Thundervision
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Posts posted by Thundervision
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The old answer would be:
SpoilerNow, with Umbra and other possible lore stuff you can never know until it's announced/leaked/released, heheh.
But for Nidus and Revenant to be primed you're going to wait for a very... very long time (with each PA taking 84-105 days to last).
- Mesa Prime,
- Equinox Prime,
- Atlas Prime,
- Wukong Prime,
- Ivara Prime,
- Nezha Prime,
- Inaros Prime,
- Titania Prime,
- Nidus Prime
- Octavia Prime,
- Harrow Prime,
- Gara Prime,
- Khora Prime,
- Revenant Prime
https://www.tennoclocknews.com/warframe-release-log/
Oh, and Prime pattern also goes this way: MM-FF-MM-FF-...
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42 minutes ago, AlienOvermind said:
First point: Knell with 3x damage (actually less than 3x since it'd take a slot that would be used for some other damage-boosting mod, but whatever) maybe was a bit too powerful, even that probably wouldn't be enough to change the meta anyway.
Don't forget the point that in order to receive Knell's buff one should score a headshot and also keeping scoring headshots after, which can be tricky (depending on mods loadout) with extra damage in general due to one-shotting targets.
53 minutes ago, AlienOvermind said:What should be done in my opinion: the mechanics itself should be reverted and this mod should be equippable (and should work obviously) on any secondary gun without exceptions — including Knell, launchers (Angstrum / Kulstar), Bronco, etc. And instead of mechanics the number of bonus damage should be tweaked for balance purposes. Maybe they should start with +100% damage instead of +200% and see how it would work. And work with that number from there — decreasing or increasing it depending on feedback and further testing.
Synth Charge reminds me of the Money Shot skill from Borderlands 2. Except that Money Shot is much better, even without exploits:
QuoteMoney Shot: The last round fired from your magazine gains massive Bonus Damage (+80% / +160% / +240% / +320% / +400%). Guns with small magazine sizes receive a smaller bonus. This skill works with all weapon types.
* This skill does not work on single-shot weapons, Infinity pistols, rocket launchers, or E-tech Splatguns, including the Slow Hand.
* On Torgue and Maliwan weapons, and other weapons with bonus elemental damage, this skill only buffs the bullet impact damage, not the Explosive or Elemental splash damage.
* For weapons that consume multiple ammo per shot, the entire last shot benefits in full from Money Shot, but the magazine still counts towards the bonus normally. This effectively multiplies the effectiveness of Money Shot by that factor. Quad-barreled shotguns and weapons with the double-shot accessory especially benefit from this.
Could also make it so the less ammo you have in magazine the greater damage you receive, basically ramping your damage up with <50% of mag size. Unfortunately, it still would exclude Knell due to its mag size of 1, but it's still better than the current extra damage on final shot for guns with more than 6 rounds in.
Quick brainstorm regarding Secondary weapons and Synth Charge:
The list of Secondary weapons with rounds per mag:
SpoilerCan't be used on
Borderline
Weapons that can benefit from SC (on DE's paper, I guess)
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- Acrid: 15
- Afuris: 70
- Akbolto: 30
- Akbolto Prime: 40
- Akbronco: 4
- Akbronco Prime: 8
- Akjagara: 36
- Aklato: 30
- Aklex: 12
- Akmagnus: 16
- Aksomati: 70
- Akstiletto: 28
- Akstiletto Prime: 40
- Akvasto: 12
- Akzani: 100
- Angstrum: 3
- Arca Scisco: 36
- Atomos: 70
- Azima: 75
- Ballistica: 16
- Ballistica Prime: 32
- Bolto: 15
- Brakk: 5
- Bronco: 2
- Bronco Prime: 4
- Castanas: 2
- Cestra: 60
- Cycron: 40
- Despair: 10
- Detron: 5
- Dex Furis: 100
- Dual Cestras: 120
- Dual Toxocyst: 12 (I wonder if it works if you proc its buff with 1 remaining round)
- Embolist: 33
- Euphona Prime: 5
- Furis: 35
- Fusilai: 6
- Gammacor: 60
- Hikou: 20
- Hikou Prime: 26
- Hystrix: 15
- Knell: 1
- Kohmak: 40
- Kraken: 14
- Kulstar: 3
- Kunai: 10
- Lato: 15
- Lato Prime: 15
- Lato Vandal: 15
- Lex: 6
- Lex Prime: 8
- Magnus: 8
- Mara Detron: 8
- Marelok: 6
- Mk.I Furis: 35
- Mk.I Kunai: 10
