Jump to content

Ravissen

Hunter
  • Posts

    64
  • Joined

  • Last visited

Posts posted by Ravissen

  1. Fort Aspenwood is not a MOBA. Here are their differences:

    1) A MOBA has a symmetrical map, while FA has one team attacking and one team defending. If the defending team kills the entire attacking team and the attacking NPC's then all those enemies simply re-spawn in about 30 seconds, in a location outside the fortress of the defending team. The base of the attacking team can not be fully conquered, and the only way for the defending team to win is to wait for the timer to run out, or to speed up the timer by running with an item from outside the fortress to the inside of the fortress. These clear attacking and defending roles make this mode less chaotic than normal PvP matches and appeal to PvE players because they know what they're getting themselves into; some people really like to be on the defense and protect their allies, and vice versa.

    2) In a MOBA, you have to do something special in order to spawn a Super Minion, which is a far more powerful NPC compared to the rest of the NPC's on the map. While, in FA, these Super Minions spawn automatically for both sides which makes defending them and fighting near them be a consistently viable strategy. This adds more structure to this PvPvE mode and makes it less chaotic than normal PvP.

    3) I'm not 100% if this is true, but I'm pretty sure that, in a MOBA, it is not a viable strategy to run through enemy lines and then back through enemy lines, in order to transport an object from outside the fortress to the inside of the fortress. Warframe has a beautiful running system and yet there's few places where players are truly rewarded for being the fastest player in their team, excluding DriftFrame which is organized by XandyPants and the Capture the Cephalon mode.

    4) In FA, you can't change or upgrade your loadout, unlike in a MOBA where you have to do that.

  2. Remember that they're running while carrying an object so we could make this object remove all buffs and disable all abilities; so going into operator mode would drop or destroy the object. And, if anything else becomes overpowered then DE can make a PVP-only patch that would only apply to this mode and all other Conclave matches.

    I'll let DE decide what rewards are appropriate for this game mode. I'm more concerned about making it feel fun. For example, the people who are still playing Fort Aspenwood in the original Guild Wars are definitely playing it for the fun and not so much the rewards.

    "Implementing more PvP will be ignored by at least 50% of the community."

    The point of this game mode is that it's PvPvE so it's not PvP, it's a mix of both. This was very successful at pleasing the PvE crowd of Guild Wars and I believe it will be reasonably similar in Warframe, if it's implemented right.

  3. 8 minutes ago, (PS4)jaggerwanderer said:

    So just like Railjack during Tennocon but with players instead?

    I guess you could replace the fortress from Fort Aspenwood with a huge spaceship for Warframe. But all of other elements, which I previously mentioned, are very important. The NPC's need to have an important role for the attacking and the defending team. And having a running build should be a viable strategy, at least for the defending team, because there's really no place in Warframe where players are truly rewarded for being the fastest player in their team, excluding DriftFrame which is organized by XandyPants.

  4. Guild Wars is an online RPG released by ArenaNet in 2005. Its first 2 campaigns were designed to use the PvE content to teach players the skills needed in order to be good at PvP, which was supposed to be the final end game. It didn't really work, since most players enjoyed the PvE content more than the PvP, so ArenaNet focused more on PvE in the 3rd campaign and the expansion for this game. They later abandoned Guild Wars and prioritized the development of its sequel, Guild Wars 2.

    So what can we learn from a developer that did their best to convince their PvE-loving audience to play PvP? Right now, Guild Wars has significantly fewer players online but does is still have a PvP mode that is surprisingly popular?

    Yes, it does. Fort Aspenwood is a PvP mode, released in the 2nd campaign, that is still being played every Saturday and Sunday at 4 pm EST ( https://www.facebook.com/guildwarsevents/ ) while all other PvP modes are pretty much dead. This was the only PvP arena that I consistently enjoyed and I have played Guild Wars for over 10,000 hours, so I'd like to discuss how a new game mode could be made in Warframe where PvE and PvP are successfully combined in order to create an experience that always stay fresh because you never know what Warframes or strategies are going to be used by your team-mates or your enemies.

    First, I have to describe what happens in Fort Aspenwood ( https://wiki.guildwars.com/wiki/Fort_Aspenwood ).

