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Tostov

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Posts posted by Tostov

  1. Guns/melee are about even, with guns being generally better against single tanker targets, and melee being better against weaker swarms, up until someone pops their naramon focus, at which point they become a permainvis buzzsaw and gain the stealth modifier which ups their damage by like 2(4?)x, which pretty much makes melee a risk free high damage option.

  2. Sortie sagarus Ruk should be killable as long as he doesn't bug out and do nothing.

    That being said, it's a good idea to bring along some corrosive projection auras or some really strong gun/buff-frame. When I did the one today, I think it took about 60-100 or so hits with my sancti tigris before he went down, in addition to the other two player's attacks. The exima grineer were probably the main issue fighting him really, since he doesn't seem to do an especially large amount of damage himself.
     

  3. That makes the warframes a bit unnecessary, don't you think? Do remember that you effortlessly killed multiple Sentients with your void beam thingy.

    As noted, the fact that you're not exactly invulnerable in the flesh is the key reason why warframes are used. As long as you're remot-ing from a warframe, they can't effectively engage the tenno properly, leaving them with dealing with the still nigh-godlike and immortal warframes.

    Also, the operator seriously needs to hit the gym or something, get those legs working.

  4. Why don't they make lens' non-applicable to warframes, then buff the weapon gains accordingly?  It's pretty stupid how if you want to get anywhere with the focus system, you've gotta put your lens on a DPS frame and go sit in Draco spamming 4.  

    Protip: Those syndicate bursts that ruin stealth runs? Those count as ability kills, meaning they feed the frame lens instead (also makes them great for levelling frames). If you can avoid self kills, secura penta is a good choice, synoid simulor too, since they mow down dudes and hence make good weapons to put a lens on as well.

    If you were unfortunate enough to have put your lens on a not-nukerframe, Just grab a syndicate weapon an go to town on the radial bursts. Works better if the frame you chose can buff it's own damage like mirage or rhino, but yeah. Also, Perrin/Loka bursts are best for draco.

    That being said, the current system is a little borked. There should be at least a little sharing between players affinity for focus wise. Even if it's not nearly as much, I feel sort of douchy when I'm grinding focus, cause I know every point I get is probably one someone else is losing. I should stealth kill, but sadly I lens'd rhino, literally one of the least stealthy frames.

  5. I can feel most of them, but I tried to do everything with Rhino and it seems that his passive is cosmetic to me. 

    Pretty much all I see of it too, makes me feel awesome whenever I land. Then again, almost any passive he would reasonably get would sort of be made redundant by his skillset. Honestly, just making the heavy impact bigger (8-12m perhaps)/more reliable would probably work, a free stagger is pretty significant bonus.

    Edit: Making it also trigger when you rhino charge into a wall would be great.

  6. Atlas is practically a press 4 to win frame. Oh I meant press 1 to win 

     

     The rest of his abilities are extremely mediocre, and his Petrify is outright garbage, worst CC ability in the game hands down . Rumblers run into nullifiers and die almost always. Meh. 

    I'd agree with this, though outside the presence of nullifiers, rumblers are quite durable and do sorta-okayish melee damage. They can punch up most of the bosses on the solar map (pretty much all of the ones they can get to), and you can get them going for about a min or more before they drop dead with around 170% power strength.

    That being said, petrify and wall are both pretty average, and landslide is by far his most potent ability.

  7. To be honest, does his Heavy Impact passive do anything? I tried using it, and it does not seem to be affecting anything. 

    I've seen it stagger everyone around me when I land with the shockwave. You only really get it reliably on open tiles though.

    Really though, most of the passives are, unsurprisingly, very minor effects.

  8. Clearly it's so you can carry your low MR friend through them.

    Seriously though, some of the stronger CC frames, especially if aided by a trin can easily work with a MR 4 player. Rhino stomping, mirage discoballs etc. Loki disarm is workable, and if they have frost, they can globe the pod if nothing else. Sure, they can't do damage, but you can almost get away with a single dude with a good AoE splash weapon and some CC.

    Depending on the mission type ofc. I mean, I've only publicly sortied twice, and both instances the other players were all above MR 8, though it is a tiny sample pool. Unless they're getting taxi'd, a MR 4 probably doesn't have all the nodes required to participate in sorties anyway.

    Edit: Also, you can reach MR 7 in a week too. MR 14 in two, MR 18 on the third, if you grind hard enough.

