Jump to content

Thundervision

Grand Master
  • Posts

    1,927
  • Joined

  • Last visited

Posts posted by Thundervision

  1. 1 minute ago, GnarlsDarkley said:

     

    Mesa, Equinox, Atlas and Wukong (2019) are correct

    but then come

    Ivara(2019), Titania - Nezha, Inaros - Octavia(2020), Gara - Nidus, Harrow (2021)

    So if DE follows their current order Nidus Prime should be released in Sommer 2021

    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 :thumbup:

  2. The old answer would be:

    Spoiler

    UPMydGL.jpg

    Now, 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).

    1. Mesa Prime,
    2. Equinox Prime,
    3. Atlas Prime,
    4. Wukong Prime,
    5. Ivara Prime,
    6. Nezha Prime,
    7. Inaros Prime,
    8. Titania Prime,
    9. Nidus Prime
    10. Octavia Prime,
    11. Harrow Prime,
    12. Gara Prime,
    13. Khora Prime,
    14. Revenant Prime

    https://www.tennoclocknews.com/warframe-release-log/

    Oh, and Prime pattern also goes this way: MM-FF-MM-FF-...

  3. 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:

    Quote

    Money 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:

    Spoiler

    Can't be used on

    Borderline

    Weapons that can benefit from SC (on DE's paper, I guess)

    ------------------------------------------------------------------------------

    1. Acrid: 15
    2. Afuris: 70
    3. Akbolto: 30
    4. Akbolto Prime: 40
    5. Akbronco: 4
    6. Akbronco Prime: 8
    7. Akjagara: 36
    8. Aklato: 30
    9. Aklex: 12
    10. Akmagnus: 16
    11. Aksomati: 70
    12. Akstiletto: 28
    13. Akstiletto Prime: 40
    14. Akvasto: 12
    15. Akzani: 100
    16. Angstrum: 3
    17. Arca Scisco: 36
    18. Atomos: 70
    19. Azima: 75
    20. Ballistica: 16
    21. Ballistica Prime: 32
    22. Bolto: 15
    23. Brakk: 5
    24. Bronco: 2
    25. Bronco Prime: 4
    26. Castanas: 2
    27. Cestra: 60
    28. Cycron: 40
    29. Despair: 10
    30. Detron: 5
    31. Dex Furis: 100
    32. Dual Cestras: 120
    33. Dual Toxocyst: 12 (I wonder if it works if you proc its buff with 1 remaining round)
    34. Embolist: 33
    35. Euphona Prime: 5
    36. Furis: 35
    37. Fusilai: 6
    38. Gammacor: 60
    39. Hikou: 20
    40. Hikou Prime: 26
    41. Hystrix: 15
    42. Knell: 1
    43. Kohmak: 40
    44. Kraken: 14
    45. Kulstar: 3
    46. Kunai: 10
    47. Lato: 15
    48. Lato Prime: 15
    49. Lato Vandal: 15
    50. Lex: 6
    51. Lex Prime: 8
    52. Magnus: 8
    53. Mara Detron: 8
    54. Marelok: 6
    55. Mk.I Furis: 35
    56. Mk.I Kunai: 10
    57. Nukor: 50
    58. Pandero: 8
    59. Pox: 4
    60. Prisma Angstrum: 3
    61. Prisma Twin Gremlins: 70
    62. Pyrana: 10
    63. Pyrana Prime: 12
    64. Rakta Ballistica: 20
    65. Sancti Castanas: 2
    66. Secura Dual Cestras: 120
    67. Seer: 8
    68. Sicarus: 15
    69. Sicarus Prime: 24
    70. Sonicor: 15
    71. Spectra: 60
    72. Spira: 10
    73. Spira Prime: 12
    74. Staticor: 45
    75. Stubba: 57
    76. Stug: 20
    77. Synoid Gammacor: 80
    78. Talons: 4
    79. Telos Akbolto: 30
    80. Twin Grakatas: 120
    81. Twin Gremlins: 30
    82. Twin Kohmak: 80
    83. Twin Rogga: 2
    84. Twin Vipers: 28
    85. Tysis: 11
    86. Vasto: 6
    87. Vasto Prime: 6
    88. Vaykor Marelok: 10
    89. Viper: 14
    90. Viper Wraith: 20
    91. Wraith Twin Vipers: 40
    92. Zakti: 3
    93. 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.

    • Like 7
  4. Didn't they remove innate PT from the Ignis, too? Seems pretty intentional it would hit the Embolist as well.

