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EzioTheEagle

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Posts posted by EzioTheEagle

  1. 1 minute ago, BloodKitten said:

    june just started, they said "in june" they have not said "first week of june" or "early june" just "in june" expect it this month.

    The update was supposed to come in May last week.. For polishing purpose it got pushed back to June so ovio June 1st week should be the estimated release. 

    • Like 3
  2. Best way for NW standing farm besides daily, weekly and elite weekly tasks : go with a full team to orb valis.. Any of the 3 toroid farm location.. Stay there for 40min-1hr..u can get glass enemies spawn 1-2 times atleast.. If lucky 3 times even.. Each spawn gives u 150 standing.. So 150-300 easy standing farm...

    Also MOT is another great option or any other survival for 35-40min can work.. 

  3. I mean its frustrating and annoying I agree , that we can not get series 3 right away but in the bigger picture if u think, they are probably preparing to give us a more polished final version of Glassmaker which we all want right. SO lets wait it out. On the brighter side if u ask me, I guess we will get the Deadlock Protocol update too along with the Glassmaker coz that update is supposed to be released in May..So stay tuned for that and lets hope we get both of them together ...

  4. Personally I am a fan of the upcoming changes, liked how they decided to give valence fusion even for railjack armaments and components..this change was really needed..

    Although I have a lil bit confusion about something..currently I have 3 vidar MK3 reactors crafted

    The first one has +99 avio, +47 flux

    The second one has +93 avio, +100 flux

    The third one has +97 avio, +86 flux

    I can valence fuse multiple times right? and If i fuse the first one with third one and then fuse the resulting one with second one....I should be getting the final reactor with +100 avio and +100 flux right?

    If that's the case, then pretty much almost everyone can have a chance to max out their stats of all railjack parts.....which is really nice for the community

  5. Ever since they removed channeling, all prime accessories armor sets special effect now depend on combo  multiplier mods and duration mods
    Edo Prime
    Targis Prime
    Acanthus Prime
    This is a bad idea imo.. This could be like toggle effect on and off..
    It's now like we are forced to use the combo counter mods and combo duration mods to see the effects... Its definitely a bad idea... 

  6. U are having bad luck i would say bcoz they buffed the virus drop in an update before and u can get vitus from 3 sources now

    1. Drop from those drones

    2. Reward after each round 

    3. Reward as a bundle after each runs (contains 3 vitus) 

    This without booster.. So u now think if u have booster how many u can get 

  7. Like the title suggests, what elements could be there on corpus liches' weapons?

    We have currently toxin,electric,magnetic,impact,cold,heat and radiation from grineer liches...

    from the elements above, we can also make blast,corrosive,viral etc..

    so maybe corpus liches will show up with elements like slash(Garuda maybe), Gas, puncture etc or I dont know if they will be somehow different..

    I am expecting some new sets of weapons from upcoming liches..like Chakkur,Shieldeg and Bramma..variants of existing weapons are always welcome but new weapons are needed too(mainly melee I feel like..except shieldeg we dont have any new lich melee)

    What are ur expectations from corpus liches, their elements, weapons and all? let's talk about this 😉

  8. Fae Path Ephemera was only available for PC players after they activate 2FA in their warframe account so in a way it was a PC exclusive ephemera but I get it, even console players wanted to get it hence they can now buy the ephemera from Baro (after 31st Jan, 2020 update) it's a permanent item in Baro like Sands of Inaros bp. 

    So we, PC players can also expect to get the Obsidian Ephemera (ps4 exclusive I guess) somehow.. 

    Maybe make it available in Baro's store itself. 

  9. 6 hours ago, FabuloustheGardevoir said:

    I think there's a missed opportunity here for better progression of the 'Intrinsic' system here. Some of these attributes are QoL, or are so essential that they ought to be part of every Railjack Crew's arsenal from the get-go, others are bland bonuses. So I thought:

    Why not make another tier of 'Focus Schools', but for Railjack ops instead? Something like "House Academies", to which I've already developed a basic system that hopefully could be discussed.