  9. I sort of enjoy the new update 'reveal' (It fell within the expected results, so it wasn't that much of a reveal, though the customisation screen was a bit of a surprise), this comic made me lel. Ten out of Tenno.

    Less snarky more experienced/mature lines would also be nice for the operator, but y'know, that's why you can mute (though not disable).

  10. Not really.

    Durabillity is a bit over where it really should be for grineer/corrupted (corpus are largely okay thanks to their almost lack of armored units.)

    Damage is far too gone though. Everything is really going to nail you in less than a second, and very little outside of cheesing the entire room with CC or being valk in hystera is going to save you from it. See: Instadeath bombard missiles and scorches.

  11. So, what about the syndicate mod for iron skin?

    I mean, if we cast iron skin each 4 secs in a high lvl we will be allowed to do high AoE damage.

    Sorry for my bad english*

    Hopefully yeah. Iron shrapenel doensn't exactly have super range anyway, and that involves getting close and personal, which is thematiccaly matching, even if it's not always a great idea.

    Enemies scale HP faster than damage though I'm pretty sure.

  12. Considering whe have kubrows which are egg layng mamals, i think more then a few thousand years have passed

    https://en.wikipedia.org/wiki/Platypus (it even has the beaknosething) (well, technically all Monotremes)

    Not really that far fetched if we assume that the Orokin were master geneticists, which is heavily implied to be the case.

    That being said, there's a lot of more concerning things than earth looking the same from orbit in warframe. The vines could also have separate colouration/hue based on environmental conditions as well though.

  13. PvP drop? As in, RNG drop from a gamemode that by itself is actually difficult to win unless you magically have a good team and are facing a mediocre team? Where people rely on cheap tactics to win, everyone jumps like rabbits, and a single match takes 10 minutes?

     

    No thanks. I imagine people would like to have an actual chance at getting Frost Prime.

    Look lets be honest, 10 min < 15/20 min if the part is on B/C of a survival. Or god forbid a defense.

    That being said, team matchup is exactly like fighting RNG, all on the dice.

    Well, despite that, I'd rather not see him there.

     

  14. Good in what way past level 60 armor starts to overwhelm puncture weapons that's when all the element damage,status and slash damage matters most.

     

    While soma is a noob weapon to pick up it's still way better then boltor at real end game

     

    I place boltor prime high mid weapon.

    High damage, simple usage, decent damage per round (i.e. Decent ammo efficency).

    Also, seriously, almost everyone intending to run past 60 using guns will pack a corrosive projection.

    Bolter Prime falls under high because there's a dizzying number of weapons in the game. Lots of direct damage weapons that are better than it, few are as point and click as it though. It's like a more sprayin' version of the latron prime. 

    Indeed, the Soma, Boltor and Latron prime are all very evenly matched against each other.

    That being said, our two resident burst primes (Sicarus, Burston) need a bit of tweaking, and Vasto Prime could do with a little adjusting (Stack the impact and puncture all onto slash instead, giving it just slash damage/proc would be cool, but unlikely).

    Bump lato prime up to not-trash, give us a prisma with same stats.

  15. I'm surprised that someone is still selling that junk despite the stats are slightly better than an already low level weapon.

     

    Personally, it's not even worth the mastery points.

    It's overall stats after Bright purity are actually quite passable (Gives reasonable damage with better speed, and P-skana has good crit for proccing berserker). Gives syndicate proc on melee, which is quite useful. Has the same shape as the skana, which has a very clean, nice look.

    Not quite as good as prisma cleavers, but still very reasonable performance wise. Used to be a lot more potent when bright purity affected abilities that scale off of weapon mods.

    2k is easily faaar too much for it though. As people have noted, "In good faith" sounds just downright troublesome.

  16. Armour up to 250-300

    Miasma duration doubled with same damage per tic, stagger enemies for half the duration. A cool benefit would be to Multiply by 2 for viral/toxic, rather than adding an addtional 100% (i.e. Having both causes 4x instead of 3x), but doubling the duration should really take priority.

    Make regenerative molt scale with power strength if it doesn't already. Perhaps even make it inbuilt and give molt a new augment (multiple clones perhaps?).

    A minor buff to her 3 would be cool

  17. I would assume that avoiding going for lvls 300+ would make it disappear naturally.

     

    Around 80lvl i would argue that most durable enemies are fusion/anti moas.

