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WupwupTCR

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Posts posted by WupwupTCR

  1. what is the point of leveling ghost and revenge for shade? does it increase anything?

    Leveling Ghost will increase the effective range when Shade will cloak you. I don't know the exact numbers, but let's say Lv0 will have Shade cloak you when you're about 1 meter away, Lv1 2 meters away, and so on so forth. Revenge on the other hand is the same, your Sentinel will attack from a farther range and will deal more damage (because Sentinels are famed for doing damage. That was sarcasm, please don't take that seriously).

  2. Preeetty much. Just slap on unupgraded elementals, a decent Fire Rate mod, a stun, and you're good to go. You're not outfitting your Sentinel for damage because they both have really poor base damage (and as we all know the mods work off of base damage) but just for the status effects to help you out.

  3. I recently got a sentinel, but I got a few questions about it.

    1) What's the best way to level the sentinel?

    Same way you level everything else really. Defense missions, I suppose. I don't think you should even worry about leveling your Sentinel anyway, right now there's nothing worthwhile to give them for mods except Guardian. Or I suppose, things to.. keep itself alive.

    2) Do they get end of mission exp bonus?

    I don't think so, no. Of course there's no real practical way to measure this right now.

    3) How much health and shield does wyrm have? (+40% shield of what!?)

    Both Sentinels have the 100/100 base and I want to say 50 Armor. I could be (probably am) wrong though. Likewise with Power (yes they have Power), but I don't know if they benefit from upgrade passives. I doubt it though, the patch specifically said Warframes.

    4) Which 2 slots does it take up?

    Weapon slots. Wonderful, eh? You really aren't missing that much if you decide not to- oh. You do have one. Have fun playing with -2 slots for the time being (Lots of people are; you aren't alone).

    Replies in bold.

  4. Whats with your S#&$ advise telling people to start over cuz they lost an ability. You did it on another post like this as well. Knock it off.

    Even if it is "S#&$ advice" it's still advice nonetheless. Viable, at that. He could very well just start a new account if he wants the ability back that badly, don't bash on a guy especially if you're not going to be on topic and give advice to the OP asking for it.

    OT: Try farming Infested Defense missions. Io and Callisto on Jupiter are very common places to farm those so it shouldn't be too hard to find a group. Infested drop Skill mods the most out of any faction (I've yet to see the Grineer or Corpus drop a Skill mod) and with the most recent hotfix I've noticed more basic abilities (ie Decoy, Ice Wave, Freeze, Shock, Fireball, Slash Dash; all the 1's and 2's) have been dropping more often as opposed to the more common 3's and 4's. I'm looking at you, Overload, Blade Storm, Avalanche.

  5. It works a regular pistol, basically. Only as far as I've seen neither the Shade or Wyrm have any real benefit from Damage mods (they both do so little damage anyway), reload speed, magazine size, Crit chance is trash for everything right now and you can't even tell if they crit in the first place.. basically anything related to dealing damage has little to no benefit. However, you can outfit your Sentinel to have status effects on it so it's more useful (Freeze for slowing, Elec/Fire for stagger chances, stun for stuns, fire rate to speed that along, and uh. Kind of not much else. I guess you could buff up your Sentinel with MS and Damage so it can kill Lv5 enemies though?

  6. Hey all,

    Which amongst these would you choose for a maxed out Viper? ("A different pistol" does not qualify as an answer :D )

    I have a lot of room left, about 15 points. Currently equipped with:

    Fire, electrical damage +45%

    Base damage +60%

    Crit damage +40%

    Armor pen +15%

    Multishot +40%

    Reload speed +32%

    Ammo max +45%

    Would you throw fusion cores at improving any of these, and if so which? Multishot?

    Crit Chance for everything is bugged right now and is based off of (Base Weapon Crit Rate) x (Mod Crit Rate), so let's say the Pistol has a 5% Crit rate and you slap a 10% Crit rate mod on it; that's only 5.5% Crit chance total. It's supposed to be (Base Weapon Crit Rate) + (Mod Crit Rate) but I suppose something was changed in the wrong way.

