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Andikki

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Posts posted by Andikki

  1. I found the updated donation UI less convenient than the old one. It forces me to do calculations in my head and makes it hard to pick some initial number of items that seems remotely right and then adjust it based on the result (that's the process I got used to). It's also harder to see how close I am to the daily cap.

    uEIxoSw.jpg

    • Like 3
  2. 5 hours ago, Wearbe said:

    Speaking of this, is there a way to make "T" not reload my ammo?  I use T to interact (open lockers) and because the first tap doesn't always line up correctly to open the locker, I triple tap as I move past it so that at least 1 of the taps will hit the right spot on the locker... but this also results in a reload animation.  My Reload is bound to Q with no secondary binding.  Nowhere in my keybindings is T in any way, shape, or form tied to reloading.

    There's a setting in Controls tab: Context Action includes Reload. Disable that.

    • Like 1
  3. 1 hour ago, Tacrob said:

    I'm playing with Gara right now and I'm curious if her glass wall is beneficial during stationary missions? It seems beneficial to me, but then I don't know enough about other frames yet to be sure. It usually ends up getting enemies to pile up on the exterior.

    It protects everything within, so yes, it's beneficial, especially if you surround defence objectives with it. There are (or were, I'm not sure) bugs(?) with certain weapons' shots not going through the wall, but I wouldn't worry about that too much. You can start casting while jumping up so that your wall ends up higher.

    However, Gara can do much more than just put the wall down. Her true strength is the synergy between her abilities. It can be a bit too much info, I'll try to not make it confusing.

    1. Cast 2 (Splinter Storm) on yourself. It protects you from incoming damage (cuts up to 90% of it depending on the build). It also deals damage per second to nearby enemies, the amount of damage is displayed on the right of your screen with a special icon. This damage can be increased (more on that below).

    2. Cast 4 (Mass Vitrify). Besides doing its wall thing, it refreshes the timer of Splinter Storm (2), so the idea is to cast the wall as the timer on 2 gets close to running out.

    3. If you stand outside the wall and cast 1 (Shattered Lash) on it, the wall explodes, dealing good damage around it. Part of the explosion damage gets added to the damage of your active Splinter Storm (2). So every time you break the wall with 1 (from outside), you make your 2 stronger (as long as it's active). Break the wall enough times, and you'll be able to simply run up to enemies to kill them. Who needs bullets? The amount of damage stored in your Splinter Storm can go ridiculously high, making Gara one of the strongest frames in the game (if not the strongest). The trick is to not let Splinter Storm run out and lose all that damage by recasting 4 at appropriate times, which requires constant attention and quite a lot of energy.

    To recap, cast 2 on yourself once, then keep casting 4 and breaking it with 1 from outside - a least as often as you need to refresh the timer on 2, or spam if you want to gather up damage fast.

    You can also cast 2 on allies, their pets and defence objectives to give them the same amount of protection. I rarely do this, because it makes it hard to manage my own timer. But if at this point you can't or don't want to do the synergy thing - maybe you don't have enough energy management tricks yet to sustain it, or you're in a fast, in-and-out kind of mission - you can protect others with 2 as well as your wall.

    • Like 2
  4. How are we intended to complete a riven challenge that requires to synthesize a Simaris target without taking damage, using traps or using abilities?

    I know that the game doesn't begin tracking the challenge before Simaris pops up with his message at the start of the mission, and this allows to cast Rhino's Iron Skin once and do it, but that seems to be an oversight rather than the intended solution, How are we "legitimately" supposed to do it?

    zSy0GNY.png

  5. This is not an advice for a beginner, rather for later on in the game, but try to familiarise yourself with different warframes' kits so that you can better understand how your squadmates roll, what buffs they can give you and what their vulnerabilities are.