    Wouldn't be a very valid argument, as they're about comparable to normal lancers durabillity wise at level 80. Which don't spawn at level 80, elite ones do. Elite lancers are more durable to almost all damage types comparatively (because of alloy armour).

    Meaning: Grineer lancers match other factions heavy unit HP at level 80 (almost). This doesn't cover the fact that grineer also have heavies, who have significant amounts more armour than their weaker units.

    Tested using Default Exalted blade waves with no melee equipped, while target was blinded. lvl 80 simarculum enemies.

    Butcher: 3

    Lancer: 15

    Elite Lancer: ~30

    Ancient Healer: 18

    Corpus Tech: 30, including the shield restore from deploying a shield osprey

    Anti-Moa: ~12

    Fusion Moa: ~12, not including the drone

    Oxium Osprey: 56, just to show it's not grineer bias, and armor doing it here.

    Bombard: ~200, Extrapolated, got about a quarter of the way through at 50 strikes before a slash proc'd for 6000 and abrupted killed it, like it does with everything else.

    Armor is a significantly more powerful stat at level 80 than HP/shields.

    Just for fun:

    Elite Crewman: 6

    Crewman: 6

    Charger: 4 (just barely)

    Runner: 4

  18. All this testing made me realize that Broberon might actually now outperform Saryn - the mighty all-rounder Paladin...I like the sound of that. I'll post the results when I'm done.

    The one who is more effective than both is in your avatar. (frost, 4k on activation, same range, CC freeze and addtional 1k splash when someone dies)

    edit: Also, radiation damage reduces alloy armor by 75%, which is freak'in gigantic.

    Speaking of which, after a lot more playing of saryn, she really needs miasma to be a better energy investment, and needs more survivability. I'd suggest doubling Miasma's base duration from 3 to 6 seconds, improving overall damage while not causing her to be more explodey. Right now, as noted, miasma is not nearly as good as an investment as Avalanche. Addtionally, forcing a stagger for half the duration would make it a bit more useful for making some breathing room.

    And yeah, durabillity needs to go up. Armor buff is the best bet.

  19. Saryn got a buff to her 1 and 3 abillites, and a nerf/fix to miasma.

    That's what happened. It's a rework, Miasma changed so that negative duration was not literally making it do more damage (because the old calculation used Damage/Duration, and if you know some math, if duration < 1, then it's actually increasing the result). Trying to reach old miasma damage is like trying to beat a glitched speedrun without glitches.

    Spore needs to spread all toxic based proc damage (so gas and corrosive procs), Molt needs to draw aggro better and maybe be more durable/have invuln. timer, 3 needs a little something more to make it shine and Miasma needs its damage tuned up via a nice increase to duration or power (doubling either one (but not both) should help make it a significantly more appealing investment).

  20. Or in other words, Miasma did get a nerf, yes, if you think anything else is the case, you are sorely mistaken.

    This is because miasma literally had no mallus when using negative duration. Surprise surpise, it made it absolutely broken damage wise. In fact, it was literally advantegoius to reduce your duration down to its bare minimum, since past a certain threshold, it actually increased your damage.

    In other words, you've been using a bugged abillity from the start as a comparison, what do you expect?


    That being said, Miasma could definatly use a boost in the damage catergory, no doubt about that. Double the duration or the damage by default to make it a bit more appealing than the other radial 100 cost nukes, and make synergizing it extremely satisfying.

  21. Thats the Joke.

    Limbo also generates copious amounts of energy for himself, unlike sayrn.

    That being said, miasma could use a little bit of a buff damage or duration wise, just to bring it closer to par with avalanche, considering it soley does damage, and doesn't output it all at once. I'm aware the rest of her kit got significant improvements to playabillity, but adjusting miasma's damage back up just a tad more will put it in a place where viral/toxic spreading isn't required to make it do decent numbers, but it benefits greatly from such synergy. A boost to range would also work, but at the moment it just does too little for too much cost, sort of like crush.

    Also, making corrosive/viral (not that this one really needs to)/gas also spread with spores would do wonders for her, and would definately make it a solid energy investment.

    Base stat wise, the HP nerf feels a bit reactionary, but really has an understandable source as to why. That being said, rounding her armour up to 200 would be greatly appreciated, and would give her better usability out of molt's heal.

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