qqchurch
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Posts posted by qqchurch
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cankan/verbmodal verb: canbe able to.
Okay. I know the word, any chance of expanding on why you posted it?
Its not like the tenno will just sit around. It would only take a few tenno to reach the pods and extract them. Why is this being blown out of proportion when we have evidence that it says we Can? That means it's possible, and if Im correct about the tenno, they'll come swooping in and save them, just like the beginning of the game where they save Excalibur.
I'm just exploring a possibility, just like everyone is also exploring another possibility. Why are you calling it "being blown out of proportion"?
We have evidence of the Grineer capturing and killing/experimenting on Tenno in Cryopods (Vor), and Corpus getting their hands on cryopods, too, and auctioning them off (Anyo). Is it really blowing it out of proportion when a leader, who has his hands on another set of cryopods, and is about be defeated, execute a 'Last Hurrah' and screw everyone over?
I'd say that, yes, having the possibility that the captured pods would be reacquired is a good thing; but can't I at least share my own piece on how this might blow over? ._.
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So what happened to all those guys that said that Alad V might waste the Tenno he has in captivity if the Grineer win? I mean, the original Lotus message right before the event start was a typo, but is something to consider, is it not?
I'll just repost this here, since noone answered in the other thread.
To OP:
Thing is, the operative word/s there is "can save", not "will save". Alad V holds the pods, from what I know, isn't it possible that he would rig a deadman's switch that would kill the sleeping Tenno in the event that he loses?
I mean, if he loses, he might as well deprive the others of what they want; Pyrrhic victory and all that jazz to the Grineer and the Tenno supporting them.
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So what happened to all those guys that said that Alad V might waste the Tenno he has in captivity if the Grineer win? I mean, the original Lotus message right before the event start was a typo, but is something to consider, is it not?
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*enters the thread expecting something different other than the same arguments rehashed for the nth time*
*reads thread*
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*edited post to reflect new findings*
Bleeding, Decaying and Extinguished Dragon Keys have their icons in HUD and on Vaults swapped. Hobbled Key is unaffected.
Decaying Key equipped - Bleeding Key icon on HUD:
Bleeding Key equipped - Extinguished Key on HUD:
Extinguished Key equipped - Decaying Key on HUD:
Reference to Icon shapes:
- Bleeding:
- Decaying:
- Extinguished:
- Hobbled:
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Step 1: Kill a boss.
Step 2: Run M Prime, Mercury for 4 minutes until Stalker spawns.
- If Stalker spawns: Kill him, Repeat Step 1
- If Stalker does not spawn: Run M Prime again
That was my method and I got lucky with getting Despair rather than Dread for the nth time. Wiki says he has a 5% chance of spawning if you have a deathmark (I'm assuming these do not expire even if you've killed a boss a week or two ago and hadn't done him since, which kind of explains the random times he spawns for a boss you haven't killed in ages), and he usually spawns within 30-240 seconds (or 4 minutes).
I just set up a stopwatch and ran M Prime for 4 minutes every time until he spawned, then murderized him with 1 clip of my Vipers.
RNG on RNG is RNG, though, so you could run other missions other than M Prime. Maybe higher level captures so you can get more credits, or planets with resources you need so you can farm while you farm.
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Added Rhino.
...he was strangely easier to make alternatives than Excal, wtf.
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A concept/suggestion which is based off what Steve said during Livestream 16, in which was stated that:
“I think that's the reason why we've been stubborn keeping the Warframe Abilities as mods, because at some point, we were thinking that we could get a new ability for an old Warframe, and just put in it."
"We don't have the UI- we don't have the code strictly structured that it's 'these four' and that's it.”
Steve, Livestream #16 (52:50-53:15)
And while it might not be a fullblown “Yeah, we're doing this.” I can at least safely assume that it's on the table. Even if it's not, doing this seems to be fun since it lets me explore what could be added to a 'Frame to specialize or broaden its roles.
So... yeah.
This is mostly incomplete, and is just the result of me brainstorming some ideas for like... 10 or so minutes. I'd add images or drawings, eventually, at least.
I also know that there's at least one or two (maybe more?) threads with the same purpose as this, and I'll give props to them, as they have better and much more thought-out ideas. This is just me being the filthy casual I am doing what I do best, rambling.
