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Beowulf22

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Everything posted by Beowulf22

  1. Debatable for warframe umbral mods, however for melees there is almost no reason to use Sac Pressure because Prime Pressured Point is just.. better. Almost all of my builds for melee end up being rank 1 60/60 mods for viral, attack speed, PPP and misc stuff depending on the weapon and it works well into steel path for me.
  2. Unfortunately I think Arbi's are an important enough stepping stone for players to access steel path that it kind of is a problem. I personally was able to get mods and do Steel Path prior to getting a Necramech and Railjack because I chose not to farm those two things right away. It kind of railroads players into farming specific things early which is I suppose a good and a bad thing.
  3. Warpunk 1999 is what it better be. I think it'd be super cool to run around even a small section of NYC on New Years Day 1999.
  4. Pretty much what the person above me said. If you're struggling with base star chart its likely a mod problem. Look up a few builds, see what mods people are commonly using that you don't have and try to get them! If you're really looking for weapon advice, I'd recommend building the Fulmin as a primary once you've mastered enough random stuff to hit MR 8. Secondaries won't matter too much. For melees, the Xoris and the Broken War should take you very far. I've personally used the Lesion for the majority of my warframe career as a melee and it really only struggles in Steel Path. In regards to modding, melee builds are almost always the exact same. The Burston Prime can use this set of mods and handle up to level 100 corrupted heavy gunners (which is more than enough for Mot.) Split Chamber, Serration, Point Strike, Vital Sense, Vigilante Armaments, Hunter Munitions and an unranked Rime rounds and an unranked Malignant force. I have extra copies of all but Rime rounds, Malignant force and Hunter Munitions. If you need any copies feel free to PM me, I'm online in game right now :)
  5. Losing casual players that may spend money here or there for cool cosmetics in droves because of a not informed skill check that cannot be reversed definitely can hurt the company. Not drastically enough for them to fix it though because a lot of people that do play warframe are gamers that can pass the skill check.
  6. The discourse happening here is regarding the concept of what is and is not misleading. Players are NOT misled in: The fact that they cannot quit out. That it is a several hour long quest. Where they ARE misled (especially those that began the quest PRIOR to duviri's existence) is that there is NO warning regarding the challenge increase in drifter play vs warframe play. For those that are straight up not *skilled* but enjoy warframe *casually* (because yes that exists) this very well could be an insurmountable task for them. All people are asking for is a way to back out if they challenge is too high so they can continue to play the game they love. Literally arguing against that honestly feels mean to me. If someone has a literal skill issue and cannot complete The New War, they shouldn't be locked out of playing a game they love. Any argument made to circumvent that is going to be VERY situational and sometimes not possible.
  7. This is still an issue in October, I ran around for about 15 minutes trying the above theories for helping the game convince him to spawn. Unfortunately I had to leave, so a solid 45 minutes wasted :/
  8. You need to go through the gilding process to show them as ranked/mastered on your profile. If you go to Son, click Experimental Procedures and use the Gild option. You also do not gain mastery on these until they are gilded, similar to amps, moas, hounds, kitguns and zaws.
  9. Unfortunately I think that an overhaul of any sort of gameplay is a pipe dream for a game that is a decade old. The way the game functions likely won't change in any significant way. I'd love touch ups to old mission types and tile sets and the like, but unfortunately its new content that brings player back and keeps people around.
  10. If you're talking about the core fundamentals of the warframe experience, i.e. sliding, bullet jumping, abilities and gun and melee combat.. that was all shown in the 1999 demo? You see Arthur use slide mechanics, you see him use his melee (slide attack). You see him using his primary. And while it looked more like a cutscene cinematic, you still see him use radial javelin. Comparing this to Kahl is.. silly. I have a feeling we are going to spend quite a bit of time in the Warframe 1999 world, using combat that is typical to warframe.
  11. This is absolutely true. It's not often worth running Sac Pressure even with set bonuses because of how powerful Primed Pressure point is
  12. For sure, Warframe for me is at its best when you have options and choices that are meaningful but not necessarily incorrect. I really just want Sac Pressure to feel like a valid option
  13. Bumping this as this is still an issue. In my experience when running relics with clan mates, is it only allows relics from those that were in the dojo when the mission was launched to have their relic. Otherwise it de-equips for everyone else.
