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(PSN)V-_-iniciu-_-s

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Posts posted by (PSN)V-_-iniciu-_-s

  1. actually kuva siphon & floods are the fastest way to farm kuva in the game, making the kuva survival taveuni unused. My feedback is to add kuva scaling in the kuva fortress or any other way to get kuva ( or also increase kuva rewards in bounties & nightwave)

  2. 11 hours ago, Steel_Rook said:

    Thesis:

     

    I think it's safe to say that high-level Grineer in Warframe have A LOT of armour. I'm not going to try and conclude whether that's a good thing, how it scales or how to build around it. Rather, I'm going to postulate that for something with THIS heavy of an impact on high-level combat... The game's armour system is just far too simplistic to offer compelling gameplay. You build your weapons to either strip it or ignore it, and that's the extent of it. At that point, enemies might as well just have more health for all it matters. It also means that your aim barely starts to matter after a certain point, as even the bonus damage for headshots hardly makes a difference outside of maybe purple crits.

    As a result, high-level Grineer heavies become little more than bags of hit points which deal damage. They waddle around slowly and you trade damage with them. The one who brought more DPS/EHP wins. Best case scenario you brute-force them in seconds with overpowered weapons, worst-case scenario you mag-dump in a target for a few minutes. I feel there's a better way to do this, and I have two suggestions on how to do this.

     

    Suggestion:
    Clad Heavy Grineer enemies in additional plates of armour covering various body parts, which can be shot off if they take enough damage. The body parts this exposes could still be armoured underneath, but probably with a far lower armour amount. Give Heavy Grineer either additional weapon points where they'll take "headshot damage" (in addition to the head) or external modules which can be destroyed to cause damage or alter behaviour. Again, this would only apply to Heavy Grineer units designed to take longer to kill and offer more elaborate encounters. It need not apply to every run-of-the-mill Lancer (although it could). Because I know this has been proposed multiple times, I'm going to go the extra mile and suggest designs for four Heavy Grenier units, with specific details.

    Heavy Gunner: The Heavy Gunner will have four weak points. Her head will be protected by a helmet which can be broken with enough damage, revealing an unarmoured human head underneath. The helmet will be heavily armoured, but take headshot damage. Her gun will come with a "gun shield" armour plate protecting her Gorgon machinegun. Destroying the plate will allow players to deal damage to her Gorgon. Dealing enough damage to it will jam the weapon, forcing the Gunner into a "gun jammed" animation and then a full reload. Her stilt feet will be protected boot/hoof-shaped armoured plates. Destroying those allows shots to her legs, which take headshot damage. Do enough damage to a leg and she will fall to the ground, forcing a slow "getting back up" animation. The Gunner will otherwise be heavily resistant to knockdowns and ragdolls. The exterior armour plate on her backpack can be shot open, revealing a large ammo magazine inside. This will take headshot damage can be destroyed once to deal heavy damage to the Gunner and also permanently reduce her magazine capacity by half. Finally, the rest of the Gunner's body parts (chest, arms, upper legs) will be protected by armour, which can be destroyed to deal damage to the Gunner underneath.

    Bombard: The Bombard will have three weak points and one "trick." His head will be protected first a large armoured plate bolted to his chest. Destroying this reveals an armoured helmet underneath. This must also be destroyed to reveal an unarmoured head underneath. The head, the helmet and the plate all take headshot damage. The Bombard's Ogris will be armoured, but can be shot, causing an explosion which deals damage to the Bombard and forcing a reload. This can be repeated. The Bombard's thighs will be protected by armoured plates. Destroying those reveals still armoured, but also a rocket ammo pack - one on each leg. Destroying an ammo pack deals heavy damage to the Bombard and permanently reduces his magazine size by 1 rocket. The Bombard's slow-moving rockets can be shot while in flight. Deal enough damage to them and they will course-correct into the nearest target hostile to the player. Finally, the rest of the Bombard's body parts (chest, back, arms, feet) will be protected by armour, which can be destroyed to deal damage to the Bombard underneath.

    Napalm: The Napalm will have three points. His head will be protected by an armoured helmet. The helmet cannot be fully destroyed, but it can be "broken," causing the Napalm to break into coughing fits periodically and reducing the helmet's armour value. The Napalm's Pyrotechnic Ogris will be armoured but can be shot. Doing so causes a single shot from his magazine to detonate, setting the Napalm on fire and dealing damage, as well as costing him 1 round. The Napalm will have a large, unarmoured incendiary ammunition pack on his back. This can be shot and detonated, dealing heavy damage to the Napalm and setting him and all enemies in a 5 meter radius on fire. Finally, the rest of the Bombard's body parts (chest, back, arms, legs) will be protected by armour, which can be destroyed to deal damage to the Napalm underneath.