So without further adieu:
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Alternative Warframe Abilties: Expanding the Skillset of Tenno
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Some keywords:
STR = Power Strenght
DUR = Power Duration
RGE = Power Range
These are added to their respective values if they are affected by their corresponding mods.
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Format:
Name:
An ability's name.
Tier: 1-4
Corresponds with how Abilities are classified through their button presses on default keybindings (i.e. Mag's Pull is a 1 Ability, Loki's Invisibility is a 2, and so on).
Energy Cost:
An ability's power cost.
Mobility Restriction:
What it says on the tin, the times when an ability cannot be casted.
Effects:
Effect is listed as x/y/z/a for each rank of the mod, unless it is a fixed value, where only one number will be listed.
Damage:
Damage is listed as x/y/z/a for each rank of the mod, unless it is a fixed value, where only one number will be listed.
Duration:
Duration is listed as x/y/z/a for each rank of the mod, unless it is a fixed value, where only one number will be listed.
Range:
Range is listed as x/y/z/a for each rank of the mod, unless it is a fixed value, where only one number will be listed.
Description:
- An ability's description will have it's purpose, animation, effects and background information explained.
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Warframes:
Excalibur
An all-rounder frame with two damage-type and utility/cc skills.
The purpose of the alternative abilities on this is to expand on its two 'trees', damage and utility/cc.
Name: Steel Cutter
Tier: 1
Energy Cost: 25
Mobility Restriction: Air
Effects: Armor Reduce, -15% (STR); Knockback/Ragdoll from Caster
Slash Proc 50%
Damage: 100/175/250/300 (STR); Slash
Duration: 5/8/12/15 seconds (DUR); Armor Reduce Debuff
Range: 3/6/9/12 meters cleave radius (RGE)
Description:
As his namesake, Excalibur gathers power and quickly and ferociously swings his blade around him in a wide arc, releasing a wave of energy that cuts and rends steel and armor. Enemies struck will have their armor reduced. Enemies are also knocked back or ragdolled away from Excalibur.
“Cut-steel” is one of the meanings of 'Excalibur'.
Somewhat an opposite of Slash Dash in terms of purpose and utility. Mobility is taken away for the ability to do a quick crowd control as well as a debuff against armored enemies (basically anti-Grineer/Heavy).
Animation-wise, I'm thinking of Excal taking a step back, while raising his current melee weapon like the heavy-charge attack, then doing a super-fast swing. This would be pretty fast, like Slash Dash's 0.25s 'charge' and 0.75s 'dash'.
In a nutshell, it's a super-fast CC/Damage/Debuff heavy-charge attack.
Name: Evading Strike
Tier: 2
Energy: 35
Mobility Restriction: Air
Effects: Punch-through, Stagger
Puncture Proc 50%
Damage: 250/375/450/600 (STR); Armor Pierce
Duration: -
Range: 4/8/12/16 meters piercing range (RGE)
Description:
Excalibur leaps backwards, avoiding damage, and stabs forward, sending a piercing line of energy to stagger his opponents.
High damage, multiple target (along a narrow AoE) and a short invulnerability moment in one package, Evading Strike is for those situations where Excalibur needs to avoid as well as deal damage.
I'm pretty bummed out at this, Radial Blind is a dead useful skill with its iFrames and CC-utility. Might go back and change this, though probably after I'm done with the others.
Name: Cleave
Tier: 3
Energy: 75
Mobility Restriction: Air
Effects: Knockback/Ragdoll or Stagger
Slash Proc 50%
Damage: 250/375/450/600 (STR); Slash
Duration: 6/5/4/3 seconds casting time
Range: 10m; 180-degree AoE
Description:
Excalibur imbues a great amount of energy in his blade, then releases it in a decapitating wave of energy.
One of the things that Excalibur lacks is an AoE skill, Cleave is just that.
The casting time is there to prevent spammability.