- Nukor: 50
- Pandero: 8
- Pox: 4
- Prisma Angstrum: 3
- Prisma Twin Gremlins: 70
- Pyrana: 10
- Pyrana Prime: 12
- Rakta Ballistica: 20
- Sancti Castanas: 2
- Secura Dual Cestras: 120
- Seer: 8
- Sicarus: 15
- Sicarus Prime: 24
- Sonicor: 15
- Spectra: 60
- Spira: 10
- Spira Prime: 12
- Staticor: 45
- Stubba: 57
- Stug: 20
- Synoid Gammacor: 80
- Talons: 4
- Telos Akbolto: 30
- Twin Grakatas: 120
- Twin Gremlins: 30
- Twin Kohmak: 80
- Twin Rogga: 2
- Twin Vipers: 28
- Tysis: 11
- Vasto: 6
- Vasto Prime: 6
- Vaykor Marelok: 10
- Viper: 14
- Viper Wraith: 20
- Wraith Twin Vipers: 40
- Zakti: 3
- Zylok: 8
Out of the 93 listed weapons:
16 weapons that would benefit from Synth Charge the most can't even use the mod;
5 weapons are at the requirement's borderline of 6 rounds;
29 weapons which are optimal candidates for SC given their damage per shot, RoF (incl. burst mode) and mag size IF you don't have enough mods/Riven mods/Primed mods/Augments.
The rest 43 weapons have either too big magazines to consider wasting modslot for 3x damage on last shot, or have low damage per shot to begin with.
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Didn't they remove innate PT from the Ignis, too? Seems pretty intentional it would hit the Embolist as well.
QuoteFlame passes through all avatars damaging them but will now be stopped by level geometry and require Punch Through Mods to penetrate
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Almost 6k hrs in and I want even more Spy missions. Well, at least more tiles for them.
It's also one of the best ways to entertain yourself, seeing how it enrages people at absolutely nothing when all you have to do is just take your time, observe, explore and find the shortcuts inside the Vaults/Prison (Rescue).
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It's all RNG.
SpoilerAnother Arbitration run gave us 2 Amber Stars.
5 hours ago, Tellakey said:I don't know how people get so many. I tried farming for them with the recommended setup on Jupiter and wasted 2 hours of my life for a single Star.
You can look for Kuakas on the Plains, they have a pretty decent chance to drop a star. Also, when you're farming for something specific you set the bar of expectation -- this will directly affect your experience. I don't farm it, but I do open a locker or smash a container if I see one as well as picking the stars up when I see those:
SpoilerAnd from what I've seen, many players simply ignore the icons for stars. Heck, some people don't even care to stop to pick it up on their way, even the Amber stars.
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Playing the game at 4:3 aspect ratio and loving Arca Plasmor since its introduction: not getting blinded, not getting my view blocked, can perfectly see what enemies are still alive. Enjoing the new effects so far. Understanding not everyone's liking the changes. Not shoving my feedback/view/thoughts in their faces.
P.s. New Arca Plasmor visual/sound is AMAZING, in my opinion.
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Hmm, Nitain and Ducats sound good to replace it. What about relic packs? Not the Syndicate ones, but, say, a '3x Lith, 2x Meso, 1x Neo and 1x Axi' pack, or purely Axi relics.
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Faction and Tenno specters work great as decoys, cannon fodder and armed to the teeth allies.
Corrupted Lancer Eximus Specter makes a good bullet sponge. Ancient Healer does the same thing to you, allies and other specters. Then you have Tenno specters that not only use the weapons you gave them, but also use their powers helping you out.
Vazarin also performs amazingly well. Then, of course, as the others already said, you have consumables, mods and all.
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Mechanics-wise: at the mechanics core I'd say that self-damage should stay (and for God's sakes apply to enemies too, no more Bombards and Napalms shooting at their feet), but instead of inflicting a sheit ton of damage to user it should only deal a %-of your max health. Say, you have 100HP and you're using Ogris, normally it would kill you if you happened to shoot at your feet or object in front of you, but now it will just take off 25% of your 100HP which is also 25HP (that's, of course, without Shields which would also help you).
