Jump to content

ShardsSuperior

PC Member
  • Posts

    833
  • Joined

  • Last visited

Posts posted by ShardsSuperior

  1. Whenever I start the game, the game changes to a much lower resolution. I have to go into the display settings, change the setting to something else, then change back to original to get the correct resolution. This resets to bad resolution every time it starts and I have to go back into settings and fix it each time.

    This has been occurring since U26.0

  2. I went to the Sanctuary Onslaught (Normal mode).

    I loaded into a Nullifier bubble, then could not move or shoot or cast. I fell into a pit (not an endless pit, just a hole in the ground) and could not get back out, so I got left behind when the stage changed.

    I was even playing with [DE]Rebecca at the time. 😢

  3. 16 minutes ago, TheMetrocop said:

    my gpu works just fine with a smaller monitor, pretty sure that's not the problem.

    The smaller screen would stress the GPU less. Try another game of similar graphics quality and see how your performances compare.

     

    EDiT: I also have a 4k monitor, but I still play on 1920x1080 because of this same reason.

  4. If you only put one mod on the weapon, between a crit damage and base damage mod of the same percentage, the base damage mod is better, unless the weapon has 100% crit chance, because the crit damage mod only applies if the weapon actually crits.

    If you have other mods on the weapon, the easiest way to figure it out might be to throw it into Warframe builder and test it, or maybe just good old paper and a calculator.

  5. I thought of a build that could utilize Energy Conversion, but only recently scraped together the Simaris rep to use it: 

    http://goo.gl/nC5JeC (1 Forma)

    E5LrIq3.jpg

    Basically, this build allows you to bring both a Fast Nova to get early waves over more quickly, and a Slow Nova so that enemies don't overwhelm you in the later stages of the mission.
    Without Energy Conversion, it hits -45% power strength, which is a 15% speed boost. With it proc'ed, it has +5% power strength, a 35% slow. 

    If you want to cast a fast MPrime with the buff on, you can waste it with one of the other three abilities. There's actually a bit of a delay between picking up an Orb and the buff being applied, so you can actually pick up an orb, Wormhole to a safe location before using MPrime with the Energy Conversion buff.

     

    With a coordinated squad with an Equinox, you can also use Provoke to otherwise fine-tune the amount of slow you'd like.

     

    Basically, this build makes the long slog through the first few trash waves more bearable, while not giving up a squad slot because casting a fast MPrime is suicide in high waves.

  6. Is Simaris talking to you in the missions? Are you just not able to find the targets, or can you not find missions with the target in them?

    If the former, then you can pull your Synthesis scanner out and follow the trail of sparkles that show up every few meters until you reach him. If the later... then I have no idea. Usually any mission in which the enemy would spawn at all would have a 100% chance of spawning a target.

  7. 1 hour ago, The-Tective said:

    Primed Continuity +55% duration, Constitution +28% duration (you specifically said corrupted mods not nightmare mods, not primed mods) = +21,7 invisibility duration

    Streamline +30% efficiency + Arcane Essence Helmet + 15% efficiency ( again not a corrupted mod) = +45% efficiency => Invisibility Power Cost = 27,5 Energy

    That means with Primed Flow you are invisble all the time in any non endless mission. In endless Missions the whole efficiency thing doesn't matter when the Energy Leacher appear and you have to throw energy pizzas.

    So again invisible all the time with and without corrupted mods.

    As for Radial Disarm, if i am invisible i don't ned to disarm enemies.

    And again without corrupted mods Stretch +45% Range + Cunning Drift +15% Range = + 60% Range => 32 m radius and that is 64 m diameter. Basicly stand in the middle of the room and disarm everyone. And again +45% efficiency means 55 Energy per cast on Radial Disarm.

    JUST AS FYI.

    Ah. So we're arguing semantics now. I specifically said: "before Corrupted Mods." Corrupted Mods, introduced in update 10.3 predate Primed Mods and especially Drift mods (but not Nightmare Mods like Constitution, which is why I included that in my calculations). As for Arcane Essence Helm, good catch.

    But, that's beside the point. The difference after U10.3 is still huge. Energy drain for Invisibility went down by a factor of 2x - 3x, while Radial Disarm also got a doubled radius - which is 4x the area.

    And the most interesting point from your post: "As for Radial Disarm, if i am invisible i don't ned to disarm enemies."
    That just kinda shows how broken Loki's design is, doesn't it?