  14. That's fair, although I think the amount of use cases for bumping Sac Steel to that 275% is low. It'd be hilariously busted if Umbral/Sac mods were all one giant set, imagine how broken Excal Umbra would when you first get him!
  15. You know, after a quick test, you're 100% correct. I don't think that there is much that can be done about this other than me and a user being mindful of when i swap to my operator to ensure my warframe doesn't fall out of bounds. Unfortunately, this makes it hard to fix movement errors when you are on your way out of bounds and try to void sling to correct yourself but that's a part of life. Thank you!
  16. I've noticed more and more that using void sling as a movement option with the operator leads to really awkward moments where the screen will go black and respawn me where I originally attempted to move from. This happens despite having more charges of my void sling available, and it also happens often right when I am about to land on the desired platform I was void slinging to in the first place. In a game where the movement is so smooth and refined, it really hinders options when void sling snags like this.
  17. I'm more surprised there isn't a check in the game (especially for missions like exterminate and capture) for reactant. I've had some bad luck runs where not enough spawns, I've also had people spawn in super late and the majority of the reactant was dropped already but they were not in the squad so when they load in, that old reactant doesn't exist for them and then no more enemies spawn.
  18. I think this is a great idea! Perhaps this could be extended in exchanging brilliant or radiant eidolon shards for eiodolon arcanes?
  19. I believe the spawning issues for regular relic runs can be solved via groups staying together, when you're across the tileset from each other spawns are much more split leading to less overall reactant being nabbed. I'd also suggest waiting to kill enemies until they become corrupted to ensure you get a chance at reactant.
  20. If you go to the top left and press the + sign, there is a recent's tab where you can see recent players and search for the username from there!
  21. I did! My issue is not with the Umbral mods, however they prove my dissatisfaction with Sacrificial Pressure. Umbral Fiber and Umbral Vitality are on par with their counter parts prior to set bonuses, making them valid choices regardless of a set bonus, and Umbral Intensify is strictly better than its counter part regardless of set bonus. Sacrificial Steel is also strictly better than True Steel regardless of set bonus, however Sacrificial Pressure is the ONLY Sac/Umbral mod that under performs its regular variant by itself, and when you consider the set bonus it IS better than Pressure Point, but significantly worse than Primed Pressure Point, making it pointless to run as soon as you obtain Primed Pressure Point.
  22. I wasn't even considering drain either! If the set bonus made it equivalent to primed pressure point, I think it may still be worthwhile for the added crit chance on Sac. Steel. At the very least, the drain would be more worth it if you wanted to go heavier into crit chance.
  23. As a long time player, I never really considered this until my friend recently completed the Sacrifice and obtained the Umbral/Sacrificial mods. ALL of these mods are on par or better than their equivalent. Umbral Vitality and Vitality both offer 440% max health on full ranking, Umbral Fiber and Steel Fiber both offer the same amount of armor. Umbral Intensify is strictly better maxed out compared to its normal counter part (44% compared to 40% ability strength). In regards to Sacrificial Steel, it is 100% (literally) better than True Steel. This leads us to the final of the mods, Sacrificial Pressure vs. Pressure point. The only way in which this mod is better is when used with Sac. Steel. When compared to Primed Pressure point, it is strictly worse in every way. Every other Sac/Umbral mod is equivalent or better than its counterparts (without enhancing with the set bonus) except for Sac. Pressure. With the existence of Primed Pressure Point, I feel that Sac Pressure should fall somewhere in the middle, perhaps slightly better than Pressure Point by itself, and equivalent to Primed Pressure point when combined with Sac Steel. Or, maybe this would be busted due to the bonus to crit from Sac Steel! Either way, I believe Sacrificial Pressure should be re-assessed as a mod because there is no real reason to use it by itself whereas every other Umbral/Sac mod can be. I'd love to hear others thoughts!
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