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plasmox

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Posts posted by plasmox

  1. there are some other differences, i think bleeding willow actually hits 1 additional time for its base combo

    You can check the wiki on this

    Shimmering blight:
    https://warframe.fandom.com/wiki/Shimmering_Blight

    bleeding willow:
    https://warframe.fandom.com/wiki/Bleeding_Willow

    I think i understand what you mean, there doesn't seem to be too significant of a difference between the animations. But i think shimmering blight is better overall because of the guaranteed slash proc of the forward combo. They don't seem terribly different otherwise.

    • Like 1
  2. PPP and CO now affect the same thing. They are both for weapon damage. In the past, CO use to be on its own multiplier. Using both in the past was beneficial because of this. Current, since PPP is easily overtaken in 2-3 status procs, you don't have to use it. You still can, and your initial damage will be higher, but since CO does the same thing, it is generally more beneficial to drop it for something else, like attack speed, range, initial combo, a gladiator mod, etc.

    PPP still applies in some cases, like using a heavy attack build, where you don't stack status or combo. You use it for initial upfront damage.

    • Like 1
  3. 16 hours ago, Skaleek said:

    I quite enjoy the dagger zaw heavy attack build.

    I've been primarily using a dagger zaw for my heavy attack build. The heavy attack for stinging thorn gives slash procs, and the bleeds are quite crazy. The damage is high enough even with 5 mods to kill lvl 135-165 enemies without any problems. That said, you can put in 3 other mods of your choice for utility, i.e. life strike, gladiator vice, gladiator might (for higher initial damage and crit from gladiator).  And top that off with having an arcane slot, it can be a great weapon to use on a lot of frames.

    I find it very useful on frames that can speed up that animation, and stances where the heavy attack doesn't stagger quite as much. Which is another reason why i use the dagger zaw, as the stance gives 2 heavy attack hits that doesn't lock you in place too long. The tatsu for example is on the other end of the spectrum, where its stance has a massive wind-up and does not play well into the way most folks play warframe.

    For the most part, even using a heavy attack build, the normal combo system still does plenty of damage to kill all the enemies on the star chart within a single quick attack hit, and the heavy attacks are there for the more beefier enemies.

  4. 13 hours ago, Nichivo said:

    I also find it sad that daggers can't compete with other melee for finisher damage now. Running around with Ivara doing finishers with a hammer feels like blashemy, but is oddly more effective, than my balla with covert+ a finisher dmg riven. 

    I stopped using the Zenistar completely. Recalling the disk removing the combo counter, makes it a waste of time building the counter for more time. Avenging truth on the old sword n board seems to not be working as intended, and still lists charge attacks, so I am running something else. 

    I've been using a dagger zaw with a heavy attack build. I like the power of the weapon, and the forced slash on heavy causes some pretty sweet 27k bleed ticks. It has only 6 core mods, along with life strike and exodia braver for for HP/energy sustain. I've been liking it quite a lot. Doing between 30-50k crits on most enemies under level 100, and anything higher than 120-150 i just wack them once with a heavy, and move on, knowing full well, the massive bleed ticks will definitely kill them in the next 2-3 seconds. It's a different way to play. Been currently using it on my ash, and it's very good with ash's mobility of teleport, he can just move from groups of enemies very quickly. It feels very assassin-like, the way he was designed to play. This is really just with 5 core mods, the remaining 3 are just for QoL playstyle, i.e. life strike, gladiator's might, corrupt charge. I don't even use covert, since just heavy attacking once will tend to one shot most enemies.

    The current build possibilities of melee has created a lot of build diversity.

    About the zenistar, if you go naramon with power spike and build the zenistar CO and combo efficency, you could get up to 90% combo efficiency. The zenistar disk can stay out for as long as 2m with max combo, and with all that combo efficiency, you can roll heavy attacks to sustain your combo counter and keep it high. If you're about to run out, you can heavy attack once to lose 10% of your combo counter, but save all of it, easily recoverable within an attack or two. While you cannot start with a zenistar disk, you can build up to one within the first 5m of a mission, where you don't really "need" it, and sustain the disk for the rest of the time you're in the match. It's more of a work for your reward, rather than given it for free.

