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Alymbic

Grand Master
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Posts posted by Alymbic

  1. Honestly actually quite happy with most of the Command Intrinsic stuff, but I really feel the on-call crewman duration is too short of the work thats put into it. Tune it down if needed, but please remove the timer and just leave the 10min respawn timer in case it gets killed off in mission. Its really just tedious in longer missions to remember to hit the button 7 minutes after it despawns each time.

    • Like 2
  2. As title, when a tenno specter gets knockdown (at least visually) they cannot get back up again. They will continue to use abilities from prone position. Tested with wisp specter using both Ignis Wraith and Kuva Bramma (so not self-knockdown specific) for a while now, since I use tenno specters heavily.

    D6DVVek.jpg

    • Like 1
  3. As of Update 22.16.0, our graphically updated lifeless friends will not target enemies. They will still use non-specific attacks (like the heavy gunners ground pound when enemies are close) but that is all.

    This has inspired me to ask, why can't we get our shadows to target specific enemies? Either those marked with the standard squad marker, or say, hold 4 to attack target/defend ally/hold position. Seems handy to do and can be expanded later for other things.

  4. Problem is really in the title, Scavenger Drones summoned by Shadows of the Dead vacuum up loot dropped, and on death are pretty stingy about giving it back (as in, the loot dies with the drone from experience).

    I would like to ask that a - Shadow scavenger drones be unable to vacuum up loot, and b - if not possible, please at least allow us to kill particular shadows using Soul Punch (Nekros 1 ability) to allow us to remove them from play. In fact, please let us have that 'synergy' regardless.

  5. This has been an ongoing issue since Nekros had his rework a while back, but when you use Shadows of the Dead quite often 1 or more of the shadows don't teleport forward when they are more than the required distance away (for example, 3-4 large rooms distance). As someone who mainly uses Nekros, the major trend is the Shadows won't teleport when they are in a position that standard AI don't spawn in (the position they are pre-teleport, not post) such as turrets or uneven slopes, or just generally in areas seemingly not mapped for enemy spawns. This bug makes using him more difficult when defending objectives and 4-5 shadows elect to stay behind in a previous room, such as in today's mobile defense sortie.

    If unable to fix the issue outright due to spawning restrictions, perhaps even a check after the cast animation to check if a shadow is still greater than 30m away after recast, they despawn and a new shadow (either the same as the despawn or just the next priority one from the kill list), which is markedly less problematic than not having it at all.

  6. 1 minute ago, -AoS-Kirito said:

    First you lucky son of a b* and second, how you post pics?  Also that is so unfair...why do you get M1 keys and we dont?

    To post pictures I upload them to imgur then link it using the Insert other media drop down (insert image from URL) on the bottom right of the text box.

  7. As someone who has used Nekros as my main warframe since update 10, I have a build guide which I keep updated as the game develops and adds more mods and mechanics:


    Nekros Builds and General Info

    All my builds I have included in there are min-maxed and use 4 forma for the non-exilus versions and 6 forma for the exilus variants. I generally encourage up and coming nekros players to have a read through that and take a look at the included builds. They are what I personally use, and while I know full well no one build works for everyone I am very comfortable taking my shadows of the dead variant into an hour or longer T4S, solo or with friends.

  8. The issue with this bug report is when your power strength is high enough to allow you to summon more than 20 shadows using Shadows of the Dead the UI will say more than 20 (in this case 23), but when used will only summon 20 (due to the code only recording your last 20 kills). I have marked this as a UI bug as as far as the game code is concerned this behavior is working as intended.

    Build: PI9cc0T.jpg

    Please note that the +50% power strength does not display on this screen, actual summoning power strength is 340% when summoning.

    Ability UI: SwoVmX6.jpg

     

    Actual number of shadows summoned after killing 40 Arid Butchers:

    d20SY16.jpg

     

    This behavior is also displayed when summoning in Provokes radius (as the power strength bonus is enough to theoretically summon more shadows).

    Suggestion: Either display 20 as the hard cap on shadow summoning for the sake of clarity, or increase the 'shadow queue' beyond 20 targets (given the current mods and abilities in the game, at least 30 would be ideal).

     

  9. Update: Alright, So here is the build I have ATM, I have to agree it looks a tiny bit sloppy, but its what I gathered with some I tryed to make, I think I made a mistake of useing Fortified 

     

     

    http://goo.gl/gg7CzA

     

    Oh thank you for this, I've just made a quick update, and posted my build

     

    Any changes I should make fokes?

     

    If your wanting as much duration as possible for your warcry, I can only really suggest popping on streamline as well if you want to bring the energy drain as low as possible (0.76 vs 1.09). But if you dont mind that, then yeah, its pretty solid.