    For example, Nidus needs to charge up from enemies, so maybe leave those enemies for Nidus unless he's being overrun. Mesa can protect herself from gunfire, but if you see melee enemies creeping up on her, take them out. Stay away from potentially squishy invisible squadmates (like Ivara and Loki) so that they don't catch the bullets meant for you. Oberon's cabbage field protects against status effects (and with an augment mod can even protect from death every now and then), so staying in the field may be a good idea, especially in missions with radiation hazards. Shooting through Volt's shield increases crit chance among other things. Etc, etc.

    I'm not saying you should study all this as homework, but trying out each frame and seeing what they are about will be beneficial, even if you don't feel like you'll be using this frame much yourself.

  6. I'd like to recap things that didn't quite work and I think should be looked at again.

    1. The concept of linking squads doesn't seem to add much value, while introducing a lot of complexity resulting in bugs. When the ground teams are efficient, the space teams don't really feel it, the process just goes as expected. But if there aren't enough kill codes generated, the space teams just stand there helpless, warding off sentients, waiting indefinitely for kill codes, and they can't do anything about it. I don't find this part enjoyable or bringing the spirit of teamwork.

    Possible solutions:

    Spoiler

    1. Scratch the idea of squad links. Even in TennoCon promo that people were excited about it's unclear what squad A is supposed to do while squad B does its part (5-20 minutes?). Scarlet Spear can be more like other joint effort missions (Balor Fomorian and Razorback Armada) where your squad contributes to the global progress but isn't hindered by it.

    2. Make it so that dependent squad can complete their task regardless, but support squad's action add benefits/buffs/etc that simplify or speed up the process and feel good.

    3. Make the squads even more interconnected. The mission doesn't even start before both squads are assembled, and the mission progress depends on squads taking turns performing tasks, short enough for the other squad to not get too bored. But then, again, it's rather frustrating if the other squad doesn't do its job, and you have no way to step in.

    2. No versatility in picking a frame. My attempts to go as anything but Limbo failed. No Limbo in squad = oplinks get quickly taken out, game over. That workshop on healing defendables sounds like it might fix this problem.

    3. Public matchmaking problems (yes, I don't have friends). If you join at the beginning of the raid, all is good - full squads are being formed. If you join midway, or your squadmates decide to not go for the second round, it's very unlikely that you'll be joined by anyone in that window during which the squad is open. I guess the solution is to be more sociable and hang out in chat, but I'd much prefer to be able to just jump into the mission, like I usually do.

    4. For people who only have an hour or two to spend in Warframe, their time might not coincide with the raids, and they miss out. To get good rewards (a 3-tier emblem and a nice amount of credits) you need to do two full runs in a single raid. That limits the time window during which it makes sense to participate in a raid.

    5. Infinite enemy spawn in space (it looked that way?) made Railjack part quite pointless. All it needed to do was transport the satellite. I'd much prefer if we were to resolve the space threats before jumping into murexes.

    • Like 1
  7. Thank you very much for all your responses, I now feel much more confident and less panicky with my railjack. Just out of a void mission that I soloed successfully (not by choice, nobody joined!)

    On 2020-01-10 at 3:13 AM, Otebski said:

    First of all split boost and manouver key binding (by default they are same).

    I did that and discovered two things:

    1) On my first thoughtless attempt I set the Boost and Vector (a. k. a. Maneuver) buttons to Shift and C (since I have roll on C as well), and this made performing side drifts (or rather right drifts) almost impossible. But even after picking more sensible options I found out that I actually don't gain much from separating the buttons and can perform Boost, Vector or Drift pretty reliably without messing them up on default settings.

    2) It has been bothering me since the start that my ship doesn't quite behave the way the intrinsics describe and I finally realized why. I had "Toggle Sprint" setting on, and it affects the Railjack's Boost, making it very clunky to use. Whether you hold down your Boost button (Shift) or not, it still keeps boosting until you press the button again. If you forget to press it the second time, your boost meter will be depleted and will not start refilling until you remember to press the boost button again. So, setting "Toggle Sprint" to off improved my piloting much more so than splitting Boost/Maneuver.