    While i will miss the residentsleeper zenistar octavia in a 2h long survival while i watch a movie on netflix. It's a refreshing way to play the game, and the recent melee changes have caused a lot of build diversity, as melee is still very strong, and can cover all the relevant content in the game. Just you can build the way you play, rather than build to be effective.

    We'll all have to start stepping out of our comfort zone, 'using what works', and try new synergies of mods.

  5. 11 minutes ago, Oreades said:

    Personally I'd be fine with the bonus of the additional mod pool IF they decoupled it from the MR. You should hit "Mastered" at 30 with full MRXP like every other weapon with NO MRXP held hostage per Forma. If you want to take it beyond that, that should be a choice and if they toss you some mod pool as a bonus then that is gravy. 

    I like this idea. It makes sense, because a majority of the kuva weapons do not need to be forma'ed 5 times. Most of the weapons are generally sitting on an excess of capacity that you do not need.

    Conversely, it would be nice if forma'ing the weapon helps unlock the weapon's true damage. Such as, each forma increases the damage of the weapon, capping out when it hits 5 forma. As currently, putting forma on it only feels beneficial to a point. When i no longer need the polarities to fit the build i want, extra forma feels like a waste. It would be nice to at least see some benefit by using my forma

  6. i don't think it's all that bad. I have taken a long break from warframe after having nothing to really do. I know the grind is very intense for the kuva weapons, i.e. farm requiem relics, parazon mods, murmurs... then the 5 forma you need to max out the kuva weapon (it does not need 5 forma to be good, but it needs 5 forma to get to rank 40, like the paracesis). But it is refreshing to have something new to do in warframe that has its difficulty at a higher tier, and its grind great enough that we don't finish the new content in a day or two.

    The melee rework, while the pure top end of melee weapon damage is worse. You have to look at the positives, the quick combo system is great, the damage tweaking to all the melee weapons has made a lot of weapons available for usage. So rather than just using zaws, you can use some of the weapons that have never been all that great, i.e. old MR fodder weapons can actually be used if you like them. For example, i've been using the reaper prime, after only ever using it for MR fodder, as the stances for scythes were pretty bad before, are now serviceable, and fun to use. The damage is good enough that most melee weapons can be used for all the content in the game lvl 100 enemies, no problem, lvl 200 enemies, it'll get the job done.

    Some melee weapons that were previously pretty good, have become next level strong, i.e. nami skylar prime, lesion, nikana prime, orthos prime

    Don't get me wrong, there are still a lot of work to be done. And the problems are there. The entry level for kuva lich farming is high. The time it takes to farm up the requiem relics and the parazon mods for killing the lich takes a while. But once you get into farming murmurs, which is time consuming in its own right, requiems drop enough that you never have to run kuva siphon or flood afterwards. The duplicate lich weapons can be frustrating for many, the more weapons you get, the harder it is to get the weapon you need. It would be great if we could clear that lich somehow, or trade that lich with someone else who needs it. Currently, you need to kill your lich to get rid of it, and cycle in the new one.

    There has been a lot of negativity towards the recent update, and i think a lot of it has been blown out of proportion. The gameplay loop for farming kuva weapons is still solid. The difficulty is high enough, and i enjoy that it's really only accessible as a longer time player. It is a step in the right direction in terms of the future of the game, as long as DE cleans up and refines the process.

    • Like 2
  7. to the OP, thanks for this comprehensive review of melee 3.0. I think this information is helpful. For a majority of the content, i think melee 3.0 can handle, very well. We might have to start relying on our WF abilities, and scaling to advance in endurance runs. I.E. volt, octavia, banshee, trin. It's pretty difficult to get those numbers up there, but I've done a few 1-2 hour endurance with melee 3.0 since the rework, and it is a little more ruff, but, i normally run octavia with my friend on banshee. So our damage numbers are way higher, and even up against some 300s, it wasn't too bad.

