PettiTheYeti
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Posts posted by PettiTheYeti
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Had this happen several times yesterday looking for Argon Crystals. Didn't realize this is what was causing it, though.
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Same problem here. 20% off each time it died. Nothing makes it go back up.
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40-50 isnt that bad, try to disable somethings to make it run smother
40-50 fps is a good average, but the OP is talking about a 40-50 fps drop. IE, going from 60 fps to 10 fps. That's not just bad, it makes the game early unplayable.
I'm in the same boat as the OP. I'm usually 50-60fps with everything on max, with PhysX and all. As soon as I join a mission with more than one Mirage, I'm getting drops to 30-40, then if I'm using Mirage also, down to 15 fps when I do something. I brought the Angstrum into a mission to test out how OP it is with Hall of Mirrors, and as soon as I started using it, my fps tanked from 60 to 7.
I think the skill itself is fine, and it makes a lot of bad weapons usable again, but with already OP weapons like Penta, Soma, Angstrum, Tysis, etc, the skill becomes OP via weapon damage.
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i heard a work around was to relog
This worked. Should have thought to try that first, but at least there's a work around.
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Well, that sucks. So it's not just Mirage that's bugged on this?
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Rushed my Mirage build (125 plat to rush all pieces vs 300 plat to buy) and I didn't get any of the ability cards when she finished. Surely this has been reported already, but I didn't see it in the Mega Thread.
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Well, my hype fell off the train about an hour ago. Hopefully I wake up to find a nice "We #*($%%@ up yesterday, so here's some free plats for your suffering" thread here in the forums tomorrow.
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Last post before 200!
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Golf Club Prime confirmed for U15:
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Mirage has a disco ball.....
PARTY HARD
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Excalibur: 1: Get through people to go somewhere, 2: Pretty powerful stun, 3: Shortcuts galore, 4: Pins people to walls
Oberon: 1: Great hall clearer, 2: Great hall security (can see numbers when mobs come in), 3: Decent heals with instant rez if active, 4: Kaboom
Nova: 1: Prod/Butcher/Infested repellant, 2: Kaboom, 3: Quick movement, 4: Kaboom
But, my favorite frame?
Loki: 1: Nope, not me, 2: Can't see me, 3: Can't find me, 4: Can't shoot me
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Only issue is that Dual Ichors is basically a better version of the same weapon.
Well, true, but the Cleavers are technically another weapon that could be on both lists. The fact they use standard puncture/slash/impact vs toxin damage as their base make them a bit more versatile with the Damage 2.0 system. You don't have to mod in another element to adjust for enemy resistances, which opens up an extra slot for something else.
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One of the best critical weapons in the game is the Dual Cleavers.
25% base crit chance for 3.0x crit damage.
40% crit chance for 5.7x crit damage with just Organ Shatter and True Steel
I would also vote to put Dual Cleavers into the DPS section:
.8 base attack speed at 35.1 combined damage
1.33 (repeating) attack speed at 35.1 combined damage using only Fury, Berserker, Organ Shatter, and True Steel
46.683 DPS without damage mods, and not adding the 40% crits per hit.
Stack up some of your damage mods, then use Loki's or Ash's Invis/Smoke, Volt's Speed, or Saryn's Contagion, and DPS and amount of crits goes sky high.
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DC People, you remember all the melee weapons we voted on back in January? Bets on how many of them made it to U13?
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I'll promptly forget that U13 came out, and get on Elder Scrolls Online.
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Used this bug non stop for about 15-20 waves on Vanera, Venus, and eventually crashed the game. More than 400 MOA's had been spawned at best guess. No idea how many were still alive when the game crashed, but everybody in the match crashed at the same time.
This also works in survivals, if there are MOA cabinets around. Found one in Elara, Jupiter to exploit.
