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TheGambler_BR

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Posts posted by TheGambler_BR

  1. I've managed to go there already, but thanks :D

     

    I was having trouble with eligor (corpus defense). Almost managed to solo it (there were no squads around)

     

    Valefor was a piece of cake, though. Frost, Vauban, Banshee, and myself as Saryn. Wave 15, no problems. :)

  2. I currently do not have it unlocked, and it's impossible to solo my way there. Could someone squad up with me and take me there please? Thanks

     

    PS: Yes, I want Nova. That's why I want to get there.

  3. Wouldn't it be better for him to get 75-90% multishot and serration to at least 75-90% as well? Maximize dmg instead of getting average elemental dmg on low base? Then throw on an unranked cyro and w/e else can fit? 

     

    Ranking multishot to 75-90% costs a LOT of mods. But yeah, if he does have the mods to upgrade it, then he should.

     

    Serration, too.

     

    It's not an easy task to mod a unpotatoed weapon. :x

  4. I'm not sure if it's best for yu to rank up split chamber or serration, but one of those could use a boost.

     

    If possible, rank them multiple times and lose fast hands.

     

    Also, you don't use freeze for its damage, but for its effect, so there'd be no need to rank it - a rank 0 freeze mod would do the trick just fine.

     

    Piercing hit, however, could use a boost in rank. :)

  5. I am limited to the 30 levels. I am also sort of a novice to the whole stacking damage on top of another. I didn't get too much into the mathematics of the game. What would you recommend (anybody who is using a boltor).

     

    BTW, I am having so much fun with the paris

     

    Serration and Multishot are the most important mods you can have. Then, armor piercing and freezing mods come second (freezing doubles damages against shields and slows enemies). After that, you can mix and match to suit your needs (if you have the capacity left, that is)

    On a "budget", get this order of mods:

     

    Serration

    Multishot

    Armor Piercing

    Freeze

    Reload

    Rate of Fire

    *Crit chance

    *Crit damage

    **Faction Bane

    Anything else

     

    *only if the weapon is suited for a crit build - weapons with high crit chance like the bows and grataka are optimal for such

    **only if facing a specific high-level faction.

     

    This build works for most, if not all weapons. A few weapons have different builds - flux uses puncture, for example. But even then, if you go this way you can't go wrong.

     

    One thing to note is that Serration and bane mods add damage multiplicatively, whereas elemental damages (freeze, pierce, fire and eletric) do so additively.

    This means that, for a weapon with base damage 10, a level max serration (+165% damage) and a level max bane (+30%) damage will up your weapon to 10*2,65*1,3 = 34,45 base damage. Elemental damage is based on THIS value, so a +60% freeze damage will add 20,67 damage per shot.

     

    If you're missing any of those mods, do not worry. Add everything you have (with damage mods coming first). Hopefully you'll get some useful mods while running the void. :)

  6. Pick one powerful weapon and a ammo-efficient one.

     

    I have no issues running t2 void with a vandaltron and a potatoed kunai. I sometimes run out of sniper ammo and have to fall back on kunais.

    Barely use any abilities (though I should use more due to the massive amount of blue orbs lying around).

     

    I've ran it countless times with an ember, and I can say that a maxed overheat with focus will save your &#! so many times it's not even fun. That's about the only useful skill, though, seeing how WoF is bugged (only damages one target).

     

    Be sure to equip a flow mod, and redirection. Vitality is also useful, but not needed.

     

    Be VERY wary of laser traps. They are easy to avoid, but should you get hit by one, they will deal a LOT of damage. Most of my revives come from poor positioning which lead to being damaged by lasers.

     

    If you have a sentinel, a high-rank guardian mod is a must.

     

    as far as Volt goes, I haven't used him a lot, but I know agility is needed for ALL vault rooms. Slower frames sometimes can do the trick, but a few have "tiered" rewards, and only the fastest frames can reach the maximum reward.

     

    Speaking of those. SEARCH THOSE. They're the best part of the void. One t2 run can give you so many mods it's not even fun. Imagine leaving a level with 6+ rares, and countless uncommon and common mods. Yup.

     

     

    Also, what loadout would you recommend for a level 27 non potatoed orthos?

     

    I also have a braton lvl 30 non potatoed that I forgot to mention

     
    Charge mods (killing blow and the other one), armor piercing mods, freeze damage mods. I think it should fit.

     

  7. 2) Chassis and Helmet maybe hold the same pool of mods, but have some kind of effect multiplier or something that makes you only slot mods in one or the other if you *really* want to focus on one particular aspect of your frame.  For example, putting Vitality in the Chassis gives the regular effect, putting it in the Helmet gives you half the effect (potentially for half the cost, as well, but still taking up a precious mod slot).  In this way, you can configure a super specialized frame, but the marginal benefit of doing so is less compared to having a more well-rounded setup.

