it with larva, pulling enemys together and sliding trough the hoardet enemys, what gets one 100% out of gas/electro proccs. The damage you do with your setup? Avaiable any time. No need to substain it, exponentially profiting from stealth (maiming strike + naramons shadow step) and status (Condition overload, lacera sets 2x status by itself- 2,56x multiplier, further exponentially scaling from any other status on the field.)

    That i'm using naramon also further enables me additional defense, what makes my nidus build more offensive.

    How you use stuff is just as important as what you use.

    While that definitely is true that weapon and warframe combos can make end game really strong, it's not exclusive. As a mostly mag and nova player, I find that a lot of weapons work with my setup. Of course I have favorites, but they aren't the perfect synergy (such as I like shotguns (strun wraith, tigris prime, etc.) and secondaries such as acrid, atomos, vaykor marelok, and such. Synergies and combos will always be strong, but a lot of weapons can be viable and useful in end game, just depends on how you use them.

  14. One thing that you haven't mentioned is how you are doing with mods. Make sure you have the important damage mods the so called "core" mods, fusioned up to at least 2 from max level (what I have it to since the last few levels require as much fusion power as you had to put in for the other levels so only worth it if you have excess fusion power, even then, not that important to have it fully fusioned). Make sure you have the important corrupted mods and Auras since those will help out for end game. End game is really only there once you have the core mods and game knowledge on how to defeat enemies. When modding to counter have 3 set ups, one for corpus, one for grineer, and one for infested/void. You can go with an all round set up but those won't do as well as the other combos.

    When modding you want to have the core damage mods first (unless it reduces accuracy too much, then just go with multishot and the base serration/other). Next get the two crit core mods if the weapon is crit based. Then get at least one elemental combo, two if possible for elemental damage. Base damage of slash/impact/puncture are only really useful in sorties where they take reduced elemental damage, so not really worth modding except for some extreme cases.

    In short on how to defeat enemies(my way at least):

    General build(if interested)

    Viral and Fire is the elemental combo you will want to go for if you really just don't care too much about min maxing and don't want to switch loadouts often. You WILL need another source of armor reduction, so make sure you have Corrosive Projection or a pistol with corrosive and high status chance.

    Corpus:

    Shield based, almost no armor, focus on Magnetic and Toxin damage. Magnetic does really well against shields and toxin bypasses shields directly. Slash and Impact also do well against corpus since slash will also bypass shields (and armor) and impact deals more damage to shields. Nullifiers can be dealt with by shooting the bubble (or weak point soon to come) or if you can and don't have channel abilities, jump into the bubble quickly and focus the nullifier.

    Grineer:

    High armor scaling, considered the toughest to fight and usually is end game. You have two options for elemental combos here:

    Corrosive and Fire, this will allow for armor shredding and fire deals well against the non-armor part of their life (flesh/the red health). This usually will go on your pistol with a high status chance.

    OR

    Viral and Radiation, this combo has the higher multiplier in damage and will also allow for some CC if needed and will deal with most harder enemies of the grineer and only 1 or 2 types (rollers) won't take the full effect of those damage types, but it won't matter much). This is usually what you will try to get on your rifle/shotgun (other than few rare cases)

    Infested/Corrupted(void)

    Corrosive and Fire OR Cold, corrosive will deal with armor, which helps against scaling, while the other type can deal with flesh(fire), or shields(cold). Most of the time, fire is the better option since you will then be able to use it against infested better than cold.

     

     

    Hope this helps a bit

    -gkuoni

     

  15. 34 minutes ago, Jabarto said:

    So, minor update: I reread the wiki and realized that shooting Magnetize fields will increase it's passive damage, not just the blast damage at the end. This slightly improves my opinion of it; you can't place it strategically because you can't target the ground with it, and it still blocks your damage output, but at least I can feel better knowing that if I shoot it enough it'll instagib anything that tries to cross it (it's probably quicker and more efficient to just shoot enemies directly, but I'll take what I can get).

    Also apparently Shield Polarize creates an explosion if you completely drain an enemy's shields? I was wondering why I never noticed this before until I gave it another try and realized that Polarize never does enough damage to completely drain the enemy's shields. Also I can't figure out what do with those shards it creates; they don't seem to burst or do anything at all, even when an enemy is right next to one.

    That magnetize increases in dot is one of the main reasons why it's strong. You can use it at choke points easily since enemies will cross the chokepoint and then you magnetize it, voila, strategic placement. (it can't be placed before a round, but right at the start and then you can keep recasting it if you want).

    The shards are the amount of armor/shields you've taken from the enemy. They will add onto the damage of magnetize (which is why it's good to keep using 3 in addition to 2.) People say that magnetize barely shreds armor, or shields, but most of the time I can get the armor down in 2-3 casts for all lower health enemies, 5 or 6 for larger ones (but that's not really the point of polarize anymore). You use it to benefit magnetize damage.

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