    Nox: The Nox already has a single weak point. He will have two additional ones, plus a trick. As per usual, the Nox's head will be protected by an armoured glass shield which takes headshot damage. Breaking this will reveal an unarmoured head underneath which is exempt from his native 75% damage resistance. No change there. The Nox's stilt feet will be protected by armoured plates. Breaking these will allow his feet to be shot and "broken" to prevent him from using his rush-down attack. The Nox will have a large armoured chemical tank on his back, not subject to his native resistance. This can be destroyed to deal heavy damage to the Nox, as well as cover him in goo. The goo shots that the Nox fires can be reflected back at by use of a melee weapon (either being blocked or attacked in the air). Finally, the rest of the Nox's body parts will be protected by armour subject to his native resistance. Breaking those armour pieces will reveal lighter-armoured body parts underneath NOT subject to the same damage resistance.

     

    Disclaimer:
    A few points I'd like to address before moving on. Firstly, I'm aware that Warframe is a pretty fast-paced game where enemies die fairly quickly. It's a horde shooter, after all. These kinds of mechanics may seem a bit too complicated for a game like this. While I agree that this is true for the game's "common" enemies such as Lancers and Scorpions and Ballistae, I feel that the game's heavier enemies deserve a bit more complexity than "Go for the eyes, Boo!" Even ignoring boss fights, the game already has precedent for enemies like that. The Nox - as mentioned - already has a two-stage combat mechanic. The Ambulas itself has all sorts of armoured plates that plates can break, from a "head" shield to leg armour to the two, um... Buttocks? And while not entirely the same design, Kuva Guardians must first be disarmed before players can damage them, despite them still being fairly fragile. Having slightly tougher enemies with slightly more complex mechanics should add a nice bit of variety. And worse come to worst, you can always ignore the mechanics and try to brute-force them anyway.

    Additionally - and this is where I bring up other games - having optional complexity on weak enemies isn't necessarily a bad thing. The Division 2, for example, gives damn near every enemy on the field some weak point to shoot. An ammo pouch, a grenade bag, a gas tank, a bag of drugs, etc. Most of the time I don't bother shooting at them because Regular enemies go down so fast it's simpler to just aim for centre-mass, but having them there still leaves the option open. Maybe I can gun these three people down, or maybe I can blow up this guy's molotov pouch and set all three of them on fire. This also opens up opportunities for abilities which specifically target weak points, as well as giving a bit more use for body part modifiers. I mean, what if shooting a Moa's fanny pack didn't just kill it, but cause it to shock people around it? It's ultimately complexity that you can ignore if you want to, but it's there if you're feeling creative... Or vindictive.

     

    In conclusion:
    There's nothing fundamentally wrong with Warframe's combat system on a gameplay level. Damage sponge enemies whose encounters boil down throwing numbers at them are never good on its own. Not unless there's some kind of twist which allows players to combat them in ways other than just bringing the biggest elephant gun available and one-shotting everyone. There's nothing fundamentally wrong with this approach, obviously, but having alternatives for less specialised weapons both opens up extra gameplay opportunities and relaxes gear checks a little bit, I think. Plus, having extra weak points on enemies is that much more reason to actually care WHAT exactly it is that we're shooting at.

    They are planning to Change the armor scaling on the game, but nice idea 

  3. 3 minutes ago, (PS4)Cell_Purple said:

    Thanks for your feedback but could you expand on your points? The first is not very broken in comparison with some others we have (e.g. Dessication), and is there any particular reason the 4 needs changing besides difficulty coding? I do however understand that the HP and armour values are rather high given the sprint speed, I have since remedied this.

    np, i'd nerf the base stats firstly like no armor would be cool , since you have 400 base Health and 100 Shield, and guardian don't affect it,Make enery cost higher like 5% more for each abilitie, and 4 he transform into the basilisk and Now have only health,armor and fast  self regen like nidus no shield. imo

  4. 2 minutes ago, GinKenshin said:

    that's just plain playing her wrong then. I use a similar build and I stay alive pretty much all the game. unless you're meaning you're just standing in place waiting for the gunners to kill you then ofc they will. the key is still to keep on the move and casting the slow on them. you can ditch vitality and augur message for primed flow and quick thinking

    ok ill try it  just because you main nova.  and the idea of augment rework was for endless Missions when enemies 1 hit kill you even with max dmg reduction, So. that's why i said Ivulnerability and Slow Projectile velocity. In a point you right...