    On 2020-01-10 at 3:13 AM, Otebski said:

    Like any shooter, strafe (default A/D) groups of enemies. Jump to the side when a lot of missiles are approaching to reduce damage.

    Since I don't have much experience with shooters, this is a valuable advice. I'm finding out it gives the opportunity to actually grasp the battlefield, for example see crewships sending their missiles my way. Now to learn to not get distracted by every little fighter 😅

    On 2020-01-10 at 4:02 AM, gluih said:

    It is generally a good idea to shoot outriders with a tycho seeker, because it destroys all of the weak points at the same time, which always destroys the outrider. If they are affected by a healing bubble and you do not use your ordnance, you can run into problems, if all the weak points are destroyed and it healed back to full health.

    This reminds me I learned how to use ordnance from this post, specifically the part about lock-on. It's very easy to miss the fact that there even is a lock-on, let alone figure out in what situations it is used.

     

    On 2020-01-10 at 5:31 AM, Aekhon said:

    So, any gunners who really don't like pilots drifting need to learn to get over it.

    [...] drift in a circle strafe pattern, so that every time you drift, you're drifting to the right, for example.  If your gunners aren't completely inept, they'll notice what you're doing and it will make compensating for the drifts easier.  Plus, if you're always drifting to the right to evade ramsleds, when your gunners hear the noise, they'll know to start looking for the ramsleds coming in from the left.

    Thanks! That's reassuring, and very informative. Strafing seems to be a winner tactic from many perspectives.

    On 2020-01-10 at 9:40 PM, (PS4)AbBaNdOn_ said:

    enemy bases(getting within 5k will make them shoot at your or launch boarding parties so keep that ship out of range)

    Knowing the exact figure sure helps.

  8. I feel I'm quite terrible at piloting my Railjack, so does anyone have advice on how to do it right?

    Should I be manoeuvring all over the place, hide behind some asteroid, fly in a straight line, fly in zig-zags or what? Is there a good position to be in relation to the crewships to avoid their fire? I turn my ship around a lot to aim and shoot at the enemies as they circle around me, but maybe my gunners hate me for wiggling this much, I'm not sure.

    One trick I "figured out" is that going into a side or backward drift when I hear ramsleds gives more time to try and shoot them down before they reach the ship.

  9. Also experiencing a bug where after getting out of the wing turret (360 view intrinsic unlocked) the railjack stops being rendered apart from the doors. You can still run around as if it's there, but you have to navigate mostly by memory. The stations work, if you remember where they are and find that prompt in space. Occasionally there are black boxes too. This happened a good number of times to me, both as a host and as a client.

    GFHDVvf.jpg

     

    • Like 1
  10. I really like the style of icons used in Nightwave tasks, and I thought they'd also make nice emotes for Discord. So I cut them out and have been using them in my tiny personal Warframe-themed Discord server.

    This is what my server emote list looks like:

    3i6vhRS.png

    Some of them are quite universal and I enjoy using them outside of my server as well (with Nitro).

    Here are the images in case someone wants to add them to their own Discords (there are more than used in my server, but I don't think all of them work equally well):

    Spoiler

    PgWB1lY.pngx3aw2mY.pngSAflqzU.pngkRTKv82.pngE1hRghI.pngFBzdq40.pnghWX3fgI.pngBDxKi8u.pngsNsD4v3.pngSBLFg75.pngOFDpxi5.pngTeuGWk5.pngdTEDctl.pngwR67590.png2jPrU9a.pngus5bKSi.pngsJgPK1u.pngkr7b6W6.pngJMab9qR.pngLQeVbYP.png5UkpxBf.pnganD8GCH.png247hvnw.pngvtxB84u.pngpDPUo1H.pngQAn6TO3.pngLkzJc1g.pngdeLgSec.pngeNsRixd.pngWfWXsXl.pngt8fGzZ8.pngJJwJ2aR.pngAICDcLU.pngpSif91p.png

     

    It's not like my cutting is particularly good. I'd be very happy if DE decided to release them all proper-like and not cut from game screenshots.