     

    I think this, coupled with the recent dual mods, could provide interesting tradeoffs as far as equipping stuff goes. 

    Say, for example, that Helmet are for warframe powers (molt, freeze...) and resistances, Systems are for utility (power mods such as focus, flow and continuity) and shields (redirection, fast deflection), and Chassis are for physical defensive mods (vitality, steel fiber)

     

    A mod like constitution could fit in two regions, Systems and Chassis, as it gives physical recovery and boosts power effectiveness.

    By equipping in one of those specific regions, you'd get a 50% boost to its intended role. So, equipping it on Systems could give you increased continuity effect.

     

     

    Or maybe that's too complicated/imbalanced and my 4am mind just doesn't realize this. :)

  8. Yeah, like Faceless Void' Chronosphere(if you know what i'm about). It will pause everything, including allies, and will increase this Frame's damage while standing there(he is not affected by this skill)

     

    Sorta like that. Hopefully without the "friend time slowing", so there's no risk of griefing...

     

    But bonus damage while inside is cool. :D

  9. http://www.youtube.com/watch?v=lazRr-asBfA'>TIME!

     

    Seriously now.

     

    Time-based warframes are not easy to make in co-op games.

     

    What would its powers be? All I can think of are:

     

    A generic "return-to-last-position" skill (could be called timewalk)

     

    A DoT (accelerated aging)

     

    Something else as a third skill

     

    Chronosphere. Which would be too similar to Bastille.

     

    So yeah, as cool as a time-based warframe would be, sadly it can no longer be done.

  10. The response is simply no. There are too man variables involved to make it works.

     

    1. Which weapon do you want to use as base for power damage calculation? Melee, long gun, or pistol? some of them excel at burst damage, some of them are good at delivering constant damage. Calculating power damage based on DPS means caster must equip certain weapons in order to maximize power damage. Mods make the calculation even more difficult.

     

    2. It doesn't solve scaling issue. In the end it's still flat damage without 'real' percentage involvement. If you calculate power damage based on DPS - slash dash deal 150% based on long gun DPS means damage is still flat statistic, not a dynamic one. In the end, power damage is still unable to compete in high level area due to large amount of enemies and weapons can deliver more damage in a along run.

     

    The scaling issue can be separated into many smaller issues.

     

    1. Utility mix with Damage. Utility is apparently more powerful of the two through out the game. Mixing both together like Rhino stomp (and recently, Radial disarm) is a good way out. When damage is no longer a reason to cast, utility alone will be able to support the team.

     

    2. Lack of buff/debuff power. The recent change to Volt and Rhino (Speed and Roar) make this issue more noticeable. The game's power design had been relied on damage more than other aspects (CC, buff, debuff) to the point of ignoring it. In a game that advertised as coop shooter on youtube, the non-existence of these powers is rather strange. Adding more pure CC/buff/debuff into the game is a good way from now on since they don't have scaling issue.

     

    3. Calculation of damage-based power. If we really want to make power viable through the game then we need new damage calculation based on percentage of target's HP, not flat statistic. Slash dash reduces target HP by 15/20/25% + 100/200/300 damage looks more will make it more viable in late game since your target will lose 1/4 of its health regardless of level. Flat damage makes it kill in lower level. 

     

    1. As explained, whichever offers the highest DPS value. The game would make the appropriate calculations, and pick the highest number to use.

    Burst and constant damages are two different types of damage, indeed, but in the long run, offer around the same total damage. DPS is just a reference I used, one that is known by everyone, and that is obviously not set in stone.

     

    2. Do your weapons scale neatly with the game?

    If yes, then having powers scale with weapon strength mean powers scale neatly

    If no, then you must rethink your preferred weapon loadout.

    Powers currently fit into the burst-damage category, but they lack the actual burst damage. The changes I'm proposing would mean you'd have a more constant source of damage coming from powers, and that damage would be more significant.

     

    2.1 Not all powers should have utility. That would make powers overlap far too much. Pure-damage powers are a good thing - when they're useful, that is.

     

    2.2 There is indeed a shortage of buff-debuff powers in the game. However, for a game focused on combat, not having those does not hurt it that much.

     

    2.3 As I said before, damage based on percentage is far too weak on early levels, and far, far, FAR too strong on high levels. What good would be my fully-modded snipetron vandal against level 150+ enemies, when it deals less than 10% of its health per magazine, when a single press of the "1" key would chip away 30% of its health? That would make end-game FAR too power-reliant (even more than it is now - snow globe and bastille said hi) and make EVERY SINGLE WEAPON WITH NO EXCEPTION useless.

