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Thundervision

Grand Master
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Posts posted by Thundervision

  1. First SP Circuit mission is a Corrupted Jackal. Host crashed, Host Migration bricked progression. We fought it for 10-15 more minutes until ran out of ammo and ALT+F4.

    Seconds SP Circuit run: Corrupted Jackal was like a 3rd or a 4th mission. Bugged out 'cause apaprently we killed it too soon before it summoned its 2nd reinforcements wave.

    You know what's really sad here? You didn't add Void Angels for extra Arcane drops nor an extra way to earn more Duviri resources or even just a lousy single Pathos Clamp. You went with one of the dullest bosses. Well, I guess I should thank you that it wasn't Corrupted Kril, 'cause he's the best example of a top notch Boss design and is so reliable he never failed us before. Right? I was enjoying SP Circuit while it worked fine with an absolute minimum game breaking bugs. Not anymore, not until few weeks more it seems...

    And while we're at it. Can I apply for QA team? Something tells me that even though I know jacksh... about it, it would  at least be far more useful in pinpointing OBVIOUS bugs that have been a recurrence for... I don't know long, I'm playing since Update 7, feels like it was never taken into account before releasing anything. Oh, and I'd get paid for actually trying to help to polish the stuff... Anyway, will you ever learn at this point? Just sayin'

    • Like 5
  2. Thing with DC is... Everyone who has an access to DC should just visit the main thread there, read the first point of DE's Manifesto, look at the last time it was edited and remember all those YouTube partners DE prefer to listen to. The irony of the DC existence in this case is truly amazing. Heck, other than voting or suggesting ideas once a year, nothing significant has even been discussed in the main thread for years (haven't even seen DE staff popping up there, either) so people just use the thread for verification for Discord's fancy club :clem:I doubt anyone who's been sticking around since 2012-2014 takes the whole DC idea seriously anymore.

     

    4 hours ago, RamonLeeYJ said:

    I don't see anyone complaining a lot about her 

    Not to step on my own foot but, do you think making Broken Frame was a better decision?

    Nobody will complain about her now, but back then? Remember that DE gave the Council a blank check and it created the first broken frame in terms of balance (specifically her Molecular Prime):

    Spoiler

    And many more threads.

    Of course, you can't compare the early years of the game to its current state, because everything was different back then: from the game's flow/pacing to community being less overreacting and vocal. Now every single idea to tone something down for the sake of balance that comes from DE or the players will be met with an overblown outcry, hate even.

     

  3. Depleting revives is something I still can't understand... For a such supportive Focus School having Mending Soul in its current state is actually counter productive or even counter teamplay, since in order to keep charges intact you must not revive downed allies. Needless to say how crucial it is when it comes to Endless missions. Now, yes, Vazarin has Protective Dash. But that's like about every other Focus School having 1-2 powerful nodes. And I can't remember any other School having something so easily depletable: oh, your ally's kavat was smart enough to stand in fire to get downed and you're the closest player? Well... That's a paddlin'.

     

    1 hour ago, TheChaotic1 said:

    2. Instant Revives on cooldown, You only get one and it takes 100s/80s/60s/40s to recharge, that way its not super free but its around more often.

    4. 1/2/3/4 instant revives on a 140s/120s/100s/80s cooldown after you use the last.

    I like these two. It could also be balanced around having its CD tied with earned Affinity, so you start with 4+4 Revive charges and for each used one you'll have to earn X-amount of Affinity for both forms' charges: Warframe and Operator. Something that many people wished Revive rework would have been: deplete Affinity revives to 0/X, but earn enough Affinity to replenish +1 and so on. Like in the good ol' platformers. And since it can't go over the cap (4 for WF and 4 for Operator), you'll always be capped by 8 at max. Heck, you can go down to 'universal' 4 revives if it means them being replenishable.

  4. For real? They replaced a badass pump-action reload you can interrupt in the moment of need with that? What a bummer... This is exactly what I didn't like about the Pyrana Prime as well. I liked the regular one, which is a singular variant, and didn't ask for or wanted a timed gimmick Akimbo feature at all. And there's no way to disable it, hence me ranking it up, putting on a shelf and never bothering with it again :sad:

    • Like 13
  5. Boy, was I wishing for more objectives in cross-modes style:

    Scenario #1 (Easy):

    «Ostron scouts reported in. They claim that Grineer have discovered resource-rich asteroids in this sector and have already moved in with their mining equipment. Make sure they receive their notice to vacate.»