    Overall, you probably won't be able to just go into any endurance run with a decent build and any loadout, but actually go in with some folks and be more specialized. I feel even up to level 300-400, with the right team, melee still feels pretty good. But at those levels, i tend to not use melee at all with my squishy frames, and just rely on primaries and secondaries with scaling damage from warframe abilities. The playstyle is completely different at long endurance, melee is just too risky when you can get instagibbed at any moment by a stray bombard rocket

  8. 1 hour ago, mawdeeps said:

    how to use the caustycst acid throw?

    it's the heavy attack, i found it completely useless now. it doesn't seem to do any damage compared to the rest of the weapon. I was thinking about giving the reaper prime a try with the new melee changes, as the stats are pretty good for a hybrid crit with BR, and CO build with just corrosive. 

    I have been fun using a lot of different weapons so far. Last night, i was testing out a non forma'ed, with only 5 mods on a fragor prime, and it hits like a truck. It's another weapon that has always been pretty good, but the melee changes to comboing has made it very good, fun to use. Like the gram prime, you can go right into the spin block combo right away. 

  9. 1 hour ago, SneakyErvin said:

    I compare current performance to past performance given the same quality of modding. I highly doubt your old Gram P would 2 spin a group of 165 mobs without a riven. And we all know Gram P rivens are still imbalanced. So stop using it as an example of where it was. As someone without a rivened Gram P I can see the difference of then and now, it is practically the same with a small change in mods and stat focus. And that is pretty damn good given that this patch changed alot.

    The only weapons that I've seen take a negative impact from the changes are zaws because of how they previously interacted with BR and memestrike stats. After the changes it is hard to pull off the same things because the hybrid stat nature of those zaws just isnt high enough anymore to be reliable. Building them also lacks options to weigh those stat better to our liking. I guess it is time to go all out status on those in the future.

    I have a rivened gram prime, and it's performing about the same as it was before. It still easily handles content lvl 150-200 like it was nothing. It use to be good, but has gotten even better with the ability to go right into the spinning part of the combo, and be able to interrupt that combo with a quick melee and jump right back into the spinning combo without getting staggered is pretty sweet.

    my zaws are not as good as they use to be. But it's more of a nerf to blood rush, than the weapon itself. I think i'll just end up rebuilding them for status and use CO. I love spending time just testing out builds and seeing if i can improve my weapon's performance. Previously, i've seen only a few select weapons melt 165 heavy gunners/bombards, i.e. gram prime, zaws, atterax. Currently, i've been able to do this with all number of weapons. Some even out performing those weapons with redone builds. For example, the nami skylar was never a terrible weapon, but it definitely did not do the kind of damage to take these enemies down the way it does now. I've found myself using them again, and it's fun. Nikana prime, venka prime, ohma have seen huge improvements. I feel the most significant improvement is being able to control what combo you can perform on the fly, without having to wait or hold for inputs. They are way more serviceable, and fits pretty well into warframe's playstyle.

    Heck, i've even been using the caustacyst. A weapon that was pure MR fodder, and now is actually pretty good to use. Is it better than other weapons? Probably not, but can it handle literally all the main content in the game, yes. I honestly did want this update. They did not nerf the best weapons without giving us any other options but to use the other less optimal weapons, but brought a majority of the other weapons up to the level of the ones that were over-performing, while bringing the over-performing weapons down.

  10. i do want some challenging content in warframe. I found these missions kind of a pain. They felt more of a chore. It was not that it was challenging, but the missions are designed as warframe without any progression. Going against how you play the game normally. Basically throwing away all the hard work you put into the game for farming up the gear and mods to make yourself powerful.

    When the community asks for challenging content, it was really a request for content where becoming powerful has a purpose. I think mogamu said this, but we are all dressed up with no where to go. It is an interesting concept for mission types. I do not want to see this in any other mission type though. I don't know what would make the game more challenging than to remove everything that made you powerful. But the challenge just feels artificial and frustrating. No gameplay nuance, mission objectives, or things you have to learn.