No more accidental one-shots when your Artificial Imbecile ally steps in as long as you have enough Health/Shields to survive the blast. And if you dare to claim «safety is for pussies» proceeding to risk your own WF life by using explosive weapons in close quarters with 20HP left. Well, you took your chances ¯\_(ツ)_/¯
Now, Mod-wise: an absolute bandaid mod that offers nothing but player's deception. The mod may actually force players to reduce the weapon's damage in order to make it work, or apply extra bandaid mods. 10% off fully-modded explosive weapons's damage is still going to kill you. Applying no self-oneshot thing will still be a lame bandaid feature which can't be used on every capable of inflicting self-damage weapon:
A few examples for possible mod changes:
- Reduced self-damage distance: 5m away -- gonna hurt, 10m away -- you're safe. Doesn't affect the blast range when you hit an enemy, you're already paying with reduced damage anyway.
- The explosion won't happen as long as players stays within self-damage range.
- Risky Shot: grants 500% more damage at the cost of increasing received damage by 30% for 3 seconds (bonus damage sounds insane, yeah, and so does the extra damage an enemy will inflict if you keep refreshing those 3s)
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4 minutes ago, Midrib said:
The Arbitrations rewards are based on an ABC rotation not an AABC. Even if Vodyanoi is just as good for Endo, its still nice to have an alternative place to farm.
OOF.
Thanks for correcting it! o/
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2 hours ago, Kobrakai85 said:
As a new-ish player (400 hours) I look at these rewards and think wow ...being able to get that much endo in a single mission is insanely good.
Yeah, but each rotation now also takes 2x more time (instead of reaching rot. C at 20min/20th wave/4th round you will be reaching it at 40min/40th wave/8th round etc. the following C only rots are a matter of one's willpower and self-preservation instinct in case of possible Host Migration; I think even Elite Sanctuary Onslaught takes about 20-25min to reach rot. C ).Don't be deceived by Endo numbers or Sculptures, because Vodyanoi may still be better: ~3-5min for 300-1500 Endo on Rathuum vs. a chance for Endo/Sculpture every 10min+. And although Rathuum is pretty repetitive, it also doesn't require 100% Star Chart completion.But this is just my opinion on Endo rewards. I don't think they are THAT bad, but burnout will be real.edit:
4 minutes ago, Midrib said:The Arbitrations rewards are based on an ABC rotation not an AABC. Even if Vodyanoi is just as good for Endo, its still nice to have an alternative place to farm.
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Went to Uranus Defense (Mesa, Volt, Volt, Chroma and 3 CPs, various specters). Took us 45min to reach 25th wave to face eventual Host Migration and connection loss. Yeahhh... not only it's slow as heck with 2% drops, it's also boring as heck.
Sorry, but doing TPD for 2,120 points was much more entertaining (and I actually like Defection mode, but not it's unworthy rewards) than suffering through Elite Defense. I'm not even mad, but with said host migration I simply realized what a waste of time and nerves it currently is.
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4 minutes ago, SQLOwns said:
Pretty sure it means -30% dmg dealt to enemies......don't think it makes sense the other way.
Well, it just reminds me of the Coaction Drift mod and its description, so could be -90% Self-Damage and 30% Damage Reduction for non self-damage sources. So that's why it confuses me so much...
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29 minutes ago, Peter said:
Could be at least 25 energy, I found it a bit weak.
Nah, it's not. Keep in mind Sniper Rifles have innate PT (and you can add even more to it) and enemies tend to line up when running in, especially in tight corridors.
It's also a guaranteed regen, so it's pretty good. Let's hope it's not an Unc/R10 mod like Equilibrium for WFs.
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49 minutes ago, [DE]Rebecca said:
Cautious Shot (Unique): -90% Self Damage, -30% Total Damage
I'm a bit tired and confused, but is that received or dealt (to enemies) damage in general? And if it's player's damage output, does it work like Bane mods, then?
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Happened to me, too.
Stuck there after joining a mission, could hear everything, using chat and even saw the relics reward screen in the end. Even when host disbanded our squad I was still having the loading screen for minutes. Had to kill the process. And after restarting the game saw a other person in chat having the same bug after mission.
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3 minutes ago, WhiteCr0w said:
Wait. What? The Forgotten Syndicate is getting content!?
At least they have one of the best non-Tenno specters. Something that isn't called the Roller
Sigh... it's not even SM Regulator, or Shield Lancer, or Heavy. Why DE, why...
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1 hour ago, [DE]Rebecca said:
- New Melee weapons!
Assuming that majority of those are just different stats and looks at this point, it better be the Ghoul's buzzsaw weapon (timestamp):
QuoteDS#108:
- Slowed down on new melee weapons (including the Ghoul Chainsaw weapon) because we want to readdress the melee system as a whole. There has been a lot of discussion internally but we're not at the point to officially break ground on it just yet.