    1. Drop in the first mining base;
    2. Destroy the mining equipment
      • Grineer call in for reinforcements;
    3. Exterminate everyone;
    4. Railjack crew fends off the Grineer reinforcements;
    5. Rinse and repeat for X bases.

     

    Scenario #2 (Medium):

    «Following the recent skirmish between Grineer and Steel Meridian forces, locals gave us a lead on a high-priority target who is responsible for exposing our mole and taking them hostage. Make sure our agent is safe, and the target faces justice.»

    1. Drop in the Galleon;
    2. Rescue a hostage;
    3. Pinpoint a POI's location;
    4. The POI escapes and calls in for reinforcements;
    5. Intercept it in Space with RJ/AW before it escapes.

     

    Scenario #3 (Hard):

    «Grineer are moving their forces to a new location through nearby sector. They have an old Fomorian ship. This will posses a serious threat to locals when it gets there. We will make sure it stays here forever: Tenno, seize control over the Ship Killer platform, send the Fomorian a SOS signal and behead the snake. Go.»

    1. Locate a Ship Killer platform;
    2. Infiltrate it, sabotage the comms and deliver a package;
    3. Railjack crew will have to ensure nobody escapes the base alive;
    4. The package sends a distress message calling in Fomorian reinforcements with crewships as well as overrides the laser cannon;
    5. Railjack crew must protect the platform from Dargyns/Crewships' Ramsleds trying to board the base to get it under control;
    6. The Laser Cannon tears a hole in the Fomorian's hull;
    7. Tenno get in, locate a POI and capture it;
    8. Time to finish it off: either use the Fomorian Disruptor or the Ship Killer platform.
    9. Destroy the Ship Killer platform.

     

    Scenario #4 (Horror-themed task, similar to the Man in the Wall sequence):

    «I have received a transmission from Cressa Tal from Steel Meridian. She said that they abruptly lost contact with captured Grineer Galleon full of Grineer defectors, they were being transported them to the Steel Meridian base. No SOS signals were sent. We need to find out what's going on.»

    1. Board the Steel Meridian Ship;
    2. Search for any survivors
      • no lights or any traces of possible fight are present;
    3. Find a way to open the blast door;
    4. Eliminate the Infestation;
    5. Locate the Infested hive and destroy it;
    6. Locate the ship's core and destroy it as well.

     

     

    Occasional "events" (random enctounter if you want):

    • Kuva Fortress

    Scenario #1:

    «Locals sent us a message that Grineer forces have been spotted in this sector scouting for Kuva and siphoning it. The Fortress is about to leave with its goods. We must ensure that They. Get. Nothing.»

    1. Get in range and drop in there;
    2. Complete Mobile Defense;
    3. Sabotage the base's defenses;
    4. Hijack the Kuva tanks and escort 'em outside:
      • successfully extracted A / B / C intel = 1, 2 or 3 tanks;
    5. Protect the Railjack carrying the tanks to the rendezvous point:
      • Kuva tanks' HP = amount of Kuva you'll be getting: the more they get damaged, the less Kuva you get.

     

    Scenario #2:

    «I have intercepted a transmission revealing possible lich operations in Kuva Fortress in this sector. No one should have control of such dangerous secrets. Exract all the valuable data and make those crazy scientists part ways with their heads.»

    1. Get in range so Railjack crew could lure the base's patrol out;
    2. Meanwhile, Tenno board the base;
    3. Pinpoint a POI's location (Mobile Defense);
    4. Capture it.
      • Failing to do so results in the POI boarding a Shielded Gokstad and trying to escape in Space, so you need to board the ship and Capture it in there;
    5. Extract the intel (Spy):
      • Successful extraction of all 3 datas has a chance to give you Veiled Riven;
    6. Sabotage the base's lich research facility and escape.
      • If players have active liches, they will also get a significant Murmur boost in progression.

     

    Scenario #3:

    «I'm intercepting transmissions from the Kuva Fortress in this sector... They just sent a crewship to collect their Kuva. Tenno, we must not let it happen. Intercept the ship, drop the cargo and then we make sure the Queens receive a hot delivery.»

