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BratwurstBob

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  1. As it stands and afaik you can get them from finishing off a Sister of Parvus (one for each Sister taken down in that run) and at random from the drop table in volatile Railjack relic missions. Considering they are essential to buying the 5 TENET weapons on offer from the Perrin Sequence/Ergo Glast, and each costing 40 Corrupted Kolokeys, the farming for those 200(!!) Keys is.... not fun. And that's not even taking into account any follow-up purchases to increase the Bonus to 60%. I like Railjack, sadly not many share this notion, and the missions in general are quite long. So the amount of time needed to collect all the Keys I need /want is increased as well. Is it really working as intended? Could this not be opened up some to reduce this grind? Offer more sources, higher drop rates or trim the existing source (RJ volatile relic) time-wise?
  2. I'm asking myself if th K-Drave was at some point even meant to be available as a ride during missions. ANd maybe DE weould be willing to allow missions where K-Drives are ridden. I would also love to gain Vent Kids XP by simply using the Merulina /K-Drive instead of having to do fancy stunts.
  3. As I'm writing this as the current Arbitration is a Defense mission at Stephanos. And this node is being used for many other missions, like relics. In my experience the map is loathed by many, and any idea of going beyond a certain number of waves falls apart, as the participants simply leave. I can't tell you exactly why, but I by now simply avoid going there. Could we please have less to no Stephano or maybe a rework of that map?
  4. Or maybe Elemental Formas isolating the Element slotted?
  5. I was evolving the Dual Ichor Incarnon when I noticed something that lead to this post. The Dual Ichor Incarnorn when activated (6x Combo + Heavy Attack) has the weapon emit a toxin cloud. And this cloud is only active when Incarnon is active. But each Evolution says Active once unlocked and supposedly every evolution after the first is always on? So they are Active yes, but as a Passive. No need for the 6x Combo + Heavy Attack, they are always active. But the Toxin Cloud and the other stats of the first Evolution activate only as long as the Incaronon is on. So the term "Active" needs to be clarified for the Incarnon On/Off status. I would suggest to remove the current checkmark "Active" since it should read "Unlocked" anyway. But since it cant be "Deactivated" anyway it is not needed. As it is indicated in the individual Ecolution unlocks anyway. When you mouse ove rthe skill it again says "Active" and in this case rightly so . And the first Evolution with the Active Incarnon effects should read (for Dual Ichor in this case): Reach 6x Combo and then Heavy Attack to activate Incarnon Form In Incarnon Form (180s): Kills create a Toxin Damage field +100% Melee Damage +20% Sprint Speed +20% to Parkour Velocity On a side note: the Dual ichor has a real problem in its Incarnon form to increase its combo counter, as the toxin kills some lower targets so fast the counter doenst go up. It was almost double the amount of kills needed to increase the Dual ichor combos compared to other melee weapons
  6. I've disregarded her for quite a while because the Merulina movement had me get stuck or not jumping/moving as intented, and since there are so many other frames I just stopped bothering with her. But now that I rediscovered her and enjoy her Abilites, I felt I ought to give some feedback. I never ride her at running pace, since the speed and sluggishness of her response to directional input keeps her from moving smoothly through corridors and such. Additionally, whenever she is stationary with running still toggled on, any turns on the spot will always add forward movement making it near impossible to be precise. Riding the Merulina / K-Drive feels foreign and clunky, a far cry from the smooth moves and transitions I can do with unmounted frames. Add to that the muscle memory form the usual gameplay and Merulina downgrades the gaming experience. But must the Merulina be this bad? What I miss while riding the flounder: A jump barely lets me propel forward when stationary. Getting on a ridge or a walkway slightly higher than a standard jump has me jump several times to get up there. Why not let Merulina propel me forward in the air as I hold on to the Forward key? Why is the Jump height so different from a standard Warframe from a stand still? If it were the same and would result in the same height the Merulina wouldn't feel so clumsy. The Jump height increase by holding F longer is not in line with what I would have expected. A simple tap to add a slight jump always makes Merulina jump high and lose all forward momentum, usually ending with Yareli bonking into an an obstacle. Just let her hop up and keep going please? Like every unmounted Frame? Halting a jump by not pressing Forward or even using Backward does not work. If you overjump you can't change it while in the air. But why? Can't my magic flounder just stop propelling me forward? A Warframe sure can, why not her? Why can't I aim glide on the Merulina? It feels so natural to prolong a glide that way I instantly missed it dearly. Please let me aim glide a K-Drive / Merulina for better control. Getting dismounted when activating certain consoles or other objects while other interactions leave you mounted. The Merulina is an essential tool kit imho (especially with the Guardian Aug) and getting dismounted can be the difference of alive or dead. I already hesitate to use any consoles and just wait for a teammate to do it in SP and higher missions. Must it really be this way? Door frames and other height obstacles having her stutter move while passing through or gets her stuck when a slight bend of the knees would have avoided it alltogether. If only Yareli would autocrouch to a height low enough to simply pass through like any experienced K-Driver / Skateboarder... Instead she keeps bonking into everything with her head and proceeds after a slight delay. That and the stiff camera angle thats keeps clipping into ceilings when I try to direct her though some semi complex corridor seems so avoidable - like an autocheck for obstacles and their height; if Yareli fits - shes crouches as needed. Max croutch and wouldn't fit - collision. Basically what Im griping about her Merulina applies to the K-Drive as well. Since I hardly ever see anyone use it, I think my reasons to post here is an issue others experience as well and they simply ignore the K-Drive because of it, becaue why bother? Which brings me back to my original question: Must it?
