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TheArcSet

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Posts posted by TheArcSet

  1. You can break the containers whether or not the orbs are open, with with melee heavy slams, AoE or punch-through.

    Then you can vacuum with proximity, or open the orbs, with the trap pressure plates, to drop stars.

    The intended way was to open the orbs and quickly shoot the crates, but Warframe moved past that route very quickly.

     

    I'd suggest just jumping up and slamming on them.

  2. On 2019-01-08 at 8:51 AM, TheGoldLegion said:

    So I've done about 20+ runs on Striborg and have yet to get Bullet Dance for my Redeemer.

    I just wanted to know, how many runs does it take to get Bullet Dance or if has it changed to some other location?

    Can you run Marduk? Edit: If you're not good as staying mobile, you can just use cheat frame to ignore all the extra T4 damage bonuses, Revenant or Limbo make you immortal with no special builds or arcanes, Titania would also make you more evasive.

    There's 0.75% better odds than Striborg ands that adds up.  Still you're probably looking at 20-40 run.

     

    And I hate to say it, especially after farming it myself, but animations aside, since the rework, High_Noon does do better paper damage, except for blocking and moving.

     

    I'm not 100% if the stance causes bleeding( on shots or melee) anymore? Or if it effects pellet number on different weapons.

    So honestly, outside of completion, Bullet_dance isn't really needed now that High_Noon has all ranged combos.

     

     

    • Like 1
  3. Warframe0029-Dx-O.jpg

     

    I've painted the 'stache' to match her body and used a bit of brightness/colour balancing, as well as cropping.

    I wanted this picture to showcase the hair physics and have a very dynamic feel.

    I also felt that putting fuzz on one of the least human face-plates would be fun ;) .

    I didn't delete the other half, it just clipped into the head.

  4. Nice to see an index of all these idea :) .

    Here's a link to my Satellite (Gravity/Distance) concept for a frame and Sentinel themed lore quest.

    Named "Uevaui" The Remembered.

    1st is a theme concept, from the com unity submission, then an explanation and potential mechanics.

  5. 8 hours ago, GnarlsDarkley said:

    As if DE cares 🤣

    I gave up on reposting my Bug Threads after about 3 years of no change at all

    Yeah, I get that they try to prioritise and broken mods aren't game breaking, but a reply, seeing it added to a public bug queue, or at least not archiving un-resolved bugs, would be a large improvement.

  6. 1 hour ago, Marine027 said:

    OP probalby looked only at normal Stalker and called it a day, reading longer then a minute is hard apperently.

    No need to be rude; if he's only just done the quest, he might not even have known that units have different drops.

    • Like 2
  7. Yes, yes they did, they don't consider it priority and removed the only amalgam mod with that effect 😞 .
     

    Still we can hope it'll be addressed with rage, whenever that drops.

    Anyway, here's reviving my suggestion post for it and retribution.

     

     

    • Like 1
  8. Hi,

    I'm reporting bumping this because yesterday I noticed that the 'Reflection' mod has not been updated and still refers to a channelling trigger.

    However, I would like to suggest this could be an opportunity to make this mod and 'Retribution' much more relevant, when they are currently ignored.

    While it should definitely continue to stack with other sources of reflection, PLEASE restore the amalgam shied functionality, I think it would serve the concept very well for the reflection damage to scale off both frame armour, weapon block damage reduction and % of max health removed.

    I don't think these effects should be only in response to successful blocking, as that might leave the mod still nearly useless on certain narrow arc weapons, but if so there should be another increase, based on block arc angle.

    Likewise, even with Hildryn, 'Retribution' is currently a mod that never sees use, but if it's base damage was increased and allowed to scale off max shield shield size and amount of shields removed, then this mod could be much more viable.

    As two last notes, in the proposed system, as these mods are currently so under powered, I do think it would make sense to make any scaling dynamic, so effects like the Augur set and Health_conversion also benefit, in the way companion links currently do.

    Finally, in any reworks, it might be worth considering if damage is reflected exactly as is received, or if it should be converted to another type, based on current weapons or energy colour.

    Conceptually I think these proposals fit well, as hitting harder surface should deal more damage to an attacker and breaching an energy field should be more dangerous the larger/denser it is.

    Thank you for reading this and I hope it can be the starting point to improve these mods rather than just making them melee 2.9 compliant.

    • Like 1
  9. 8 hours ago, Shuvok said:

    problem is: they still degenerate.... very poorly implemented change... not QoL at all unless they remove this

    They don't degenerate if you have the pet nutrio incubator segment.

    But yes, still keeping that kind of sucks; it makes the segment pretty much mandatory for dogs.

  10. Yep, honestly, be glad that we now have vacuum+ on pets and no longer have to choose between cat buffs and loot.

    Not saying we should settle for the game, I regularly repeat post unaddressed bugs, but, when we end up accumulating so much of a surplus of the materials we can passively vacuum up, this doesn't seem the ship to die on.

    Then again, I never bothered to fuse the last rank on fetch.

  11. They are immune to status, while their shields are still up, and gain resistance to most CC over time.

    I always run Khora as her snare is one of the few CC's that lasts and makes it almost trivial to kill them with decent weapons.

    Snare them; aim for the head and set Venari on then once the shield's down.

    Then they melt like butter.

    Though I know she' snot  frame that most beginners have, so Nezha might be a good choice, because of his debuff and easy clan access.

    I'd suggest a gun like the Quanta-Vandal or the upgraded version of your current one, if you have the mastery for them.