    You don't need Ammo max, use some of those Pistol ammo boxes that you've probably gotten or buy some; super cheap. Armor Penetration's damage bonus isn't high enough to be of any real use but if you find yourself to have an extra mod slot then go right ahead. The Viper's base crit isn't high enough to warrant Crit Damage, but it's not the worst you could do. Save the energy/slot for something else. You don't need Fire Rate, it's speedy enough. Magazine isn't worth the energy either; 9 Energy for what would be 4 extra bullets? Uhh, no. Reload speed has got you covered enough in that respect. Puncture is very very near absolute worthlessness, at max it's 0.35 meters of punction. That's uh. Just barely enough to punch through a Grineer's shield and won't hit anything behind the Grineer holding the shield.

    Onto what you should keep/buff up, in this preferred order: Multishot (at least up to 100% before moving on. Taking it to 120% is your choice), Damage (preferably at least, again, 100% before moving on and coming back later), Freeze Damage, Elec Damage, Fire Damage, Reload speed OR Armor Piercing. If you really find yourself hurting for ammo, Ammo Max once everything else is done. And the Viper isn't horribly inaccurate, go for the headshots if you can.

  7. I'll just list some of the neat features that you can do with each frame. In alphabetical order! :0 This is also just the frames in general and doesn't include how difficult they will be to obtain.

    Banshee

    +Widest AoE with Sound Quake (For any of the U6 players, this is about 60ish% of an Ult, so pretty far)

    +Superb burst damage (Sonar is really, really, REALLY good. This is her focusing-down type of skill, like when there's only Ancients left and Sound Quake took care of all the trash mobs)

    +High Power pool (150 Base, with the passives and a Power Max mod, you'll easily hit 400 max Power)

    +Good pressure reliever (Sonic Boom will give you some breathing room, but since I don't have her I can't tell you how much room that'll give you, so to speak)

    (?)+Decent sneaky frame (Silence, but I've not heard very many good things about this one; explains the (?))

    Mag

    +Lots of team potential (Pull, Shield Polarize, Bullet Attractor can do wonders for your team. Pull an ally close to your out of harm's way to revive 'em, help out a slower teammate - Rhino, Frost, Trinity - against Infested Defense you can pull a Toxic or two away from the pod - watch your health! Shield Polarize has potential to be good when you can communicate really well or pay attention to an ally's shields, but otherwise this is kind of lackluster. Bullet Attractor + Radial Javelin is amazingly good, or if some teammates are sniping some boss with Bolts. Note: Bullet Attractor pulls bullets to the torso area, meaning headshots and the like are impossible with the bubble)

    +Surprisingly good at sneaking

    +Strong AoE (Crush is pretty freakin' good. At max with a Rank 4 Reach mod, it'll cover the general circle of the pod around an outdoors area and a little farther than that)

    (?)+Pull (I love this skill. It's super fun >_>)

    Saryn

    +15 or 19 second invincibility (Contagion's bugged right now so it works like Rhino's Iron Skin. The extra 4 seconds is from a max Continuity)

    +Good burst (Miasma does respectable damage, and stuns any survivors for a good bit. Really really quick activation also; the range maxed can cover a little less than the pod's area for Infested Defense at the center)

    +Tanky (150 Base HP, 100 base Shields, she can take a serious beating. Plus poison damage won't hurt her too bad, pop a Contagion and wade through it like no one's business)

    +Psuedo-Decoy (Not quite as good, doesn't deal damage (even though Decoy's gun is an unmodded Lato), you can't place it whereever you want, but hey, it's a decoy nonetheless. Be creative where you set it down to increase longevity)

    Mmmmm I pulled all this from my butt. But it's pretty accurate if I say so myself.

  8. Oddly as it may seem, Mag plays the stealth game pretty well. No seriously, she does. Pull is considered to be a silent skill and knocks down enemies, making it so you could Pull an enemy close to you or something getting too close to a panel, down attack them (aim crosshair at enemy while within melee range) for a silent kill or line up a headshot with your Paris.