  7. Yeah, like an electric Syndana. We got lots good fire Syndanas, that can look like cold as well, but no Tesla Coil? ^^
  8. Really wish we had something that looks like Electricity crawling over the frame, sparking and maybe even arc over appendages? Hitting the floor around trhe feet like the Spores?
  9. Well, like the title says. It feels forced and wrong that the bundle of streams need to converge again once I stop shooting, even though I keep aiming down sight.
  10. Ive attempted this mission several times now, and now I'm in the Veil proxima and Orphis im Erato is for a solo as well as an inexperienced player impossible to achieve. Before I get the ususal comments telling me to get gud or get better team mates: you wouldn't believe the low quality of Railjacks of some players, and since nobody plays RJ anymore, its not getting better. In the Veil Proxima Tile Erato the enemies are tough and deal a ot of damage. Even a dedicated Frame, Mech and a fully upgraded Tier III Ship can't deal with them. I did as always all the side objectives. Everything went smoothly, my ship is well placed and was not taking damage from the constant Torpedo Barrage. So I enter the final stage to take down the Orphixes with a well equipped Voidrig, taking down 2 rather quickly, and enter the fight vs the 3rd at 56%. But since I'm getting pummeled by the NPCs around me, and my Necramech despawns, I can only watch as the final percentages add up as I can't deal with the Resonators in time. In the end I got NOTHING out of this 24 minute mission. ZERO. None of my preparation, dilligence or willingness to go the extra mile with the secondary objective is being rewarded. It's a huge slap in the face, and after my failed attempt yesterday it had me rage quit in disgust for this arbitrary mission design. The percentage reduction is too low for an Orphix kill, the damage dealt to a solo player is not scaled accordingly - iI have to soak up everything thats usually designed to deal with 4 players! Railjack is not being played or only by a few, yet the design is still scaled to 4 players. I enjoy it for what it is, even though the missions are sometimes very long compared to normal ones. Either make it accessable to the few that still care of ffs get it in a shape ppl will want to play! Yes, I'm still angry.
  11. I like him, his kit and looks. I replaced Tharros Strike with Fire Blast to stay true to the kit. Whenever I used Tharros Strike, most of the spears either misssed or fell short. I took him for a spin in The Circuit / Steel Path and despite the decrees it was hard to stay alive. I've put 5 Shards into him (1x Casting Speed, 4x Shield increase). With 223% Strength my OG cap is 33.450 and can create 133,8 per Cast of Final Stand (his 4) because of the Augment. Rally Point creates 111.5 Shield and 6.69 Energy per kill. So far I have never even once reached his OG cap, even in 60m long Survival or Defense missions. The Augment is too weak to really be worth it. A frame so heavily relying on a massive amount of shields because of his passive shoule be able to create more and faster OG & shield at 223% Strength. One problem is the lack of clear visibility when using his 4. From the lifted postition it becomes very difficult when cast in corridors, enemies are not marked, you pretty much either spray and stop until you find a health bar or pich an Eximus and spray him down as much as you can. If the spears from Final Stand would home in on enemies would make ot much better to use. Another issue is imho the damage dealt by each spear from his 4. It's too low and I was constantly wishing it were a pseudo-exalted. My setup allows for 30 spears with 3345 slash damage and the same amount for a 6m blast. Sounds like much but any armor or shield encountered reduces the effect drastically. Once in the air when casting his 4 I would love to see him become Immune to damage, but that might be too much. I hardly ever use his 1 as it removes the enemy from my limited range and I might just as well kill whatever I could spear. The punture and blast damage are only 2787, again a pseudo-exalted spear might solve that. And finally a cosmetic request: when Syanax goes through his Noble Animation he poses with a Shied looking very much in character. So when I equip a shield melee I would love to have the option to use that shield as a cosmetic replacement.
  12. I miss playing my EV Trinity and how you were a welcome addition to any team. Time has moved on and left her behind rather badly, so I was wondering if she couldn't do her name justice and once again be a support frame worth a slot. Have her buff Energy, Health and Shields. A passive that maybe gives better ammo efficiency? I'c love to be the Swiss Army Knive with Trin :)
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