    The player has to choose between joining 1 of 2 outposts: the red Luxons or the blue Kurzicks. The Luxons win by killing a Kurzick NPC, named Gunther, which is located deep in the Kurzick fortress, behind 5 gates. The Kurzicks win by summoning Gods' Vengeance, which slowly moves from 0% to 100% in about 15 minutes and can be sped up by gathering Amber, which is located in 3 spots outside the Kurzick fortress, and giving this Amber to Gunther. These Amber mines are initially controlled by the Luxons at the start of the match and the Amber can also be used to repair broken gates, by giving the Amber to 1 of the 2 NPC's that are standing near Gunther; however, using the Amber to repair a gate will not speed up Gods' Vengeance.

    The team of 8 Luxons are split in 2 teams and each team is accompanied by a Siege Turtle and 4 Warriors, which walk on a specific path towards Gunther. The Warriors have a very generic build and have the sole purpose of attacking any Kurzick that gets too close to them. The Siege Turtle is very difficult to kill and has 1 powerful ranged Area-of-Effect attack that can be used once every 15 seconds and has the ability to remove the last applied buff on each of its targets. The team of 8 Kurzicks also have the option to split in 2 groups and have various Kurzick NPC's spread out inside their fortress. Gunther is placed behind a gate, which can only be broken once the Kurzick Juggernaut and 3 other Kurzick spell-casters are killed. The Juggernaut is immune to stuns and can stun one enemy for 5 seconds, which he can do once every 20 seconds or so.

    It's also worth noting that the Kurzick fortress is designed in such a way that, when the Luxons are outside, the Kurzicks can attack from a height advantage and they have the option of capturing 2 of the 3 Amber mines with a bow-wielding character, while still staying inside their fortress and being immune to short-range attacks. However, once the Luxons have reached the final gate, which defends Gunther, then the Luxons have a slight height advantage.

    Basically, the Kurzicks have 3 strategies to choose from: use a long-range high-damage build, use a running build to transport Amber, or use a defensive build that can heal or reduce the damage taken by Kurzick NPC's or team-mates. And the Luxons have 2 strategies: use any build focused on damage output, or use a defensive build in order to keep the Siege Turtle or your team-mates alive.

    In my opinion, these are the lessons that can be learned from Guild Wars' Fort Aspenwood and be implemented in a new PvPvE mode in Warframe:

    1) Make one team focus on attacking while the other defends, and don't worry about making the map perfectly symmetrical and balanced. Focus on the fun factor by making the attackers feel like they're using the most offensive plan possible and making the defenders have the most defensive plan possible, along with the option of avoiding the enemy entirely and just running Amber.

    2) Let the allied and enemy NPC's provide some structure to this game mode and give a few special abilities to some NPC's, such as the area attack of the Siege Turtle and the long stun of the Juggernaut. This way, the player has the option of focusing on other real players or on NPC's, which is what will bring the PvE crowd and the PvP crowd in the same game mode.

    3) Pay close attention to the paths available for either team and encourage both teams to spread out and coordinate by talking to each other. For example, the Kurzick players can teleport themselves from their spawning point, which is close to Gunther, to the center of their fortress and they can teleport from the center of their fortress to the midpoint between the Amber mines and the Luxon spawning area. So having some knowledge about the paths available in the map and communicating where you intend to go is important.

    I know I didn't give a lot of details but that's because I wanted to keep this as short and simple as I could. What are your thoughts?

  5. 19 hours ago, Buff00n said:

    Sorry can't do that one.

    OK, thanks for trying. But how about these:

    Ghost in the Shell Stand Alone Complex OST 2 - Cream www.youtube.com/watch?v=5Uy1KBVGSHg but only the chorus which starts at 1:26

    John Murphy - Sunshine (Adagio In D Minor) www.youtube.com/watch?v=NQXVzg2PiZw

    Galantis - You www.youtube.com/watch?v=-y11kJzwe4Y

    If you can't do any of these then, obviously, it's no problem. I'm already enjoying the Mine Remix (by Phoebe Ryan) and the Portal 2 Ending. So thank you, again, for all the effort that you're putting in this!

  6. Frames don't have personalities, because they are only a suit , Tennos give them a personalities

    I already addressed this. This is solely for my amusement.

     

     

    I didn't read the whole thing, but you honestly put Valkyr in "thinking" rather than "feeling"? Feeling is what she's all about, pain and rage are literally her powers.

    I think you're misunderstanding the Feeling function as described by the MBTI. Namely, Feeling people have one or more of the following characteristics:

    - base their decisions on personal values and how their actions affect others

    - value harmony and forgiveness

    - like to please others and point out the best in people

    - could be described as warm, emphatic

     

    Do you really believe any of that is Valkyr?

