deucich
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Everything posted by deucich
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Why are people allowed to join Elite with unmodded gear?
deucich replied to N7_Dredgen's topic in Deep Archimedea Feedback
So, just throw a bunch of unleveled 2-points mods like ammo drum just to occupy every slot and call it a day. Such a restriction wouldn't make random squadmates more reliable.- 7 replies
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Among primaries there are not so many underpowered ones without alternate fire already occupied by something. Attica, astilla, sybaris, grinlok and that's about it if I don't miss any. It would be fun though to go crazy and see incarnon opticor 😁 For secondaries there could be a lot of suitable options. Marelok comes to mind first
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What is the point of even playing this game anymore?
deucich replied to CDexWard's topic in Deep Archimedea Feedback
As a reccurring activity on a weekly basis EDA shouldn't be troublesome in having people in public matchmaking. However, you have to run non-elite archimedea only once in a lifetime, so I wouldn't expect many people to be there at any given time. -
does reporting afk players do anything?
deucich replied to PakkiTheDog's topic in General Discussion
So, you can play a bit at the beginning - and now you're safe to go? Weird concept. And there might still some possible issues. Like what if the host is afk? Would a system kick him and therefore force migration? If not, it creates another level of disparity between host and clients. Anyway, what is even the point of kicking out people after the first rotation is over? No one new won't be able to join in place of a kicked one. Current thing of "not eligible to reward due to inactivity" seems enough to me. Especially when it can be triggered even when you're solo and doing all the work, just not moving around enough. Imagine being autokicked instead :D -
does reporting afk players do anything?
deucich replied to PakkiTheDog's topic in General Discussion
In a game with some endless types of missions people can go to smoke, to get some drinks, to a restroom. With auto-kick system that would no longer be the case -
And what exactly to comprehend there? I don't see that night and day difference. Which is why I specifically asked what exactly you were intending to demonstrate. Start to use words in complete meaningful sentences instead of videos accompanied with commentary like and no one would have to put words in your mouth. Also, you might as well refrain from putting lenses to exclusively view things through in other's heads.
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Is everyone fine with big overguard numbers?
deucich replied to Anti-Incarnon's topic in General Discussion
With recent changes to eclipse, any warframe with own damage reduction ability can go above a million EHP without any issues. Times 10 when you deploy ancient healer specter. Times 100 when you deploy citrine specter on top of that. 100k to be honest doesn't seem as anything impressive nowadays. -
Tranq Rifle Suddenly Requires two or more shots for every animal
deucich replied to --NIGHT--Flipper's topic in General
Extinguished dragon key -
Well, previous reply was indeed based on wiki: But after testing it myself I can say that wiki seems to be right on the matter. Fully maxed primed heavy trauma and collision force do not increase the damage of projectiles, which means there's no impact damage to them. It would be better though if wiki mentioned forced impact proc on those projectiles.
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Innodem's projectiles don't have any impact damage for shattering impact to work, pure radiaton. Spectral blades from hate and spectral daggers from ceramig dagger do have impact damage
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Revenant - is he good? Well yes, but actualy no. - Little buff idea.