    This is not an easy thing to provide, but good try DE, better luck with future content.

  11. 24 minutes ago, (PS4)death404 said:

    So the BR / BC combo is still viable without Maiming then? I have all the mentioned mods but don't care for sliding around so don't use MS, any need for Drifting Contact?

    drifting contact keeps the combo multiplier up. Your damage is much higher when you can maintain this. It's a very useful mod. I tend to use it in a lot of my melee weapons regardless of build

  12. I think anyone who does a lot of long survival runs where the enemy levels get well beyond 200 knows how useful the zenistar is. It is a very important weapon to have when setting up for a super long run.

    I don't see what the big deal is with the paracesis. Yes, it has a lot of mod capacity once fully leveled, but the stats are ok at best. I would compare it to a bad galatine prime. Gram prime > Galatine prime > paracesis. It might come in handy in a future content update, but even still, it's a niche weapon.

  13. 3 hours ago, Ver1dian said:

    3. The only exceptions to point 1. because they could potentially take forever to farm, could be considered:
        Harrow
        Khora
        Nidus
        Ivara

    I agree with this list for the most part.

    The harrow farm is pretty tough. I got lucky, and got his systems BP from defection on the 2nd day probably about 4-5 hours worth of defection total. I've been helping a friend farm this for over a month and no luck. The farm for the neuroptics from kuva spy can be pretty unlucky though. I think i ran about 30 kuva spy missions before it finally dropped for me. Although, I found it easier to farm for him because i had a pre-made group, all of us looking for the systems BP. The nice thing about defection (haha), is that you can run multiple groups to the extraction site at the same time, so the longer you stay in it, the faster the C rotation will keep coming up. In an organized group that's communicating, it can be pretty fast. Running that with 3 oberons helped keep those defectors alive. It was just a matter of running back and forth between points till it dropped.

    Khora, i attempted to farm her since she was released, and couldn't get anything other than the chassis to drop. I recently just gave in, and bought her with plat.

    Nidus is tough, the parts only drop from rotation C on infested defection. While it's at least an easy farm, sometimes RNG can be against you, and you'll be getting the same components over and over again, while the one part you need is eluding you. Infested salvage is also not a very fun mission to run. Again, and organized group here can make things go a lot easier. I had several clan members that couldn't get the systems to drop for months on end. (on and off farming).

    Ivara isn't that tough. The farm is hard early on. If you want her when you're still relatively new, it's pretty tough. But I found the best way to farm the spy missions is with limbo and a stealth kubrow or the shade sentinel. Just walk into the rift, and stay perma stealthed with the pet's ability, and breeze thru the stealth missions pretty quickly as limbo cannot trip lasers while he's rifted, and won't alert anyone because his pet is stealthing him. 

    The other frames are pretty easy to farm for once you put in some time.

    Personally, i feel like equinox could be put on this list. It took me over a week of running Tyl reygor over and over again non stop (literally the only thing i did in warframe for a week). While it's an easy fight, just equinox has tons of parts that need to be farmed up. As you get more and more components, trying to get the one you are missing gets harder and harder.

    I remember the gara farm was pretty horrible back when plains was just released, and i know folks who are still missing gara.

    Overall, there's no time limit on getting these frames, it's really a matter of how patient you are with the RNG, vs how much you really want that frame.

  14. Before people read this, and say "stop complaining". I love this game as all of you who frequent the forums do. And I want it to be better. I've not played this game for as long as the rest of the community, i'm going on about a year and a half, at MR24. My suggestions are focused on constructive criticism. I'm sure we've complained about these in the past, but they get lost in all the fortuna hype.

    Quality of life changes menu changes (that could be implemented in a shorter time frame?)

    There are a lot of small things that can be done, but these are a few things i'd like to see in some form.

