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Mad-Crucifer

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Posts posted by Mad-Crucifer

  1. The current Jackal glyph still uses the original's orange coloration. Will there be any plans to change it to the updated greyish coloration, or at least make a new glyph with the new colours? I kinda like the coloration of the new Jackal more. 

  2. So I went to check at Legs for new Moa parts, and I found out that the base Moa legs, the Drimper Bracket, are still using the model meant for the new Moa legs, the Hona Bracket.

    This bug has been around for quite a while now, and I was hoping that it would sort itself out eventually, I just thought I'd bring it up here in case it hadn't been noticed.

    The new Hona Bracket:

    2020-06-12_1.png

    The old Drimper Bracket now, which originally were supposed to be regular Moa legs:

    2020-06-12.png

     

    • Like 2
  3. 4 minutes ago, -AoN-CanoLathra- said:

    It probably behaves more like the Sobek augment, which adds a flat 20% after mods.

    I agree that it should say '+30% Flat Status Chance' or something similar.

    That is how Napalm behaves now, yes. But with the wording on the mod being the same as that of the Supra augment, I just thought I'd ask for clarification with the devs if the mod, based on how its written, is supposed to act like the supra augment but is broken atm, or if its supposed to behave like the sobek augments, but they wrote it wrong on the mod.

  4. First off, I'd like to thank you DE for the mod Napalm grenades. I love the mod a lot and using it with the Secura Penta is great fun after the fix. However, there might be some errors to the mod that could use a fix, or some clarification at least.

    Napalm Grenades specifies that it adds '+30 Base Status Chance' to the Penta, similar to the Entropy Burst mod for the Supra, however, currently, the mod acts in a way where it adds the 30 status chance AFTER calculating the status chance of the gun with status chance mods added.

    For instance, I put 3 dual stat 60/60 mods on the regular Penta, which boosts the gun's status chance to 28%. Then, when I add Napalm Grenades, the Penta's status chance goes to 58%, rather then the expected 100% if Napalm added 30 base status chance (which would make the regular Penta 40% status chance, and if 3 dual stat 60/60 mods are calculated in after Napalm, the gun rightfully should reach 100%).

    The same case also occurs in Secura Penta, where the 30 status chance Napalm grenades gives is only added in as a flat status chance boost AFTER any other status chance increase mods are calculated. (In this case, 2 60/60 dual stat mods boosts the Secura Penta to 57.2% status chance, then Napalm Grenades just adds 30% status chance to make 87.2% status chance.)

    If what has been stated above is the intended effect of Napalm Grenades, then it should not say that it adds '+30 Base Status Chance', as that is very misleading when the mod does not behave like Entropy Burst. 

     

  5. I personally think that safeguard does work on it? This is just based on the fact that the item you put a halo on goes through the grey hp mode AKA invulnerability phase (meaning that the halo is affecting the item as intended), and so far from my experience of playing Nezha in Fortuna bounties all the time, the safeguarded items have never lost much hp to fail the mission bonus. 

  6. Premise:

    Perrin Sequence leader Ergo Glast's most valued invention during his time in the Corpus, the Animo processor, is not completely gone.

    During the events of Operation: Ambulas Reborn, Nef Anyo had secretly acquired the information of the Animo Project through dubious means, and has attempted to replicate the processor for use in Anyo Corp's robotics. However, Nef did not anticipate that the Animo Processor would allow the experimental proxies they were used on to gain sentience, and not only that, these now sentient robots are not eager to work under the Prophet of Profit's greedy ways. 

    Deemed failures, Nef orders these robots to be scrapped for parts, but having anticipated that, the defect robots had secretly called out to what they deemed to be their true creator, Ergo Glast, for help. Glast, out of compassion for Corpus defectors of any kind, as well as seeing an opportunity to redeem his Animo project that had been misused for war, calls out to the Tenno for help in escorting the proxy defects through Anyo Corp's factories towards a Perrin ship that will take the robots out of Nef's clutches.

