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(XBOX)KayAitch

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Everything posted by (XBOX)KayAitch

  1. It's been bumped to 200%, still less than Hornet Strike The good Incarnons have buffs like 2000%, why is this one kept.so bad?
  2. Hornet Strike is 220%. This is still a rubbish evolution. It should be multiplicative, or (as for the good Incarnons) in the ball park of 2000%
  3. Yeah, it has nice synergy with the 4th perk punch through option, but it's almost worthless on almost any build at this level. It feels like a bug because doubled after damage is about fair for a final-evolution Incarnon perk, while 100% base damage for 10s is a flawed starter mod (if they still had flawed mods).
  4. This is one of the final perks for this new Incarnon, and it gives up to 100% base damage boost for 10s on punch though 10 enemies. Hornet Strike gives 220%, so this is less than half that, for 10s after meeting conditions. Honestly, it's a bit pathetic, isn't it? This should be multiplicative after, like faction mods, so hitting 6 enemies with punch through would beat the x.55 from a primed variant for 10s. Also, an aside, why does "Elemental Excess" (+status -crit) exist in this weapon when there's no final perk that benefits from that?
  5. If I buy (now and forever platform locked) Tennogen, say a new alt helmet - when you see me on a different platform what do you see?
  6. This is, unfortunately, the absolute death of Tennogen. It's just not worth buying anymore - DE fashion = all platforms, Tennogen = platform locked. It sucks. You obviously have the tech to make this work, so the issue is legal/commercial - it will be worth solving that to keep Tennogen alive.
  7. They have, pretty much since the start, had dedicated community managers on Xbox and PS - this is just an internal communication failure (happens all the time). I just need someone who knows how the cross-save works on X1 to confirm that "Switch Profile" == ”Logout" for this specific context.
  8. Same here, but I think "Switch Profile" actually does the same thing - it leaves the game running and quick-resume is still broken, but I think you're logged out. I could do with someone from DE actually confirming it.
  9. OK, so on Xbox there is no "log out" option, anywhere. There is a "Switch Profile" option, but it doesn't take you back to the starting screen (and it still crashes with quick resume). I still need to force quit Warframe. Please could you (or someone at DE) confirm that "Switch Profile" does whatever profile save and sync process you need for cross save to be stable?
  10. Its on PC while in orbiter, but not consoles? Other games with cross play have in-game option for logout or return to title option on all platforms I don't know about Switch or PS5, but on X1 it's not there. Yes, even with the old mobile app (where you can access your build queue) I'd just hard kill Warframe on X1. I've been doing that for a decade. On console (or X1 at least) you're logged in to the device before you can start the game, it always starts already signed in. My XBL account can't have multiple profiles on Warframe (the way you can on PC). I assumed they'd add something to support cross-save sync points, but I guess not.
  11. I'm sure it isn't, that's my point. Is that what you have on PC? On Xbox there is no "Logout" option.
  12. Looks like there's a way to turn off quick resume on a game by game basis? Yes, but it just kills the process. There's no "logout" button on Xbox, there's only kill process.
  13. On PC it's the ESC menu. Presumably it's Start on console, then down at the bottom once you're in your orbiter or at the hobo camp. But perhaps you only have the option to exit the game instead of log out? On X1 you can go home, but the game just tombstones in quick-resume mode. As long as you go back to it within a minute or so it will just resume, after that it just crashes because Warframe doesn't support the Xbox's quick-resume feature and the always-online bit gets out of sync. Basically, you exit to dashboard and then force quit. The equivalent on PC would be ALT+TAB and then CTRL+ALT+DEL and then kill process. I don't think that's what they mean here.
  14. How do you do this? What menu has the log out option? I've been playing for years on X1 and I had no idea it was possible.
  15. Seems a good idea, but I'd add the ability to break down unrevealed rivens. I have 20ish useless Zaw and Kitgun rivens, it's not even worth finding what the challenge is on them. You can only transmute rivens once you've revealed the challenge (so 4 wasted riven slots) and you need a transmuter. Yeah, like that. I'd drop the need for transmuters entirely, then it's 4 revealed rivens to get a new one, or 5 rivens into a resource that doesn't need slots.
