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LucifelShiningL

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Posts posted by LucifelShiningL

  1. On 2020-04-04 at 11:54 PM, Zsword said:

    I support a movement style selection in the vanity menu, which would then open up making Limbo/Hildryn/Wisp/Titania movement/dodge styles as a purchase and equipable for us to fashion frame with.

    Base Titania does deserve the updated animations, and Titania P should get her own unique dodges/wisp dodges to match the movement style.

    Nice opinion.

  2. 5 hours ago, Toonya said:

    Would be good to turn on / off the ability of Titania Prime moving with legs on ground like non-prime version and flying above ground like the Wisp. I most like the first, not the second, but someone other - vice versa...
    May be it can be triggerable same as we can switch between prime-nonprime look with tennogen skins? Please :B

    Good opinion.

  3. 4 hours ago, Zykk said:

    I don't post much, but I've got a little bit of feedback in regards to the vacuum ranges while in my railjack/archwing. The range at which you pick stuff up feels incredibly small. I was able to get my hands on a Particle Ram, and I notice that it breaks things open outside of my vacuum range. While looking at the ram from outside the railjack it doesn't seem like all that much distance, though I know it's "bigger than it appears" due to relativity. I can miss getting loot in my archwing if I don't physically pass through it. I can miss getting loot in my railjack if it's literally IN my viewscreen and I turn. Let me attach some screenshots to show you what I mean.

     

    Oh look, I found some loot! But it's too far away for me to pick up...05277F462712EAD0FB5747AB0741AAFC0C3CEA83

    I'll get a bit closer.EAFDC0D81448395119C69ECCDC659A975A160A2C

    This isn't close enough? Okay...CBE8AD8507D186EAACF7C2322F9287DFFC2A56CBSurely I should be able to get it now?71A15C3A28EAB1858455E56809108D6BD48E5A3D

    Okay, this is #*!%ing ridiculous. It's practically behind me and I still can't loot it. Please boost our vacuum ranges! A railjack should be able to tractor beam loot in from several ship lengths away pretty easily.

    resources cannot pick up when your railjack cargo is full.

  4. 10 minutes ago, ClaptoVaughn said:

    While I agree a boarder slingshotting is more practical in many situations (boarding is my most played role), it doesn't render the artillery useless.

    It's still a viable option, even if to support the boarder by taking out other crewships simultaneously, with a properly specced railjack.

    And if you want to get technical, no the time to kill a single crewship is not faster with slingshot than artillery. Both have to aim the railjack at the crewship. Both weapons have charge time. However the artillery would have finished charging and let off it's shot before the boarder would flown the distance to the crewship, played out the landing animation, reached the hacking console to bring the reactor shield down, hack it and destroy the reactor with weapons. 

    I agree that the boarder method has advantages in that it doesn't require ship resources, engineer diverting attention from crafting other things, or pilot aiming the ship if the boarder simply exits the railjack and handles crewships from there on their own. But time to kill one crewship? Slingshot vs artillery. As long as the artillery doesn't miss, it will be faster in that particular test. 

    Avionics are the equivalent of mods. Once you have them equipped, they're no more of a hassle than mods already installed on your weapon or frame. Setting up procs by the pilot takes no real time at all, and ideally would be done once the crewship is in range and while the artillery Gunner is charging. 

    I'm not arguing the artillery is better is every instance. Just that it's not "literally useless" like you said, and actually quite viable.

    In an ideal situation a squad would have a boarder and artillery taking on different crewships simultaneously when the opportunities arise.

    Yep, but need well-positioned squad, and cannot all of tennos always playing squad with friends.

    Many tennos playing just opened-squad with random matching, and cannot expect they take who the position.

    Because they doesn't know each other.

  5. 1 hour ago, ClaptoVaughn said:

    Ran some veil missions today (post update) as the artillery Gunner. One shot crewships left and right. 

    We ran 3-4 runs back to back before heading to dojo to scrap wreckage. Probably did close to a dozen veil missions today and artillery had no issues one shotting crewships as long as I didn't outright miss or accidentally hit the engines. 