    This will not be easy of course....

    Gameplay:

    - Like Defection missions with the Grineer Kavor, your job is to escort the Corpus defectors to safety, but this time round, you will be fighting Corpus units instead of Infested, there is no life support system that needs to be maintained, and the Defectors you are escorting are all robots.

    - Due to the Defectors being robots, when they are downed, they cannot be revived normally. Instead, what you have to do is to hack the panels on these robots in order to reboot them back online. Taking too long to hack a robot back online will cause it to go offline for good, "killing" the defector in the process. 

    - The Corpus units that fight against you have every intention of destroying the defectors, but they will also attempt to hack the Defectors in order to gain control of them, which will force you to have to fight the Defectors until you can down them and attempt to hack them back online on your side. Corpus can hack the Defectors by using the panels like you when the defector is down, but they also have special units aimed at immobilising and forcefully hacking a defector on the spot (described in more detail below). 

    - You fail the mission if you allow five defectors to go offline and/or remain hacked under the enemies' control. 

    Defectors:

    There are three variants of Defectors, each with their own offensive and defensive capabilities to help you or protect themselves until they reach safety.

    1. Animo Bursa (Bursa variant, equipped with a back-mounted plasma cannon)

    The tankiest of the defectors as well as their de facto "leader", the Animo Bursa can greatly reduce (but not completely reduce) damage taken from the front with its shields, using it to protect itself and its fellow defectors from damage coming from the front. This does not make the Bursa invulnerable however, as it can still take damage to its rear like regular Bursas. The Animo Bursa also has the special ability to go into bunker mode when surrounded and perform several ground slams with its shields in order to knock down multiple enemies in an area, but the weakness of this ability is that it immobilises itself when performing the ability. 

    2. Animo Hyena (Azoth from the Index variant, equipped with a back-mounted Penta)

    The middleman of the defectors, the Animo Hyena has average health, armour and shields, but makes up for it in speed, as it has the ability to perform wall jumps, wall latches and wall runs in order to dodge enemy fire, as well as the ability to perform a fast dash forward periodically that knocks down enemies in its path (this knock down has a shorter duration then Bursa's shield shockwave though). The Animo Hyena also has a special ability similar to Hyena Pb, where it will jump up and perform a spin attack that shoots bullets that inflict blast procs in every direction. The bullets inflict small amounts of damage however, but just enough to destroy shield ospreys in an area. The weakness of this ability is that it is stuck on one spot when performing the ability. 

    3. Animo Raptor (Raptor variant, has no weapons equipped) 

    The weakest of the defectors, the Animo Raptor has the lowest health and armour of the defectors (with the rest being made up of shields), but makes up for it with a flight pattern designed to make it as hard to hit as possible while actively evading damage, all while making a beeline towards the rescue point. Also, due to being able to fly, its a lot harder for enemies to slow down or stop the Raptor's path. The Animo Raptor also possess utility in that, like a shield osprey, it will actively boost, replenish, and recharge the shields of all its allies (which includes you, the Tenno) within its proximity, otherwise, this defector has no offensive capabilities of its own.

    Special enemy units:

    Tasked with stopping the Defectors from getting away, these special Corpus proxy units are designed to immobilise, and forcefully hack the defectors.

    1. Interceptor Moa (Fusion Moa variant) 

    These special Moas will shoot a beam at the defectors (and maybe even you if you get in its way) that gradually slows down the movement and attack speed of the defectors to a halt. If you yourself are caught in this beam, it is possible for you to get away from it by rolling away from it. The goal of this moas are to slow down the defectors to the point of immobilising them, making them vulnerable to enemy attacks, or forced hacks. These forced hacks are done by the Interceptor Moa deploying a special Osprey unit like the Fusion Moa. Destroying all Moas shooting a beam at the defector will allow the defector to return to normal speed after a few seconds.