  10. Just going to pitch in while passing, as I met someone on oceanic region chat with a similar issue. Something to keep in mind is that duration of less than 100% will increase your energy use. At 100% duration, you will lose x energy every second, if you have fleeting expertise on (-60% duration, so 40% duration in total) you will drain that x energy 2.5x every second. Note that no matter what combinatons of mods you use, the game is coded to not drop your energy use below 25% of the original amount (per second). If you want valk to be a high power, immortal ball of angst this is the main combo of mods I would recommend -

     

    Fleeting expertise + Streamline + Continuity + Transient Fortitude + Intensify = 462.5 Damage, 0.63 energy per second (one energy orb drop will last you ~40 odd seconds)

     

    Toss in Flow if you want a higher energy cap, and avoid blind rage as it really increases the energy cost. If you have a primed continuity, slot it in as it'll increase the duration of your other abilities and pick a good modded melee to amp your damage up. In general though, I have found the above mods ideal for every single channeling build I have used in the game. The other 3 mods slots can be whatever you like, everyone has their preferences - but if your serious about staying invincible, its up to you whether you need Steel fiber or suchlike. I wouldn't bother with rage or quick thinking though, if your taking damage with that level of power efficiency I would assume other problems have appeared.

     

    EDIT - Quick mockup of what I mean on warframe builder - http://goo.gl/yrpsBR

    I really would suggest primed continuity if you have it, just for the duration on the other abilities, but if you click the details tab you will see what I mean by the energy drain. This is as min-maxed as you get for damage vs efficiency for any channeling build, although you can add power drift as well if you really want.

  11. I still don't get it, and the instructions for the event make no sense. What node? There is no node that is screaming here. So Is it any node on any planet? Could I run off to the node Venera on Venus, or Histo on Eris? This guide doesn't exactly tell much in regards to "Acolyte Spawn Guide" Should be "Once you figure it out extra info, and Mod Guide" A little misleading on the name.

    My apologies, I guess my very quick guide assumed people would pick that up how the nodes work. I have updated it to include the specific information.

     

    Added:

    Acolytes are in one of three states: They can be Location: Unknown, can be given a vague location (like saturn), or be given the exact node that they spawn on. So far it is not known if you can encounter them unless you are given the exact node (as in, if it is just a vague location)

  12. Just a little google sheet I threw together at the request of a few of the oceanic players:

     

     
    If anyone gets any solid info on the mods that Malice drops (as in effects) just drop it in this thread here and I'll update the sheet when I'm awake (oceanic hours mainly). Additionally, if anyone has any solid info about the acolytes spawn habits that I have not included, just put it in here.
     
    Edit - Someone asked me in-game about my reasoning for recommending valkyr, and that is because a lot of the playerbase have her already due to farming Alad V for neural sensors. You dont really need a lot of mods to use her against the acolytes, just a full energy tank, which makes her easier to recommend than a lot of other warframes that newer players may not have access to.
  13. Just a request here. I was wondering if it was possible for build submitters to get email notifications when they get a notification. I just had two of my builds, one of which was very popular, removed for "the name is not interesting..." and, had I realised that the name of those builds (which have been around and one in the top 3-4 for a couple of months for nekros btw) were not interesting enough for the moderator, I would have corrected it, but I admit I do not have the habit of checking warframe builder every 48 hours. Just a small quality of life change which would help smooth things over a degree.

  14. So, found a new bug this afternoon. Was playing T2D in a squad consisting of myself (Nekros), a frost, loki and banshee.

     

    The bug is as follows. When casting shadows of the dead, several of my shadows kept popping up as unarmed grineer lancers (as in a normal grineer mob, not corrupted at all). They were completely unarmed, and would run up to enemies like a melee unit but then just stand there staring at the enemy.

     

    7jnTAPa.jpg

     

    LqmCH8B.jpg

     

    No definite reason for why they appeared, but from testing while fighting it seemed to be related to reviving foes hit by loki's radial disarm (mainly fusion MOA, but can't absolutely confirm).

     

    Since this post is here, I'll also tie in a long standing bug. When not the host and casting SOTD, there is a lag time where the shadows are vulnerable to tenno fire and abilities. Normally doesn't last more than a half second or so, but you can still gun down or stealth finish shadows.

  15. Just as a case in point, I just threw together an album from some of my screenshots (old and new) on my 3440x1440 primary display. Note how the black background shade doesn't fully cover the screen space.

     

    http://imgur.com/a/n901t

     

    I also included a healthy sample of UI and archwing since it was mentioned above.

     

     

    EDIT - note that the 3440x1440 monitor is a 34" display, objects are not as small as they may appear on your screens.

  16. I heard it's because of the lower amount of players in the oceanic servers, so that the amount of incorrectly placed messages does not weigh up against moderation. Then again, that's just my hypothesis.

     

    If thats the case, they should really change the channel heading that everyone see whenever they first open region chat in a session:

     

    "Welcome, Tenno.

     Be Respectful.

     No Profanity.

     No spamming.

     Only Recruit in "Recruiting" Channel"

  17. I was wondering why the Oceanic Region chat has no form of moderation. Its been bothering me for quite a while, and its tiring to have people spamming, for example, Alliance/Clan advertisements amongst other things in region chat which should really be in other channels which they are intended for. Whenever I change the region setting in my client, I see Kickbot and other [DE] clients in the chat channels, it just seems that the Oceanic region is left in the cold.

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