    Loki's stealth is really just his Invis and not much else, but at Lv3 it lasts for 12 seconds which ain't bad, not bad at all. Ash on the other hand, Shuriken is silent but it's like the Paris in that if you nail a say, Grineer and the body flies past another, they'll notice their buddy just got impaled in front of them. Unless of course with the Paris the Grineer bursts into shards of ice or experiences some other elemental death. Ash can also Teleport but that's kind of null and void right now since he'll teleport in front of the enemy's face half the time, and Blade Storm might alert some enemies if you happen to teleport and kill something that was in plain sight of another.

    Other questions have been answered.

  9. Alternatively you could forego the Braton altogether and pick up a Shotgun instead. Strun, specifically. Why? As of now, Rifles are the weakest weapons in Warframe compared to Shotguns, Pistols, and Melee weapons (eeyup. Pistols are where it's at). The mods just aren't as good compared to Shotguns at an equal level (ie Lv3 Fire damage on a Rifle is 30%, Lv3 Fire damage on a Shotgun is 45%; max MS is 60% and 120% respectively) and the Shotguns' spreads have been narrowed significantly (Hek is now better than a Snipetron at sniping. No really, you can actually snipe with a Hek and do very good damage with it. Strun not so much, but you still can). The main kicker is mods though.

    If you're really sold on using Rifles though, I suggest sticking it through with your Burston until you can farm up materials for a Boltor. If you really want to use a Rifle, Boltor would be the best.

  10. It's really not that hard, though I'm kind of bias in a sense since I've got a little target tracking experience under my belt (comp TF2 if anyone was wondering).

    OT: Unfortunately there really is no trick aside from aiming well. The hardest part is really just finding the line in the first place, then it's a stop-go tracking game until the line ends in a white target. Then you shoot said target. I suggest using a Rifle, preferably with a Clip and Reload mod. Braton will do just fine, just don't get anything that fires too fast since at Round 3 you need to hit around 4-6 white targets without failing and having to reload is a guaranteed setback in succession (ie 5 targets hit, reload, down to 3 or 4 targets hit out of 6 for completion, if that makes more sense).

  11. Nyx Psychic Bolts ain't bad as single target damage, you get ~750 dmg from all 5 bolts (Each dealing 150 dmg) and is only 50 energy so you should be able to cast it several times (PS: you can guide the bolts to hit a specific target by zooming after launching them).

    Absorb can be used solo as well vs bosses.

    Ofc that doesn't make Nyx a top tier dmg dealer in solo situations, but is not bottom either.

    I'm going to assume this is directed towards my awful list.

    I was under the impression that the Psychic Bolts cannot multi-target; one dagger to one enemy. Unless this was changed and I didn't see it in action, along those line. I just remember in U6 having a discussion about frames in need of a rework and her Bolts came up somewhere, so my mistake if she really can do damage herself now. I'll edit the list if need be and rearrange her to suit... whatever she suits if this is the case.

  12. Extremely short range, doesn't hit multiple enemies, people farm Infested missions a lot. Meaning lots of enemies at once in clumped areas; Furax does not do super well there. Also I've known some who just don't like how it looks and can't adjust to the range. It's by no means a bad weapon though, arguably the best DPS weapon there is.

  13. There was an update that included passive HP/Shield/Power boosts as you level. Your stats probably went up like that since your Volt is Lv30. I think it's around, at max, comparing a Lv1 frame to a Lv30 is 2.5x the HP/Shield/Power. Too lazy to math.

  14. Regen is broken/doesn't work properly. The only ones worth leveling are: Ghost if you have a Shade, Fast Direction, Redirection, Guardian, Crowd Dispersion if you have a Wyrm, and maybe Vitality/Steel Fiber.

