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Niennah

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Posts posted by Niennah

  1. Test case:

     

    Set "Toggle sprint" option on;

    Equip Wisp warframe lvl 10 or above;

    Enter any mission;

    Activate sprint (movement speed increase and movement animations change observed);

    Activate warframe ability 4 (Sol Gate);

    Deactivate Sol Gate or let it deactivate by energy depletion;

    Observe "sprint toggle" state.

    Test end.

     

    Observed behavior: "Sprint toggle" state is "on" before Sol Gate activation and "off" after Sol Gate deactivation.

    Expected behavior: "Sprint toggle" state maintained regardless of ability activations.

  2. Current common occurence:

    1) Attacking spored enemy with a moderate or low speed weapon;

    2) Enemy dies from spore tick between attacks - 0 spores spread.

    Fix proposal: for enemies that are within 50m and in direct vision of Saryn (mesa 4 cone-style) allow spore spread from spore tick kills.

  3. This topic is about the following change:

    • A special UI message is now displayed when picking up a Syndicate Medallion (similar to Argon Crystal).

    I find this change to be pointless and annoying. Pointless because Syndicate Medallions require active interaction to pick up, so it's extremely difficult to miss anyway. And annoying because it queues the UI message together with all the mission notification messages, which also delays displaying the Syndicate Medallion counter for the mission up to a minute - or fails to display it entirely.

  4. This post contains my personal observations on craftable warframe specters and their usefulness. It'll be updated as I go through the roster.

    A small note: people who've used specters in the past may know that they used to only receive baseline version of weapons and frames. The recent specter update changed that; now specters are able to use all frame and weapon variants (and it's not just a cosmetic difference).


    So far the most useful weapon setup seems to be (Secura) Penta and a long-reach melee weapon with average to high attack speed. Secondaries are still irrelevant.

    Other decent weapons to consider are anything fast firing with a bit of spread or aoe and either hitscan or close to it (decent results with boltor P, S simulor, Ignis W, Miter). For melee polearms so far are the favorite. Special/charge melee attack (glaives, zenistar) usage not observed.


    Now to the frames.

    All specters tend to use their 1st ability very often, other abilities usage is varied.


    Ash:

    Rating - good.

    Uses all 4 abilities relatively liberally. This translates into good consistent damage and a small boost to specter's survivability.

     

    Atlas:

    Rating - good.

    Uses all 4 abilities liberally (a bit stingy with his 3). Prepare to see enemies punched across the room, petrified and getting mobbed by golems. Wall comes out rarely, which is probably for the best since the specters have zero idea about positioning.


    Banshee:

    Rating - borderline trash.

    Uses sound quake once and either silence or sonar once (could see any actual effect); then proceeds to spam 1 about every two seconds regardless of anything being in range.

     

    Chroma:

    Rating - boring.

    Uses all but 1 moderately. Set to fire color, so his 2 serves as a weak form of healing. Enemies don't attack specters much, so his 3 gets very little effect, and he's not coded to refresh the duration. 4 is okay, but it's stationary and runs out pretty fast.

     

    Ember:

    Rating - good.

    Well, no reason to expect anything other than damage here - but damage she does really well. Uses all 4 abilites liberally. If you like seeing stuff set on fire without you doing anything, this is your choice. Give her Ignis (Wraith) for even more fire!

     

    Equinox:

    Rating - decent?

    Seems to mostly prefer running around with day 4 and throwing day 2 here and there. Day 3 and night 2 usage not observed. Rest of the night abilities are a bit difficult to notice, so no idea.

    Ability impact seems minor, but doesn't waste much of specter's time, so why not.

     

    Excalibur:

    Rating - boring.

    Uses all but his 4. The issue is, nothing he does feels particularly impactful compared to him just shooting. Blind would be nice if he for some reason didn't always stop shooting at blinded enemies.

     

    Frost:

    Rating - boring.

    Uses all but globe, moderate frequency. Same problem as Excalibur - just using his weapon he does more good than with abilities.


    Gara:

    Rating - decent.

