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Ddublu

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Posts posted by Ddublu

  1. Alright so I've port forwarded my router for Warframe, as well as disabled my computer firewall entirely, yet whenever I attempt to connect to any pub games, it consistantly get a message telling me I lost connection before throwing me into a loading screen back to my Liset.

     

    The interesting part is that I can host just fine, people have no problems. I double checked my ports to make sure they're open, as well as that they matched what I use in-game as well.

     

    List of Ports:

    TCP 80

    TCP 443

    UDP 3960

    UDP 3965

    UDP 4950

    UDP 4955

     

    I don't have any Matchmaking ping limit enabled as well as when I press the 'Analyze Network' button, it say that there's no problems and such. Anyone know of some method that can allow me to play with people? I'm unsure how many things there are that I can do to make this work >.<.

  2. No leave her alone please she's one of those frames which fine as they are.

     

    Sure she's fine, but Excalibur has sort of now taken the lead as far as melee-based frames go imo. Excal can even take out nullifiers with ease apparently. Valk still has that whole.. invulnerable thing going for her; but I believe a good amount of people dislike her melee combos at the very least.

     

    I guess a minor tweak could simply be to give her more interesting/better melee combos :P.

  3. "In Norse mythology, a valkyrie (from Old Norse valkyrja "chooser of the slain") is one of a host of female figures who choose those who may die in battle and those who may live. Selecting among half of those who die in battle (the other half go to the goddess Freyja's afterlife field Fólkvangr), the valkyries bring their chosen to the afterlife hall of the slain, Valhalla, ruled over by the god Odin. There, the deceased warriors become einherjar (Old Norse "single (or once) fighters"[1]). When the einherjar are not preparing for the events of Ragnarök, the valkyries bear them mead. Valkyries also appear as lovers of heroes and other mortals, where they are sometimes described as the daughters of royalty, sometimes accompanied by ravens and sometimes connected to swans or horses."

     

    I don't mind some catish helmets, but she's a "Chooser of the slain" not a cat.

    All this pointless discussing on Valkyr's origin aside, that's not what this post is meant for. 

  4. Post-Excalibur rework, it started getting me thinking on ways that Valkyr could possibly be changed to have her own spin as a melee-based warframe. This rework won't be as extensive as Excalibur and will mainly focus on special effects that occur while in 'Hysteria'.

     

    Current ability effects:

     

    Ripline: "Valky hurls forth a hook. If it hits an enemy, she pulls them to her.If she hits terrain, she pulls herself to the hook's location.

     

    Warcry: Valkyr let's out a rallying cry that bolsters her allies melee speed while slowing down enemies.

     

    Paralysis: Valkyr unleashes her shields, stunning and damaging enemies around her

     

    Hysteria: Valkyr is imbued with energy and becomes a ball of vicious rage, capable of unleashing a torrent of deadly claw attacks on unsuspecting foes.

     

    Hysteria effects:

    Ripline: Once activated, the player may left-click to fire off a second ripline.

     

    Warcry: Gives an additional short burst of movement speed lasting 5 seconds.

     

    Paralysis: (can't think of a good bonus to add)

     

    Hysteria: If pressed again, Valkyr lunges forward, clawing through enemies and knocking down those that survive.

     

     

    Keep in mind, Hysteria would still be duration based. These are also really really rough ideas. I was also thinking it'd be kinda cool if Valkyr sort of acted more... cat-like while in hysteria, with her running on all fours or something. 

     

  5. Alright, just finished watching the Devstream and felt I had an at least interesting suggestion to what will happen to blocking if stamina was removed.

     

    I believe that the green stamina bar wouldn't be called the stamina bar anymore but could instead be a 'blocking bar'. That way a tenno cannot indefinately block everything which to me feels a tad too... overpowered. This would allow the 'Stamina' mod to instead increase the amount of time a player can keep blocking attacks and such.

  6. Used a max efficiency chroma (fire element) with a melee weapon of choice, was able to solo it all but spent a revive.

     

    Of course there's the frost cheese strat, but I don't even wanna

     

    Frost Cheese strat? I saw a video on that as well but didn't seem to be real effective. I'm guessing it's a really large bubble with the snow globe augment to freeze things that come into it?