    For weapons, I suggest any (unupgraded is fine) pistol mods that have a status effect. (ie Ice damage:slow, Elec damage:chance for stun, Fire damage:stagger/stun chance Stun:for stuns, Fire Rate:increase "probability" for status effects, reload(? I don't even know if this works in tandem with their firing rate), mag size (same as reload).

  15. Depends on what you're looking for. Off the top of my head, I'll categorize the frames released in the most flame-baitey borderline tier list there is from my mind:

    Survivability

    Saryn (Contagion - glitches are cool)

    **Nyx (Absorb, Chaos - during solos)

    Rhino (Iron Skin)

    Trinity (Link)

    Frost (Snow Globe)

    Loki (Invis/Decoy)

    Volt (Electric Shield)

    Utility

    Trinity (Energy Vampire, Well of Life, Blessing)

    Loki (Decoy/Radial Disarm/Switch Teleport)

    Frost (Freeze, Snow Globe, Avalanche)

    Volt (Electric Shield, Overload, Shock - electric stuns, protect teammates from bullets)

    Saryn (*Molt - if used well)

    Mag (Pull, Crush, Shield Polarize, Bullet Attractor - potential for all skills if used well, esp. with cooperation amongst teammates)

    Nyx (Chaos, Mind Control, Absorb (kind of))

    Excalibur (Radial Blind, Slash Dash, Super Jump - stun, travel + damage, vertical travel)

    Rhino (Rhino Stomp)

    Ash (Smokescreen, Teleport - Stun and solo utility, respectively)

    **Volt (Speed, Electric Shield - during solo, if not one else uses the shield)

    Damages (assume single target, deeps & burst damage)

    Banshee (Sonar)

    Excalibur (Radial Javelin, Slash Dash)

    Ash (Blade Storm, Shuriken, Smokescreen)

    Loki (Invis - limited to Melee)

    Ember (Fire Blast, Fireball - Blast doesn't benefit from Focus, WoF is S#&$, Fireball doesn't deal enough)

    Damages AoE

    Banshee (Sound Quake - U6 Lv2 Ult range potential)

    **Nyx (Chaos - Only if there is a fairly sizeable mob around to hurt eachother, otherwise she is null. Not counting Psychic Bolts

    Saryn (Miasma - tied with Mag/Frost; faster activation, similar damage all around)

    Mag (Crush - tied with Saryn & Frost)

    Frost (Avalanche - tied with Saryn & Mag)

    Volt (Overload - elemental damage reduction)

    Rhino (Radial Blast - shorter AoE)

    Ember (Fire Blast)

    I think I'm done.

  16. Comparing all three vs eachother.

    Gram VS Scindo

    +Faster base speed

    +benefits more from Fire Rate mods (aka swing speed for melee weapons)

    -Lesser range

    -Lower base Melee damage (40 vs 50, do not mistake for Charge damage. Charge and Melee are two seperate entities minus Crit CHANCE)

    Gram vs Fragor

    +Faster base speed

    +benefits more from Fire Rate

    +Blade bonus damage against Infested (3x damage because blades)

    -Does not ignore armor

    -Lower base Melee damage

    -Lesser range

    Scindo vs Fragor

    +Blade bonus damage

    -Does not ignore armor

    Fragor vs Scindo

    +Ignores armor

    -No blade bonus damage

    All have the same Charge speeds, damage, and crit damage modifiers. Against Infested, it comes down to Speed vs Range with the Gram vs Scindo. Against Grineer, Fragor is better hands down, but as of now there's no need for the raw damage from ignoring armor since you can still one-shot any Grineer with a decently modded Gram/Scindo with Charge Damage, sans the Heavy Grineer.

  17. Right now, Charge Damage is where it's at. Crit builds are a little wonky unless you're a Loki (and to an extent, a rather limited one sadly, Ash) and Melee damage simply doesn't deal enough damage to be worth it.

    I suggest going for a Gram or Scindo, being that Gram has a higher base swing speed (fire rate) and the Scindo has a greater range. Both deal 200 base Charge damage. Modded with a maxed out Charge Damage mod (150%) in conjunction with Elementals, that does.. a lot. Especially to Infested. Same could be reversed for the Fragor against Grineer.

