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z3us32610

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Posts posted by z3us32610

  1. 9 hours ago, XGN_Dokkaebi said:

    I'm going to be completely honest with you.
    When I first went to buy it, it was completely unfolded and shown in its complete unfolded state I didn't read the description as it was 5:00 am and this was my fault, it just looked good with my warframe so I decided I was going to buy it not knowing anything happened with it which honestly is 100% my fault and it was foolish of me not to do so. But I believe there should still at least be a toggle option because I'm going to be honest running around with a glorified backpack on isn't what I imagined when I was trying to fashionframe.

    Edit: I should also point out in the arsenal screen where I bought it, it is shown completely unfolded with no semblance of its actual nature until you leave the arsenal which is when it folds back up. 
    I actually didn't buy it from the market and it didn't show what you are showing in the photo.

    I agree. I've been hoping they would address this since they released it. It looks pretty awesome all the way opened but looks like a Star Trek backpack closed. 

    I main Garuda and this syandana is supposed to open when the player takes damage. I was hoping it would open with her 3rd ability that sacrifices health for energy but even that doesn't trigger it. I guess there isn't enough of us that care. Too bad, cuz it's a pretty awesome syandana when it is opened up.

    • Like 1
  2. I was a big fan of the karak wraith and I'm an even bigger fan of the kuva karak. Fully auto rifles are at the top of my favorite weapon type, so anytime we get more of those I am a big fan. (I think I'll whip out my karak wraith tonight - I haven't used it since I got the kuva karak)

    I do feel ya OP, there are more neglected grineer weapons that have never received any variant, but I feel like the Karak was a solid choice to fill the auto rifle category for the first wave of kuva weapons.

    I personally want to see a Kuva Javlok, a Kuva Zarr, Kuva Jat Kittag and a Kuva Stug. Im sure we all can argue about the credibility of each grineer weapon getting a variant, but those are just the ones that I would love to see. (The Stug desperately needs a friend, btw)

    • Like 1
  3. 45 minutes ago, THeMooN85 said:

    I'm.

    I like my mods at max rank.

    Most of them, most of the time.

    Don't ask why.

     

    47 minutes ago, YazMatazO said:

    Or how do you make your Warframe interesting for yourself?

    Apart from using rank 5 Adaptation, apply no range mods to my melee weapons and focus almost entirely on single target weapons, I also use rank 0 Healing Return and rank 0 Magus Nourish. No pizzas equipped unless going Tridolons.  

    I've also taken out the focus nodes for energy/energy regen. That way a dash takes away a 3d of the energy bar and I can't use a rank 0 Magus Nourish very effectively.

    Interestingly - I quite enjoy rank 0 Magus Lockdown. It tethers only two targets for a 3d of an operator energy bar, so I have to be careful how I aim it and I can't spam it. I have to thin out groups of enemies first if I want to tether something more reliably, or be actually skilled. 

    I don't play the likes of Inaros, Saryn, Octavia, Revenant, Wisp, ect. Even though I am a Trinity main(oof!) by most used frame, I play quite a lot of Volt and Mag. I particularly enjoy those two because they don't break the game in the same way that a lot of other frames do... yes, even Trinity. Volt has an immortality field worked in his kit, but it only blocks projectiles from a single side. Nades and those Corpus drone bombs, for example, still pass through. Mag also can block enemy projectiles but can't really remain immobile for long considering how I setup things. Both of them, really. I have to make use of all their skills - Mag's pull becomes so much more valuable. 

    Going forward I will probably drop another rank of Adaptation and think on a Trinity build that doesn't use optimal strength for heals and DR. 

    It simply is more fun playing that I lúaway. It's only too bad that DE doesn't work on their enemy design as much as they do on their cosmetics. 

    So... how do you spice your WF for yourself?

    Neat, I'm gonna try some of this. Ive been playing a lot of liches ever since they came out, so I really liked old blood update and it's subsequent tweaks. Gonna partially rank up sone Adaptation mods and put those on some frames as well as change up some Magus arcanes.

  4. 9 hours ago, Chauvesouris said:

    Toxin damage type bypass shields naturally, it is not its status effect. Toxin's status effect is the additional damage over time, this is what arcane resistance protects againts.

    Whoah. You're correct. I just read it on the wiki. I always assumed it functioned just like slash, where only the the status proc bypassed shields/armor. 