    1. Locate a crewship and board it;
    2. Exterminate everyone on board and hijack the ship:
      • This makes the ship drop Kuva behind;
    3. Head to the Kuva Fortress while Cy uploads self-destruct codes;
    4. Abandon the ship:
      • It's caught by tracking beam and is led to the docking bay;
    5. BOOM! The docking bay is no more; Kuva Fortress recalls all the Kuva ships and prepares to leave the sector:
      • Countdown starts;
    6. Kuva ships start shooting Ramsleds filled with Kuva at the Fortress. Destroy as many as you can before they reach it:
      • Threshold with total number of ramsleds/failures similar to Ambulas fight. Failing it just results in 50% less Kuva reward.

     

    • Abandoned Derelict Vessel

    «I have reports that Grineer have found a drifting Orokin Derelict ship and are preparing to board it for further examination. These brain-dead grunts are playing with fire. We need to contain possible infestation outbreak and dissuade Grineer from boarding it.»

    1. Intercept Grineer ships heading to the abandoned Orokin ship;
    2. Destroy X Crewships;
    3. Eliminate reinforcements and remaining forces;
    4. Board the Orokin ship;
    5. Eliminate all Infested threats.

     

    • Nightwatch Corps

    «Tenno, I've received a transmission from locals. They ask for our help. Nightwatch Corps have moved in this sector a few weeks ago and started terrorizing the locals since then. They are trying to take control over the sector so they aren't shy in their methods. The civvies clearly are no match for the Grineer elite forces. We must help them.»

    1. Repel the Nightwatch attack on the civilian ships;
    2. Escort the ships to the rendezvous point;
    3. Locate a capture Corpus freighter turned into the Nightwatch HQ;
    4. Board it and eliminate Nightwatch forces;
      • At the 50% progress the Nightwatch forces will sabotage the engines and direct the ship to the nearby colony.
      • Remaining Nightwatch troops will start retreating to their fighters while also sealing the doors behind.
      • Cy finds out out there are hostages on the ship.
      • The countdown is on.
    5. Railjack crew will have to deal with the remaining Nightwatch fighters and a Nightwatch Crewship;
    6. Tenno aboard the freighter will have to continue hacking the doors in order to reach the holding cells;
    7. Escort the hostages to the escape pods and eliminate remaining Grineer forces (if there any left).

     

    12 hours ago, DogeManX said:

    Honestly I was feeling kinda the same. After grinding intrinsic levels and making my railjack super stacked in preparation for Scarlet Spear, I was very disappointed to see that railjack is basically a fat taxi which sees little to no use in the mission.

    You and me both, mate. Hell, I even repaired extra Zetki turrets just in case... All for, once again, the most efficient tactics: slap on speed and tactical avionics to stall or fix parked Railjack while you're playing on "ground". Duh...

    • Like 1
  6. Yeah, Ground matchmaking is just broken. I'm not sure if I had anyone joining me after latest hotfix. In fact, won't be surprised if most of the Ground teams are consisting of just one player. However, just in case (until DE addresses it), you can join both Space and Grounds scenarios by typing in «/join "username"». Just look at the displays for player names :thumbup:

    • Like 1
  7. Me again. Guess what's new? Now you can auto fail the Murex assault if you are not getting codes for about 30 min. It appears that there's a hidden mission failure condition for the Murex assault.

    Honestly, I don't know if it was there from the start, because on Friday my fellow Tenno and I stayed for 1 hour 15 minute to complete 1 Murex. Most of the time was wasted at 8/9 codes and I'm sure we spent way more than 30min waiting for that one last code. Today, however, we found out that THERE IS a failure condition.

    I stuck at the very beginning - at 0/9 codes. A random Tenno then joined and deployed his Oplink. Then we got our first Kill Code and stuck again after which he left. 3 more players joined (and I was hosting it). We were lucky to receive codes to progress to 2/9 Murex codes. Since you can't predict how much time it will take, we decided to stay. Besides, we saw the codes being transmitted and received. So it was just a matter of time.

     

    4K1pv5l.png

    Well, after some time it became clear it will take SOME time to progress, but since we got Shedu drop and I've managed to gain 50 Intrinsics, our current rewards clearly made it worth to stay until the end. And we stayed. Right until the "no Kill Code" mark reached about 30 minutes after which the only thing we've received was the "Mission Failed" screen. I'm just speechless...

