Jump to content

Wallace24

PC Member
  • Posts

    1,969
  • Joined

  • Last visited

Posts posted by Wallace24

  1. huh, guess so, then. I think that's happened to me as well, everyone disconnects, but it was just a short outage, so I can survive for a couple more minutes and wait it out

     

    but I don't think you can play without a connection in the beginning of the mission. like, you can't start a mission unless you're connected to the internet. then again, I haven't tried. if you go solo you may be able to

  2. I definitely like the idea of having the hubs be planet-specific, rather than one big regional hub that players can group up and choose missions from. then we could have an area for voids and derelicts. I wonder how DE is going to calculate fuel costs for flying to those? because to me, it seems like those could be almost anywhere. I think nearby each planet should be gateways to the orokin void, or to derelict ships, instead of those being concentrated on one spot on the star chart, like they are now (probably a placeholder, but still). because it seems like they could be almost anywhere. or maybe only specific planets have access routes to void and derelict missions

  3. as others have said, go with a full squad, do survival, ideally in one of the dark sectors that boosts your specific weapon affinity (for example, +shotgun affinity if you're leveling up the boar), and leech dat exp

     

    use a frame that won't kill stuff, but can still be useful (nekros, trinity, vauban), or can boost your damage so that you can steal some kills with your unranked weapon (banshee's sonar, rhino's roar). banshee's pretty great for leveling up weapons, as you can get massive damage boosts from sonar, and you can use sonic boom for a bit of crowd control (very fun)

     

    as for your team, if you aren't nekros/trinity, it's always helpful to have them in your squad for a survival. then bring someone like nova or ember who can nuke the infested to oblivion. stick together, and that's about it

     

    outside DS survival/defense, elara on jupiter is a great mission for affinity, as the anti-moas spawn early and often, and they give a fair amount of affinity, since they're pseudo-heavy units (you have essentially 4 tiers of enemies: grunts, grunts+, pseudo-heavies, and heavies. heavies give around 7-9x the exp of grunts, pseudo-heavies give about 3-4x exp of grunts, grunts+ give 1.5-2x the exp of grunts, and grunts are fodder/baseline. fusion moas and anti-moas are pseudo-heavy, while shockwave and railgun moas are more like grunts+. corpus techs are the corpus heavies. for reference, infested ancients are pseudo-heavy, and grineer bombards/napalms/heavy gunners are heavy. generally, all these higher ranking units don't spawn within the first 5 minutes of a survival. but anti-moas do on elara)

     

    well that post went longer than I intended

  4. sounds good to me. plus when you're at the point where "rare" mod drops really don't do anything for you (getting rage and berserker from tenno specters now? great, more to throw in the pile), fusion cores are always useful (well, almost always. actually, yes always. you can always rank up an extra redirection, vitality, serration, etc. to max and sell that)

     

    I think DE should put a low chance of getting legendary cores in the fusion core packs. oh man, people would burn a ton of plat on those. actually that would be terrible, gambling is a serious problem

  5. Orthos Prime

     

    there are no 2-5

     

    alright, fine. dual ichors, dakra prime, jat kittag, and some people really like the dragon nikana. maybe I should try it out again, I heard they fixed the elemental effect bug, where it would apply to the sheath. I thought it just looked silly, and it did. I didn't find the damage that impressive, but I was comparing it to the orthos prime, which has no peers in terms of awesomeness. in terms of coptering, it is outclassed by many, though. it's one possible flaw

     

    edit: but keep in mind, that you may not need that many forma on a melee weapon. a stance will add 4-10 extra mod capacity (depends on if the stance polarity matches or not). and melee weapons really don't have many high-cost mods anyway. 2 forma and a potato is enough for my orthos prime, and that's with the wrong polarity for the stance (bleeding willow). dunno if it would be worth it to forma yet, unless you've got your builds all planned out for U13, because remember that all the charge attack mods become channeling mods, and you may not necessarily use those

  6. I got the self-damage bug before the new update. not sure if it's only possible with the stance on, I suppose so, because i think it was the hold combo. but is the glaive even remotely useful without the stance on? I feel like the self-damage was not intended, but who knows

  7. so now I actually have to kill these things? I was fine rushing through the conflicts. and now that DE has cut down conflict time, well, there will be fewer opportunities to farm. isn't that great. kinda reminds me of the day/night cycle issues with the cicero crisis. except now instead of every 6 hours, you'll have 12 hours every 2 days to farm

     

    here's to hoping they have another source. time to check the codex!

    edit: nope, just the specters. great..