    I assumed the others that said this as well were misunderstanding damage with status damage.

    Thank you for clarifying.

  5. Recently, all of my level 1 lich missions have a level range of 55-75. Once the lich ranks up to level 2 the missions have a level range of 50-60.

    I have not verified if this is just a UI bug or if the enemies are in the actual range stated on the UI. Either way, I believe level 1 lich missions are supposed to be level 50-60 and level 2 55-75.

  6. 17 hours ago, Zahnny said:

    Wanted to take a look at what exactly is thrown at you by the Saturn Six fugitives and to my surprise it appears to look more like some kind of Grineer grenade. I mention this because I frequently hear them being referred to as Molotovs.

      Hide contents

    rxAS5Uw.jpg

    kOjI3Ce.jpg

    Along with many others I've wanted to see us as players have access to the same grenade ability as the Fugitives, but to my surprise it seems they swap out their Karak into a Sheev when they lob one at you.

    Personally I see the best way to integrate it is by giving it to the Karak series of weapons as an Alt-Fire but after noticing the Sheev I'm wondering if that would be more difficult to implement for DE.

    The Sheev does heat damage on slam attacks! Perhaps we could get these hurtling out of a Sheev heavy attack? That might be fun.

  7. I feel like Hydroid and Inaros need a rework before Frost gets some attention. Chroma needs some fixing too, so he'll be fun to use. He's just as boring as Inaros.

    Banshee would be great with a reworked 4. Zephyr needs a few tweaks and would be a lot of fun too.

    In my opinion, Frost is a much lower priority for a rework. That said, some of the ideas here are pretty creative and sound fun.

  8. 4 hours ago, vegetosayajin said:

    So finally she baked yesterday, I put 2 forma on her and took her for a spin on an arbie.
    And she performed splendidly. I was kinda "worried" that we will get another grendel, but it's certainly not the case.
    She is fun, you can build her in a couple of ways and play her in a couple of ways.
    She is not "op" at all and that makes me hopeful that the nerfhammer would not strike her hard.I really tried to compete with other warframes without using weapons to see if we have another saryn, but rarely I could get over 30-40% damage dealt in the mission no matter how much a spammed everything.
    She is not "underpowered" too - If I can kill lv145 corrupted gunners and bombards only with powers even at the cost of a lot of spamming it's ok.
    The one thing that bothered me a little was her dispensary - it's way too slow. It's great for a campy missions or eidolons for example but for anything that needs quick movement it's way way too slow.

    tl;rd at the current moment Protea is descent, well balanced and kinda fun to play. I just hope someone doesn't "reee" her out of the good spot she is now.

    If you can find room for the Equilibrium mod and run a moa or sentinel with the Synth Fiber mod on it, each health orb from her dispensary will give you 110 energy at max rank. Even without the Equilibrium set up, I didn't find the need for any kind of efficiency. I have a max ranked Blind Rage on my main build with her and just make sure I have Arcane Energize. It's really nice, since I can also run whatever focus school I want. The Equilibrium setup is icing on the cake.

  9. Update: Arcane Resistance functions normally. Just learned toxin damage bypasses shields as well as the status effect, Poison.

     

    So I was running around doing lich missions and decided to counter Nox's stug by using arcane resistance at max rank. The arcane has 102% chance to stop a toxin status effect at max rank. My shields never dropped below overshields when I was getting hit with the stug's sticky toxin blobs, but I was losing health. Also, the status effect icon never showed up in the UI either, but nevertheless, I kept taking health damage that was bypassing my shields. Afaik, toxin is the only status effect that bypasses shields, so it had to be the toxin effect that was bypassing them, even the the icon wasn't showing in the UI.

    I suspect it is a bug with Protea herself, but I haven't tried it on other frames to verify that. 

  10. 5 hours ago, NoLazyShadow said:

    Thw whole weapon need more buffs: less spread, less recoil, more mag size and faster recharge speed with Pax Charge

    If there is anybody that thinks the primary Catchmoon is playable at all, I'd be surprised. I could barely get thru guilding it. I understand why DE came in conservative with it, to prevent another secondary Catchmoon fiasco. Hopefully they will keep giving it small buffs and QoL fixes until it is in a good spot.