    1. House Lavan: believes that victory is certain in hindering the enemy war machine through strategic destruction of enemy operations, subterfuge, and use of the least cost for maximum effect; bonuses for archwing- and warframe-centered gameplay
      1. Tactical
        1. Void Teleport: can warp to a crewmember; first few seconds of warp-in puts user in cloak, amplifying damage of the first weapon attack or ability strength of the first warframe ability; consumes flux energy, and has cooldown (higher levels use less flux energy and reduced cooldown)
        2. Stasis Field: for the first several seconds enemy boarders enter the ship, movespeed and attackspeed are significantly slower
      2. Piloting
        1. Archwing Optimization: increased archwing speed/health/shields/ability efficiency
        2. Lavan Warp: vector maneuver and drift launch instantly teleports ship 
        3. Lavan Drift: boosting cloaks the ship for reduced speed (higher levels increase cloaked speed); first few seconds after exiting cloak, either by stopping boost or firing pilot weapons, increases weapon status chance & critical chance
      3. Gunnery
        1. Fighter Doctrine: increases damage, critical chance and status chance of arch-gun and arch-melee
        2. Void Slingshot: increases slingshot effective range, bonus damage for point-of-impact and a duration afterwards, and direct slingshot into the room of a crewship/base with the objective nukes enemies on arrival
      4. Engineering
        1. Lavan Ingenuity: reduce resource cost for forging items, and chance to successfully forge items even without the resources to do so
        2. Lavan Resourcefulness: repair hazards without consuming Revolite, but at slower speed
    2. House Vidar: believes that victory is found in combined arms warfare, the perfect balance of ground support and space superiority to give the enemy no room to breathe in the theatre of war; bonuses for both archwing and railjack gameplay
      1. Tactical
        1. Rapid Deployment: can warp to a crewmember; first few seconds of warp-in grants user bonus to movespeed, attackspeed, and ability casting speed; consumes flux energy, and has cooldown (higher levels use less flux energy and reduced cooldown)
        2. Nightmare Field: for first few seconds enemy boarders enter the ship, chance each second for enemy boarders to be hit with radiation proc
      2. Piloting
        1. Vidar Maneuver: vector maneuver and drift launch briefly increases ship armor and barrier
        2. Spacial Radiator: boosting increases turret heat capacity, ordnance projectile speed and refire rate, artillery charge speed and refire rate, and overall weapon status chance and duration
      3. Gunnery
        1. Suppressive Fire: splash effect with increasing radius is applied to nearby enemies on ship weapons and arch-gun hits
        2. Glaive Slingshot: destroying an enemy ship through slingshot immediately bounces user to another enemy within range for a certain number of bounces, prioritizing lower health ones until boarding a crewship as last
      4. Engineering
        1. Forge Optimization: reduces cooldown of Forge and chance to forge items without using up resources
        2. What Doesn't Kill: repairing certain hazards will grant bonuses for the ship for a duration
          • Critical Hull Breech = longer invincibility duration, railjack weapons have bonus damage
          • Hull Breech = railjack weapons have bonus total damage
          • Fire Hazard = railjack weapons deal bonus incendiary damage
          • Electrical Hazard = railjack weapons deal bonus ionic damage
          • Cold Hazard = railjack weapons deal bonus frost damage
          • Toxin Hazard = railjack weapons deal bonus chemical damage
    3. House Zetki: believes that victory is achieved through utter space superiority by powerful weaponry and superior skill, followed by generous orbital bombardment from long-range artillery; bonuses for railjack-centered gameplay
      1. Tactical
        1. Immortal Insertion: can warp to a crewmember; first few seconds of warp-in makes user invincible; consumes flux energy, and has cooldown (higher levels use less flux energy and reduced cooldown)
        2. Damage Field: for first several seconds enemy boarders enter the ship, they deal less damage while taking more damage
      2. Piloting:
        1. Zetki Maneuver: ramming into enemies during a vector maneuver or drift launch will deal ionic and ballistic damage proportional to ship's total shields and health respectively.
        2. Zetki Momentum: boosting buffs turn rate and turret/ordnance/artillery damage
      3. Gunnery
        1. Void Sniper: increased turret/ordnance/artillery range; increased critical chance and critical damage while aiming
        2. Overheat Redistribution: higher turret heat increases turret damage and can still fire briefly during overheat
        3. Surgical Bombardment: firing artillery at certain objectives within range will bypass obstacles, kill assassination targets, or provide room-wide artillery damage to all enemies near the objective
      4. Engineering
        1. Power House: increases output of Forge for same cost of resources
        2. Quantum Payload: can output more Forge items above the usual storage limit

    Definitely something to look forward... Good idea

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