  8. 16 hours ago, The-Tective said:

    I can do everything you described with Loki without using even one corrupted mod. Just saying.

    Okay, let's do some math - specifically about the Invisibility running through missions and ignoring enemies.

    Before corrupted mods, Efficiency was capped at 130% and Duration at 130%/158%, depending on whether we also count Nightmare mods or not.

    That's 35 energy for 16s/19s Invisibility. Before corrupted mods, that's a 2.2/1.8 energy/second. The most energy you can get at that time as a solo player (pre U10.3) was 0.6/s from your Energy Siphon. You cannot keep Invisibility up, and just run through missions without a care. 

    Now, with the Corrupted mods, you get can 175% efficiency with 232% duration. That's 12.5 energy for 28 seconds - 0.4 energy/second.

    On the other hand, if you look at Radial Disarm. Before corrupted Mods, it was 70 energy for a 26 m radius, which honestly is not very impressive, but it gives enough control to the battlefield for a quick cleanup.

     

    1 hour ago, Thaylien said:

    That's bull and you know it, at the point where the difficulty has ramped up enough that guns on enemies are a genuine threat to your team's survival in a mission, the melee is then almost as dangerous and if you're not running a 4x Corrosive Projection, the armour is enough to let them get close and use it. If you can't kill those enemies before they hit a target, they'll still kill any defense/rescue NPC or pod or console in seconds, and any non-tank frame in one or two hits. Testing shows that the Lvl 1. base damage is only 60, but doubles to 120 if they use the jab ability, and ramps up per level until it can do over 900 by the time you hit actual high levels, enough to kill quite a lot of frames in, as I said, one or two hits.

    Yes Loki is invisible, but if he's spending all his time picking people up because they aren't surviving waves of tanky melee enemies, he's not actually making the game easier, just delaying the inevitable.

    And how about Nullifiers and Nul Combas, you can't disarm them, you can't Invis near them, you're back to weapon damage only, meanwhile your team is getting sniped by everything under the Nullifier bubble, or chased down by a deranged hover-skater.

    First of all, at least three-quarters of the frames have abilities that trivialize melee enemies. Without swarm-based auras like the infested have, I'm not sure how any melee enemy can kill a competent player who can just Bullet jump away and knock down everything in his wake.

    And weapon damage is pretty high. You can either jump into the Nullifier bubble and oneshot the Nullifier, or you can stand outside the bubble and chip it down with a focused burst and then shoot the Nullifier. (According to the Wiki), none of the Combas/Scrambus will stop Radial Disarm. And honestly, it's not that hard to hit that helmet and disable the aura, even when their levels make them really tanky.

    1 hour ago, Thaylien said:

    The fact that Loki, a zero-offense, low-defense, stealth and support-cc frame, can be used to make a team go further and better, does not negate that his presentation, how his abilities work together, his role in a team and his ability to solo on stealth missions are all because he is a well designed frame. Definitely better designed than the dozen or so that populate the ranks of 'badly designed' frames in the game people are arguing about in this thread already.

    First of all, zero-offense frames do not exist when most of your damage comes from weapons.

    There are different types of bad design. Just like how Trinity's EV trivializes energy economy, Loki trivializes enemy weapons and the enemies themselves. That's bad design.

  9. Equinox and Zephyr aren't poorly designed frames. You guys are confusing "bad design" with "not brainless to use."

    Bad design is Oberon's Renewal - it's a skill that's supposed to be reactive, as it does not have any effect at full HP, but with travel time - a mechanic that pushes it with a proactive nature.

    Or a skill like Loki's Disarm, which ignores Line of Sight and trivializes every enemy in the game by reducing them to melee meatbags with varying amounts of HP.

    Limbo is a different type of bad design - clunkiness. His 3 doesn't *feel* like it has an effect on the battlefield. After all, you're just waving your hand around. Also, the rift's internal logic is weird on whether you can actually interact with various things or not.

  10. Loki.

    He was fine before Corrupted mods, but now, he's the literal embodiment of cheese. You can Invis walk throughout an entire mission without touching a single enemy. You can reduce every single enemy in the game to the same state - melee units with varying amounts of HP.

    With the current look against player cheese, I don't understand why Loki hasn't been under fire.

×
×
  • Create New...