    Not only there's not a single mention that it's possible to fail the mission in the first place (since losing the oplink forces extraction), but you can't even extract until you drive away 2 or 3 ships, and that was the first one we stuck with!

     

    Fun fact: deploying an oplink and then leaving the game leaves the oplink behind.

    • Like 1
  8. Reason? The pic speaks for itself:

    BE7ogGC.jpg

    We spent about 5 min destroying the first Murex and all the remaining time we wasted on protecting our oplinks while waiting for the last kill code. We stayed up until 1 hour 15 minutes before Murex ships appeared again and someone went to Earth.

    At first I asked someone to assist Ground, then the whole Relay died, as in nothing in the feed has happened: no teams and codes.  I was told that there were no Murex ships. Then people started joining the Flotilla again and... once again, nothing. Some went to Earth, but no codes were sent. An hour later we finally got our last damn code.

     

    For the love of god, add fail-safe mechanics to space teams. You sure worked hard on adding imminent failures conditions if people don't kill stuff in regular missions, but, on the same page, nothing was done for the opposite - when the players are SOL due to bugs.

    What I propose:

    Implement a «brute force» decryption when space teams don't receive codes for 5 minutes - decryption in this case will proceed at halved speed. It's still better (a lot better) than being taken hostage by the game indefinitely and not being able to do anything but abort the mission.

    • Like 2
  9. A harsh reality (no matter how good people think their ideas are) is, DE or any other developer prefer to work around their initial concepts taking into account community feedback and applying ideas to see how it works out for the game in the long run. Rarely using feedback ideas in flesh.

    They also have a schedule with priorities and own roadmaps we can't see. If you've been sticking with the game for awhile, you'd notice that DE always:

    • release a thing #1, DE address some issues with it and move on to the next thing, and then another and another until they come back to the thing #1 to make it 2.0 or fix. This process may take weeks, months or years.

    Is it irritating? Absolutely. But that's how they've been doing things for years.

  10. P2P/Connectivity:

    • Can we expect either in the near future or at some point at all that loading screens will be having an «ABORT» button and the Railjack having an option to abort the mission and return to the host's dry dock?

     

    NPC models, animations and attacks synchronization:

    • I'm sure everybody heard or knows that, for example, Grineer Heavies, scorpions or Infested Ancients can perform radial blast when being crowd-controlled or ragdolled or use grappling hook on the player's character without even looking at it. Can we expect this behavior getting changed so CC maneuvers will do what they're supposed to do, and enemies with ranged attacks will have to turn around first in order to attack in addition to grappling hooks breaking instead of clipping through walls and objects?

     

    Modular Archwing:

    • When the already existing Archwing models will be turned into the modular versions, can we expect getting Foundry Blueprints of their parts to try out different combinations? Note that players should only get BPs according to the Archwings they already have crafted.

     

    Modular MOA pets:

    • Serious question: can we please get regular and more serious-looking parts for MOA pets? It's totally OK that everyone has a different taste and it's totally fine, but I (and pretty sure many other folks) just can't stand the overall goofiness of chunky/cartoon-ish legs we currently have (like this) and will be getting soon. I want to build a MOA that would resemble the power it has and technology behind it, not some hijacked or scrapped toaster wearing some fluffy pink slippers welded onto its legs.

    latest?cb=20170505074432latest?cb=20150423220846350?cb=20131207094837

    In all seriousness, why can't we Ambulas' legs with armor plates, or Bursa's? Or just Terra/Fusion/Anti-MOA legs and heads?

     

    Ambulas' laser cannon:

    • Can we please have it either as a droppable blueprint from the Ambulas MOAs or salvagable on the battlefield? So you could pick it up and use it until it depletes its ammo.

     

    GUNS, GLORIOUS GUNS:

    • Ghouls Buzzsaw when? I'm still waiting. From the moment Ghoul enemies and us using their Buzzsaw were shown and teased.
    Spoiler

    nuq8qm26lc801.png

    • Is the Nox's gun still destined to eventually get in our hands? Given that Soaktron IS the gun and we've used it, I take it that the issues with the non-standard grip were fixed?
    Spoiler

    ChemstrikeNoxWIP32.jpg

    latest?cb=20190803000826

    • Will the Corpus Machinist's Reactive(?) Flamethrower also be available for us to use?
    Spoiler

    jqemh6ww8q031.jpg

    • Any possible new Kuva weapons? Sure would like to have a better Vulkar or Buzlok.
    • Compared to other Kuva variants/sidegrades, the Kuva Karak doesn't really have any special feature other than stats. But its model sure has optics, so could you please give it a scoped alt fire mode (x1.5 zoom magnification with Buzlok's scope interface) with increased headshot damage multiplier?