  7. Alright so I'm sure there were bunch of posts on this thing; however I could use some assistance on what to use to pull off soloing this thing. I saw some videos using Ember and tried her, however as the part with the Manics spawning they simply wouldn't keep out of stealth long enough for the flames to wreck them like in the video (Admittedly the person also spammed torid gunk under his feet and I don't have a Torid built anymore.)

     

    This was on the second phase with slightly beefed up Manics. The first phase I figured I could just run stealth Loki and melee them to death; only to have found out that I had to keep spamming decoy to get them to stay put long enough for me to cut them up. In hindsight I could have probably used an explosive type weapon, sat on some boxes, and spawned my decoy to set up traps.

     

    This tactic is also what I am currently planning to attempt to do in the other two phases. However, I was wondering if other people have had luck with other setups to take care of this tact alert solo mode.

     

    Thanks in advance for the help,

     

    P.S. This is past when moa's were taken out of being spawnable so I can't use them. Also I saw a Banshee being used in another video, but I don't know if I'll just get the same result I did when trying Ember P.

  8. I think it's considered a dumb idea because of possibility of leechers. So it's pretty much a community problem

     

     

    I'm not entirely sure what your definition of a leecher is, since Survival (and maybe Mobile Defense) is the only mission type that may actively be done in multiplayer everyone sort of has to be active to successfully gain the rewards. Despite all that; wouldn't the afk checking thing kick in if someone sits at the spawn point the whole time and does nothing?

  9. This problem would be remedied with the small change of having syndicate medallions be collected globally in a mission instead of player by player. But apparently that's a dumb idea according to some.

     

    But this is the best idea EVER and would greatly promote running these in groups instead of solo just because its easier to get them done as groups in most cases. Would mean just one person can run Loot Detector for the whole group and everyone can work together to grab the medallions :D.

  10. I really should have looked through the threads before posting my own discussing these syndicate lackies as I like to call them. I completely agree to some extent with what the OP is saying. These lackies are only truly needed in missions that sort of more support multiplay; Defense, Interception, Survival, Exterminate. They are really annoying to have in any mission type outside of this because those are more or less stealthy missions, in my eyes at least.

     

    Thankfully they don't appear in Rescue missions, but they do in Sabotage and Deception to say the least. I'm like most players when it comes to syndicate missions, going it solo. Simply put that's just how I play these missions. Solo. Though I'd go the full nine yards and remove them entirely from Sabo, Spy (dunno if they appear here since Spy 2.0), Deception and Rescue.

  11. So the first few times I discovered these two guys following me around it was pretty cool to have for like.. 'defense' type syndicate missions. Though personally I'm the type of player that enjoys getting through levels in more... subtle ways so they start to become really really annoying for anything outside of Defense, Survival, and Interception missions (at least for me). I still think they are a great addition to the missions however since it gives solo players some assistance with the missions.

     

    This may just be me, but I think they should only appear in missions that really don't support a stealthy method of playing through them. That meaning I'd like them to not appear in: Rescue (which they don't already), Spy, Deception, and Sabotage. These missions give me the feeling that I'm meant to go in and get out without detection. Admittedly I haven't had a Spy syndicate mission since Spy 2.0 came out, but I can already tell that having two random dudes tailing with you would make for a very annoying attempt at being stealthy in the mission.

  12. I generally build Radiation against Grinner, with Viral as a secondary element if I have space. Radiation does more damage to the Bombards and Napalms, which are the deadliest enemies. I would take out steady hands or another element or a Expel mod, as the recoil reduction isn't worth the loss in DPS, especially when you can learn to adjust to the Marelok's firing style.

     

    True, but I sort of go ham with the gun, so the recoil really throws me off >.<. If I intend to be careful with each shot, like wait for it to reset from the recoil I'd probably be fine without Steady Hands. Also I also normally house both Radiation and Viral on my weapons for grineer if I can help it.

     

    I'll have to test some things and find out. As far as Forma use; the main thing I see is swapping the D slot for a bar, and possibly adding at least one if not two V slots. Would this be correct?