    Also ran veil with different squads and ships. Still able to one-shot them.

    Didn't ask about their avionics or if they were proccing status with other weapons before I took the shot but one way or another, the artillery is still able to kill crew ships in a single shot. 

     

    All I written, that's not important. that's not literally One shot, and slingshot is more faster.

    that's just build up the damage, not literal one shot.

    slingshot no require build up. because already tennos built the warframe through fully modding.

  6. 46 minutes ago, Zectico said:

    Keep in mind that at high levels, Engineers are producing 2x dome charges per go. Combined with the higher resource drop rate at high levels, Dome Charges are incredibly cheap.

    Ships do need to be built for Artillery, but that's normal. Expecting Artillery to be effective without avionics is like expecting weapons to beat high levels without mods.

    Slingshot has significantly less range. Even with the +50% range perk, the Slingshot has less than half the effective range of Artillery. The trade-off is that it doesn't cause a 2 minute Engineering cool down (the resource cost is literally negligible).

    Forging dome charge also consume the forging slot.

  7. 46 minutes ago, H.Katsura_999 said:

    Yeah highly unlikely. DE hates it when we trivialize content, this is where nerfs are born.

    The whole weak point idea to one shot kill a high leveled CS while you sit in your RJ a kilometer away sounds a bit too much.

    Slingshots arent necessary faster as you need to aim the entire RJ (while getting swarmed) and the tenno inside needs to deal with the abnormally high leveled mobs inside the CS, hack a console, and shoot the reactor.

    Anyway my point is that even without the Roar you can one shot the CS with a minimum amount of effort.

     

    Stealth frames can ignore that infantries and easily hack the reactor and detonate.

    Ah, also many fully-modded frames can ignore infantries attack do hack reactor, and detonate it.

  8. 13 hours ago, H.Katsura_999 said:

    I just tested it now and it can still one shot CS without any help from a Roar buff.

    You need the Zetki Forward Artillery avionics to make the cannon relevant for veil missions. (Drops in veil)

    Carcinnox and Apoc turrets can strip CS armor. Shooting out the 3 engines is a good rule of thumb that you can now 1 shot it with the cannon.

    I'm sure majority of you are using the Cryophon turrets because it kills stuff faster and is the only turret capable of destroying immortals efficiently.

    If you use Carcinnox or Apocs as turrets then you're gonna have a bad time dealing with immortals.

    Everyone knows how to make god'amn forward arty to one-kill at veil, but that's not important.

    Just shoot the tenno by slingshot then more faster.

    No need to enhancing forward arty avionics, nooooooo need to applying procs on the crewship.

    So i suggest forward arty to leveled damage or make 'Weak Point' on crewships for forward arty hit the reactor directly to kill one-shot.

  9. Current Gunblade stances doesn't pull the trigger while swing the blades.

    Swinging blade->gunfire->gunfire->swinging blade->...

    So i suggest new stance with pulling trigger while swinging blades.

    Like Final Fantasy VIII Squall Leonhart.

    All attacks pull the trigger when gunblade's muzzle heading front while swinging blade.(Slashing+Gunfiring at same attack animation.)

    • Like 1
  10. 2 hours ago, Hyohakusha said:

    To one-shot Crewships with it in the Veil, you need 300%+ Str Rhino with his roar up. I'm not even sure that Forward Artillery does anything, but I have a maxed Zekti on anyway. Since I always pilot, I just park the RJ slightly above the CS, make sure roar's up, jump down the cannon hole and blast them. You need to cleanly hit the ship without clipping the boosters. Make sure the O is centered on the diamond marker on the CS. In general, ALL RJ guns need a massive boost in damage. With 332% Str on my Rhino things only feel about right, not even slightly op. That's a +166% boost to damage. All RJ guns need their base damaged doubled from what it is now, that's how badly they were scaled, and the Artillery needs it the most. Cleanly one-shotting a crewship is wonderful, but it just isn't consistent.

    Slingshot no require roar, no require resources.

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