     

    On the other hand, Thinking people have one or more of the following characteristics:

    - make decisions in an impersonal way, using logical reasoning

    - value justice, fairness

    - enjoy finding the flaws in an argument

    - could be described as reasonable, level-headed

     

    Now, would I call Valkyr reasonable or level-headed? Not really, but I think the others do apply. I can see Valkyr as having a very deep sense of justice because of the torture and, therefore, injustice that she had to endure. Also, in order to survive that torment, she most likely had to use her logical reasoning and pick her battles carefully so that she doesn't waste her energy or her opportunities to escape. And, in that confinement, she probably had a lot of time to think and analyse the flaws or strengths of various things.

     

     

    Rhino Prime entry? The thing went berserker with no Tenno inside.

    Since I was judging the Warframes based on their abilities and, possibly, mannerism, I consider all Prime Warframes to have the same personality as their non-Prime counterparts. Again, you don't have to follow my format :)

  7. If Warframes could socialize with each other and their various allies, what personality would they have? Please note that I am asking about the actual Warframe, not the player controlling it. I know that technically this question doesn't make sense because a single Operator can freely switch between all Warframes but just go with it. I need this for my amusement. Also, you can make your descriptions as short or as long as you want; you don't need to follow my format.

     

    I'll describe them through the Myers-Briggs Type Indicator and most of their descriptions will come from the wiki. But, since there are only 16 personality types and 23 Warframes, there will be some with the same personality even though they have clearly different themes. And, just to remind everyone, the four principal psychological functions of this test are the following:
    1. Introversion / Extroversion: whether the individual is energized by solitude or social interaction;
    2. Sensing / Intuition: whether the individual is more comfortable with concrete facts or theoretical ideas;
    3. Thinking / Feeling: whether the individual values cold logic or empathetic harmony;
    4. Judging / Perceiving: whether the individual likes to have clear rules or remain spontaneous and flexible;
     
    ISTJ The Technician: Vauban and Mesa are earnest traditionalists who enjoy keeping their life and environment well-regulated. They are capable of shutting out distractions in order to take a practical, logical approach to their endeavors. When they give their word, they give their honor, making them extraordinarily persevering and dependable.
     
    ISTP The Bad-!: Saryn and Valkyr focus on accomplishing tasks efficiently and skilfully. Highly adaptable and self-sufficient, they take pride in developing their own solutions to problems. They are content to let others live according to their own rules and preferences, as long as the favor is reciprocated. If they had a slogan, it would be "Don't tread on me."
     
    ISFJ The Guardian: Rhino likes to maintaining order and harmony in every aspect of his life. Although quiet, he is people-oriented and very observant. Steadfast and meticulous, thoughtful and trustworthy, he is most concerned with taking care of people by keeping them safe and secure.
     
    ISFP The Heart: Trinity is peaceful and easygoing, adopting a "live and let live" approach to life. She is very sensitive to balance and notices small variations in the physical world and in the people around her. Although quiet, she is pleasant, considerate, caring, and devoted to the people in her life.
     
    INFJ The Counsellor: Banshee seeks meaning in relationships, ideas, and events, with an eye toward the better understanding of themselves and others. Although she is very private and independent, she is gratified by helping others to develop and reach their full potential. Sensitive and complex, she is adept at understanding complicated issues and driven to resolve differences in a cooperative and creative manner.
     
    INFP The Perfectionist: Mag and Limbo have a peaceful and reserved exterior that masks a passionate inner life. They are highly compassionate and empathetic to the needs of others, seeking to bring health and integrity to their companions. They are private individuals, with a strong sense of right and wrong, and deeply committed to their ideals.
     
    INTJ The Strategist: Ash and Nekros are strong-willed and very self-assured. They are driven to solve complex problems and to create organized, decided, and executed solutions. They make decisions quickly while also remaining open to new evidence and new ideas, flexible in their planning to accommodate changing situations. They are stable, reliable, dedicated, and highly independent.
     
    INTP The Philosopher: Loki and Zephyr are marked by a quiet, stoic, unassertive, and aloof exterior that masks a strong creativity and enthusiasm for novel possibilities. They value autonomy in themselves and others, although they enjoy the company of those who share their interests and can be quite charming, due to their quick wit. They accept ideas based on merit, rather than tradition or authority, and can demonstrate remarkable skill in explaining complex ideas in very simple terms.
     