     

    Railjack:

    • Any plans on adding Syndicate-exclusive Railjack avionics, modules or armaments (paintjobs perhaps too) to Syndicates pool? I need me some Steel Meridian gatling and missile turrets. Or just the Crewships' heat-seeking missiles.

    EidolonAutoRocketTurret.pnglatest?cb=20171016171602

     

    Corpus and Infested liches:

    • I have noticed that Grineer liches have a clear anti-Corpus kit with Magnetic, Radiation and Impact being the main combinations and elements. Can you confirm that the Corpus liches, say, will be having Puncture, Blast and Corrosive? And the Infested liches will be having Slash, Viral and Gas?

     

    Endless modes:

    • What do you think about allowing players to join Endless mission in progress? But to do so they'd have to unlock the Star chart first. As an anti-abuse mechanic, invites wouldn't work after the first "Objective complete" mark and players could only join the game after next rotation, but not after its 50% completion (for example, joining Survival within 2.5min after the new AABC rotation starts).
    • Like 4
  11. Okay, so out of the six main syndicates, three of them have questionable support:

    • Steel Meridian: Roller Leech Eximus
    • Red Veil: Charger Parasitic (Energy Leech) Eximus
    • The Perrin Sequence: MOA Blitz Eximus

    With one of them being a total loser - the Steel Meridian's Roller specter. The other two also have the same serious issues: lack of HP regen, low survivability, low damage and non-existent utility (also, 6 years later we still have no answers to questions "Why is the Charger an Energy leech? and "Why doesn't it give energy regeneration to allies?"), yet they still are a little bit better than the Roller which is an absolute joke. Yes, it's not even an insult. Because even Tyl Regor and Vay Hek deal much more damage with their verbal insults than the Roller with its very physical blades.

    Steel Meridian:

    Led by a battle-hardened Grineer deserter, the Steel Meridian fight a guerrilla war against a vast enemy. They are sworn protectors of what little remains of the colonies.

    The Grineer are not often seen as valorous individuals, but time and again members of their leadership have displayed a certain code of honor. Members of Steel Meridian set aside their former allegiances to defend those who cannot defend themselves.

     

    And it's truly fascinating how one of the Syndicates with powerful Vaykor weapon series is, in fact, so bad at actually providing their help and protection. And we're not even talking about them sending living soldiers in to provide assistance to us. One would think that to capture the essence of Steel Meridian's motto, they'd provide us with hacked Propaganda Drones to boost our damage/HP and/or Energy regeneration, or Shield Lancer Arctic Eximus Specter. How fitting and actually useful it would've been! Not only in the symbolic way, but also in the practical one.

    But no, the harsh reality is here to remind us that it's just one lousy specter you can deploy (sure, from a pack of purchased ones). Some cynical Tenno could say that SM think we're such a lost cause so there's no need to throw resources out of window. One weak Roller, as a simple "help" gesture, will suffice.

    It's even more hilarious when you get attacked by SM's "death platoon":

    What? Are they supposed to make Tenno feel bad for destroying such lil' innocent piece of machinery?

     

    But okay, let's just cut to the chase.

    Can we please get an update on the Steel Meridian's Roller specter and replace it with either:

    • Steel Meridian's Propaganda Drone:

    latest?cb=20140821000954

    Quote
    • Boosts Grineer morale while weakening enemies.
    • They constantly emit a field that buffs the damage and defenses of any nearby Grineer. At the same time, Tenno within range have their maximum shields reduced.
    • Nyx's Mind Control will cause the drone to buff allies and debuff enemies. The buff will also heal nearby Tenno for 3 health per second.

    How wonderful this would be.

