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Wallace24

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Posts posted by Wallace24

  1. I just want to say I love the arc traps on the shipyard rescue tileset. at least, the ones in the prison tile. besides, you can avoid all of them using various access tunnels, and don't worry, the prisoner can follow you back up them, so you can get in and out without having to hack that panel in front of the one door, which is also where most of those arc traps are concentrated (thought the ones along the elevator were a nice touch, as well)

  2. I find the extra movement a nuisance as well. I don't understand why when I change to a different weapon/frame, which is selected on the left side, that I must move all the way to the bottom right corner to equip it. it used to be right there, on the bottom left, right under the weapons/frames

  3. I think that DE handled it pretty well with the arcane and normal versions of helms. this was the helms are still associated with the stats, rather than being completely arbitrary. so when you see a trinity with an aura helm, you know she's either got the +duration or nothing, rather than wondering if she has whatever meridian does, but is wear the aura helm anyway. you still don't know for sure if the player has it on only for aesthetics, but at least it's not completely random

     

    so no, I don't think we should have an extra slot for extra stat boosts. unless DE releases one for each stat for all frames. then you can decide whether you want a bit of extra range or maybe power for your caster. I think DE should've left helmet stats in, and actually given us more helms with stats (again, one for each major frame stat: hp, shields, armor, speed, efficiency, duration, range, power, maybe even shield recharge, casting speed, and stamina). as much as I appreciate DE's work on all the weapons they keep pumping out, I think it would've been better instead of having all these weapons with minor differences (case in point, the amprex that just came out. it's a slightly modified synapse) if DE had worked on more alt helms, instead of stopping at 2 per frame

  4. only one for sure is marelok. amazing weapon

     

    hek is still pretty strong, despite it's changes. it's no longer a status beast like it was a couple updates ago. now strun wraith and boar prime are the status shotguns

     

    scindo, I haven't used it since leveling it to 30, so Idk how it is. for melee weapons, you really just have to go by feel. pretty much all melee weapons are viable now, you just have to find out which ones suit you

  5. yeah, using frames like rhino and trinity, even loki and ash if you stay invisible constantly, can lead to laziness. I encourage newer players to play frames that don't have a crutch like invincibility or invisibility. yes, they're good to get through tough levels with, but in terms of teaching you how to avoid fire and take out groups of enemies before they can engage you, they don't help too much

  6. pretty fun sneaking through the prison tile, I have to say

     

    still having some issues with the red veil rescue target AI. it's like he doesn't want to live and/or escape at all!

     

    also: I kinda despise having to put hush on my weapons, just because of the damage loss. but it's still quite fun to use

  7. I started with mag as well, and now I use mag prime fairly often. she is amazing against corpus and corrupted with shield polarize and her magnetic-damage abilities. against infested and corpus, shield polarize becomes just an instant shield restore for you and your teammates who are close by

     

    crush is still a decent ult, but you're stuck casting for a while, so new enemies can walk in and start shooting at you. pull is also quite strong still, and bullet attractor is useful against heavy targets (though I don't think I've ever used it. but some people do)

     

    her role in the team is just support unless you're against corpus/corrupted, in which case you are an amazing nuker. when I started out playing as her, I really didn't rely on her powers, the occasional crush when I was swarmed, but otherwise she was unimpressive (pull wasn't as strong as it is now). pull will allow you to disorient enemies and draw them in close to take out. in defense missions, shield polarize also restores the shields for the pod, so mag is helpful there even against infested and grineer

  8. and now that fusion cores stack, my mod organization is yet again out the window

     

    but hopefully it'll make fusing easier, I haven't tried fusing anything yet, but I assume now it'll allow you to type in a number of cores to fuse (hoping for that silver lining, at least)

     

    one more interface gripe: the 'equip' button is now on the bottom right side of the screen when changing your weapon or frame, while it used to be on the bottom left directly below the selections. it's just something that'll take getting used to. but for now it's annoying

     

    same thing with the loadout buttons (mod, apply, cancel, those ones). but apply was always all the way on the right, so now that everything's there, it's really not as big a deal as the weapon/frame selection

  9. uh oh, messing with grineer galleon tiles. I'm a little worried about that one

     

     

    but glad to see helios will now work properly. I might bring him back out, it'll save me time trying to scan eximus enemies on my own, thanks DE!

     

    event sounds interesting, guess it's time to grind out some rescue missions for the next week

  10. I'm surprised there isn't more opposition against whoever has taken over gabii. I know there have been several attacks on it, but to no avail. resource taxes are worse than credit taxes. there's no justification for non-zero resource taxes, apart from the alliance/clan wanting to take your goods. for credit taxes at least those go to rail maintenance and battlepay

  11. well clearly eclipse can be stopped, they didn't take that pluto node, or gabii on ceres (though 25% credit tax and 0% resource tax would be much more preferable than 13% credit/3% resource. those are my cells! resource taxes aren't justified, credits are for rail upkeep and battlepay. but anyhow, back on topic..)