  5. yea mine is Umbral Vittality,Umbral Intensify,narrow minded,primed continuity,Augur message,adaptation, and 1 aug. , i die in like 4 secs vs 5 heavy gunners lv 140 with dmg reduction, and if i ever get close on them, I insta die. I know a lot of frames that can Tank more than her ( also i wasnt using 4) Like nidus,gara,Wukong,Rhino,Nezha,Inaros,equinox,valkyr, and some others. see my point, that aug won't make Nova overpowered, just see other frames like revenant etc

  6. 18 minutes ago, GinKenshin said:

     

     

    1- you say you know how it works but someone who actually knows would realize that strength has nothing to do with her 1's defensive capabilities. so yes, you don't know what you're talking about, and if you've watched the vid I linked then you will

    2- speedrun I'm guessing you're using the 3rd augment which also needs duration. and if you want to speed you just slap some range and duration, plus the 3 augment and sprint mods 

    3- as mentioned, you clearly don't 

    4- prove you know how she works and post your builds then. I main her too and I wanna learn from an expert 

     

    guess what, the 4 augment makes her 1 be always on, even if you have neg strength. yes, she's very very tanky, see the vid and find out why, else you really can't claim anything 

    when i mentioned Str makes more tankie, Because slowed enemies Make you get less hits with 4 so yes i was talking about 4 + 1 forgot to ment, speedrun builds are Personal, You can use How many you want but It needs + efficience to Spam portals so less duration , and Narrow minded will make you lose range, ok if you main her, noticed that opinions are different, so I wont discuss more because warframe is preference, if you think 4 aug don't need a rework, keep with your and i keep with mine

     

    edit: also i will send my Build

  7. 13 minutes ago, xZeromusx said:

    Nah dude, Nova is extremely tanky. Few frames out there can get and maintain 90% damage reduction right out of the gate. Couple that with Adaptation and her inherent armor, and she can make Rhinos and Nezhas seem paper thin. Most likely, if you're having issues with her, you're missing Narrow Minded. That really cements her tank build. It increases the radius of her 4 while decreasing the range of her 1 so you don't lose orbs, as well as increases the number of orbs you can have orbit her to the max you can get if you run all the other duration mods too. If you're trying to make her tanky, screw the damage of her skills. It's not like ability damage honestly scales that well in this game anyways, and don't quote the numbers you can pull in the simulacrum under ideal conditions with stationary enemies and no fear of dying. And forgoing strength is honestly fine in my book, as a 30% reduction in enemy movements is already significant, and in Arbitration, you'll have +300 ability strength anyways, so that's a non-issue. Everything else including Sorties can be done with her natural ability strength just fine. The biggest benefit of her the 4th skill at base is the 2x damage, as it, like a few damage abilities such as Banshee's Sonar, scales well in this game, but is unaffected by ability strength.

    Also, what do you mean her 1 and 4 do the same thing? Even the augments are vastly different. Her 1 gives you a defensive buff and offensive projectiles. Her 4 slows enemies as well as their fire rate and makes them 2x more vulnerable to damage. The augment for the 1 gives her an AOE attack that consumes all her orbs, and her 4 gives her more orbs. I don't see the similarity here.

    i said she isn't tank when 1 is not on, doesn't mean she isn't everytime..Tankiest frame ??? Where is inaros,nidus,gara,wukong ?? and nezha with 2 grace is better, since damage absorved is based on enemie Damage. 

  8. 7 minutes ago, GinKenshin said:

     

     

    1- you don't NEED strength, that's only for the slow build 

    2- you need duration anyway, it's in every possible build, she doesn't work without it. saying she needs it or else she dies fast doesn't make sense since she always has it....this 'excuse' is just not a good one to put it nicely 

    3- watch the video and it'll solve your problems 

    4- post your builds or else you can't make any claims 

    it isn't a problem, it's how she is always suppose to be built for

    4 is better than 1 so why are you asking to change 4? change 1 instead.....even better, just leave it and put it in the pile of 'useless augments' since that's what it is after the 4 came out 

    1-ok put Neg Power str and try to tank it:crylaugh:

    2- I know a lot of Builds that don't need Dur( eg speedrun,nuke, a lot more)

    3-i don't need i know how nova works(i main her)

    4-why you asking build The topic was About Nova 4  aug rework imo and you asking build.