    Quote

    Flame passes through all avatars damaging them but will now be stopped by level geometry and require Punch Through Mods to penetrate

     

  5. It's all RNG.

    Spoiler

    609AC9977C7C8A631BE7F1CE93B8B18FC6F0AB06

    Another 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:

    Spoiler

    A1A1EABEF0CA03A0845256D77AC8FE49FA93C211

    And 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.

     

  6. 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.

  7. 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.

  8. 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:

    1. 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.
    2. The explosion won't happen as long as players stays within self-damage range.
    3. 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)
  9. 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 ).

    I8WwjiX.png

    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.

     

  10. 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.

  11. 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...

  12. 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.

     

     

    • Like 1
  13. 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?

  14. 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.

  15. 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):

    Quote

    DS#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.

    • Like 1
    • 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:

    Spoiler

    Main 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:

    Spoiler

     

    RSDRD29.jpg

    0dzTlFz.jpg

    PLKSBLi.jpg

    EEr3tkd.jpg

    sLahxTY.jpg

    HE7b39I.jpg

    Pm4CN3R.jpg

    3C4Enmd.jpg

    OEIgsW5.jpg

    7VTfLCR.jpg

    Pm4CN3R.jpg

    roFguFx.jpg

    IVWpyvX.jpg

    t6pwtQH.jpg

    ZXO8td8.jpg

    XCIP5vN.jpg

    tAkfGmt.jpg

    ZK9yI7V.jpg

    pN9joY0.jpg

    Garden#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.

    Spoiler

    xCF7U6n.jpg

    VEwHUxG.jpg

    M6iJ9No.jpg

    iJK6haF.jpg

    aO02KOY.jpg

    g2yYuuE.jpg

    TMo4zRo.jpg

    RkodWxg.jpg

    Garden#2

    Another garden used for various installations and dioramas along with the clan storage kiosk.

    Spoiler

    DuLjdH2.jpg

    05vEmLH.jpg

    4KKgoB2.jpg

    XeZFCWG.jpg

    3MJaDdD.jpg

    eqj3B5H.jpg

    AiCtUEP.jpg

    Garden#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:

    Spoiler

    MJxM6Kb.jpg

    oKP3JWf.jpg

    b9RW8O3.jpg

    4kjRJmC.jpg

    8KqteQ3.jpg

    qTx4KIh.jpg

    b6GoQus.jpg

    bhLA6AX.jpg

    gewRBOL.jpg

    PiapTMM.jpg

    Garden#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:

    Spoiler

    Irf8z27.jpg

    992iK9Y.jpg

    pQBH80F.jpg

    biPRm8s.jpg

    6Hdn0E3.jpg

    mhfDzE1.jpg

    wiEgpks.jpg

    vrzmKew.jpg

    Trading 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:

    Spoiler

    Z8xNYnl.jpg

    aa4Rxcc.jpg

    9IwwXjO.jpg

    8cbfg7u.jpg

    QtRWTSt.jpg

    EudpUIn.jpg

    uBVRuoO.jpg

    83hpOUp.jpg

    1zuyKLZ.jpg

    GnFcUgv.jpg

    F0r1W70.jpg

    8DYgeyj.jpg

    XJLRMLL.jpg

    JcLAyeM.jpg

    cNsy2g7.jpg

    Our 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?):

    Spoiler

    cZtZ6XL.jpg

    Qi6Cfrk.jpg

    tra7AEK.jpg

    rjoEdZT.jpg

    KlzLQdS.jpg

    VHp3ab2.jpg

    gfo31Mf.jpg

    GV0EZD2.jpg

    cv8vdjv.jpg

    dn4FpWC.jpg

    79Yl3tO.jpg

    7SPoFMX.jpg

    9YsshMv.jpg

    Enxj7su.jpg

    dh978sT.jpg

    MwHaHvV.jpg

    F24gvYC.jpg

    o0yx88W.jpg

    And finally our so-called Zen Buddhism Room, our biggest garden so far. Its nature simulation is perfect for relaxation and meditation:

    Spoiler

    thPPnne.jpg

    nUeGa0Q.jpg

    kr6z1K9.jpg

    5z9NN2R.jpg

    VJwN7Md.jpg

    NucdcWD.jpg

    0scO7TO.jpg

    3XUb7yU.jpg

    kPX2zv1.jpg

    tBhBkLf.jpg

    Bg37UBF.jpg

    sKcSh4j.jpg

     Imgur Album

     

    Will 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! :clem:

     

  16. 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.

  17. 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.

    Quote

    Each 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.

     

×
×
  • Create New...