Name: Valor
Tier: 4
Energy: 100
Mobility Restriction: Air
Effects: Simultaneous Ally Buff and Enemy Debuff
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Allies get:
15%/30%/45%/60% more damage dealt (STR)
10%/20%/30%/40% damage reduction (STR)
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Enemies get:
15%/30%/45%/60% less damage dealt
10%/20%/30%/40% movement speed reduction
Excalibur is invulnerable while casting.
Enemies are staggered when debuff is applied.
Damage: 250
Duration: 8/10/12/14 seconds buff and debuff effect (DUR)
Range: 25m
Description:
Excalibur lets his bravery and determination exude from him in the form of energy, its strength empowers his allies and demoralizes his enemies.
Animation-wise: Radial Blind animation, only with a wave of energy coming out a la Trinity's Blessing.
A mix of Rhino's Roar, a Trinity's Link (though reduced) and Frost's Snow Globe's slow; no idea if this would be well received, though I guess I could do like Evading Slash and just revisit it later...
Rhino
A CC/Tanker Frame with a sprinkle of Team buffs and some damage dealing, the alternative abilities below will emphasize either of his specialties.
Name: Howl
Tier: 1
Energy: 25
Mobility Restriction: Air
Effects: Enemy Damage Reduced, Stagger
- 5%/10%/15%/20% Damage Reduced
Damage: 50
Duration: 5/7/9/11 seconds (DUR)
Range: 25m (RGE)
Description:
Rhino lets out an empowered howl, rattling his enemy's senses and disrupting their equipment.
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Cheap CC with a debuff. Too OP?
Name: Rhino Slam
Tier: 2
Energy: 50
Mobility Restriction: -
Effects: Knockdown
Blast Proc 100%
Damage: 250/375/500/650 (STR), Blast
Duration: -
Range: 20m (RGE)
Description:
Rhino leaps up and smashes his fist on the ground, knocking down all enemies in range.
Rhino is invulnerable while jumping.
Radial Blast 2.0, but with the added feature of being able to use mid-air.
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Basically a CC/Damage skill.
Name: Stonewall
Tier: 3
Energy: 75
Mobility Restriction: Air
Effects: Movement Restricted, Invulnerability, Taunt, Ragdoll from Caster
Blast Proc 50%
Damage: 100/275/400/500 (STR), Blast
Duration: 8 seconds
Range: 25m (RGE), Taunt; 15m (RGE), Explosion
Description:
Rhino locks himself into place, covering himself with a special energy coating, and gains the malice of all targets in range, whilst ignoring all damage. After the duration ends, the coating breaks in an explosive release of energy, knocking all within the radius back.
Mobility and Damage replaced with Tanking/CC/Utility; I know there seems to be a history with DE removing invulnerability or near-invulnerability, though I hope 8 seconds of not being able to do anything but stand there and eat damage would be enough to compensate its invulnerability effect.
Name: Vacuum Smash
Tier: 4
Energy: 100
Mobility Restriction: Air
Effects: Ragdoll, Vacuum, Explosion, Damage Reduction during casting animation
70% damage reduction on all levels.
Blast Proc 50%
Explosion part should make mobs fly away from Rhino
Damage: 50 per second (STR), Vacuum effect, Forcefield damage; 1000 (STR), Blast damage
Duration: 4 seconds Vacuum.
Range: 25m (RGE)
Description:
Rhino sucks in all targets in range for a few moments, then releases a devastating explosion.
Another CC/damage skill with a big boom.
Animation: Rhino goes down on one knee, vacuum begins, he raises his right fist upward as the duration goes on, then slams it right as it ends with a large explosion that shakes everyone's screens.
Ash
The Ninja Frame. All of his skills should center on the concept of 'Ninja'. Or at least what is stereotypically 'Ninja'. Or a close-combat expert.
Name: Nerve Strike
Tier: 1
Energy Cost: 25
Mobility Restriction: -
Effects: Slow, Silent
Slash Proc 100%
Damage: 250/375/525/750 Slash Damage (STR)
Duration: 10 seconds Slow (DUR)
Range: 20/25/30/35 meters (RGE)
Description:
Ash leaps to his target and delivers a powerful strike into his target's nervous system (or processing unit for robots), impairing their movements greatly.
Basically a single target Bladestorm.