I wasn't a fan of Arcata idea, but then it was 'slowed down' too and eventually sent to trash can to free up time for bigger things to work on (just like we currently have so many concepts: Fortuna, The New War, Melee 3.0, Railjack, Kingpin etc.), so.... yeah. I hope it won't face infamous trash can or mediocrity of «good idea, poor execution» which tends to happen from time to time to so-called 'amazing' weapons.
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- Clan name: ME Special Ops
- Clan tier: Ghost
- Clan platform: PC
- Clan role: Architect
While we still have one big hall and a couple of gardens as default placeholders for future updates, most of our rooms were finding their purpose over time along with WF and Dojo updates. Instead of sticking with one style, we mostly fall for our inspiration when it hits us:
SpoilerMain Hall with the main Trading Kiosk. Most of it was constructed with the old Dojo decorations and its system, so it was getting improved over time while also trying to keep its design:
SpoilerGarden#1
Originally intended as a cozy gazebo the main structure evolved into something much bigger. It's basically a 2-story summerhouse at this point. If only you could put PoE fish in those ponds... or releasing kuaka and condrocs in there... sigh.
SpoilerGarden#2
Another garden used for various installations and dioramas along with the clan storage kiosk.
SpoilerGarden#3
There should be another complaint about the lack of PoE fish in Dojo ponds, but here we go. Just a little, cozy garden with waterfall, little islans and a small fisherman's shack in the corner:
SpoilerGarden#4
With those new decorations it was just a matter of time for forest to be built where you can either relax in gazebo or forest, or perhaps play hide-and-seek:
SpoilerTrading Hub / Market / Grofit Plaza (pick whatever name you like). It also acts as another storage room (resources, trophies, treasures, salvage, precious kuva etc.) shared by not only Tenno, but also neutral Grineer and Corpus associaties with Grineer refinery station and Corpus security post. After making a deal both sides can celebrate it in the bar upstairs:
SpoilerOur entertainment centre, kind of, where you can always hang out with your friends or pets. Open-air cafe, old obstacle course in the next room, bar, dance floor, garden on the roof, Xmas playground -- there are many ways for entertainment. But first you have to pass our security check (we don't want to cause any trouble, do we?):
SpoilerAnd finally our so-called Zen Buddhism Room, our biggest garden so far. Its nature simulation is perfect for relaxation and meditation:
SpoilerWill we win or not doesn't really matter, but if anything of that will inspire someone to start creating, then that will be awesome too!
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Yeah, it's annoying as heck. Everytime there's the Ghoul threat I just hit Esc after getting in until my inbox is closed. They need to make it optional in settings similar to the Lotus' transmissions. Something like «disable recurring Inbox notifications» (Assassins, Ghouls etc.), but not content/reward messages.
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Check your Dynamic Resolution in Display settings (in-game), because it sounds like it's enabled (and if it is, either disable it or set 90-95%).
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1 minute ago, PhantomThiefOfHearts said:
(and i finally wont have to DOUBLE MAX IT TO GET MY MASTERY)
They should just turn the first 30 ranks into some kind of 'test drive' when you can change parts and test it yourself out in the field. And if you liked any combination -- gild it to start gaining affinity.
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I hope they will address this, yeah.
Though my biggest fear is that the most ug... u-, yeah, unfashioned parts will have the best values, that and the possible lack of variety will be cruel :F
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13 minutes ago, Lewtenant said:
In Sanctuary Onslaught your combo counter always resets jumping from zone to zone. If enemies are getting higher level I want to hit them harder. I run naramon power spike and drifting contact to keep that number up. Is the reset intentional?
Yep, working as intended.
QuoteEach conduit entered/zone advanced removes current buffs, active Warframe abilities, combo multipliers, and resets Energy to the respective base level, as well as restoring ammunition back to 100%.
- Additional base energy contributed by a Warframe's spare mod capacity will not be accounted for.
- Nidus will lose 4 mutation stacks upon entering Data-Conduit.
- Atlas will lose approximately 300 rubble upon entering Data-Conduit.
- Saryn's Spores damage growth decreases by 30% upon entering a Data-Conduit.
Are there any confirmed Warframes that Won't be primed in the near future?
in Players helping Players
Posted
Oh, well, I listed those in their reg. version release order, adding that Primed versions get adjusted for MM-FF-MM pattern, but still, many thanks for adjusting the Primed list, mate