  11. Thank you for the effort with this post OP. Ever since the secondaries came out I thought it was really unfortunate that there is such a huge disparity wrt damage vs fire rate, crit and crit multiplier. While I don't expect the burst damage to be exact across all the different variants, getting them much closer would really help. And your point about the status loaders applies to general status weapons in the game as well. For a full on status primary to be able to compete with a crit or hybrid primary, the base status chance needs be at least doubled. Something more like 60% base status chance at the very minimum.

    I really hope DE takes a look at the usage statistics as well, because I'm sure they'll see that the tremor splat and haymaker splat combo sees soooo much more usage than anything else (outside of the new primary tombfinger, where brash splat is now the go to combo).

    And the primary Catchmoon is just bad. Terrible. It needs real changes before it's even worth using.

    It's an intricate system and altogether understandable that the balance between different grips is off. Hopefully DE realizes they need to make some more tweaks to provide real alternatives to the tremor splat and haymaker splat.

  12. 15 minutes ago, (PS4)Apoleon_amarr said:

    To me it looks cool af, the overly thin design looks very interesting compared to most warframes

    Yeah, very dessicated. I like it too, but admittedly, I'll probably like any Garuda skin

    • Like 1
  13. Neat. I use the Battacor on sorties with modified shields, since it has innate magnetic. I haven't built an innate magnetic kuva weapon yet, however, but I am going to now. Now I just need to decide which weapon I would prefer. My two favorite are the kuva karak and the kuva hind - I've never been a fan of kohm. I dont dislike the kohm, just not my style a play. 

    But now after reading your post I've decided to build an innate magnetic weapon, so thank you. It gives another objective with the lich system, which has been my favorite update since I started playing a little over two years ago.

  14. On 2020-06-09 at 12:07 AM, taiiat said:

    are you sure it doesn't work? with the Magazine size of 4 for Bronco Prime, you should get one Shot every 2 Seconds(maybe less depending on how it decides to round it). necessitating having something else in your hand for 8 Seconds to equate to Reloading.

    no matter how it calculates it though, it'll be faster to manually Reload Bronco Prime than to let Eject Magazine do it for you (to full capacity).

     

    try doing two Finishers and see if you get a round Reloaded then. one Finisher might be too quick.
    if that's no dice, then a Finisher doesn't actually switch to Melee and back to Gun to do the Finisher and it's just magic.

     

    while it obviously isn't, functionally it is since Players will normally notice little difference, maybe even none now that EHP has been nerfed so much.

    i had made a Finisher Weapon with a Riven i got just by chance, but now it's redundant as nothing has EHP relevant enough for Equipping that Weapon ever again to matter at all. 

    Finishers use the Parazon, which does allow the reload-while-holstered mods to work. But an empty magazine will take 5 seconds to reload, regardless of it's size.

  15. 8 hours ago, ElderofCosmos said:

    I love garuda, she is the only frame I want to play. That being said I wanted to pair her with the new vaska kitty to go full on blood theme. The problem is that I take advantage of her passive so I only run 300 health, and my companion dies all the time. The only time my companion is not throwing off my enjoyment of the game since I have to pick it up ever other minute is when I play inaros. Pets should either have higher health or the same damage reduction that scan targets get. At the end of the day the game should be fun and with as strong as our Warframe is there is no point in having super low Heath pets, them surviving more regardless of the frames health won't break the game. All I want is a standard that feels good for any frame. My companion should not be viable based on the type of frame I use.

    I have the exact same problem. I main Garuda and run her at 300 health as well, which leaves all my pets with very low health. To help with that, I mainly have the Shepherd aura on to give them an extra 300 health and 180 armor. But that often isn't enough.

    I hope Sheldon buffs the non-link health mods so at max rank, they provide health comparable to using the link health mod on a warframe that has 800 health - roughly a max rank vitality. Getting some better defensive mods for pets in general would really help.

    Also, perhaps extending their shield gate would really help as well. Hopefully a lot of these issues will be addressed with Sheldon's Pets 2.0 update.

    • Like 1
  16. 2 hours ago, Steel_Rook said:

    The system is wonky. I've had trouble reviving my own Moa. I see him down, I rush over to him, he teleports behind me as I bullet-jump off. I notice this, turn around, bullet-jump towards him... He teleports behind me again... Eventually, I learned to just stand still and wait for my Moa to teleport to me instead of chasing it.

    I just had this "dance" happen early. I chased that cat back and forth 4 or 5 times. I like the idea of pets teleporting to the owner when they get downed, perhaps it should be coded to teleport one time only.

    • Like 1
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