Name: Fade
Tier: 2
Energy Cost: 35
Mobility Restriction: -
Effects: Minimizes Aggro, Damage Reduction
30% Damage Reduction (STR)
Damage: -
Duration: 15s (DUR)
Range: -
Description:
Ash uses hard won skills to avoid detection and damage.
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Enemy alert state is triggered only if Ash is visible for too long (approx 3-5s)
Name: Teleport
Tier: 3
Energy Cost: 35
Mobility Restriction: -
Effects: Teleport, Stun
Stun Duration 5s
Damage: -
Duration: -
Range: 20/30/40/50 meters (RGE)
Description:
Ash manipulates space and appears before his nearest chosen target.
Make it so it's easier to aim. Nearest mob in reticule, Ash teleports to it.
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Momentum is carried. Any animation being done while teleporting is also carried (Charge Attack → Teleport → let it swing).
Name: Staggerblade
Tier: 3
Energy Cost: 35
Mobility Restriction: -
Effects: Stun, Target Lock
Slash Proc 100%
Damage: 250/375/450/600 Slash Damage (STR); 4/6/9/12 enemies targetted (STR)
Duration: 10s (DUR)
Range: 35m Throw (RGE); 15m Tracking (RGE)
Description:
Ash throws a large shuriken that tracks and stuns multiple enemies.
Cheap CC; Disappears after no more enemies to stun.
Making alternates to Teleport is frustrating as hell.
Can cast other abilities while projectile is tracking.
Name: Stalk
Tier: 4
Energy Cost: 100
Mobility Restriction: Air
Effects: Enemy Damage reduced, Blind and Bonus Damage
100% Bonus Damage (STR)
40% Enemy Damage Reduced (STR)
Damage: -
Duration: 20s (DUR)
Range: 25m (RGE)
Description:
Ash throws down a special smoke bomb, enveloping the area around him in smoke. All enemies inside the area will be blinded and the smoke with impair their senses and reduce their weapon's effectiveness.
As long as mobs are in the AoE, they are affected.
Enemies will find it difficult to see Tenno inside the smoke.
Pretty much AoE invisibility as long as no noise is made.
Frost
A solid Defense-oriented Frame, though that sadly comes from his most wanted skill: Snow Globe. His alternates will be oriented mostly in crowd control. I'm also including a rework on his original skills, because noone is going to take an alternative to Snow Globe since it's too good (100% immunity to range damage for 30-60s).
Name: Freeze
Tier: 1
Energy Cost: 25
Mobility Restriction: -
Effects: Freeze
Cold Proc 100%
Damage: 100/150/225/300 Cold Damage (STR)
Duration: 4/6/8/10 seconds Frozen (DUR)
Range: 30 meters
Description:
Frost sends out a bolt of freezing energy. Any target struck will be instantly frozen for a given duration. Ice will not melt when target is damaged.
Buffed Freeze to be a single target disable. Can be used on multiple targets, but using it on the same target will refresh the duration.
Bosses with only be affected by a slow debuff instead of freeze.
Name: Frost Spike
Tier: 1
Energy Cost: 25
Mobility Restriction: -
Effects: Slow, Punch-through
Cold Proc 100%
Puncture Proc 0% (tbd)
Damage: 150/250/375/500 Cold+Puncture Damage (30:70) (STR)
Duration: -
Range: 25/30/35/50 meters (RGE)
Description:
Frost launches a deadly spike of ice towards his enemies.
Damage/CC in one package.
The spike punctures indefinitely until it reaches its maximum range.
Name: Ice Wave
Tier: 2
Energy Cost: 50
Mobility Restriction: Air
Effects: Slow
Cold Proc 100%
Impact Proc 0% (tbd)
Damage: 175/350/450/600 Cold+Impact Damage (60:40) (STR)
Duration: -
Range: 25m (RGE)
Description:
Frost slams his hand on the ground, sending out a wave of biting ice.
Damage/CC yet again.
Name: Subzero Coating
Tier: 2
Energy Cost: 50
Mobility Restriction: Air
Effects: Damage Mitigation, Slow
Cold Proc 100%
Damage: 300/450/600/750 Mitigated Damage (STR), 250 Cold Damage (STR)
Duration: -
Range: 25 meters Cold (RGE)
Description:
Frost coats himself in a shell of flexible, damage-resistant ice. Receiving enough damage will shatter it, slowing all in the area
A defensive buff with cc-utility. Doesn't prevent Frost from being CC'd.