    • Be able to right click back while navigating menus. It's not a used function while fashioning. Currently I'm using esc as my back button, but it's not efficient to have to use two hands to do something that could be bound to just one hand, my mouse hand. I think you use right click to unequip a mod, but this can be an opt in?
    • Be able to upgrade a MOD with it equipped, without having to navigate to the "MOD" menu system. I realise there is the ability to click on the MOD button on the bottom of the screen, but not only is that button located on the bottom of the screen but there's a transition that cannot be skipped to go over to the modding station. Then you have to click on a mod, and then click the "fusion" and proceed to upgrade the mod. I'm not sure if there's a better way to do this. But I'd rather be able to upgrade my mods directly on my frames at times. Without the transitions and all the clicking.
      Example: 
      1. I just picked up an augment for a warframe
      2. click on upgrade somewhere on the right side of the warframe mod screen
      3. find the mod i want and upgrade it from there directly on the mod itself
      4. I would like to be able to upgrade it regardless of it being equipped or finding it on the the bottom modding screen.

    The current system that we have grown to accept and got use to feels just clunky, and not intuitive. There are a lot of changes that can be done here to make for a faster more intuitive experience.

    • Another menu change that I would like to see is all the "actions" at the bottom on the warframe mod screen made quickly accessible. Why can't we just have those actions directly on the mod screen? I don't want that transition to a new page. I remember as a new player, i would forget where this was every single time and would spend 5-10 minutes figuring out where this was. They don't even need to be full worlds aside from auto. orokin reactor/catalyst, forma, and lenses can be an icon. But that would be cleaner, and just less transisitioning.
    • I'd like a way to shrink or change the display type of the mods screen. Right now, we have full, large icons. While it's fine, there's a lot of scrolling when you're looking for a mod. We are kind of forced to use the search function because the icons are not only wide, but the scrolling is horizontal. This is more of a personal preference, but I'd like to have smaller icons as an option, simply to fit more mods on the screen at a time. Or have a small icons for both the equipped mods, and the mods in your inventory. We all have our own ways of navigating this page. But display options are always welcome in making the game more intuitive for different people. The same can be said about all the other menuing, i.e. the foundry, relic station, etc. in the game. There are no other forms of display type, and with all of the stuff one can accumulate in their warframe 'career', navigating these faster without having to resort to the "search" function would be welcome.
    • Fashioning the ship should not just be in the menus. I didn't even know this was an option as a newer player until at least 1-2 months into playing the game. There needs to be a location on the ship that gives me quick access to this. Currently, i don't know if there's a physical object in the ship to fashion the ship, but there's no indication to players that this even exists unless they scour the menus.

    The new player experience
    I know there's a lot of content in this game, but there are some things i wish the game just showed me, or provided me from the start.

    Slots. The game starts you off with 50 plat. It's been a while, excuse me if i got this wrong. I used my starting plat on more slots. I feel like the slots system is fine, but we need to have MORE slots to start out with. At least enough to gain a few warframes and holding the starting prebuilt weapons you can buy from the market with credits. Honestly, if it wasn't for me just buying plat just weapon/warframe/sentinel slots, early on, (my ability to farm, and knowledge of the game was so limited starting out), I wouldn't have been able to earn plat to get these. So yea, ninja's play for free, this is a quality of life change that would make it feel less "pay to enjoy". This really needs to change. I know there's only so many slots we need, but early on, we want to try out more than our starting frame, and it would be nice to have more options for newer players.

    Junction rewards needs reworking. You can teach a player without having them resort to asking someone, or for them to go to the wiki and hunt for the information they seek. Junction rewards can be better tuned to more useful things than an MR fodder weapon. This can be tied in with the lack of slots. Each junction opens up 1 warframe slot, 1 weapon slot, or 1 sentinel slot. They can be tuned to tell a newer player "hey this mod or equipment is useful, find more things like this". They know that if a junction has these rewards, it's kind of important, at least for the collecting nature of the game. These can also include critical mods that everyone puts on all their equipment, i.e. serration, barrel diffusion, intensify, continuity, etc. I know early on, i had no idea how to get these mods, and the only way for me to get them was to progress to a place to farm them. And progress was very slow without these critical mods.