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I'll throw my thread in here as well. It kind of took a turn for the dumb with a bunch of play-hards theory crafting builds to make the energy costs better, without sacrificing duration, strength, etc. Great for information and working around the issue in the mean time, but as far as I'm concerned, it just proves the point that her energy costs are stupidly high.
https://forums.warframe.com/index.php?/topic/173847-zephyr-goes-through-energy-too-fast-for-too-little-effect/ -
@Hail, streamline and focus, I literally spammed the 1/2 combo 10-15 times before running out of energy.
Also, dive bomb IS useless, I agree, but one thing to remember; You can activate your second part of your 1 aimed up in the air to double the effective height, making it slightly more useful.
Another tip I found, jump normally then press 1. Saves needing to cast it twice to 'dash'
Great tips, but the abilities still cost way too much for what they are.
Even using TW twice, aimed into the air for more height, it's just a Super-Super Jump. That's not worth 50 energy.
Slash Dash/Rhino Charge do the same thing as hopping before using TW, and do it more reliably, and for seemingly higher damage, so again, it's not really worth it.
If we can get the costs reduced to, say, 15 energy for each cast, that would be ideal.
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To top this off, I like Zephyr. A lot. DE, you did a great job on her. All the abilities fit well, and are fun to use, and the frame itself looks incredible.
However, I'm astounded that the energy costs for her abilities are so high. It's insane.
Tail Wind, part 1 is almost exactly a Super Jump. That's it. Super Jump only costs 10 energy, so why does Zephyr's cost 25?
Tail Wind, part 2 is essentially a Slash Dash after having done a Super Jump. This combo is pretty much as old as the game, certainly from before I started playing last summer, so now that it's combined into the same ability in two parts, why does it total to 50 energy TW1(25) + TW2(25), when Excalibur's combo of SJ(10) + SD(25) totals 35?
Dive Bomb is pretty fun, but it costs another 25 energy. If you combo it, TW1 + TW2 + DB = 75 Energy to jump into the air, fly about 20 feet forward, and do an almost imperceptible amount of AOE damage. Dive Bomb has only been useful to me when combined with Heavy Impact, and even then, it's not worth the cost of chaining together a combo for it.
As it stands right now, Zephyr either needs energy costs cut by 1/3rd to be viable for the strength of her abilities, or the damage her abilities can do needs to be buffed through the roof, because for 75 energy on any other frame, you get some pretty sick abilities.
Turbulence and Tornado are awesome. I have nothing bad to say about them, other than maybe Tornado should follow Zephyr around like Ember's World on Fire, but that's hardly a complaint.
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Again, agreed. Those tiny little shapes are impossible to tell apart when you are actually in battle, with graphical effects flying everywhere (seriously, get into a battle with PhysX on...).
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Under the gameplay options, third option down is "HUD Scaling" or something. You can use that to bring everything closer together, but the text doesn't get any bigger.
Also, at the bottom, HUD Movement on/off button.
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Under the Codex, inside Training, under Sentinels. First screen shows a sentinel that isn't currently in game (unless it's a new clan tech in the Tenno lab). Thoughts?
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Seriously, if I wanted to play a game with 1/8th inch sized text, I would get my Gameboy Color out. Upscale the text on the new HUD, or give us a big text option like we have for the chat screen.
Also, please change the extraction marker color back to red. In Survivals, I can't tell if I'm running toward extraction, or another oxygen container, since all of them are yellow, and again, the icons are too small to really discern the shapes while being shot at.
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What makes me most angry about this fiasco, is that I was already logged in and trying to get into my dojo and got booted back to the login screen. I WAS LOGGED IN ALREADY, WHY TAKE THAT FROM ME?!
What Weapons Are You Trying With Mirage?
in Players helping Players
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Penta, Angstrum, Torid, Ogris, Akzani, Flux Rifle, Miter, Soma, Stug, Twin Gremlins, Wraith Vipers.
Put Multishots, Serration/Hornet Strike and Magnum Force/Heavy Caliber on any of them, and you mow down anything up to T4. The added inaccuracy makes the shots spread out into a huge circle instead of a few small circles that barely overlap.