    Assuming you do go for Charge Damage (heavy attacks) I suggest prioritizing this: Charge Speed + Fire Rate to a level you're comfortable with, Charge Damage, Armor Piercing, Freeze, Crit Damage (Loki + Invis = 100% Melee crits for duration, 12 seconds at max Invis), and Fire (Infested).

    No, you don't get more Alerts the farther you go. Although, having more missions unlocked just means that you won't have to beg for an invite when the Alert is on a planet/mission you haven't unlocked.

  18. Dont respect people like you...look at this teacher...

    In which case I'll apologize. I didn't know that it was literally "Kip-up" and assumed you meant "Kick-up". I should've gone and checked if that was a real thing before I posted, but I didn't. My bad. It might do to clear up future misunderstandings that might happen to link that video to your first post or like a timestamp to the Warframe Beta video to show what you mean. And that's cool if you don't respect me, no one does because I didn't get my gold star yet.

  19. Spoiler: I nitpick. A lot.

    As of now I personally don't think a list like this is necessary for what would come into U8.. mostly because this reflects a rather small portion of what the playerbase really wants. If there was such a poll system and you could compile information from other suggestion threads, then that would make sense. But just to use the whole 'bigger boobs' as an example, someone suggested that (I kind of hope as a joke) and a few others also said yes (in a roundabout sort of way and I also hope as a joke) and for some reason, it made it into the original post. I don't think the OP should go around easily adding so many of these things so quickly unless it's quite clear enough that people really want these things implemented. ie Go look at the passive upgrades thread, if there was a poll system for the forums and the majority on that thread said 'Yes, we want this' then you could put that onto a master 'The Playerbase would love if this happened!' megathread, not just 'Hey two people in this thread want this let's put that on the thread'. Other things like 'New X' or 'New Y' is pretty frickin' vague and is almost if not certainly a given coming into U8 anyway, I don't think that's necessary either.

    I would go on but I think I've given enough a taste of what I feel should happen. We're not ready to even begin to brainstorm of what the community wants for U8 because we literally just started not two weeks ago U7 and need to help the Devs tweak and fine-tune U7. Rushing through content like this is bound to spell doom for the longhaul. For now, it really just looks like you put together a thread of things that you would personally, read: personally, would like to happen to Warframe that does not reflect the majority of players and added things of which other people posted in your thread. Also, just a minor thing but a thing nonetheless, is English not your first language? It's kind of weird to read through some of the suggestions that don't make a lot of sense off the bat.

    Okay I'm done being a prick.

    EDIT: You (OP) might want to go over your first post and fix up some of the spelling mistakes. ie Kip-up, I just figured out you meant Kick-up. I'm dumb.

  20. One, that's Venus, not Saturn. Two, there's literally no reason AFAIK that you shouldn't have it unlocked assuming you successfully have gotten to the "Mission Complete" screen. If the mission is highlighted as yellow it means you haven't done it yet, green means you've done it and cleared it. Grayed out means you can't access it/unlocked it.

  21. No. It ignores the special armor the Ancients have but not the standard armor akin to Grineer.

    And it wouldn't hurt to acknowledge that you should start future topics similar to this in the proper section.

  22. Few things. One, calm the balls down with bumping. Your topic isn't going to be buried in a few short hours holy crap. Two, if you're going to ask specific questions for your personal interest leave it in the Players Helping Players section, this topic isn't suitable for actual discussion since you're.. just asking specific questions about how some weapons work. Third, for the love of god try not to doublepost.

    OT: To answer scatted questions.

    @xenapan They didn't change the Zorens at all, to my knowledge. Look at the 7.X Weapon Rebalancing thread in Updates. You're probably just not used to the actual base/crit rate/damage since we don't have the upgrade nodes anymore. And the bug was apparently fixed with mashing E and having a charge attack instead.