    Alerts do not provide any benefit outside of a few cases. I see an alert that would reward me void traces (seriously?!), or 80-120 endo, why would i ever do that as a player when i could just run a defense/survival mission, and get a chance at 400-800 within 10 minutes. You might argue, "it's for the newer players". That's fine, but how come all alerts are still gated by your progress thru the star chart? I don't know if this is by design, but these alert rewards don't feel like rewards, and more like 'you could have farmed for this, but this alert may be useful if you're only a little bit off from what you need'. Sure the reward should be proportional to the level of the alert, but the amounts are literally useless at times, aside from the oxium rewards as a new player, the special mods like shred, nitain oir helmets for fashion. The alerts should provide more chances to get reactors and forma for newer players. Like at least once a day, there should be a potato reward, or even once a week for those. It almost feels at times that I am forced to by plat just for potatoes, because i don't know when these alerts will happen unless i'm always staring at my alert app.

    Potatoes. They should be included in some of the mission rotation rewards for maps even if it's a super small chance. There are so many weapons, and yea, eventually you have more reactors and catalyst that you know what to do with. Catalyst are way more useful as there are more weapons than warframes, and new weapons are released pretty regularly. There should be a way for a player to farm for these, and leave this as a place where the players are not gated to waiting for the occasional 'gift from the lotus' alert or forced to buy plat. I use forced loosely because i know you just have to be patient, but it's hard an annoying when you're a new player starting out, especially when they know there's no way to get it outside of the rare alert. That is not the only way to include them, if that doesn't fit your current business model, you could always make there be a guaranteed potato alert every other week like baro's arrival. At least newer players will know, these are not just RNG thru sorties or wait for the occasional 'gift from the lotus' after a devstream. There needs to be some predictability and way for a player to get these other than RNG from the daily sortie.

    Veteran player experience.
    Warframe is a looter game. I get it. But when you literally have most of everything in the game, you get bored, and sometimes don't feel like just farming. Elite Sanctuary Onslaught was a game mode i was super excited to play. But this really needs some love. Increase the scaling, rewards, etc. This should be like starting a 2 hour survival, at the 2 hour mark. ESO has so much potential to be great end game content for veterans, but needs to be steered in that direction and refined. I want a reason why we need to min/max our equipment to do the most damage, heal the most, etc. While this may not play well with for the problem of vets mixing with newer players, it's being done anyway. We have frames like saryn or equinox that can just max out their range, and clear the map on earth missions. I understand why we need frames like that. Veteran players, that have gone thru the grind of acquiring everything, should be rewarded having efficient ways to farm for the things they need. Why not give us a reason to make ourselves as powerful as we can.

    Game modes that encourage Modding diversity. Right now, i only mod a specific way, ever... Do the most damage, do the most CC, do the most healing. Why not put pressure on a player to have to choose, say survivability over damage? The enemies don't do enough damage unless you're already in a very long survival where the enemy levels have climbed. I enjoyed the addition of the new eidolons on plains. But we all have a go to build to farm these efficiently, feed the chroma, and have chroma nuke the eidolon. It's going in the right direction that i think is fitting for longer time players, as we have the frames to be able to run them all efficiently. Newer players can still do the eidolon fight, which is fine, and you can min max and bring specific frames, like oberon, chroma, volt, harrow. It would be nice to have more content that this case would apply. Bringing very specific warframes to make for the most efficient way of farming them. I think that warframe needs to be less forgiving in some map types of our choosing for something to truly be End game content. Like a boss that forces a player to use their guns by disabling abilities, or forces them to play differently, picking specific warframes over others. The sortie conditions do this right now, but for most of them, i can cheese them with pizzas and vauban CC. The sorties, aside from the daily rewards take all but 15-30 minutes (which isn't a problem, if that's the goal). There is no reason to run them more than once a day. It would be nice to give a player a reason to re-run the daily sortie missions. Sortie should be a game mode for additional proportionary rewards. So run a level appropriate sortie mission for loot tables that reward 2 relics, 600 endo, 1000 kuva. The idea is, that "these are annoying to farm for, i'm powerful, i want to be rewarded for that by being able to run this content". Just more options for a player to play harder content for items that you can't possibly have enough of. I know personally, i can never have enough kuva. I want to sit there and reroll the same riven 100 times until i get that GOD roll. I spend a lot of time doing kuva survival on nekros with a smeeta kavat to max this out. But It would be nice to be able to get kuva from more missions than just kuva survival. Just as an example.

