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McRibbles

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  1. You're the one yapping about a frame being able to kill star chart level stuff. Figured it might've been news to you, since it's been pretty obvious to the rest of us for quite a while now. Never played with a Titania in recent memory, I take it?
  2. My brother in christ I assure you we've long since passed the point where things are actively balanced around star chart level enemies. There's a dozen frames who can just snort glue while mindlessly nuking the entire mission leaving your squadmates with nothing to do, a good few can easily do it well into Steel Path. Dante was no bigger menace in the star chart than a sizable portion of the roster.
  3. That's a weird way of spelling Arcsphere.
  4. My cold take of the century is that Loyal Merulina is yet another augment that should just be made part of Yareli's baseline kit. Make it a Tap/Hold distinction. God knows I'd love it if they actually went and fixed Yareli's core issues, but that's the easiest and most obvious thing to do atm. Not like Yareli of all frames is pushing any power envelopes.
  5. So that's what it is! Good to know. Annoying as heck. Started showing up after the mainline hit.
  6. It might be best to talk to Warframe's Zendesk Support and explain the situation to them. Far higher chance of you getting the help you need.
  7. I'd kill for a big augment pass like that. A lot of stuff really should just be baseline at this point. Fused Reservoir, Revealing Spores, Molecular Fission, Seeking Shuriken (Shuriken is still terrible and needs a rework anyway but it's something), Energy Transfer (probably part of some slightly bigger Equinox tweaks as a whole, also affecting the 3), Biting Frost, Iron Shrapnel (the recast, ofc), Despoil, etc. One day, maybe.
  8. Unless there's somehow additional buggy shenanigans going on with specifically the bounty variant of Mirror Defense, this wasn't actually fixed.
  9. Ah, that Topaz shard nerf is a shame. Back to my cookie cutter Verglas build!
  10. A new tileset =/= an open world? They not 'half-baked' because they're not the same things.
  11. It's not like the +Health/Armor/Shield shards were very useful to begin with tbh. Or, like, at all actually outside of very few niche gameplay scenarios. Speaking of.... this seems like a pretty good time to make them +flat bonuses, eh, DE? Eeeeh? No? Okay. Yeah. They still won't be used, I guess. In any event, I'm kind of surprised to see that we're finally getting Attenuation changes. Kinda felt like they just forgot about it in lieu of Duviri. Would've been nice to see some small shard tweaks as Red & Blue shards are just generally kind of mid with their only usecases being to replace Primed Flow or hit some strength breakpoint.
  12. Personally, I like having a bit of a mix. If all incarnon forms were just simply 'base form cranked up to 11' it'd feel a little samey, imo, especially when you can just use the base form with its added evolution stats for that, though I understand that you can't just take an assault rifle and throw a dart on a board to see what it'll turn into for its incarnon. In an ideal world I'd like to see a bit more variance in how an incarnon changes or adds onto a weapon i.e charging up an incarnon alt-fire instead of an incarnon form. A weapon's primary fire could be a generic big damage critter, but its alt fire would instead have a large amount of status: the weapon doesn't get cranked up to 11 or completely change, but instead it acts as its own primer for situations that call for it. Something like the Gorgon's Incarnon, in essence, would be a similar idea. The primary fire is for shredding a specific singular target, while the secondary fire mows through crowds. Having it specifically be an incarnon form every single time gets a little stale and it'd allow for different interpretations of a weapon allows for situations where the form isn't just an objective improvement to the gun's performance and is something you actively think about. A gun like the Soma Prime's incarnon would've been better received if it functioned that way, as opposed to its (again, imo) rather clunky current standing. Functional, sure, but I was hoping for more. Primary fire is typical Soma, secondary fire would be the obligatory Hata stacker + idk something something maybe give the dang form an actual status chance. If we ever see another batch of incarnons, my bet's that they'll be in Whispers In The Walls as an added little goodie, maybe with the expansion of Cavalero's shop to go with it.
  13. I would imagine the easiest (and therefore most likely possibility) is that they'll give whatever amount of Enemy Radar to every frame (EDIT: and thinking about it, really wouldn't hurt to give it to Operators too. Please god.) , and then Ivara just has her passive stack on top of that like normal. Simply put, her passive post update won't be "you have innate enemy radar", it'll be "you have more innate enemy radar". Think of it sorta like Hildryn's shield gate passive after the update that gave it to everyone. It turned from 'you have a shield gate' to 'you have a better shield gate'.
  14. Just an odd quirk of the generator room. For those curious, y'know that big room in the Volatile RJ gamemode where you pop some vents and have to prevent Corpus engineers from reversing the mess you're making? Yeah, it's that one. If you're thinking of the slightly larger dual layer tile with the other big thing (part of the ship's main cannon), then that's a totally different one. On the topic, though....no clue, really. Gave it a good couple of runs with 5 in total that spawned the room. The only time I was successful in making the room explode was after reactivating Equinox's Maim within the room (which initially, seemingly, did precisely nothing. Guess I should mention it, though), and this was before touching the consoles. After hacking the second of the four consoles, the room started to explode. Just that -one- room, and it subsided maybe....30 seconds later, ish. Hacking the other two consoles and extra messing around within the room did nothing. Tried doing a similar thing in the next sighting, and no dice. If I had to guess, it's just a weird rare quirk with the room.
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