    • Like 3
  11. I failed miserably on my first few attempts with various frames, and then also saw a video utilizing slam attacks. Did that (used Orthos Prime just because I didn't want to repeat the video that did it with Nami Skyla Prime and Orthos was the first thing I laid my eyes on, it's probably far from the best choice). It wasn't easy, but I got to the end and got my Grendel parts. It's a bit sad that only one (overpowered?) technique works. I wish it was hard but not impossible with various approaches. On the other hand, there are more options if you have friends, I wish I had some so that we could try different frame combinations.

    I used Wisp in my successful attempts, because she has healing and buffs that potentially last forever from a single cast (unless you need to relocate or a nullifier walks into your flower field). Also, her passive that makes her invisible to enemies if she jumps around and doesn't shoot proved to be an absolute lifesaver in survival and even more so in excavation. In defense it worked against me, since enemies were all too happy to switch to the pod - I had to make sure I "roll" instead of jump when the dropship came to draw fire to my frame and away from the pod.

    I also saw that video with Mirage trick, but it feels like cheating and will most likely be fixed in the future.

    I believe these missions were the biggest challenge I had in Warframe so far. I've read critique that it's invalidating everything we've been working for in the game for the sake of providing challenge, but I must say I enjoyed cracking this. As a friend once said, if you don't want to smash your controller against a wall at some point, it's not a good game.

  12. Objective markers often have problems, this particular one I can reproduce quite persistently, and it's probably related to many other occasions of markers being no help at all.

    I've been running spy missions on Kappa, Sedna, and almost every time one of the 3 vault markers doesn't point to the exit of the current tile that I should head to, but to the general position of the vault itself. Given all the randomly generated turns and twists of the mission, this marker is usually confusing and doesn't point to where one needs to go at all.

    Here I ran through the mission to open most of the map, and then returned to the beginning. Marker A was behaving crazy, while B and C did what they should.

    qpS8A4o.jpg

    At another tile in the same mission. B and C keep pointing to the correct doors, while A suggests I jump out the window.

    I8XP80B.jpg

     

    And here's an example from the beginning of another mission. A and C correctly point to the exit from that first tile while B points somewhere else (directly to the vault).

    mbqoZCI.jpg

  13. Read all the negative feedback, especially about gunblades, and felt discouraged about the update, but then I was too lazy to switch out Redeemer Prime which I came to believe became useless, and my reaction was the complete opposite.

    I never fully got into the melee system before, because it a) required to memorize a different set of combos for each weapon and b) required to be able to pull off those combos - I never fully understood how to make something like "E (pause) E" work consistently. There are great players who mastered that system completely, but I believe there are also noobs like me who still found it too complicated after 3 years in the game an maxed-out MR. My melee rarely got beyond spamming E E E E E.

    But now, with this update, for the first time I actually know what I am doing. I don't need to open a list of combos and try to memorize it, I can just try out a new weapon and see how it works. The inputs are all distinctive, so I can easily perform exactly the move I want to perform and not fight with timing and my subpar reaction.

    With Bullet Dance on Redeemer Prime, for example, if I want to shoot at the enemies in the distance, I do neutral tactical combo (block+melee). If the enemies get too close for comfort, I can jump back while still continuing to shoot at them with the neutral combo (melee), or I can slash the enemies right in front of me with the forward combo (forward + melee). It's so much easier for me now to react to the situation. I do hope that the broken charged attack usability on Redeemer Prime wasn't an intentional nerf, and DE addresses this issue, so that everyone who relied on it is happy again. (I also wish that air combo was shooting and not slashing.)

    Yes, there are issues introduced with the change, there are unpolished stances, but I'm sure a lot of that is getting a fix eventually. Overall, I'm super happy about the new direction melee is taking. Thank you, DE!

    • Like 2
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