    ENTP The Inventor: Nova has an in-depth understanding of the way things and relationships work, and how they can be improved. She values competence and intelligence, both in herself and in other people. Cerebrally and verbally quick, she regards a comment like "it can't be done" as a personal challenge, and will often spare no effort to discover a solution. Laid back, non-judgemental, and a good conversationalist, she tends to be informative, rather than directive, in her social exchanges and loves a good debate.
     
    ENTJ The Commander: Nyx is highly skilled in situational organizing and very talented at deciding, coordinating, and executing a strategy. She searches more for goals and principles than for procedures and regulations. She has a straightforward and tough-minded attitude toward tasks, basing her decisions on well thought-out plans, impersonal data, and overall probability of success. Fiercely independent and highly confident in her own abilities, she is unaffected by conflict or criticism.
     
    ENFP The Voice of the People: Volt energizes and stimulates others through his contagious enthusiasm. He observes all that is going on around him and is able to anticipate the needs of others. He is greatly concerned with ethics and justice, and has a strong desire to defend what he thinks is right. He brings zest, joy, liveliness, and fun to all aspects of his life.
     
    ENFJ The Mentor: Excalibur seeks to help others express their inner potential, believing that everyone can succeed. He gravitates more toward educational leadership than social leadership, his primary interest being in personal growth. He has a clear understanding of what is going on inside himself, and his intuition gives him insight into the feelings of others. Warm and outgoing, he is tolerant of others and easy to get along with, valuing harmonious relations and interpersonal communication.
     
    ESFP The Entertainer: Ember and Mirage excel at delighting others with their artistry and humor, and continually seek stimulating experiences with those around them. They are excellent team players, focused on completing the task at hand with maximum fun and minimum discord. Incurable optimists, they live in the moment and trust that tomorrow will take care of itself.
     
    ESFJ The Warden: Oberon and Chroma have a genuine interest in the well-being of others and are skilled at bringing out the best in people. They are serious about their responsibilities and generally proficient at detailed tasks. They seek structured, controlled environments, and tend to be good at creating a sense of order. Being friendly and outgoing, they love to talk and will often strike up conversations with strangers.
     
    ESTP The Negotiator: Frost and Hydroid are directive and expressive, highly adept at influencing other people. They are resourceful, knowing where the fun and the action are. They like to indulge themselves in the finer things in life and to bring other people with them. Dramatic and sophisticated, they are gifted at earning others' confidence.
     
    ESTJ The Boss: Lotus is efficient, analytical, and realistic, with a natural head for business and mechanics. She enjoys organizing and running activities, and is a strong believer in rules and procedures, preferring tried methods to experimental ones. She is hard-working and takes her obligations seriously.
     
    Also, if you want me to explain why I gave a certain MBTI archetype to a certain Warframe then feel free to ask :)
  8. I reject the whole Briggs-Meyer system on the basis that it can give you a different result depending on how you feel at the moment.

     

    Yeah, people can have moods or change their personality as they get older. The point of the test is that most people tend to have one archetype that they are most comfortable with, however they can still temporarily migrate to another archetype either consciously or subconsciously. Are you saying you don't like this system because you think people are incapable of changing? That seems like a rather pessimistic and robotic view of the world.

     

    Also, it's important to note that this test is based on 4 dichotomies but not everybody can fit into one extreme or another. For example, while I definitely consider myself to be very introvert, I feel only mildly strong about being the Sensing and Thinking type, and I'm somewhere in the middle of the Judging and Perceiving extremes. So, while this test doesn't fully describe my own personality, I still find it very useful in order to understand other people in a short amount of time. This isn't meant to put all of humanity in 16 neat little boxes, it's meant to make people realize how diverse humanity can be while still being reasonably simple and neat.

  9. I just wanted to say thanks to ElCorintio and Naaru for their praise. I wrote that post over several days and put a lot of thought into it, and enjoyed doing so. But feel free to disagree with me if you think a certain Warframe belongs in a different personality type.

     

    I think the one that I was most unsure about was Frost but I decided he has to be an ESTP Negotiator. First off, he has to be an Extrovert because he uses Snow Globe to bring people close to him, giving me the impression that he doesn't like being alone. He has to be a Sensing person because ice is a very sensory-based element that has practical applications. Afterwards, he must be a Thinking person because logic itself is often described as being "cold." And, finally, I see him as a Perceiving type because a "cool" person would prefer to leave their options open and make things up as they go.

     

    One thing that I haven't really payed attention to was their idle animations. So I should probably look at those to see if they match the personalities that I gave them.