Name: Snow Globe
Tier: 3
Energy Cost: 50
Mobility Restriction: Air
Effects: Damage Mitigation, Slow, AoE Cold Damage when shattered
40%/50%/60%/67% Slow
Cold Proc 100%
Damage: 750/1500/3000/4500 Damage Mitigation (STR), 50 Cold Damage
Duration: 30s (DUR)
Range: 5m Globe radius (RGE), 25m Cold AoE (RGE)
Description:
Same as old Snow Globe, but with a damage cap and a slow on shattering.
This is done because Snow Globe, as it is, is too good. Complete immunity to ranged damage from outside the globe's aoe is ajdfhkghkws.
Name: Chilling Mist
Tier: 3
Energy Cost: 75
Mobility Restriction: Air
Effects: Slow, Stagger
Cold Proc 100%
Damage: 300/400/575/750 Cold Damage (STR)
Duration: -
Range: 20m (RGE)
Description:
Frost sends out a freezing wave of energy, chilling everything in the area.
Still wracking my head on this.
Name: Avalanche
Tier: 4
Energy Cost: 100
Mobility Restriction: Air
Effects: Stun, Freeze
Cold Proc 100%
Stun during casting
Damage: 500/750/1000/1500 Cold Damage (STR)
Duration: 5s (DUR)
Range: 20m (RGE)
Description:
Same as old Avalanche, except for mobs staying frozen a few seconds after casting.
Damage is buffed up.
Name: Hypothermia
Tier: 4
Energy Cost: 100
Mobility Restriction: Air
Effects: Slow, DoT
Cold Proc 100%
Damage: 100 Cold Damage per second (STR); 4/6/9/12 enemies affected (STR)
Duration: 12s (DUR)
Range: 20m (RGE)
Description:
Frost reduces the temperature in the area drastically, affecting the movements of all enemies.
Deals Damage over Time.
Nova
The Antimatter Frame. So far, all of her abilities have their own niche, with M Prime having the most extra features (kinda). Will be reworking Null Star and M Prime, mostly value tweaking.
Name: Null Star
Tier: 1
Energy Cost: 25
Mobility Restriction: -
Effects: Stagger
Puncture Proc 40%
Slash Proc 60%
Damage: 100/150/200/250 Puncture/Slash Damage (40:60) (STR)
Duration: 6 Stars (DUR) – every 14% = 1 Extra Star
Range: 20m
Description:
The same as the current Null Star, only with a puncture/slash combo and the old sure stagger that came with the Serrated Blade damage type.
Name: Molecular Prime
Tier: 4
Energy Cost: 100
Mobility Restriction: -
Effects: Bonus Damage, Slow, AoE Damage
25% Bonus Damage (STR)
50% Slow
Damage: 150/300/500/800 Blast Damage (STR)
Duration: 20s (DUR)
Range: 25m (RGE)
Description:
Brought down the bonus damage and the duration. Made the bonus damage affected by power strength mods. Duration is now affected by duration mods.
Name: Ion Cutter
Tier: 1
Energy Cost: 25
Mobility Restriction: -
Effects: Punch-through
Radiation Proc 50%
Slash Proc 50%
Damage: 150/225/375/500 Radiation+Slash Damage (50:50) (STR)
Duration: -
Range: 20/25/30/35 meters (RGE)
Description:
Nova fires a ray of condensed radiation.
Goes through multiple enemies and walls (probably 3m max).
CONFUSE RAY
Name: Quantum Conundrum
Tier: 2
Energy Cost: 50
Mobility Restriction: -
Effects: Tracking
Radiation Proc 100%
Damage: 100/150/200/250 Radiation Damage (STR); Enemies Targeted 3/5/7/9 (STR)
Duration: -
Range: 35m Throw (RGE); 15m Tracking (RGE)
Description:
Nova lobs a seeking bolt of radiation at her target.
CC-skill
Will it overshadow Nyx?