  8. She's pretty fragile in high level stuff without blessing on.

    to be fair, so is everyone. and that's why I really don't see much of a problem with blessing. in endless survival, you end up being limited by how fast you can kill enemies, rather than how fast they can kill you, that's the only difference when playing with blessing vs. without it. I think that the former makes for a more fun gametype

     

    I have a feeling am the only one who fought Trinity's Blessing was a poorly designed ability and the only Trinity out there that don't have Blessing in my build, please someone prove me wrong...

    you probably are. because every other trinity user will see that blessing is an incredible ability, and there would be no reason not to use it in a team game

     

    unless you never play endless defense or survival. in which case you haven't seen blessing at its most useful

     

     

    I'd be ok with a nerf to blessing if DE brought back link to its former glory. or at least have higher damage reduction, or be affected by strength mods

     

     

     

    and yet, despite all this, DE lets rhino/prime slide again. iron skin shouldn't block knockdown or status procs. and rhino prime shouldn't have a base speed of 1. but DE has its favorites

     

     

    edit: how embarrassing, forgot to mention that it was actually corrupted mods that "ruined" warframe. cutting the ult's cost from 100 down to 25 energy (yes, that would require streamline, I realize that. but that's not the point) is what made us so powerful

  9. well if you haven't tried out some of the features of melee 2.0, you're really missing out

     

    warframe is almost an entirely new game now that swords and such can actually kill high level things

     

     

    but if you want to, you can still use your soma and m prime and make sure you don't pick up any of the new stance mods. careful fighting infested, though, fracturing wind drops like crazy if you kill them for too long

  10. but the glaive already had 2 combos with gleaming talon. I assumed that we'd get a separate stance mod for the new one

     

    yet no love for shimmering blight and bleeding willow? I am disappoint

  11. actually, a couple things. but for the sake of this topic, here's the one I was thinking:

     

    Channeling-specific melee weapons. We have all sorts of weapons now: weapons with good crit stats, weapons with high status chance, purely elemental weapons, some with mainly slash damage, some mainly impact. there's a weapon for everything (except pure cold damage). but now that we have melee 2.0, I think we need some weapons that are middling in damage, but get a huge boost when you channel with them. or have naturally increased stats (crit chance/damage, status chance, possibly elemental damage that's only activated while channeling) while channeling, not just a straight damage multiplier

     

    yes, we have mods for that now (true punishment, quickening, etc.), but I think some weapons should innately have that. especially ones that had particularly strong charge attacks in melee 1.0 (galatine, for instance), or special aspects to their charge attack in melee 1.0 (mire's charge attack used to deal toxin. remember that? also several weapons need their descriptions changed. those that refer to charge attacks, mainly). I mean, how cool would it be to activate channeling, and suddenly your dual heat swords are aflame, or your mire has a poisonous aura around it?

     

    with this we'll also need to update the arsenal stat screen for melee weapons to include channeling stats. I'm sure people have asked for that before. people only figured out that channeling is essentially a 50% damage boost (or up one combo multiplier. i.e. channeling with a 2x multiplier will give you 2.5x damage. Idk, I didn't do the testing myself. something like that) through testing. channeling damage alone would be a great improvement for the melee arsenal stats. but I think we could have weapons specifically for channeling that would have extra boosts during channeling

     

    of course I'd understand if DE wanted to lay off the melee system for a while. but I think it would make the melee system (and the channeling subsystem, specifically) even more appealing

     

    thoughts?