  16. I get these (though it's hard to be sure on a different platform with different colours) - I have floating light ephemera that look like what the sisters' have on my tenet weapons.
  17. Several frames have custom roll animations you only see these rolls on these frames. The rolls are animations, not unlike stances. Could we buy and assign rolls the way we do stances? For instance, could Mirage do Protea's flip roll? This is something you could sell for plat (like stances) so a potential revenue stream.
  18. Thank you, I knew this had to be a bug! Gorgon Incarnon being a weak version of the Lenz was too much of a troll.
  19. Thats just how it is, It's a sluggish charged explosive round with a 1.2s delay on the explosion and 10% damage dropoff Nah, it's a bug. DE wouldn't give us an Incarnon adapter you can grind in hours with a time gate or buy for plat, and that takes headshots to even activate, and then make it worse than the Lenz. They just wouldn't, they're not cruel.
  20. Any news on a fix for the Gorgon Incarnon mode being a slow charged semi instead of full auto (like the Lenz, only less damage, less crit, slower and without a Cold proc to keep enemies in range). That's a bug, surely?
  21. This would also help with melee Incarnons, which have a poor experience because their UI is so obtuse:
  22. Let's get this one out of the way. Nope. No more dual variants. They suck and just create an annoying almost identical weapon that can't use the same augments or rivens. Either would be fun, but I am getting a bit sick of Incarnons now - they're great, but often I want something that just works from the first shot, and they all feel like the same gimmic after a while. So, my vote would be for Kuva Marelok - magazine increased to 12, primary fire gets a lot more base damage (up to 300ish) and crit (up to 2.5x), alt fire uses 4 ammo and fires a projectile rocket with 4m radius and around 4x the base damage. Shrapnel Shot should still work with it, giving you base 3x multishot but ⅓ base damage.
  23. Er, mate, it is. It so is. Impact is useless. Nobody needs an Impact proc unless it's guaranteed so they can use Haemorrhage to reliably get Slash. I've tried Stagger builds and sure, you can stun lock an enemy with it. I'd still rather kill the enemy. Likewise Puncture, it's not useless, but it's not good either. Most of it comes from Puncture being a good damage type, even though its proc sucks. You can argue about it if you want, but you'd still be wrong. You can complete the Star Chart fine with anything, but ultimately a build with Slash+Viral will perform better, and a weapon with Slash+Viral will perform better, and you can go all casual and "I don't need the best builds when this kills level 50 enemies just fine" and sure, go for that if you want. But I want to get the most out of my weapons, take on the toughest content I can (SP Circuit and endless modes) and I find it always, always comes down to the same builds. Then I burn out and stop playing for a bit. Do you know how to play Rock Paper Scissors? Everything gets to be strongest in context, but nothing is universally the best option. It's vasic game design and IPS damage types actually follow it - ignoring procs, Slash for flesh, Puncture for armour, Impact for shields. Conclave is still kinda like this because procs are nerfed in PvP. At some point this game design element got broken - I suspect Bleed never should have done true damage (Slash procs do more damage than the Slash damage type can), and CC was much more powerful in the early days where you couldn't just jump, slide or Operator mode out of there. Anyway, my case is we need that rock paper scissors balance between the types. Not to just make another one of the IPS types the strongest. Exactly. I suspect this means either a nerf to Slash, or boost everything else and then make enemies tougher so you end at the same point with bigger numbers.
  24. Currently Slash procs do True damage - it does the same damage to robots as Infested, which feels wrong. Meanwhile How? I'm suggesting that both would block Slash procs. Bring Puncture on a Corpus mission and you aren't going to hurt enemies with procs. Slash would still do the most damage, over time. Puncture and Impact would do more burst damage to Grineer and Corpus respectively. Maybe it needs tweaking, but the basic idea is: Slash is no longer universally the best, but still does the most DoT, Puncture beats armour, Impact beats shields. Basic rock paper scissors game design stuff.
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