  11. about the reply to my pos

     

    well yea percents by themselves are bad but im just throwing out ideas, also i said %+base that way early on they wouldnt be so painful but later on they wouldnt be so bad, and once more im going to mention how i dont believe all abilities should scale

     

    Of course not. Powers that offer utility should NOT scale damage-wise at ALL, as their focus is the utility. Invisibility will not get longer the stronger your weapon is, for example.

    This pertains only to pure-damage powers, like fireball and shock to name a few.

     

     

    d3? really?

     

    more cashshops.. and why should my Miasma do less / more dmg when I wield weapon A or B? I hated D3 for this, and I loved D1,D2 and D2 LoD, just to tell you.

     

    Will make everyone just running around with Dojo Weapon X (becoz thats THE weap who has attribute Y and Z...) please!

     

     

    Considering this is the ONLY part of warframe that scales properly, perhaps it is best if we adapt powers to follow it.

    I too wasn't that much of a fan of that system, but in Diablo I, II and LoD your character also scaled, both by equipment and attributes. Power damage was based on an attribute system that warframe currently lacks and that does not fit it at all.

  12. Hmm an interesting idea. Certainly worth closer consideration. 

     

    It would have to be carefully calculated to avoid the boost to power strength from undermining the difficulty of higher levels. And what about frames that are only equipped with one, two, three, or even no powers? How would the system aid them? 

     

    Seeing how this is mostly a power-based suggestion thread, I'd say little to nothing.

    In my eyes, those frames removed powers precisely because they're no good at higher levels, and instead focused on utility powers.

    Those players would then evaluate if it was worth it to re-equip such powers, and make their choice - after all, warframe is all about choices, and having the freedom to not equip powers - and having that be an effective strategy - is wonderful.

    What I am striving to achieve is to suggest a way to reach a similar level of freedom, but for powers.

  13. no thanks.

    i like the idea of weps and powers being separate. you can take what you like for whatever situation you encounter. if you lock the two together you will end up with the same problems we have now. all weps are garbage according to some because of their theoretical DPS. completely disregarding actual ingame effectiveness.

    that sounds like a horrible idea.

    reducing power cost is also shooting yourself in the foot. we want powers to hit harder but still cost something. not turn this game into a spammy mess. it should be guns and skills. not skills and skills and skills and skills.

    problem is with enemy resistance, its too high. they either need to reduce it or make powers their own special damage type. that way they can have scaling effect on enemies while leaving guns where they are now.

    we need to SEPARATE them more, not mash them together in a mess of spreadsheet calculations that ultimately leads to even MORE weps that are considered useless by most.

     

    There is little to no other way to scale if not using the current weapon scalability. Power Mods only go so far, and do not offer the same level of strength that weapon mods do.

    There would be no "locking them together", and both powers and weapons have their similarities and differences. The only thing one would draw from the other would be damage. The way they behave, how they deal damage, and elemental damage should be taken into account when choosing your killing method.

     

    Enemy resistance is indeed a big issue, and one this thread is NOT meant to solve.]

     

    There is a reason I proposed a small delay between power casting. So there isn't too much spam.

     

    With the current system, there is no hope for damaging powers to have any sort of usefulness beyond "mid-game". Only utility remains. And that is a shame.

     

    Lol, I can't understand what your trying to point out......

     

    Do keep in mind it's 4 am here. hahaha

     

     

    eh i get what your going for but not every power needs to scale well, imagine if embers world on fire scaled with enemy level, there would be no point in the majority of what your doing since every non heavy enemy would die in 2 seconds and the heavies in about 5, also even though i say not all skills should scale, a easier way to scale skills would be to have a base damage and then a +% dmg to the skill that way that 200 damage fireball still gets to outright kill low lvl mobs but doesnt become useless later on

     

    Numbers are up for balance, and enemy effective health increases exponentially while weapon damage increases linearly. As such, powers would still retain a similar level to their weapon counterpart, and you'd be hard-pressed to kill high-level enemies in "the blink of an eye" so to speak.

     

    Percentile damage is a BAD way to balance things. It completely removes the point of scalability, makes powers outright useless at very low levels and FAR FAR too OP at high levels.

  14. Hi!

     

    You may remember me from my completely failed energy revamp thread, where most who commented there only posted "No"s. 

    And then I rethought about why my proposed change wasn't interesting for most.

     

    And it hit me, kind of like a brick. Most of the lower-level powers are useless. Those that *are* useful, often give more utility than damage (slash dash, rhino charge, invisibility, sonar...).

    Powers sit dealing a fixed amount of damage, which makes them almost god-like at lower levels, and pathetic at higher levels. There is a very limited number of situations where it actually is balanced when compared to "equal-leveled" weaponry (of course, in a game as volatile and random as warframe, it is hard to define what is the mid-level, so this is mostly theorycraft).