  13. I can see some synergy between volt and hydroid with the passives here,i think that would be pretty awesome to synergize with other frames more.

     

    Very true. I'd like to see more combos if it were possible but to be honest it's very hard I think. Only other elements are Fire, Cold, and Toxin.

  14. the 5% lifesteal on valkyr is too strong.

     

    I can hit 20k+ consistently. That's enough to refill my entire life bar every time I hit a high level enemy. With her insane armor. Even a 1% life steal is a massive effective health boost. Every 700 healed is worth about 5k effective health.

     

    You hit 20k with normal melee? interesting... ive never really seen that tbh. I guess to be safe it can be changed to 'restores 5% missing health' or something.

  15. Theres an augment mod for warframe, so i think DE need to adding more slot for these augments, for example aura got a different slot, why not giving another slot for augment? but i like this idea too, passive slot, augment slot to be implemented

     

    These aren't really meant to be like.. actual slots but more of something to better differentiate each warframe from each other more than just varying stats and abilities.

     

    Electromagnetic: Surrounded by an EM- field in a radius of 15 meters, with a 15% chance of jamming enemy weapons.

    Passive effects: Lights flicker, MOA's and doors malfunction.

     

     

    Interesting concept. I'll agree with the stun effect but it'd have to be temporary and probably about 5 seconds in duration. Also I'm unsure what you mean by causing doors to malfunction as that sound's more of an annoyance than helpful.

  16. Just recently watched the video of the latest Devstream where towards the end they discussed putting in passives (like Zephyr's extra float time and such). So the following are some of my own suggestions based on how I feel the warframe was designed and hoping to better etch out each frame's 'role'. These aren't meant to be all put on by the way, but more of lists of potential Passives. Also, feel free to suggest your own and I'll do my best to keep track of this thread and keep things organized.

     

    Ash:

         - Assassin: 20% bonus damage towards stealth kills (Does not include attacks triggered by stealth attack prompts). Also gains an innate bonus towards stealth attacks by 50%.

         - Throwing Proficiency: Ash's practiced hands benefit the flight speed of equipped throwing secondaries by a 20%. Also increases thrown melee flight speeds by 10%.

         - Quick Reflexes: Ash's quick movements gives him a slight chance to dodge incoming bullets as he runs into the fray.

         - Mutilate: 15% chance to cause a double strike while using dual daggers.

     

    Banshee:

         - A'Tune'ment: Banshee's control over sound has made her quite adept at being able to sense nearby foes just by hearing their footsteps.She is able to briefly detect enemies within ~15m, even highlighting them through walls (To her only).

         - Speed of Sound: Bashee gradually gains speed as she sprints, capping off at 1.2 sprint speed at a rate of 0.05/s

     

    Ember:

         - Girl on Fire: Ember's familiarity with pyrotechnics gives her a 20% bonus to all fire damage she does as well as make her more resistant to fire damage by 10%.

         - Backdraft: When struck by melee there is a chance that the enemy will be hit by the Fire proc effect, also causing them to panic as they spontaneously combust.

     

    Excalibur:

         - Way of the Sword: Excalibur's proficiency and skill in swordsmanship gives him a bonus 20% to melee damage when wielding single or dual swords.

         - Riposte: While blocking, Excalibur has a 15% chance to auto-parry melee attacks. As well as a 10% to deflect bullets back at the enemy.

     

    Frost:

         - Cold Heart: Harnessing the element of Ice, Frost gains an innate resistance towards cold weather; losing less shields in cold environments and also taking longer to freeze on Corpus Ice planet tilesets.

         - Permafrost[/]: Enemies within melee range of Frost gradually become more and more cold (like how the Glaxion works) until eventually freezing for a short duration.

     

    Hydroid:

         - Conductivity: Any enemy hit by any of Hydroid's abilities become drenched in water, causing them to take more damage from sources of electricity. Likewise, if Hydroid is hit by electricity while in a Pool, he becomes supercharged and will deal a set 250 amount of electric damage to all enemies within the pool.