     

    • Shield Lancer Arctic Eximus

    latest?cb=20140331123053

     

    or the latest:

    • Elite Shield Lancer Eximus

    5h8ewx71k3l41.png

    (credit: u/Mad-Crucifer)

    You know,

    Quote

    to defend those who cannot defend themselves

     

    That being said, if you [DE] insist on keeping the roller specter in the Steel Meridian, can we at least, for Clem's sake, get the Turret Rollers instead?

    lucas-hug-grnkelarollerturret-04.jpg?151

    Having the Roller specter was funny for the first couple of months, or until you fixed the only useful interaction it had with the Freeze Force augment.

    But 6 years later it sure is not funny anymore (Syndicates system came out in 2014, just a reminder). This just seems like yet another part of content that was forgotten and now collects dust. So maybe it's about time to address such little things as well, hm? After all, even the pure +15 - 30% Status mods got an update... even if it took 7 years and an endless number of players begging and proposing ideas for it.

    • Like 8
  12. Some additional ideas to the OP's post:

    • Impact: first proc makes the enemy stagger like usual, second proc opens up enemies to a finisher.
    • Puncture: first proc reduces the enemy's damage output like usual, second proc reveals a weakspot for increasing your damage.
    • Slash: skip
    • Heat: first proc burns them and induces panic, second proc causes a fire explosion setting on fire nearby enemies as well.
    • Cold: first proc slows down, second proc solid freezes the targets while also making them susceptible to Melee attacks and Blast damage.
    • Electric: first proc shocks them, second proc paralyzes organic enemies and opens them up for a ground finisher while robotics become disabled for a while.
    • Toxin: first proc causes DoT, second proc leaves a toxic puddle on the ground (the more affected targets in proximity, the bigger the puddle) which deals increased DoT as well as slows enemies down.
    • Blast: first proc causes knockdown with IPS procs, second proc causes contusion making enemies "unaware" of the player's presence / causes ammunition to go off.
    • Corrosive: first proc reduces armor, second proc starts melting their weapons effectively destroying it.
    • Radiation: first proc causes confusion, second proc results in a small area being irradiated.
    • Magnetic: first proc reduces shields and whatever it does to non-shielded enemies, second proc jams weapons / pulls (ragdoll) nearby enemies towards the affected target.
    • Gas: first proc causes AoE toxin, second proc causes the buildup of gas in the affected body (as in keep attacking it to increase the %) which will then explode knocking down nearby enemies and leaving a toxic cloud behind / halving their health for a short time.
    • Viral: first proc halves health, second proc makes enemies too weak so they drop their weapon (heavy damage penalty for melee units).

     

  13. I think that damage alone isn't that strong kind of buff, since their main "domain" is to deny your damage. And the main damage dealers are Chargers and Ospreys. The Infested's weakness is compensated by their number, they give you less XP when killed compared to any other faction. However, their weakness is just a temporal thing. Given that endless modes increase Eximi spawn rate when you stay for long, the faction will eventually be consisting of something like 85% Eximi and 15% regular mobs and it just becomes a force to be reckoned with. At really high levels, if the team isn't prepared or doesn't have means to deny their auras, they can simply steamroll you. And if you're fighting them in confined areas, it'll be a clusterf- of auras, effects and infested meat. To the point when it will be nearly impossible to take out the "buffers" first because you won't be able to distinguish them.

    REGULAR (most of)

    • A regular Ancient Disruptor heavily reduces effectiviness and strength of powers (by 90%) and their CC (by 75%) while buffing nearby infested with an energy drain effect on hit that scales off their level and protective aura. Multiple auras stack.
    • A regular Ancient Healer provides a 90% DR to nearby infested (but not the other Ancients) as well as complete knockdown and status resist.
    • A regular Toxic Ancient buffs nearby infested with Toxin damage AND 100% Toxin and 80% Gas resistance while also dealing a helluva damage with Toxic roar attack when getting close which also scales off the Ancient's level.

    Ancients' grappling hook is also being affected by scaling and can even cause Slash procs.

    • A regular Swarm Mutalist MOA fires swarms that buff other infested by 700 Ferrite armor which also scales up on higher levels.
    • A regular Tar-Mutalist MOA fires corrosive puddles that slow you down, have a high DoT and Corrosive procs along with a big HP pool and pretty long lifespan (10s)
    Quote

    The 700 armor granted by the swarms is the second highest in the game, after the Zeplen. It can easily scale to absurd damage reduction at high levels.

    Both MOA types are very agile, can perform Shockwave attacks and jump aside when being targeted / aimed at.