deucich replied to rozdupcajka's topic in Warframes
With susbsumed roar and 10 stacks of viral reave drains 108% of enemies' hp at 199 strength (8*1,99*4.25*(1+0.3*1.99)), no need in enthralling. Actually, 189 strength should be enough to oneshot a non-enthralled target that way -
It looks exactly like mechanics from the quest slipped through to regular gameplay. Archons used to blink from nataruk's non-perfect shots during quest (back at the quest release, i don't know if they changed it afterwards)
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Secondary Incarnons Could Really Use a Incarnon Ammo Max Buff
deucich replied to (XBOX)TheWayOfWisdom's topic in Weapons
Not able to defend such a deranged position? Understandable :D I'm not. I specifically ran a couple of low level SP exterminates (earth one for grineer and venus for cormus) for each and every every gun that i mentioned right before posting those numbers of shots it takes to charge up. Which means you're clearly doing smth wrong or we have different games installed. -
Secondary Incarnons Could Really Use a Incarnon Ammo Max Buff
deucich replied to (XBOX)TheWayOfWisdom's topic in Weapons
So, you want to break in-game logic (more pellets = more hits), consistency (multishot provides extra hits for sniper rifles and hata-satya as well) and to worsen things for people going for extra multishot in their builds (shotgun vendetta, primary frostbite\blight, conjunction voltage and\or rivens)... because some guns have it better than others, do i get it right? What are even those "spread weapons"? Angstrum, strun, boar, bronco, felarx? In my experience: angstrum prisma gets fully charged with just one shot in a general direction of the enemy; strun wraith, strun prime, bronco prime get fully charged in 1-2 shots (1 good or 2 sloppy shots); felarx gets fully charged in 3-4 shots; boar prime takes 5-8 shots to fully charge. All you need for that is a beefy enough target to take those shots to its full capacity. Heavier units work mostly fine for that within SP non-endless missios, as well as archon hunts (including solo) and even axi void storms. The only outlier struggling to find beefy enough enemy would be the boar prime (because its base form has much higher dps than most others in their respective incarnon forms). If for some reason you want to charge up your incarnon guns on even lower lvl missions, you need to remove damage mods and use extinguished dragon key. -
Wiki states infinite enemy punch-through for felarx as well...
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Secondary Incarnons Could Really Use a Incarnon Ammo Max Buff
deucich replied to (XBOX)TheWayOfWisdom's topic in Weapons
Some secondaries on this list, as fast as they burn through incarnon form, they gain charges even faster. In my experience, lato and kunai are getting fully charged in couple of seconds. Having incarnon ammo on a lower side of the spectrum isn't a big deal for those. You keep referring to primaries... Should secondaries be somehow on par with primaries? Why? And how would you mitigate implications of fire rate and -recoil mods? Should slowing enemies 10x times by cold procs slow down your incarnon charging as well because it makes it easier? Should immobile invulnerable enemies (via nudus's parasitik link for example) just stop charging your incarnon altogether? There are many factors affecting the ease and speed of charging up your incarnon. Why target multishot only, of all the things? -
I am trying to do the Origin sistem on SP
deucich replied to Astorias1998's topic in General Discussion
It does so only on sorties. You can use abilities freely on SP -
I am trying to do the Origin sistem on SP
deucich replied to Astorias1998's topic in General Discussion
For interception, focus on CC abilities should be helpful. Like using 2 domes by khora while protecting third point in person. Or previously mentioned nova. But I find rhino's stomp as the best option, since it affects (to a degree) eximus units as well. If there're any issues with defence, try using defence-oriented warframes like gara of frost. For hijack, I can add yareli and nidus to already mentioned hildryn and inaros. The core drains merulina's hp instead of shields for yareli, and plain hp in case of nidus. While using high range and long duration larva\riptide can help with protecting the core -
Ok, whatever. You can get 1125 shields from 5 tauforged azure shards. Which means you can reach 2.5s shieldgate without any mods on every warframe but Nidus and Inaros. Including Grendel. If you insist on calling any shildgate that hasn't reached its maximum as partial, you do you. I don't see the reason to use two separate terms for 2.48s vs. 2.5s invulnerability windows or call full something that is reachable with only partially refilled shields. How isn't that clear from the Dev Workshop? oO Grendel usually has less than 325 shields, therefore his shieldgate will be below current 1.33s. Unless you go for archon shards. I don't see why it should be other way. And I don't see anyone saying otherwise here
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And yet it was. Getting 3.5s without replenishing shields to full capacity. Well, that's a matter of terminology. I just rolled with what was offered on a graph in a workshop. Previously there were two separate lines - "full shield break" and "partial shield break" and after update there will be one - "scaling shield break". If nothing special occurs on hitting full capacity, why single it out over partial one?
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As I understand, they aren't going to differentiate partial from full shield gate anymore. Shield gate window will be based on how many shields you managed to get before depletion, with nothing special triggering on hitting full capacity. Is it wrong? And why then are you agreeing with the same point but from a different post?
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Essentially, there won't be such a thing as partial shield gate So, her partial shield gate should go up to 3.5s as well. The question is how many shields do you need to reach it. Is it 3.5s at 1150 shields where other frames have 2.5s? Or is her cap just somewhere higher on the graph? We'll see.