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klerebus

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Posts posted by klerebus

  1. Skimmed through the abilities section, looks too OP imo. HA/rage + flow is enough to keep the rage mode active essentially forever, and the high defense in rage doesn't help with keeping it in check either. PFlow + 300 energy = 825 energy, either instill the rage part into an ability or add a timer to restrict it., OR high def/low dmg in non-rage and low def/high dmg in rage.

     

     

     

    Spoiler

    Also Chroma.

     

  2. Dread = 5% higher CC, slash based.

    PP = Puncture-based, 60 higher base damage.

    Paris imo is better against low-levels (up to maybe sortie 1-2?) where you can't one-shot armoured targets anymore, since puncture has a dmg bonus against armour, and higher base damage. It has the advantage in raw base damage, but the Dread has much higher damage potential albeit higher TTK due to slash.

    Both can use Hunter momo just fine tho - 45% and 50% base crit = 112.5% and 125% crit, meaning constant 30% chance for slash, however the Dread is much more consistent due to that 90% slash.

     

    • Like 1
  3. 15 minutes ago, Windy_Wind said:

    That would be nice tho, but just in case you may not know. Since you have 2 seconds of delay,  it makes room for the bonus dmg to also work with Divebomb as well, so the dmg output is very reliable in respectable AoE radius. Don't forget that the higher you are from the ground the more multiplied dmg divebomb will do, so I'm talking about big BIG number here. But when you go to survival mission solo, it really hurts because it takes more than 2 seconds to use the life support.

    Rip the fact that most tilesets aren't very open, with the exception of maybe Void and Lua? You could try to Hover Jump then switch to Operator and try to activate LS, but idk how that'll work out.

     

    also i messed up airburst and divebomb and was confused af

  4. Archgun

    Electrified Barrels & Combustion Rounds for Radiation (Profit Taker)

    Hollowed Bullets, Critical Focus & Parallax Scope for crit (Critical Focus is only available from Profit though)

    Sabot Rounds & Rubedo-Lined Barrels for base damage

    Ammo Chain to reduce Archgun Deployer downtime

    Dual Rounds for multishot

    Automatic Trigger for fire rate on slow weapons (e.g. velocitus)

    Generally for most archwing missions only the base damage, crit and multishot mods are needed, maybe fire rate but thats preference.

    Archwing

    Hyperion Thrusters for speed (makes it a breeeeze on open world)

    Efficient Transferral for duration

    Energy Amplifier for range (must have on Itzal)

    Auxillary Power for +energy

    System Reroute for efficiency

    Morphic Transformer for strength

     

  5. 4 minutes ago, Marine027 said:

    Kuva i am unsure but assassinations no death squad or assasin can spawn themself i think there.

    Regular missions should do liek survival, capture, etc. It usually takes around 3-5 minutes for them to spawn after the start of a mission, best way is also team up with people that are also marked and or buy beacons from Baro next time he comes back and has those.

    Nah. Grineer Invasions only. Open up Navigation, top right there's a fist icon. Click on it, and look for any invasions with a red bar (or half filled, whatever). That's a Grineer Invasion, and to complete one you have to complete 3 missions against the Grineer (say if it's Corpus v Grineer, it means fighting for the Corpus). Finishing 5 of these Invasions grants you a Grustrag Three deathmark, and in each mission you spawn in (I think) there's a chance for them to spawn up till the 5 min mark. Having more players in your squad with the mark grants a higher chance of them spawning.

     

    Edit: Whoops, misunderstood OP's question.

    Quote

    and in each mission you spawn in (I think) there's a chance for them to spawn up till the 5 min mark. Having more players in your squad with the mark grants a higher chance of them spawning.

     

    still applies tho.

  6. Depends. Kubrows are more offensive, Kavats have utility and Sentinels are kind of a mix of both.

    The more useful ones imo are:

    Kavat

    Smeeta: Charm can give you either +cc, +drops, instant reload, +refund energy, +double affinity/pickups, create rare drops, tank shots for your Warframe and can also go invisible and create a decoy for protection. Probably the best for farming.

    Adarza: Cat's Eye gives your entire team a +cc buff for 10s every 20s, essentially making it active for half the mission. also can reflect damage taken back to an attacker, but isn't very useful imo. Great in Eidolons for the CC buff it gives.

    Notes: Kavats can also sunder armour using Sharpened Claw.. It can also equip Tek Assault, giving it essentially an RNG-based instant get-out-of-jail free card.

    Kubrow

    Huras :Can cloak both itself and your Warframe when enemies reach a certain distance, with an 8s cooldown and a hefty duration.

    Sahasa: It can "dig" out utility items, aka energy, health, ammo, and life support during survival.

    Notes: Sahasa and Sunika Kubrows can use Finishers on enemies.

    Sentinels

    Helios: Scans enemies into the Codex, and can also create Banshee-esque weak spots that when attacked, deal extra damage. Nice to have in the background filling up your Codex, it's how I got mine up.

    Carrier: Carries extra ammo for all of your weapons, and has built-in Ammo Mutation for your weapons. Carrier's default weapon is imo the strongest sentinel weapon as well. IMO It's great for anything that requires nothing too specific and nothing that requires anything specific.

    Taxon: Restores shields for your Warframe via damage done, and it's sentinel weapon can also freeze enemies. Good for Warframes with high Shields, such has Harrow & Hildryn.

    Shade: Similar to the Huras Kubrow, it can cloak itself and the Warframe, and provides a damage bonus once out of invis.

    Honourable mention to the Oxylus for auto-luminous dye onto all fish, and shows FIshing Hotspots as well.

    Notes: All sentinels can heal your Warframe via Medi-Ray.

    MOAs

    MOAs generally aren't the greatest, but have some cool utility. Build them for high armour, or Krysis, Aegron/Trux. Bracket/Model doesn't matter, since you can equip any precept anyways.

    Lambeo Precepts: Knocks down enemies every 10s and has a radial slow for projectiles, and a DR for anything in the area.

    Oloro Precepts: Auto-hacks consoles and tries to for robotic enemies after hacking, and gives you extra aim-glide duration/ - gravity, and has 3 charges for that.

    Para Precepts: Anti-grav and a Bastille-esque ability that also draws enemies in.

    IMO Statis Field and Whiplash Mine are the best, followed by Shockwave Actuators. Others are either too niche or don't do enough imo.

    Conclusion: Carrier/Helios/Taxon/Kavats are the best. MOAs are pretty decent utility tools however, and can work decently. Kubrows just don't do enough? Compared to what the other companions can do, at least.

     

    Edit: Forgot MOAs exist.

     

     

     

     

  7. Warframe has PTP connection - peer to peer, which means that one player in a squad is hosting the game, so to speak. Whenever this host disconnects from the game, WF attempts to get one of the other players to be the host, and in some cases it can fail.

    Dedicated servers aren't used because of the cost. On average about ~50k people are playing WF at any given moment, (based on steamcharts) and as each squad consists of 4 people, it would require 12500 servers. It would be WAY too much for DE alone to afford the server costs, which means PTP is the only option, and as such host migrations really cannot be avoided, unless you force host by

    1. setting ping limit to lowest

    2. clicking on a mission node, clicking on the wait button and then the start button immediately after.

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