Name: Quantum Leap
Tier: 3
Energy Cost: 50
Mobility Restriction: Air
Effects: Leap
10/15/20/25 meter Leap Distance (STR)
Blast Proc 100%
Damage: 250 Blast Damage
Duration: -
Range: 20m Blast AoE (RGE)
Description:
Nova manipulates matter to launch herself. She manipulates it again when she lands, knocking down all in the area.
Mobility Skill.
Name: Fission
Tier: 4
Energy Cost: 100
Mobility Restriction: Air
Effects: Invulnerability, Explosion
Damage: 1000 Blast Damage (STR)
Duration: 8s (DUR)
Range: 25m Blast AoE (RGE)
Description:
Nova wraps herself in a sheet of unstable matter, rendering herself invulnerable. After a few seconds, this sheet of unstable matter violently explodes, killing everything in the area.
Self-buff, higher damage than Mprime, but less utility on that end.
Ember
The Fire Frame. Bring havoc to the battlefield with her flames. Also wields those same flames to protect herself. Considering these, she should have two distinct builds: Damage and Tanking.
Name: Flashpoint
Tier: 4
Energy: 100
Mobility Restriction: Air
Effects: Burn
Proc Chance: 100%
Damage: 500/750/1000/1500 Heat Damage (STR)
Duration: -
Range: 25m (RGE)
Description:
The air around Ember starts to waver, then she snaps her fingers, triggering an immense conflagration that burns all foe into ashes.
A nuke skill, compared to World on Fire. Not much to comment on this.
Currently WIP
Vauban
The Trap/CC Frame. Focuses heavily on Crowd Control. Thus, his alternative abilities should be focused at CC-ing with maybe a dash of extra uses.
Name: Pulsebomb
Tier: 1
Energy Cost: 25
Mobility Restriction: None
Effects: Stun, Electric Damage
2s Stun on all levels per pulse
Electric Proc 50%
Damage: 50 Electric damage per pulse (STR)
Duration: 3/5/7/9 seconds (DUR)
Range: 8/10/12/14 meters (RGE)
Description:
Vauban throws a grenade, after bouncing once, it will float in place, then continually release pulses of stunning electricity.
Cheap CC
Animation will be the same as with all of Vauban's throwing animations.
First pulse goes out after the first bounce (0s), each pulse after is 2s after (2/4/6/8).
Name: Disrupt
Tier: 3
Energy:
Mobility Restriction:
Effects:
Damage:
Duration:
Range:
Description:
All of this is open to comments and suggestions, as I am not totally experienced in all the frames to find viable alternatives.
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Notes:
Soooooo, yeah. I kinda forgot about this in the last few weeks or so. No full list yet, sadly. I had a #3 for Vauban, but it was pointed out to me that it was basically a better Radial Disarm, so yeah, back to the drawing board on that one.
I haven't really been playing much of WF lately, which is a bit sad since this is a pretty fun game, but eh. Hopefully 11.5 or the update later would give me some motivation to log in....
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Log:
28/10/13: Added Rhino
11/12/13: Added Ember's #4 and Vauban's #1;
-- Added Frost and Ash
ash is a hell to make alternates with12/12/13: Added Nova
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Kinda sad now, Spear was at like, 55% for Corpus before I went to sleep last night. Just checked right now and it's 51.2%
And with Hellas, Tharsis and Arcadia leaning onto Grineer now, more and more are jumping ship and it's... depressing. Might as well just get to 100 missions and wash my hands from this event; go back to normal operations.
4 days left on the War, and things are looking pretty bleak. I wonder how DE would turn the tides on this...
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Ah. I guess that pic wasn't the best one to represent the problem I found. Hold on, I'll add the rest of the photoset...
*updated first post, added clearer screenshots on the problem
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I just didn't think it was this bad....
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This was done with just a maxed Shred installed, as I was testing how puncture works on Mag's Bullet Attractor.... then I saw this rather peculiar thing happening.
Tested it with and without Bullet Attractor and it still happens. Haven't tested this outside of this one instance and I'm unsure of Bullet Attractor triggered it or it is native to Dread (and bows).
Didn't notice if it healed Hek, though. It would be kind of funny if you have a maxed out Dread and each shot actually filled up his HP rather than draining it.