    @WhiteCopain The Heats are basically like the Dual Skanas but better in every way. Seems sort of fitting since you can straight up buy the Skanas and have to craft the Heatswords.

    @Fapgasmic Wiki is correct, both have the same charge damage. You may think otherwise because the Furax has innate armor piercing damage, so they're super good against the Grineer. Actually, take this list instead.

    DHS vs Furax

    +Charge Attack hits up to 3 at once

    +Blade damage bonus against Infested (3x base+charge damage)

    +Charge attack hits roughly 150 degree cone in front of you

    +Better reach

    -No Armor Piercing

    -Slower charge rate

    -Slower swing speed/fire rate

    Furax vs DHS

    +Highest DPS in game

    +Quick strikes, charged or not

    +Really good charge damage/speed

    +Innate armor piercing

    +Useful Jump attack, good AoE

    (+Punch things into pieces)

    -Super short range, you need to be practically running into your enemies straight on to land hits

    -Not as good against standard Infested/Corpus. Still wrecks Ancients though.

    Also, the Furax are regarded in-game as two-handed but mechanically work as one-handed.

  23. Okey

    Thanks for all feedback (and fast feeback).

    Can you tell me what secondary & Melee I should use if I buy this Paris bow...

    Also are these mods good ?

    They are Rare

    -Avalanche

    -Snow Globe

    -Split Chamber

    -Barrel diffusion

    -Ravage

    -Fury

    -Continuity

    Then I got some uncommon mods and common mods..

    Also, I use Loki as my warframe

    This is kind of off-topic but next time don't post a thread like this in the General Discussion. You're not talking about the bow itself and general likes/dislikes; you're only asking for questions that pertain to personal interest. That belongs in Players Helping Players even if what others read here might help them. And balls to you if your reasoning for posting in General Discussion was that it gets more views, please don't do that.

    OT: (Ak)Boltos do well close range since with any mid-long range gun a close range option compliments that really well. Bronco is a little wonky to aim, firing from the hip takes a surprising amount of time to get used to and the recoil zoomed in is disorienting for some people. Lato's are decent but you could do with others, Kraken is an all-around excellent pistol for close-mid range.

    Melee's it kind of boils down to what faction you're against and what does the most charge damage now, since we can't stack Melee mods the damage is going to really suffer. I recommend the Gram for Infested/Corpus or the Furax for Grineer/Corpus. If not the Furax, then the Fangs do decently well if you have crit mods buffed up. Don't let this stop you from choosing what you like though. I like the Fang's a lot so I use those even though the damage is nothing incredible.

  24. Paris Pros n Cons vs the Snipetron

    +Silent

    +Innate Armor Piercing base damage

    +Quicker "reload"

    +Pierces through enemies in a straight line (must be killing blow to pierce through)

    +Burst damage oriented (stack elemental mods and/or crit mods for big hits)

    +Reasonably quick one-tap shots

    -Takes time to get used to aiming

    -Charges almost required for good damage unless mods are super good

    -Lesser damage (100 unmodded full charge vs 115 Snipetron shot)

    -Leading shots is necessary but arrows still fly much faster than bolts

    -Projectile drop

    Pretty much this in a nutshell.

    @Jigoku I'll have to correct you, Paris does NOT have the highest base damage, the Snipetron does with the weapon rebalancing and if you pin the body of something right the balls in front of something else they will notice.

    Note: If you're aiming at something really up close and you're zoomed in you'll have to compensate for your model being slightly to your left or right and the arrow begins from the left/right. Don't shoot at something directly on your crosshair that is incredibly close or you'll miss.

    Edit to include specifics for Snipetron vsParis:

    +"Consistent" damage excluding reload times

    +Easier to aim

    +Greater zoom

    +Higher base damage/in general assuming all the mods are similar

    +Better than the Paris for really close enemies but it's still a med-long range weapon

    -Pitiful reload speed but not as bad as it once was

    -Chews through ammo because of the lack of Armor Piercing

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