     

     

  9. 2 hours ago, GinKenshin said:

    1- like I said, the 4 augment is great, it's basically makes sure you'll never need to worry about your 1 again, which means permanent 90% dmg reduction

    2- if the 1 can do it worse, then change the 1, simple as that. I don't understand why you need to remove the best outta the 2 

    3- the 4 ability in itself is already one of the best abilities in the game, it needs to additions whatsoever. the current augment gives it some utility and much needed survivability that doesn't make you spam your 1 every time an enemy takes a charge off 

    4- nova dies fast? watch this then come back to me 

    5- show the build you're running with, don't make claims without backing it up

     

    firstly read Again, i didn't said Nova Dies Fast 

    i just say you need that 150% str and a lot of duration To be a tank, if you don't have it what happen? she die.

    so people Is Forced to put duration to make it tank, wich is a problem , and 1 and 4 do the same thing so why need 2 = augment ?  also i know how the game works

  10. 7 minutes ago, GinKenshin said:

    Iirc, the rebuff already affects their fire rate, so having it affect their PS is pretty much redundant. Also the invulnerability? really? Even if she's one of the most tanky frames out there? 

    I'm sorry but the current augment is bloody fantastic and really overshadows her 1's, so rework that instead imo >__>

    Your idea doesn't really do anything helpful  

    the current is worse, Augment 1 already can do it,making  the 4 such a useless augment, and The ivulnerability have delay sure,  no nova isn't the tankiest frames on the game, just the dmg reduction thing? But low Hp, armor and other factors and you will need 150% str  and bunch of dur to do it. if not you die fast, 😕

  11. since The Augment Of nova's molecular prime, does the same thing the one, i've  been Guessing in this idea:

    Enemies Affected By Molecular prime have Projectile Flight speed become slow or fast depending on power strenght, and become ivulnerable for 5 seconds (duration doesn't affect it) when casting 4.

     

  12. 16 hours ago, (XB1)Architect Prime said:

    Description - After killing # of enemies, your mind controlled enemy will become a permanent ally that has a 50% chance to deal status procs based on energy color. (Maximum of 3 tulpas). 

     

    Strength - Changes status chance and max number of tulpas.

    Efficiency - Alters amount of enemies that the controlled target needs to kill to transform.

     

     

    permanently is not the best idea, would be more useful if it gives x seconds added for each enemie killed

    • Like 1
  13. 15 hours ago, (PS4)Cell_Purple said:

    Basilisk, the Void Serpent

     

    :Stats at rank 30:

    Health- 400

    Shield- 100

    Armour- 200

    Energy- 175

    Sprint speed- 1.2

     

    :Abilities:

     

    Passive- Venomous trail: Leave a trail of corrosive venom when bullet jumping. (Similar to elemental dash exilus mods, but longer lasting)

     

    Ability 1- Venom strike: Rapidly slither towards a victim in serpent form, coiling around them and striking, dealing corrosive damage. Striking an enemy under Paralysing gaze will deal double damage and proc.

    Dmg- 200/300/400/500

    Range (m)- 25/30/35/40

    Cost- 20

     

    Ability 2- Paralysing gaze: Release a wave of void energy, paralysing enemies that it reaches for a short duration. Gaze will not paralyse sentient enemies, however venom striking a sentient under the paralysis effect will nullify their resistances.

    Range (m): 8/9/10/12

    Duration (s): 6/8/9/10

    Cost: 50

     

    Ability 3- Ophidian Abyss: Summon a serpent companion that spreads its venomous terror across the battlefield, serpent companion uses venom strike as its special attack method, and regular strikes as a quick attack. Can be outfitted with universal companion mods (e.g. Link mods & Hunter set). If Basilisk does not have a companion equipped, this ability summons two serpents.

    Duration (s): 20/25/30/35

     

    <Serpent stats>

    Health- 200

    Shields- 75

    Quick attack Dmg- 350

    Special attack dmg- 600 + corrosive proc (has short cooldown)

    Crit chance- 15%

    Crit dmg- 2x

     

    Cost: 75

     

    Ability 4- Basilisk form: Embody the void serpent, take on the true form of the Basilisk warframe and wreak havoc. Attacking while in serpent form performs a dashing attack, casting the Venom strike ability while in Basilisk form will deal double damage (Synergise with Paralysing gaze for further increased damage). While in Basilisk form, Basilisk’s passive applies to his regular slither, leaving a corrosive trail in his path.