  12. these guys ^^ don't know what you mean. I've had that issue as well. or maybe mine was different. anyhow, it wasn't as simple as just equipping the scanner again to unequip it. happened when I had only my melee equipped, though. I took out my scanner, scanned some stuff, then possibly got knocked down, or resisted a knockdown, and suddenly, I couldn't scan anything. still had the scanner out. holding F (switch weapon) is what fixed it for me. I have my codex gear slot bound to N, and that was doing nothing. so try F if the codex gear slot doesn't disengage you from the scanner

  13. I'll admit, being a god is pretty awesome, but blessing is probably overpowered past the point of balance. though the real issue stems from corrupted mods (fleeting expertise in particular). but I think reverting blessing and link (except the single target aspect. 3 or 4 linked targets is a good number) would make trinity balanced, but far less overpowered than she is in her present state

     

    I still view ash as largely useless, and I assume the changes for banshee are centered around silence's uselessness as well. banshee needs something else unique. either that, or make is so stealth is important, such as in the upcoming revamped rescue missions, which means silence might actually find its way onto some builds

     

    as for sentinels, without complete overhauls, the current gang of sentinels will remain inferior to carrier's convenience (some people like shade, and I can respect that, I'm just lazy and don't like to hide from my enemies). if helios' scanner only scanned unfinished codex entries, that would be good. but tbh, I think some people should run around with helios even before that. simply because they have barely any entries in their codexes (so many people I've noticed recently ask simple questions that are easily answered by the codex. of course the response when these questions come up in the forums is 'check out the wiki.' but really, DE has built in a great wealth of information in this Tennodex/Tennopedia)

  14. not sure if this has come up already, but I just had a thought about stances on weapons..

     

    basically, I think each stance should actually look different when you have your melee weapon fully equipped. we have the agile, noble, and normal warframe "stances," but when you have your melee weapon equipped, all three of these look the same

     

    each stance should have a different idle animation, or at least when you have your melee out, the noble vs. agile vs. normal stances should be different. you'll notice if you only have melee equipped and you start changing your warframe's appearance, changing from normal to agile to noble does nothing

     

     

    just something I thought was lacking, but would look really cool if implemented. and if it were based on the melee stances rather than normal/agile/noble it would be even cooler, just another point of difference between each stance and no stance. to me it's similar to the alt helms, where you actually look different and that reflects the fact that you have different stats versus no alt helm

  15. sure, that sounds great for players who have been around a while. but for players right out of the pod to come up against unnecessarily high levels of enemies just seems cruel. even if there are 4 of them in a squad, that just means all 4 of them will be doing minimal damage to each enemy

     

    enemy spawns, however, should scale with number of players in your squad. then again, that just means solo survival is harder because fewer enemies=fewer O2 drops. so nevermind! maybe go with what Mr Jxt said, and enemies have more HP when you have more players in your squad. that one makes sense. more players=more guns=more damage. but don't mess with levels and stuff, that can screw up armor scaling 

  16. head to recruitment. there are bound to be people who want to farm for tranquil cleave there. and if you have that goal in mind ahead of time, you guys will be more organized from the start. either that or you can take your chances with groups of randoms, who may or may not share your same goal

     

    I thought DE did mention that they'd separate squads by mastery, but possibly just on mercury. also it may only separate you if there are multiple squads running the mission at the same time. otherwise, it just puts you into the only lobby if there's just one. I've been put into nightmare lobbies when I opted for regular missions, simply because that was the only open squad. the matchmaking system is far from precise

  17. my mag build is similar. I leave crush in for tight situations, though. oh, and I don't have overextended on. but I just brought her out again yesterday and was considering replacing vitality with overextended. the changes I would make would be to max out blind rage, and use overextended at one less than max. doesn't require any extra forma. also, you'll definitely want the coil helm. I don't have enemy sense on my build, but I can see it's benefit. however, you'll require someone else in your squad to have enemy radar as their aura in order to see more of the enemies you're going to be polarizing. just +30 enemy radar really isn't too much. you either need multiple enemy radars in your squad, or enemy sense in your build and at least another enemy radar in your squad

  18. collect and master all the things!

     

    other than that, Idk really. I play for the mindless killing, I guess. find some weapons I enjoy and just go to town. no set goals like ultra long survival, I feel like I could do it if I had to, I just don't want to burn that much time trying

  19. try fracturing wind. that's the kind of stance you're looking for, it seems. pretty sure the last hit of the combo is kinda like a ground slam attack

     

    and fracturing wind is super common. do a dark sector survival/defense. I get at least 1 almost every time I run it

×
×
  • Create New...