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blahdenoma

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Posts posted by blahdenoma

  1. Why would you ever be using electricity by itself, anyway?

     

    Against Corpus, magnetic is now -mandatory-, so mono-electricity is out.

    Against Grineer, corrosive is now -mandatory-, so mono-electricity is out.

    Infested are strong against electricity (always have been), so mono-electricity is out.

     

    Looking at the tables, no mono-element is strong against Armor, so I suppose you could give electric a +50% bonus to armor, but once you have all the element mods available, that would only open up the potential for a blast+electric or viral+electric loadout, which would still be inferior to corrosive+heat vs. Grineer.  Basically, not everything has to shine by itself.  Electricity is fine...a little bit of extra damage if you don't have cold or poison damage mods yet...a lot of extra damage if you do.

  2. The bonus impact damage you get from the impact mod doesn't apply to any of the element mods you put on it, so putting disruptor on sobek vs. infested is just pissing on a fire.

  3. Loki is great for solo boss farming, survival, rushing caps, rushing nightmare sabotages.  It's like anything else in Warframe:  use it where it works, use something else where it doesn't.  I don't give a crap about upgrading Loki to perform well in endless defense, because there are already at least 5 frames (Nova, Nyx, Frost, Vauban, Rhino) that dominate endless defense so well that there is nothing reasonable that you could give Loki that would make him a better choice.

     

    Save your outrage for the frames that are a bad choice in just about every mission type.

  4. Absorb damage is still really lackluster after the hotfix, even with focus, blind rage, and stretch on.

     

    Potential fixes:

     

    1) Make it do radiation-type damage (because the status proc for radiation is confusion, which is Nyx's thing).  This also makes it neutrally-effective against everything, with a bonus to robotic (which  makes absolutely no sense, but that's a problem with radiation-type damage, not with Absorb).

     

    2)  Increase the range, because even with stretch on it's not hitting enough enemies in the room to keep you from getting instantly smoked when you drop out of the bubble.

     

    3)  Give it a 100% status proc (if it doesn't have it already) for everything it hits but doesn't kill, so it adds a little mini-Chaos.  (It seems like it might be doing this right now with Blast damage type, because I'm seeing things at least get knocked down in the AoE...which still seems pretty tiny.)

     

    4)  Increase the base damage output.  I'm spending 10 seconds doing nothing, when my Soma could be spraying in the hundred-thousand damage range in the same timeframe.  I realize that you get some additional benefits (shield regen, a little CC because of the distraction effect, etc.) from Absorb, so its damage output doesn't have to be top-tier, but right now using it is kind of a waste of time.  The maximized base damage is about half of a single properly-modded Soma crit shot, which is pretty pathetic.

  5. Sorry OP, but I disagree. Before damage 2.0, everyone was using a Soma, Strun Wraith, Boltor or Acrid at higher levels.

     

    Everyone had the EXACT SAME loadout, and if you didn't have any of those you were laughed out of PUG games.

     

    Now, I can take my Sobek to a Corpus shootout and laugh as I put the smackdown on them with it's fire rate mod.

     

    It'll only be a matter of time before the spreadsheet wizards have new min-max calculations for best weapon and loadout per faction.  Once that happens, it'll only be a few weeks before everyone will have the same loadout for the same mission type.  Even now, I'm pretty sure Soma's crits are still so badass that no other primary can touch its effective DPS, regardless of what its base I/P/S damage is.

     

    As for Brakk bashing:  I wasn't bashing the Brakk.  I was making a humorous remark regarding the OP's complete lack of insight into his hypocrisy.

  6. But it does vs flesh/hp.

     

    Which all infest have excep the armored leapers So yeah, it does.

     

    I just tested it on infested.  Viral elemental damage was like 111 in the UI, and single shots with a Braton were doing 145 to non-weakspots.  I then switched over to pure fire (was also around 110-120 in the UI), and single shots with the Braton (same build otherwise) were doing 240-something.

  7. My point is that it's still an upgrade, just not much of one.

     

    Why would you expect the mods to be purely additive, when the entire point of having the combo elements is to get away from purely additive rainbow builds?  It's an entirely different damage type that was either a) not very well thought-out or b) intended for an enemy that no longer exists.

