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(PSN)haphazardlynamed

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  1. It's worth pointing out that Encumber is Not Affected by Multishot. it is Capped to only roll once per firing instance. on a shotgun pistol like Bronco for example, only One of the pellets is allowed to activate Encumber. additional pellets in the group will not re-trigger Encumber. for this reason to best take advantage of it, you want a Beam Weapon with extremely high RoF and high status chance. it breaks from the pattern of shotguns being traditionally good at applying multiple statuses
  2. I find that arcane to be outclassed by the alternatives. its only a small chance of an additional status effect, which you will then use to add another stack to condition overload for more damage worse yet, you have to start over for Each Target buiding up status effects on each one to get benefit Too Many Steps I'd rather just use an arcane that Directly increases damage, and keeps itself active even when switching targets Something like Cascadia Flare 480% damage it'll take 4 status effects on a given target for Encumber + Galvanized Shot at full spool up to match that amount. Most targets are dead before then. Encumber only pulls ahead if targets are really tanky and stay alive long enough to stack up more unique status effects -ie, bosses. Except DE went and made most bosses have partial or full status immunity, so this synergy sucks.
  3. It doesn't need a damage boost, they just need to Fix the Glitch where Multishot doesn't apply to the aoe (radius) portion of the damage in Incarnon mode. (note, same glitch is why Zylok just plain sucks, no Multishot) Yes the arsenal UI displays it as applying, doesn't actually in mission. Regarding low Incarnon 'ammo' pool on some weapons. Just allow mag size mods to apply to the Incarnon bar as well. -note, more headshots will be required to fill up larger bar. This is purely a downtime QoL change, not a direct damage buff.
  4. One of the Best Things from Halo (CE)? Sniping a Shield Jackal in the hand, which makes them do that stagger animation and lower their shield; followed by a perfect headshot to finish them off. 'ranged finishers' to capture that experience would be awesome.
  5. Absolutely. You kill a group of spawns, the game decides to spawn another wave Farther Out. Gradually drawing away from that Circle. I say the game mode needs a redesign. IF DE really wants us to camp one spot, then make it an Interception or Defense mission, where enemies attack the netracell terminal and we're incentivized to Stay Near it and Defend, rather than get drawn away as we do now.
  6. in all fairness the Red Circle radius is pretty small and the game would play better if it was widened so you could at least run back and fourth between two tiles to juggle the spawns. Camping in one spot is just boring gameplay; ironically the kind of thing DE has tried to discourage in the past....
  7. It's not that simple, that'll disconnect you from DE's tracker as well, which will invalidate your mission session. To do this properly, you need to Only Disconnect the other Player IPs. It can be done, but it'll take work, not just the usual power cord jiggle lag-switch. Really, best thing to do is just set your matchmaking to Solo in the first place; much less work than having to IP filter mid-mission. (and doesn't get banned for network manipulation ToS violations) yeah, actually, just play solo if that's how you feel, don't do sketchy connection stuff at all.
  8. That's on purpose. Foundry Rush Build for Platinum, is a thing Less people would spend on Rush, if they could just set things to auto-build, sign off for a weekend, and come back to see everything all done. The Manual interaction is Annoying, because annoying == encouragement to Pay to skip it. -you will find this Pay-to-Skip business model is a foundation of Warframe and is present throughout the game. If that frustrates you, consider bailing out now before you get too invested.
  9. Unclear if a Glitch or Not. but it has Multiplicative GunCO. (instead of Additive) combine with the high SC and the separate AoE component for second SC roll, makes it extremely powerful
  10. Little confused on the interactions for this mod removes explosion delay, bigger radius. ok that makes sense but what's with the Punch Thru?? doesn't punch thru Not Apply to any AoE projectiles? or is sporothrix an exception because the 'delay' makes the initial bullet Not count as an AoE projectile? even with the 0-delay? how does that end up interacting? chance to pass through a target and not explode till it finally stops? doesn't seem like a good thing to me..... also, is it intended that the only stat that changes as the mod is ranked up is status chance, not the radius?
  11. go to Maroo's Bazzar and talk to that thirsty lady (i forget her name) she'll take your unused relics
  12. Having an arcane reward weakness instead of strength is kinda bad design in a game based on gaining Power. Doesn't fit with progression. maybe if it scaled? Something like yellow crits have a 50% chance to hit twice orange crits have a 75% chance to hit twice red crits and beyond have a 100% chance to hit twice
  13. warframe detects and bans for 3rd party Software. lucky for you the ps4/5 are incapable of running 3rd party software, so no risk of that. "Pro" Controllers are a thing though
  14. It's essentially the same trigger type as a Bow. Your input pattern is: Hold, wait, Release -repeat So, its worth your time to write a Macro for this; makes opticor, bows, tombfinger, glaive throws, etc so much less annoying. I never used any of those weapons until I made this fix.
  15. It's a Glitch, Warframe has lots of Glitches. Don't worry about it, just enjoy your good fortune this time.
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