    2. Hacker Osprey (Remech Osprey variant)

    Deployed by the Interceptor Moa when a defector is slowed down at a certain point, these Ospreys will hover up to the defector and tether to it, which will allow it to hack the defector forcefully into enemy control if you allow it to go through. Destroying these Ospreys will stop the hacking process. 

    While both units are of average toughness (say similar health, armour and shields to Fusion Moas and their Attack Drones), these robots are deployed in great numbers with three at the minimum, making them a menace to you and the defectors' progress. 

    Notes:

    - I've considered giving the Animo Raptor a carpet bomb ability like the Index Raptor as its only offensive ability, but that might be tad overboard for a flying defector that boosts the shields of its allies. I dunno, what do you think?

    - Ergo Glast has assured us that the Animo Razorback defector has everything "under control" on its side.

  7. 6 minutes ago, (PS4)Foxkid_8 said:

    There'd have to be non-sentinel flying companions first before "reprogrammed" ospreys are on the tables for us.

     

    Well shield osprey specters are companion-like enough for DE to work with as a base. Just need to tinker with the AI, and allow modding and reviving. (Customisation like the Moa companions optional.)

  8. 6 minutes ago, -AxHx-Vile said:

    Imo they're both rather important, so if you can mix em up, that'll probably give you the most satisfying results.

    Though if you decide to also use Shield of Shadows, you may want to go for some more strength.

    I did take a look at a maxed Intensify and Continuity for my build, but the numbers don't really look satisfying. 

    I only have two mod spaces left (unless I sacrifice a bit of range which would bother my otherwise Desecrate centred build), so this is a question of either adding more strength or more duration, or trying to work with both at their most basic increase.

  9. My personal favourite all-arounders at the moment are Limbo, Nezha and Mesa. 

    Limbo is a psuedo-tank whose ability to enter the rift allows him to laugh in the face of all danger, but he can have problems in fighting bosses. He excels most in defence and spy missions.   

    Nezha is a more flexible in that he can tank damage with his halo, move around quickly with his 1 and 2, cleanse status with 1 and heal and replenish energy with 2, and hard cc with 4. While his capacity to tank is much weaker then Rhino's, if you are able to move fast and hit fast enough, you should be able to minimise the amount of damage you can potentially get. I prefer Nezha for rescue, capture or sabotage missions mostly.

    Mesa is the pure DPS, her 2 is a good CC when you are just wanting to run past enemies, her 3 gives her good tanking power, and her 4 is a kill-all button. I most prefer Mesa for boss fights.

  10. So I got Nekros Prime recently and I've given him a potato and tomato and I think my current build on him is pretty satisfactory in my standards. (All mods described here have been maxed out).

    Currently my build centres around his Desecrate ability, using Despoil (and Health conversion along with it), and using Stretch, Augur Reach and Cunning Drift for range.

    My secondary focus for my Nekros build then is his Shadows of the Dead ability, which I often use for body shields, extra damage, and most importantly, to make use of any abilities said dead would have. (Thus I like aiming for and raising Ancients, Moas, Bombards, Hyekka Masters, etc.) 

    So with only space for two mod slots left (my other two mods are Streamline and Vitality), I am wondering which ability buff is more important for Shadows of the Dead, Strength, or Duration? 

    Currently I am leaning towards duration, using Continuity and Augur Message, so as to minimise the health drain to 1.95% or somewhere around there per second, but I want to know what's your opinion? 

    When you have limited mod space yet you want to make the most out of Nekros' Shadows of the Dead, is ability duration or strength the biggest priority for the ability? 

     

     

  11. Hello, I'm currently trying to do the Limbo Theorem quest, and I've finished making the Limbo systems blueprint, but now the quest won't show me any new coordinates, only Ordis telling me "please hurry, this story is getting quite good."

    Any idea how to fix this? I've tried quitting and relogging into the game many times with no way to continue the quest. 

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