    Uses all but splinter storm. Her 1 has okay range, so it doesn't cause many problems other then breaking her 4 almost immediately. Her 2 is a good cc move. Only specter so far with confirmed functioning passive.

     

    Harrow:

    Rating - superb.

    Uses all abilities liberally. Provides cc, energy restore, relatively frequent invulnerability and crit chance buffs.


    Nidus:

    Rating - superb.

    Uses all but Larva very liberally. Link (on ally, usually yourself) and 4 have seemingly 90%-ish uptime; and since his 1 is a relatively long reaching aoe that staggers, him spamming it is not a problem. His 4 provides CC, healing and tanking; moreso because the maggots actually scale with enemy level independently of the specter itself.


    Nova:

    Rating - good.

    Uses all but wormhole (probably for the best) liberally. 1 being what it is prevents her from spamming it nonstop; 4 is reliable cc and damage boost. 2 yet untested with anything other than Penta, which may have been the reason she didn't shoot it.


    Rhino:

    Rating - decent.

    Uses all but roar relatively liberally; roar usage not observed at all. Durable and has a bit of CC.


    Trinity:

    Rating - borderline superb.

    Uses all abilities liberally. Maintains high uptime on Link, spams 2 and 1 (the 1 spam being main reason for rating not being superb). Blessing doesn't provide lasting buff, only restores shields and health (to all allies), so the specter tends to use it only when an ally or itself is low on hp (30%-ish).

     

  5. This is specifically about TOGGLE functionality of sprint and crouch, as opposed to HOLDING a button.

     

    Test case: in mission, toggle sprint ON; while standing still toggle crouch ON; move around.

    Expected behaviour: character moves around crouched.

    Actual behaviour: character stands up and moves around sprinting.

     

    Since sprinting and crouching are mutually exclusive, it would be good to have each of the toggles deactivate the other one on use.

  6. I don't really understand what's the point of that. When you're using toggle sprint, it's because you don't want to keep pressing the key. If you toggled it on, it should stay on untill you toggle it off.

    Now, obviously, actions that cannot be performed during sprint (i.e. attacking, interacting, aiming) should make the character walk, as intended; however that doesn't mean toggling sprint off. Instead, since sprint has been toggled on, once you stop attacking, interacting or aiming, the character should resume sprinting.

    The only practical difference between described model and the one we currently have is right now we have to press the button additional time after actions that limit movement, and in the described model that additional keypress is eliminated (as is the purpose of toggles to begin with).

  7. Toggle sprint breaks when performing ranged slide attack.

    To reproduce: while in a mission 1) toggle sprint on; 2) perform a ranged sliding attack.

    Expected outcome: after coming out of the slide character continues sprinting.

    Actual outcome: after coming out of the slide character moves at walking speed; pressing sprint once does not have visible effect; pressing sprint the second time enables sprinting again until next slide attack.

  8. After hotfix 22.3.5 toggle sprint breaks when performing slide attack.

    To reproduce: while in a mission 1) toggle sprint on; 2) perform a sliding attack (melee or ranged).

    Expected outcome: after coming out of the slide character continues sprinting.

    Actual outcome: after coming out of the slide character moves at walking speed; pressing sprint once does not have visible effect; pressing sprint the second time enables sprinting again until next slide attack.

  9. On 24/10/2017 at 11:25 PM, spacerocks said:

    The only thing that should be shooting you down are the anti air missiles that they shoot you with. The ones that come with a red warning above your character that say "Locked on" or "Incoming Projectiles". If you use any of the archwing's second abilities, itll help you. Or you could use the roll function

    After some testing, the only things that trigger "incoming projectile" warning are missiles launched by stationary turrets. The homing missiles that normal dirt-common grineer troopers spam nonstop whenever they see an archwing do not provide any warning, are completely silent as they travel and still oneshot archwing on contact.

  10. Not impossible, but here's some math:

    A single bounty run takes 15-20 minutes (provided that it doesn't bug out or fail).

    You will have to do 13 runs per part on average - for a total of 39 runs.

    This gives us 10h+ of continuous farming to get Gara parts.

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