    Sprint (slither) speed: 1.4

    Attack damage: 500

    Initial cost: 25

    Cost per second: 6

    <Cannot use activate key while in Basilisk form, e.g. life support pods, panels, and ally revives>

     

    I know the 4th ability would be a nightmare for the devs to code, but it’s just a concept.

    everything is cool except the part that frame have the second Highest Hp,sprint speed on the game at same time, very large energy pool, and low energy cost for it, And even have shields and armor like hell, abilitie 1 very broke but ok because we have a lot of broke abilities on game, 2 is perfectly fine, since not too big range, 3 is ok to good, 4 need another idea

  14. On 2019-05-31 at 4:09 PM, (PS4)Rosariana_575 said:

    Let loose the dogs of war with Fenrir, the lord of the kubrows, and his highly trained pack, led by his most loyal kubrow Hati!

    Howl: Deafens and confuses any enemy within x radius. All weapons are silenced.
    Hunter Command: a. Hati becomes invulnerable for x seconds and seeks enemies, marking them on the map. b. Hati protects an area of x radius upon target mark. c. Hati aggressively attacks any enemy nearby. d. Hati licks the wounds of allies, healing them for 10% of max health every x seconds.
    Maim: Fenrir pounces on the closest enemy, ripping them apart, giving allies increased  critical damage and melee speed.
    Reinforcements: Fenrir howls, staggering enemies, and summons x amount of kubrows (up to 6) to his side for x seconds. These kubrows follow all Hunter Commands & look like Hati.
    Passive- Hunting Pack: Fenrir has a loyal kubrow named Hati that supports allies & attacks enemies. Pets deal more damage and have increased health.

    Health:200
    Shield:200
    Armor:250
    Energy:150

    imageproxy.php?img=&key=32844a51822c982aimageproxy.php?img=&key=32844a51822c982ahttps://imgur.com/a/KEVJOIv[/img]

    Devs don't read any concept sadly it wont be added on the game 

  15. so i decided to play with keyboard and mouse on ps4 ( don't judge me. i do because i want) and noticed all controls i wanted. except 2. my feedback is to add more support to them. 2 problems im having is the one that i open the chat to type, i know it's "T" but i want the control that is Square to open ds4 keyboard. the other i really wanted is Hotkeys keybinds for Keyboard and Mouse, we can do on ds4 , so why not on them? i want it Because A dualshock 4 is about 50$ different some Keyboard and mouse. Hope DE read it thanks, and good Afternoon

  16. 44 minutes ago, BIIOIIMIIB said:

    Ive tried it in simulacrum, most of the time yes im getting orange crits with high numbers but didnt get red crits even with armamentes + the buff from kavat +60% critical chance.. im missing something in here, ill test it soon in eidolon 🙂

    It gives red crit but you have 5% of chance If it be a orange crit, vigilante set buffs upgrade your crit to next level, like yellow to orange etc . still think the old one is better because damage is too good on eidolon at least

  17. On 2019-05-20 at 3:03 AM, 844448 said:

    So many people use hydron as exp farm nowadays, being unprepared and complain when wolf decided to visit and say hello and here's my thoughts about this

    1. Hydron is not a place to farm exp

    This is a high level place to get things such as relics, and you better be prepared for everything

    2. Hydron is not an efficient node for exp

    A bit of copy paste from the wiki

    When you kill an enemy, the Affinity gained is shown on screen underlined in blue. It is calculated as:
    Affinity = Enemy Base Affinity × (1 + 0.1425 × Enemy Level0.5)

    Because the square root is taken of the enemy's level, the actual benefit of facing high-level enemies is minimal. For example, killing a level 100 Napalm would give 1213 Affinity, less than twice the Affinity you would get from a level 3 Napalm (623). Therefore, "farming" Affinity is easier when killing many low level enemies instead of withstanding very powerful ones.

    With this calculation, I suggest to do missions on saturn instead of sedna because the difference in exp is small but far easier to kill. Another thing to consider, wolf might be changed to scale with mission level because I met a level 7 wolf on venus so you will have to struggle less than in sedna

    You want my node? Try titan on saturn, no need to defend a pod, just defend yourself with no risk of failing because the fugitives are wrecking the pod

    no. That less xp makes difference when comes to a lot of enemies, killing 100 Napalms lv 3 you will gain ~60k killing 100 napalms lv 100 wi gain 120k

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