    TL:DR 

    • Menus are quick areas that could use improvements for UI:UX that would make navigating these menus of the many items we have easier, faster and more intuitive. This is an upgrade that would benefit veteran players with tons of stuff, and be more intuitive for newer players.
    • Core mods and upgrades need to be more accessible and help point newer players to "the next thing to do and this is how you do it". Adding things like more ways to get orokin catalysts and reactors, forma, and alerts that rewards enough to actually give players a reason to run them is needed. Making junctions give important mods, equipment slots, potatoes and forma would help newer players understand that these are important items that allow you to do a lot more with your equipment, and lower the grindfest of starting out, helping new player retention.
    • Veterans need end game material with proportional rewards and difficulty. This takes time, we understand, but currently, there's no reason for our warframes to be as powerful as they are. As most of the game content is level 40-50 at its highest. Unless you're one of the few folks that just do 2-3h Mot survival for fun. Things that could help would be a sortie mission mode that you can run more than just once a day. Refining ESO, as this mission type has so much potential.

    Sorry for the long post. I've tried to keep this constructive, I love this game, and only want to see it succeed. Thanks for reading!

  15. 8 minutes ago, Eirshy said:

    More difficult yes, but I'd argue that it's not significantly more difficult given the level of advantage it has over every other sniper. The problem is more that sniping itself is very niche and, due to the insane numbers we can already pump out, you rarely find a need to go "even further beyond" than what the VectisP and now RubicoP can do. Reason I still recommend the VectisP and the RubicoP. No sense "paying" for more damage when you don't need it.

     

    That's fair. I have used it, and it never really fit my playstyle personally. I have a friend that swears by it. He runs mag and the lanka, and it does indeed do insane amounts of damage. Part of the reason why i don't really use bows either. I like that instant feedback of a hit confirmed. I just find it way less punishing to miss a shot on the vectis or the rubico. Missing a shot i had to charge isn't really my thing. It's just clunky to use personally.

  16. It's kinda hard to tune things to be fun for everyone. When you're at the point where you need to just farm efficiently, you need a warframe like saryn to get the job done. Sure, i'll get in the mood for some gunplay, and i'll play another frame like harrow or chroma, but when you need to kill a lot, like kuva survival, and especially ESO, saryn just makes things more efficient allowing you to progress further faster.

    It's kind of in the same idea with meme-ing strike. I find it boring to play just slide attacking everywhere, but I am glad to use it when i just need to get thru something quickly and easily.

    I really like ESO, i think warframe needs more content that can scale into the super difficult, it really tests your builds in action, and gives a reason for having OP frames and weapons

  17. I am also in the boat of lanka being pretty niche. It's a great sniper, but being a projectile weapon and not a hitscan really makes it rather difficult to use.

    I'd say start with the vectis or rubico as most has already pointed out. Vectis is bolt action with faster reload and large recoil, while rubico is an auto sniper with minimal recoil, but takes long to reload and difficult to maintain your multiplier.

    Vectis
    faster reload
    big recoil
    decent damage

    rubico
    slow reload
    almost no recoil
    big damage (3x crit damage multiplier)

    Obviously, the prime variants are better, but i think the rubico prime is more attainable as it's not currently vaulted like the vectis prime.