  12. 11 minutes ago, (PS4)KyomaSatomi said:

    Never tried this. I had to look up if you can actually do this.

    Cool hope it help, I suspect this might have been a case where the weapon's gimmic was accidentally reduce the damage by shifting the explosion area.

  13. You probably already been answered, but as a short version.
     

    Even with the recently weakened enemies, you'll reach a point where very few weapons have the 'RAW' damage to be efficient, then you need procs to: prevent damage-reduction, buff damage dealt, by-pass protection and deal constant DoT.

    Viral is popular now because it so drastically shifts the ammo/time to kill ratio and bleed has always been popular as a way to ignore armour.

  14. Basically, barring any weapon specific "features", it should always been better to aim and hit an enemy, with the solo exception being if you hit a surface just above their head, as that might be more likely to trigger a headshot, as most AoE weapons are ballistic, rather than hit-scan.

    Since the 1st Bramma nerf, all AoE in warframe now has fall-off and it some cases that can be a very large amount (also DE half broke and refused to fix the amalgam mod that increased the damage radius), so it's even more important to aim now, the with the headshot exception only counting for optimal situations with crit weapons.

    In the Kulstars case, it loses 60% of it's damage on the outer area of the explosion and only two mods can effect that area.

    I think in this case it might be that the bomblets are moving away from the target.
    Can you try manually detonation them when they hit?

  15. On 2020-06-15 at 1:32 PM, snekity said:

    Wow tysm for the long answer. I know that his prime is coming soon and im pretty hyped about it. And thank you for the detailed explanation of his abbilities!

    🙂 Your very welcome, I hope you have fun with him.

    The only thing I'll add is that his augments used to be just for are fun, unless you wanted to ward your team/pets/target, but now that heat DoT is improved, his second in particular could really do as lot of damage, as the multiplier grows exponentially and the ring now always causes immolation; I'll have to play around with it.

    • Like 1
  16. Short answer yes, but his primes coming soon, so don't bling him out yet.

    Long answer:

    His debuff starts at x2 damage (including to shields) and scales up with strength and his 4 can let you debuff a whole crowd.

    His 2 makes health/energy, forces a proc and can provide movement utility.

    His 1 forces ignite, so strips up to 50% armour and together with his 3, gives you (heat/impact) melee range forced procs for CO.

    His ward still lets arcanes and effects trigger, but preservers Health_conversion charges, as well as pets 😉 .

    He is very versatile, does a bit of everything and can utterly delete any enemy clusters, plus his debuff works on most special enemies and combine both flat and strength scaling.

    Apart from Lephantis, he's my go to boss killer and my go to, carry all keys, orokin vault frame.

    Not to mention, he's fast.

     

    Edit: I just checked, it seems they've removed his AoE blast proc, but he just forces more heat on his 2 instead now, so better for everything but CO.

    • Like 3
  17. To be honest, when running solo vs a constructed team, unless you reset with your wing, dash if it's upgraded, Chroma shouldn't suffer much, there should be more than enough damage coming at you to max vex by the time you solo the shield; if you really can't deal with that, then I guess Rhino would have one of the most similar basic damage buffs, though you'll lose the base damage mod slot.

    If you're committed to soloing: then you probably have to pick Volt, to speed up dropping the shield and still buff your damage; or accept that the shield will be your bottleneck and focus on a frame to buff your damage and keep the lures alive, maybe Oberon, with his infusion augment for more Rad, or a low duration Harrow.

    Either way, if you want to capture a Hydrolyst solo, it'll be slower and you'll have to be very careful about lure placement.
    It can be optimised, but unless you're specifically trying for the challenge, it may not be worth it.

    Same old Rubico/Vectis/Redeemer Rad builds.

    Maduria may be the most valuable focus, as it'll let a non-volt drop the shields more quickly

  18. Yep, I've had people tell me "don't worry, the ship doesn't take damage if no ones on it, just leave that boarding crew alone and stop wasting the squad's time 😞."

    To which I was "No; how did you get that in your head; we can see the jack taking damage; it'll blow up at 0 integrity and we'll fail the mission."

    That was annoying in scarlet spear, as you either baby sat and lost out on the 1st wave of standing; ran in, then immediately omni-ed back and lost out on the loot and intrinsics; or had a 50/50 to fail the mission, with the other players asking why.

    After one failure, I gave up on getting the initial upload for each ship and just focused on properly parking/hiding and then clearing the jack solo, but it was frustrating.

    Ah well.

    Still good to know the wing missions give more affinity.

  19. 3 hours ago, Magus_Tahir said:

    I had this right after Deadlock dropped (on Nezha as well) but it just seemed to be network lag it stopped later on. Try optimize the download cache and restarting your modem/router with a complete power down. If you're still having the issue after that try seeing adjusting look sensitivity a few pts and see if that clears it up. 

    Beyond that would have to contact support, unless anyone else has any recommendations.

    Thanks, that's good to know.
    I did the cache before starting, but I'll update my drivers and restart the computer.

  20. It feels like I'm drifting very slightly to the right when moving, which I think is actually the frame moving towards the crosshair, more than it did previously.

    I've got to say, after developing a muscle memory for warframe, this feels rather disconcerting, far more so than adjusting to the parkour mods on jumps.

    Is this me going mad, or has anyone else noticed this?

    I was playing Nezha, with medium graphics settings, except low shadows and slightly increased FOV.

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