  8. Let's say you have a weapon that does 100 damage base to infested.

     

    You put +90% fire on it, so you do 90 fire damage, which is an effective 202.5 damage vs. infested. (total damage 302.5)

    You put +90% toxic on it, so now you do 180 gas damage, which is an effective 225 damage vs. infested (total damage 325).  It's still an upgrade, just not much of one.

     

    So...don't use gas against infested?  If you have heat and toxic, then you probably have cold.  Heat + viral + slash is clearly the anti-infested build.

     

    From the tables, it looks like gas was intended to be used against non-robots that have both armor and shields, which would've been Corpus Techs before they removed armor from them in one of the hotfixes. In the end though, I'll agree with you that gas doesn't make sense, although in a slightly different sense:  I just can't figure out a reason why anyone would use it at the moment, because there's a better build for every scenario except the strange case where you have toxic and heat mods but don't have cold or electric.

  9. If I'm doing the math correctly, you can stack more elemental damage bonuses against grineer than against Corpus, because you can stack blast (fire and cold) with corrosive (poison and electricity), both of which are strong against armor.

     

    Corpus in general is weak to a whole bunch of stuff, but they're mutually exclusive because they all require either electricity or cold, which you're already using for magnetic, which is basically mandatory for taking shields down.  Corpus also has the problem of splitting your damage types between flesh, robotic, and shields, while Grineer only split you between flesh and armor.

     

    Grineer being "tougher" is probably more of a scaling issue (e.g. they have more armor/health than corpus have shields/health) than a damage-type issue.  However, I agree that it's pretty damn annoying that it's apparently so difficult to get some of the new mods.

  10. Eh, I'm doing plenty of damage in T3Ds.  You just have to figure out which weapons are going to work, and mod them appropriately.  The flux rifle probably isn't your best bet.

     

    The heavy gunners on the last 2 waves can be pretty spongy, but they haven't seemed like much of a problem.

  11. I just ran M-Prime solo with a mk-1 braton, lato, and skana (no mods on any of them) and my level 30 loki without mods (225 shields/health).  I got 66 kills with the mk-1 (never bothered pulling out the lato or skana).  I never lost more than 100 shields at a time, never took any health damage, and I finished with 140 rifle rounds and all of my secondary ammo--and that was including pumping about 3 mags worth of ammo into 4 mining machines.

     

    The Grineer lancers do very little damage to your shields.  The butchers never get close enough to hit you.  The troopers can hurt your shields pretty good if you let them get close, but they're not much of a threat if you're paying attention.

     

    It takes about 4-5 headshots with a totally unmodded mk-1 braton to drop most of the enemies...not that difficult to accomplish when you know you -have- to aim for the head.

     

    Basically, there is no problem here.  Noobs just need to learn how to play the game, which is true of every noob in every game.

  12. One day, you'll be that guy.  After you've facerolled Ruk 100 times hunting orokin cells, you won't give a flying **** about whether anyone else can keep up or not.  Get a rush Rhino or a perma-invis Ash or Loki, and all your speed problems are solved.

  13. I read somewhere that the amount of extra time you get from shooting the orbs is based on the base speed of the frame you're using.  I did it with Rhino, vanguard, rush, quick rest, marathon, and finished it with like 25 seconds to spare...I didn't even bother shooting the orbs on the slide down.

  14. Who cares if the Nova on your squad is killing everything?  It makes the mission go faster, and you still get exp for the kills.

     

    If you want to revel in the experience of your awesomeness, play Solo.  For those of us who are grinding exp and farming resources, a Nova is a -great- squad-mate to have, because it makes the grind tremendously faster.

     

    This is especially important once you're stuck leveling up melee weapons for mastery ranks 10, 11, and 12.  You get much more exp per unit time for your melee weapons by leeching off of squad kills than by actually killing things with the melee weapons, because melee is so inefficient.

  15. Off-topic, but against Corpus, I like shield polarize better because I can just bomb through to the middle of a pack and have my shields regenned while I'm blowing everything up.  Works great with 1200+ shields on Mag.  You end up finishing all the missions with 75% damage dealt and 90% damage taken, heh.  It's nice because you don't really have to think about it...just run, slide, flip jump and zoren-copter over the front line, drop SP in midair, carry on with the plan of the day.

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