  10. I'll describe them through the Myers-Briggs Type Indicator and most of their descriptions will be come from the wiki. But, since there are only 16 personality types and 20 Warframes, there will be some with the same personality even though they have clearly different themes. And, just to remind everyone, the four principal psychological functions of this test are the following:
    1. Introversion / Extroversion: whether the individual is energized by solitude or social interaction;
    2. Sensing / Intuition: whether the individual is more comfortable with concrete facts or theoretical ideas;
    3. Thinking / Feeling: whether the individual values cold logic or empathetic harmony;
    4. Judging / Perceiving: whether the individual likes to have clear rules or remain spontaneous and flexible;

    ISTJ The Engineer: Vauban is an earnest traditionalist who enjoys keeping his life and environment well-regulated. He is capable of shutting out distractions in order to take a practical, logical approach to his endeavors. When he gives his word, he gives his honor, making him extraordinarily persevering and dependable.

    ISTP The Bad &#!: Saryn and Valkyr focus on accomplishing tasks efficiently and skillfully. Highly adaptable and self-sufficient, they take pride in developing their own solutions to problems. They are content to let others live according to their own rules and preferences, as long as the favor is reciprocated. If they had a slogan, it would be "Don't tread on me."

    ISFJ The Guardian: Rhino likes to maintaining order and harmony in every aspect of his life. Although quiet, he is people-oriented and very observant. Steadfast and meticulous, thoughtful and trustworthy, he is most concerned with taking care of people by keeping them safe and secure.

    ISFP The Heart: Trinity is peaceful and easygoing, adopting a "live and let live" approach to life. She is very sensitive to balance and notices small variations in the physical world or in the people around her. Although quiet, she is pleasant, considerate, caring, and devoted to the people in her life.

    INFJ The Counselor: Banshee seeks meaning in relationships, ideas, and events, with an eye toward the better understanding of themselves and others. Although she is very private and independent, she is gratified by helping others to develop and reach their full potential. Sensitive and complex, she is adept at understanding complicated issues and driven to resolve differences in a cooperative and creative manner.

    INFP The Perfectionist: Mag has a peaceful and reserved exterior that masks a passionate inner life. She is highly compassionate and empathetic to the needs of others, seeking to bring health and integrity to her companions. She is a private individual, with a strong sense of right and wrong, and deeply committed to her ideals.

    INTJ The Strategist: Ash and Nekros are strong-willed and very self-assured. They are driven to solve complex problems and to create organized, decided, and executed solutions. They make decisions quickly while also remaining open to new evidence and new ideas, flexible in their planning to accommodate changing situations. They are stable, reliable, dedicated, and highly independent.

    INTP The Philosopher: Loki and Zephyr are marked by a quiet, stoic, unassertive, and aloof exterior that masks a strong creativity and enthusiasm for novel possibilities. They value autonomy in themselves and others, although they enjoy the company of those who share their interests and can be quite charming, due to their quick wit. They accept ideas based on merit, rather than tradition or authority, and can demonstrate remarkable skill in explaining complex ideas in very simple terms.

    ESTP The Negotiator: Frost and Hydroid are directive and expressive, highly adept at influencing other people. They are resourceful, knowing where the fun and the action are. They like to indulge themselves in the finer things in life and to bring other people with them. Dramatic and sophisticated, they are gifted at earning others' confidence.

    ESTJ The Boss: Lotus is efficient, analytical, and realistic, with a natural head for business and mechanics. She enjoys organizing and running activities, and is a strong believer in rules and procedures, preferring tried methods to experimental ones. She is hard-working and takes her obligations seriously.

    ESFP The Entertainer: Ember and Mirage excel at delighting others with their artistry and humor, and continually seek stimulating experiences with those around them. They are excellent team players, focused on completing the task at hand with maximum fun and minimum discord. Incurable optimists, they live in the moment and trust that tomorrow will take care of itself.

    ESFJ The Warden: Oberon has a genuine interest in the well-being of others and is skilled at bringing out the best in people. He is serious about his responsibilities and generally proficient at detailed tasks. He seeks structured, controlled environments, and tends to be good at creating a sense of order. Being friendly and outgoing, he loves to talk and will often strike up conversations with strangers, talking about anything that comes to mind.

    ENFP The Voice of the People: Volt energizes and stimulates others through his contagious enthusiasm. He observes all that is going on around him and is able to anticipate the needs of others. He is greatly concerned with ethics and justice, and has a strong desire to defend what he thinks is right. He brings zest, joy, liveliness, and fun to all aspects of his life.