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Robots, wooo~
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It would be a nice assumption; like the TCV completely taking over their senses, replacing them with superhuman equivalents that can be interfaced with the Warframes.
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Apart from Quirinus, I've done Corpus the whole way.
Moral arguments aside, I'm just here to fight with robots.
....and fighting the Grineer on those first few nodes gave quite a bit of EXP per run from how many Heavies there were on their side.
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I like the Machete Wraith, but in terms of the Armor 2.0 preview that went out a few weeks ago... Prova Vandal seems more interesting if you can use mods to change its natural electric element into 2.0's elemental combinations (i.e. Magnetic, Corrosive).
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Wait, is it honestly just one planet? I mean, unless the fighting gets more intense to the point that one node would be contested for half a day, we'd be done with this by Saturday, would be kinda a bummer for those who are busy and thought that the event would extend to next Wednesday...
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Can someone explain why does the losing side get the BP of the winner's weapon? I mean, if it was explicitly stated that it was a blueprint of the weapon as a result from reverse-engineering.... well, ok.
What's the point of joining Corpus, then, if the majority is going to. seemingly, bandwagon with Grineers. Or vice-versa. >.>
It looks like effort wasted, to be honest, if your side loses.
....and then DE releases the losing side's rewards via another way (New Boss or Clantech...)
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Then later down the road we have to fight some poor Tenno whom the Corpus have converted into some robotic abomination.
I'd dig that, too be honest. Would be nice for Corpus to have more to throw at us during normal missions.
...I wonder if they would pop-up like Stalker mid-mission. New Mini-bosses with their own specials drops O:
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At the end of the day, it's just a video game and I want that Machete.
I want that Machete, too, but I am hindered by the fact that I want to get that sexy sexy Corpus Handcannon. ;A;
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My Trinity's Link begs to differ.
Hue hue.
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I think there's a confusion between the Battle Pay rewards and the Event Rewards.
From what I've seen, most of the threads made complaining about the Corpus rewards are about the Tier 3 Rewards, wherein if Grineer win, the Corpus supporters get the BP of the Grineer handcannon, NOT the BP of the Corpus handcannon; this is also what would happen if Corpus wins, they get the Detron + slot + potato, while the Grineer supporters get the Detron BP.
It is, understandably, annoying that you'll get stuck with the other side's gun if they win.
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It kinda seems unfair, to be honest... makes it seem there's no point in supporting one side if you'll get the rewards of the other. Not even the BPs of your side's rewards as a consolation prize. :/
What I can say, though, is that this is just the opening shots of the war. Unless there's some kind of hidden completion bar that, when filled, ends the event, we still have a week to see interesting developments.
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Where is the dagger animation ' -'
yeah where it's ? My Fang Prime it's not approve
Unfortunately, after checking the section in the Livestream that showcased these animations, there were no Dagger-type weapons shown. Hopefully they can show more on the next one, or we can pester DE_Rebecca and DE_Megan later on the next Prime Time (is there even a 4th one coming later?).
Sargas Ruk Will Give Us The Cryopods Apparently.
in General Discussion
Posted · Edited by qqchurch
Yes, if that's what we had on the Lore page now, it would be less ambiguous; but it still denotes the ability of executing said action (saving Tenno), not if they would succeed in doing it.
As it is, though, we have the ambiguous "can", which is either the ability to execute an action, or permission to do it.
And, as I am not a well-versed expert on the English language, I can't really say I have much of a basis on this, as I am using a reference page to serve as my help on this. Correct me if I am wrong, please.
Ah, I guess I can understand that. But, as someone who reads a lot of stories, I've encountered the situation several times and I can say that such events brings interesting things on the table.
It feels fun, at least, to speculate what would happen if Alad V kills the Tenno in the pods out of spite. Backstory for his Assassination mission? All out war versus the Corpus? Grineer spread even further as the Corpus colonies are systematically wiped out by enraged Tenno? Or maybe release of new mobs, made from what Alad V has been able to glean from the short time he has those captured Tenno?
I can understand, though, if the thought of the Tenno dying, after so much signs that we could save them, would leave the taste of ashes in your mouth if it happens. To each his own, I guess.