     

    Limbo:

         - Shifter: Limbo has a small chance to quickly phase between rifts to avoid taking damage, has a 10% chance to occur with a built-in cooldown of ~20sec.

     

    Loki:

         - Now You See Me...: Upon taking fatal damage, instead Loki automatically goes into stealth for 5 seconds, during which he regenerates up to 25% of his health and shields. (5 minute cooldown).

     

    Mag:

         - Electromagnetic: Mag is surrounded by an electromagnetic field that has a 15% chance to cause, within 15m, enemy weapons to jam as well as shutdown nearby robotics for a short duration.

         - Magnetism: Mag recieves an innate 5m larger radius to pick up items. She also does not need to pickup datamasses as it will fly into her hand once she's close enough to it.

     

    Mesa:

         - Gunslinger: Mesa gains a 10% fire rate bonus when wielding dual pistols. Single pistols also benefit from a 20% reload speed increase. (already implemented)

         - Tracker: In Capture Missions, Mesa's survival instincts can assist her in chasing after the VIP target who's footprints remain highlighted for a short duration. This can be refreshed by gaining line of sight of the target. 

         - Brought Guns to...: Mesa gains 50 bonus health when not wielding a melee weapon. (already implemented)

     

    Mirage:

         - Party Poppers: Enemies killed by Mirage have a 15% chance to pop with confetti and deal 200 Blast damage to nearby enemies.

     

    Nekros:

         - Harvester: Enemies killed by Nekros have a greater chance of dropping health/energy orbs by 25%.

     

    Nova:

         - Priming Weapons[/]: Weapon hits have an added 10% chance to cause the struck enemy to become Primed. Melee attackers also have a 10% chance to become Primed on hitting Nova.

     

    Nyx:

         - Charmer: While wielding a bow, Nyx's shots from it has a 15% chance to charm an enemy unit for 10 seconds. Can only have one unit charmed and does not count towards Mind Control.

     

    Oberon:

         - Cleansing Light: Oberon and his allies bathe in the glorious light (he is a 'paladin' after all), giving them a 15% chance to ignore status procs from enemies. (NOT Environmental reasons).

     

    Rhino:

         - Ironclad: Rhino gives his allies within 25m of him an extra 10% more armor.

         - Can't Stop the Rock: While sprinting, Rhino gains a 20% chance to ignore any knockdown effect that he runs through (*insert "I'm the juggernaut, $#*(@!" reference*)

     

    Saryn:

         - Venomblood: Venom courses through Saryn's veins enhancing her abilities with poison-based attacks by 20%

     

    Trinity:

         - Quick Fix: When an ally goes down, Trinity gains increased sprint speed when moving towards the downed ally.

         - Phoenix Down: Trinities medical knowledge allows her to aide downed allies faster than other frames, taking less time to revive them.

     

    Valkyr:

         - Inner RageInnate 5% rage mod effect. (5% of all damage taken converted to energy).

        - Bloodthirsty: Valkyr's vengeance for blood gives her a 5% innate lifesteal to her melee attacks.

     

    Vauban:

         Filled Later

     

    Volt:

         - Unlimited POWAAAAH!: Volt gains a 10% increase to all sources of electric damage he deals, including weapon mods as well as his abilities.

         - Lightning Strike: Every few minutes a bolt of lightning will strike Volt, dealing 200 electrical damage to nearby enemies as well as super charge his next Shock to deal a bonus 50% more damage (based on the base damage; not the modded value).

     

    Zephyr:

         - Float Like A... Bird?: Zephyr's light frame allows her to float in the air longer then all other warframes (already implemented).

     

    The calculations are mostly random numbers for now. Also I shall add more as I can think of them. As of posting this it's getting really late so will have to wait till later to finish my own ideas as well as add those people come up with.

  17. ive included a screenshot of the room im referring to. Most medallions are able to be reached in some manner, whether its by using a frame that bypasses obstacles or being a pro ninja. However, this room is the only one that blatantly threw a medallion in a place I couldn't reach. What is even more interesting is that there are openable lockers

     

    This leads me to believe that theres some way to stop the goop flow and allow access to this room.

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