  18. 22 hours ago, Ixalmaris said:

    I can't even stealth kill some enemies as my damage is too low (Nox for example).

    I looked at some guides of how to mod effectively, but most of them use end game setups with lots of rare mods I do not have access to. So I do wonder if there is a good setup using common mods for this stage of gameplay and if there is anything I should already grind for because I will need it in the future?

    I don't think you can stealth kill a nox. I haven't really tried though. But don't worry about stealth kills. Most stealth missions just require you to get the data cache and get out without being detected. I found early on, shade's invisibility is super useful. You just have to not perform any attacks, and just stealth your way to each point. Then it's a matter of just getting to the data without triggering alarms, and even if you do, as long as you can get to it, you'll usually get the data before time's up. I think Stealth Kubrow is equally as good too. The Kubrow stealth is a lot longer than shade's, but when the kubrow goes out of range from you bullet jumping everywhere, it can fall off, at least shade can keep up with you.

    As for Modding advice, to start out, just focus on getting your core damage mods, damage % increase (pressure point, serration, etc.), multishot (barrel diffusion, split chamber), crit % up (point strike, pistol gambit, etc) and crit damage % up (vital sense, organ shatter, etc). You'll probably find a few of these as you're clearing the star chart. Some of them have a chance to drop in specific rotations for specific maps. You'll be able to get more about drop locations on the wiki. Those mods will change your damage numbers drastically. They are core to a lot of weapon builds. You would not really run most weapons without Serration and Barrel diffusion. They are really good, and just flat damage increase. The flat damage increase mods are pretty easy to come by, but the multishot ones take some farming to get, but they are essential to your damage.

    The 2nd thing you'll probably want are your elemental mods, the pure elemental mods add flat damage to your weapon, in addition to a % change to proc that damage type. Again look around for the damage 2.0 chart for enemy weakness to specific damage types. They are always flat damage increases, as the totals of your damage is the total damage of the weapon per shot (not 100% sure, someone correct me if i'm wrong). So if your weapon has 100 electric damage, 5 slash, 10 puncture and 5 impact, that weapon should do about 120 damage a shot. The status % is the chance each shot has to proc one of the damage types on the weapon. So if it has 4 different damage types, each has a 25% chance to occur on a proc. (again, that's just how i've understood it, if i'm wrong, someone correct me)

    I think the 3rd thing you'll maybe want are the dual stat status mods. These mods have elemental damage and status % up. I think for the most part, if you're just farming, you'll eventually get one. Baro also sells the electric dual stat mods every so often, so be on the lookout for him at the relays (you'll get a mail alert when you login that baro is around and what relay he is at. If you're not at that planet yet, i think someone can invite you to group, and just take you to him). As long as you have ducats, and the credits, you can buy them.

    When modding a weapon, it's hard to know right away what the weapon should be doing. But usually a good indicator of things is just to look at what stats are the highest and try to work on improving those. You can find plenty of strong builds on youtube. Distant observer's channel helped me a lot. He has a "how to mod guide" basic rules of thumb to go by to get the most out of your weapons.

    There are so many different mods, i could go on forever. so the TL:DR of it all is, core damage mods first, elemental mods 2nd, and dual stat mods 3rd. You'll probably end up getting all sorts of other mods to go along with it.

    As a beginner, just focus on buying all the credit based weapons to get MR (the ones you buy for credits already built), and get thru the star chart. That MR will give you access to more weapons. Then just go to the market, look for blueprints of weapons you haven't built, and start working on leveling those, all while progressing thru the star chart. If you need to focus on leveling weapons, remember, you actually get more xp if you unequip all your other weapons except for the one you are working on. This is because the exp is shared between your warframe and your equipped weapons. I'm not sure if this applies to the pets.

    Good luck, and don't forget that the in game chat always has a few people that may be willing to help you. The community is very welcoming of newer players, and i know when i started a year ago, there was always a few veteran players willing to give you advice and maybe help you farm for specific items, if not outright give it to you if you're having a bad run with RNG.

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