     

    so no, I don't imagine the community would let them take over everything. can't spread yourself too thin, after all

     

    and limiting number of rails would defeat the purpose of contesting them at all. it's a free market

  12. I've always wondered why elemental frames don't have a natural resistance to their elements, and I think some innate resistance wouldn't be too bad (or maybe just cutting down proc time for that elemental effect). but full immunity (or very high resistance) to a specific damage type would be very imbalanced, I think. especially one of the 3 physical damage types. those would be most useful, meanwhile there aren't any enemies that deal certain damage types (like gas and viral). I think if we had these, even as castable skills and not passive, they're basically all just a damage-specific blessing. 

     

    I also don't think it fits with some frames. they aren't all meant to be durable and take hits, or even to be good at escaping tight situations

  13. range restriction on tempest barrage might be a good thing, but I am not sure if extra duration is really helpful with tentacle swarm. the tentacles don't always damage new enemies that walk into the area, so extra duration just means that you can't recast tentacle swarm to entangle them.

     

    but +duration is good for puddle, and possibly for tidal surge (I haven't tested hydroid too much after he hit 30. very enjoyable frame, I think my next project will be giving him a potato and some forma as well)

     

    I would consider blind rage for your build, as well. maybe instead of continuity. it'll cost probably another forma or two, but that'll make tempest barrage and tentacle swarm really devastating

  14. Do I need to be channeling to execute a finisher?

    nope, finishers will occur when the enemy is downed, no channeling needed!

     

    parrying will only happen while channeling, though (blocking and channeling at the same time, actually)

     

    the straight 50% damage boost would  be a lot more obvious (and we wouldn't have had to figure that out for ourselves) if DE put channeling stats in the arsenal screen. then you could see things like quickening and true punishment actually affect your stats

     

    life strike is a good reason to use channeling, though. quite helpful on long missions without a healer

  15. I think you've been getting my emails by accident.

    The stalker has been attacking me recently and I haven't been getting mail from him at all.

    me too. he likes to try to chase me down in the dark sector conflicts. he got me once, I was trapped in an elevator. otherwise, i've been able to outrun him. but yeah, no mail for me either

     

     

    and stalker doesn't appear in boss missions. and based on timestamps, that seems to be what you're running almost exclusively. stay 5 minutes in a survival mission, or run a short capture/deception/sabotage mission. defense is kinda risky, as he can take out the pod pretty easily

  16. on the contrary, I think channeling-specific weapons are needed to add diversity to the weapon pool. it would be a great way to make channeling more popular (I really don't use it much. the new mods sound cool and all, but I'm fine without channeling). it would be similar to the soma, I feel, where it's normal stats are abysmal, but its crit stats make it great. same principle could be applied to channeling

     

    we have crit and status weapons already, and then some that are just good damage without crits and status. but with melee, there's a whole other aspect that can be explored: channeling. I think that if DE didn't make any melee weapons that had naturally boosted channeling stats, they would be doing themselves a disservice now that melee 2.0 is in place and all

     

    of course, we would need an arsenal UI update that showed stats while channeling for melee weapons. if that had been there from the beginning, we wouldn't have to guess at what channeling actually does to boost your damage. and people wouldn't be confused when quickening and true punishment don't affect the arsenal stat screen

     

    I actually made a post about it a week or so ago. that no one paid any mind to, of course, but that's just how it is

  17. yeah, agreed, kara valkyr helm and markhor oberon helm went to alert pretty quickly. but how it works is that the current helm is plat-only until the next set of helms. so when DE releases those, expect triton to show up in alerts

  18. well, the only node I play on Earth is cambria, so frontier lancer eximus must be found there. definitely have a couple of those

     

    as for lancer eximus, I'm pretty sure I've found some, so possibly saturn (cassini). but you can also find eximus enemies in mission types other than survival and defense, not sure which ones are the best, though

  19. I like ice wave! so fun. damage falls off hard against level 30-40 enemies, but before then, extremely cool skill

     

    freeze should have some AoE, similar to the new fireball. the single target thing really isn't very useful

     

    I liked when blizzard had that freeze time/stun lock. but as that was unintentional, it just means that blizzard is now just a spammable radial damage ult instead of a good CC ability. guess it's ok

     

    I do think snow globe is in a good place with the invulnerability period. I think it should still have some duration, and I'm glad DE kept that in

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