    • Mutalist Osprey releases a Toxin-based cloud that can also inflict an 8s Toxin DoT.
    • Charger has probably the highest damage of all Infested, it can jump on target from like 10m and even knock it down. If it can't reach the target it starts spitting out the blobs that also have a pretty high damage.

    EXIMI

    • Parasitic Eximus (can be all Infested mobs): aside energy drain they also have 300% of their base health and an innate resistance of 50% to all damage types, added additively from their health and armor types.
    • Caustic Eximus (Ancients, MOA and Boiler) units project a fire resistance aura to their nearby allies, which nullifies all Heat damage; this aura also extends to combined elemental damage and will nullify the Heat damage of combined types utilizing it. Such type also has an innate resistance of 50% to all damage types, additive to their health and armor types.
    • Sanguine Eximi (Ancients, MOA, Boiler and Charger) have 300% of their base health.
    • Venomous Eximi (Ancients, MOA and Boiler): project a toxin resistance aura to their nearby allies, which nullifies all Toxin damage, this aura also extends to combined elemental damage and will nullify the Toxin damage of said combined type.

    They are capable of delivering Toxin attacks towards their enemies and also have the ability to emit a potent toxin aura in a 10 meter range. When inflicted, an 8s Toxin proc will persist and deal moderate damage over time, depending on the level of the enemy which inflicted the proc. Such type also has an innate resistance of 50% to all damage types, added additively from their health type and armor type.

  14. Meh, I didn't even have much problems (aside death) when you could get stuck in the Corpus barriers flipping back and forth until you get killed by it. The only and the most retardest machanic DE have ever come up with were the Broken Lights. Either it was burning one's eyes with flashbang style, or doing this:

     

     

     

    Quote

    Wellcome to the WF forums, where any no-brainer suggestion for improving the game is treated as heresy of the highest order by a legion of white knights and relentlessly mocked with the most obnoxiously trollish 'logic' imaginable. And of course the mods do precisely nothing about this toxicity.

    And apparently someone does not even notice the log that is in their own eye 🙄

  15. 52 minutes ago, Ham_Grenabe said:

    The stumbling block is that if you revise mob AI and enforce tactics and etc, you have a very different game.

    You can’t have this game and an entirely revised challenge model. The experience will fundamentally change.

    Thats neither good nor bad, it just is.

    Yeah. Although that could work in the beginning of the game... When its current shape was forming and the playerbase was far more adequate. One of the common feedback ideas was implementing cooldown for powers (that would kill two birds in the long-term: ability spam and power creepiness and so problematic concept of difficulty where players would have to use everything at their disposal while their powers were in CD state). Such thing wouldn't work nowadays. Just a simple mention of it from DE or players themselves would result in an overblown outcry/forum war.

  16. 9 hours ago, Morthal said:

    I'd feel happy if they took some of that money and used it to hire real programmers--er...MORE programmers.

    Meh, people still wouldn't notice any difference for a year or more. It takes time and resources, not just money, to teach the newcomers how stuff works in Warframe specifically (or any other game), no matter their level/qualifications.

  17. This is a top-secret Railjack-class ship document representing the ship's armor capabilities:

    Spoiler

    73002c3f7c129e82c6580f2a22d10f08.jpg

     

    I feel like one of the reasons it feels weird is the lack of more ship classes in the mode.

    We could have such tiers of enemies:

    • Transport / Atmospheric ships (Bolkor, Firbolg)
    • Scouts / Patrol ships (Dargyns, Dregs, Zeplen traps)
    • Interceptors / Fighters (Cutter, Outrider, Taktis, Flak)
    • Corvettes / Frigates (Crewships)
    • Carriers / Capital ships (Galleon)
    • Fomorian-class ships

     

    But for now it's just:

    • Interceptors / Fighters
    • Corvettes / Frigates (Crewships)
    • Capital ships (Galleon) - an environment object
  18. 31 minutes ago, MPonder said:

    Also Harrow > Oberon for eidolon hunt., Trinity > Oberon for eidolon hunt. Any common eidolon DPS >= Oberon.

    Better yet:

    The way one wants/enjoys to play > Harrow > Oberon for eidolon hunt., Trinity > Oberon for eidolon hunt. Any common eidolon DPS >= Oberon.

     

    Anything else: Recruitment channel.

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