     

    That is one of the issues plaguing the pure-damage powers. As more and more reach end-game, less people believe those are worth their time - and the biggest problem is they're right.

     

    Add to that the fact that there is only ONE reliable energy source in the game - Energy Siphon - and most of the utility powers are pretty energy consuming. Relying on the RNG to provide you with constant energy is not good, so most players tend to gravitate towards reliability, towards equipping Energy Siphon.

     

    With that said, I will propose a couple changes that, hopefully, will aid to solve this issue.

     

    First and foremost, I will adress the problem of scalability.

     

    As I said, there is no power scalability as it is. What is the only thing that scales properly with the level? Your weapon.

    Do you see where I'm going with this? Yes, I'm pulling a Diablo 3.

     

    Pure-damage powers (and most ultis) now base their damage on your stronger weapon's theoretical DPS in addition to having a fixed amount of power.

     

    We all know the stat calculator, right? And how it calculates your DPS with fully-modded weapons and etc, taking into account reload times and the likes. Well, that's what the game would do. Calculate your DPS (reloads included) and add that damage to your power. IIRC, all weapons have a similar "capped" dps value, which means this would theoretically have little to no balance issues.

     

    Add to that an overall dramatic energy cost reduction when using damage-based powers (think from 25 to 5) but with a cost increase with mod rank, and allowing for power-casting while on the move (walking, running, jumping and wallrunning), but adding a small delay after cast to prevent spam. With those, I think pure-damage power usage will become MUCH more frequent - which is a good thing for most frames.

     

    That would, IMO, fix both the scalability and the feeling of "useless powers" most players have.

     

     

    Now, tackling energy syphon is risky. We have all grown overly attached to it, to the point where we almost never not equip it. With the recent aura changes, Rifle amp gained some serious ground - again, due to lack of scalability on powers, and the other mods did see a small boost to usefulness.

    I would like a small reduction of bonus mod slots (and an increase to the scavenger ones), thus reducing its overall effectiveness without actually hurting its effects.

    In addition, I propose that every frame have an innate albeit very small energy recharge rate, alleviating usage of energy siphon in favor of other auras. Naturally, such rate would vary from frame to frame, with caster frames having higher amounts of regen.

     

    I am aware that the dependancy on skills, and thus, energy, is part of the game design and not something you can easily tinker with. Any change to that system is likely to be met with drastic reactions, flame and everything in between. I am ready to go through any feedback those who read are kind enough to post, so long as it isn't a simple "no". Can't do much with that, sorry.

     

    tl;dr

     

    Read the bold, italic and underlined parts, and the sentence right next to it.

  15.  

    Enemy radar or a sharp eye. As well as never slowing down for a second when infested come about. As well as making sure I land the first Ice modded hit so I CAN dodge the heat-seeking energy rape tentacle

     

    Did not know the enemy detectors differentiated between disruptors and other infested. Thanks! (obvious sarcasm)

     

    There is no telling if an enemy approaching from the back is a disruptor or not. The only thing you can do is look behind, aim at him, and read his name (since healers and disruptors look the same now). Now, I'm not sure which infested you seem to be fighting, but that isn't quite practical mid-combat. You oughta focus on killing those silly creatures trying to slap you to death. Running around isn't that good of a decision, as infested stack, and are fast enough to keep up with you for a reasonable amount of time (unless you are Loki - but need I remind you that not all frames are Loki?). Reach some rush-stopping feature like an elevator or bypass-door, and they will reach you, they will swarm you, and depending on their level, not even a fully-modded orthos, despair or dread will save your &#!.

    Not to mention when a disruptor's pathfinding bugs out, and he ends up creeping right at the side of that door entry, slamming you in the face once you pass him by.

     

    Or, if only one runner blows up remotely near you, even if you're not swarmed (if you were you'd be dead probably) and a disruptor is near, you'd get drained out of your energy before you recover from your stagger.

     

    That's all it takes. One single mistake (or stupid teammate killing that runner with a Lex), and you may die the quickest, most frustrating death - having your defensive skills ripped out of you with little to no warning is not fun at all, and by no means is a display of challenge.

  16. Yes OP, it's definitely viable; full-solo warlord here, I have my dojo up and running with the first tier of each research going. I find the costs are quite low, except maybe the rare resources, but you'll never have to spend more than a single unit of those on a single room/decoration. If it's capacity what's troubling you, the devs have stated that they're planning to separate clan size from dojo capacity. If it's decorations what you're worried about, each room has its own decoration capacity (15) which is separate from the dojo's.

     

    Edit: my dojo currently consists in 1 Clan Hall, 4 cross connectors, 2 reactors, the three labs and the Oracle, and an elevator. I also have another unfinished elevator (because I don't have an use for it yet) and an unfinished obstacle course.

     

    Wonderful. That is just what I wanted to know. :)

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