    ENFJ The Mentor: Excalibur seeks to help others express their inner potential, believing that everyone can succeed. He gravitates more toward educational leadership than social leadership, his primary interest being in personal growth. He has a clear understanding of what is going on inside himself, and his intuition gives him insight into the feelings of others. Warm and outgoing, he is tolerant of others and easy to get along with, valuing harmonious relations and interpersonal communication.

    ENTP The Inventor: Nova has an in-depth understanding of the way things and relationships work, and how they can be improved. She values competence and intelligence, both in herself and in other people. Cerebrally and verbally quick, she regards a comment like "it can't be done" as a personal challenge, and will often spare no effort to discover a solution. Laid back, nonjudgmental, and a good conversationalist, she tends to be informative, rather than directive, in her social exchanges and loves a good debate.

    ENTJ The Commander: Nyx is highly skilled in situational organizing and very talented at deciding, coordinating, and executing a strategy. She searches more for goals and principles than for procedures and regulations. She has a straightforward and tough-minded attitude toward tasks, basing her decisions on well thought-out plans, impersonal data, and overall probability of success. Fiercely independent and highly confident in her own abilities, she is unaffected by conflict or criticism.

  11. Try doing the following:

    Press the Start button and type "firewall" in the search bar and then click "Windows Firewall and Advanced Security". Then go to "Inbound", click "New Rule", select "Port", then select "UDP", and for "Specific Local Ports" put "4950, 4955". Then click "Allow Connection" and leave Domain, Private, and Public selected.

    Let me know if you see an improvement.

  12. If you go with Radiation then you can also add Viral, which is also very useful against all Grineer. However, if you go with Corrosive, then you can either go with Heat or Cold (not Blast, since that's not very useful) and neither of those are as good as Viral.

    Also, when we're talking about Corrosive damage, we're generally thinking about killing Heavy Gunners which, in my experience, aren't that bad. However, when we're talking about Radiation damage then we're focusing on killing the Bombards (which can knockdown with their homing rockets) and Napalms (which can leave an annoying fire hazard for about 9 seconds) and both of those 2 enemies are far more dangerous than the Heavy Gunners, in my opinion.

  13. Despite your attitude and lack of patience, I'll try to help.

     

    Press the Start button and type "firewall" in the search bar and then click "Windows Firewall and Advanced Security". Then go to "Inbound", click "New Rule", select "Port", then select "UDP", and for "Specific Local Ports" put "4950, 4955". Then click "Allow Connection" and leave Domain, Private, and Public selected.

    • Like 3
  14. Trinity:

     

    -Blessing:  Damage immunity is now based on the percentage of health healed (ie: healing 90% health will grant 90% immunity).  This should make the use of Blessing more reactive, greatly benefiting players that pay attention and monitor party health to maximize its effectiveness.

    Please make the damage immunity to take the highest percentage from each player and apply it to the whole team. Otherwise, if one player takes 90% damage and then Blessing is activated, then that player will get 90% damage immunity but Trinity will be unable to help the other team-mates for the next 10 or 30 seconds because Blessing will be recharging.

     

    If my suggestion isn't implement or Blessing isn't buffed in some other way then you've simply made Nekros the new Trinity since he can spam healing orbs in a more reliable manner. Either that, or people will use Mag and spam Shield Polarize with maxed Power Strength.

  15. You don't need to make any builds, just look at the stats that it gives and think whether or not you need it. You can ignore all the stats it takes away, as they all have small percentages so they don't matter.

     

    For Volt's Storm helmet, do you use Shock and/or Overload? If yes, then obviously the helmet would be useful.

    In general, the most useful helmets give you power strength, range, movement speed, or power efficiency. All other types of stats are useless.

  16. I would delete Oberon as well. Get Trinity, Nova, and Frost, and then replace Mag, Rhino, and Frost with their Primes.

    For weapons, I would get the Boar Prime, if you like shotguns, Akbolto or Akvasto (both are good), and the Burston Prime is pretty good too. Orthos Prime is really good but it's quite hard to get.

     

    But a lot of good weapons become available when you hit rank 6, such as: Soma, Synapse, Ogris / Penta for when you're playing Trinity (and can maintain Blessing so you don't have to worry about accidentally killing yourself), Jat Kittag (at rank 5), and Dual Ichor.

     

    All bows are good at doing a large amount of damage in one shot but their overall damage-per-second is not that great. If that play style suits you then, sure, slap a potato on your Paris Prime.

×
×
  • Create New...