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scourge213

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Posts posted by scourge213

  1. 1 minute ago, Naftal said:

    You could wait until they unvault Loki so you can either farm him or get him cheaper.

    He was just unvaluted so that wont happen for years now. And his price will continue to increase with time.

    However, Loki is waiting for a rework, his skill set is outdated and Octavia offers very similar skill set, but much more useful.

    I would recommend to stay with normal Loki until you can get Octavia and get prime Loki Prime much later as collection item.

  2. 17 minutes ago, Myocarde said:

    Anyways, it's up to you how you play.

    This.

    I'm not sure i'm fully getting your point(especially on metronome and onslaught), but all i wanted to say is, don't exclude strength as possible build as you did in your original comment. Both are viable and very strong, everyone on his own how to use them. I, personally, would still prefer strength for general usage, even with the augment now here.

  3. 6 minutes ago, krc473 said:

    The intention was broad advice. Why focus exclusively on low MR weapons when no one has to stay MR2 forever? If the OP has questions/needs clarification, they can ask and we can answer.

    The point of focusing on low MR is because you simply don't have a choice. Trying to grasp status ain't easy, and doing it way before you can even test it practically is not a good idea. Focusing on few good low MR weapons is the way to go so you can even make a progress. I just want to remind of the insane Jupiter Junction Valkyr spectre that you need to kill solo - that aint easy if you dont have well modded weapons by that time.

  4. 3 minutes ago, krc473 said:

    ... More damage is good. ...

    • Some weapons are status based. If it has a high status chance, you can proc lots of effects.
    • Some are crit based. High crit chance, and crit damage are good here.
    • Some work for both.

    This is not bad advice but low MR weapons tend to have low status capability and status in general is hard to grasp for new players.

    One should focus on damage, multishot, elemental damage mods and possibly crit.

    Or in general - dps.

     

     

     

  5. You're at the begining of the game so you're very limited in resources.

    What you should do right now is focus on very few weapons and upgrade them so they can become strong.

    Tigris and Orthos Prime are good, very low MR requirement weapons, relatevly cheap to build and mod and will push you though the star chart if you max them out(after that you can think of more powerful stuff). I would also recomend you to gather Rhino, as it will push you to places most other frames choke on.

    For new players its very important to focus on one well modded gear. As a goal - for you it should be to clear you way to Sedna planet and complete all quests you gather in the way.

    Mods make a difference between 80 damage, and 20'000 damage. So they are the most important part of warframe, before any weapon/frame.

  6. Usually for such things you should seek official help with a support ticket.

    If warframe crashes it shouldn't be crashing you whole pc. Something outside of from warframe is happening to cause this. Might be the first game that behaves like this on your pc but wont be the last if you dont find and fix this problem, i can guarantee you.

    But in any case, without your system parameters(hardware and OS) and no info if you're using any kind of overclocking or helping software or when does the problem appear(at start, during gameplay, at alt tab, etc), i don't think anyone can help you.

    Also, have you already tried to recheck the game cache?

  7. 2 hours ago, Myocarde said:

    I would disagree with the person above me, that strength is more important, than range.

    You're not wrong about range being important and is definitely the way to go when you simply don't have enough stuff to optimize octavia. But you're underestimating the strength a bit too much.

    At at least 25m range, achieved at at least 125% range without the mallet augment, you cover the ranged enemy attack range. Due to how most areas in game are actually in closed quarters utilizing greater range is not worth the damage loss from less strength.  The mallet damage might be scaling with enemy damage, true, but having it scale twice faster makes quite a difference in all situations where the mallet range is optimal enough, resulting in greater KPS. Especially useful in survival as more kills equals more life support.

    With the augment, the mallet is much less efficient and must be placed more strategically. Even tough that range is vital here, this plays a role only in a defence type scenarios. Limiting your overall utility in all other missions.  In mob def a single mallet is still the better choice.

    Meaning that strength speeds and eases all modes greatly in all missions not requiring defence(while still being more than viable in in). And range is only truly excells in high level defence.

    The single person metronome buffs might be neglegable on first look, but they are party wide, 30% multishot doesnt sound serious in a single person. But how about 120% on a party?( or 84% vs 336% when with strength build)

    Also i doubt that you can one shot a lv 100 lephantis.

     

    To sum it up.

    Better Range gives you advantage in the following game modes: Defence; Excavation; Kuva survival.

    While Strength gives you advantage in: Assassination; Assault;  Capture; Defection; Exterminate; Hijack; Intersception; Mobile defence; Sabotage; Spy; Survival; 1hour+ Index

    They are equal at: Infested salvage. Due to the map being very thigh, augment-range build covering more corners and strength-single mallet build having greater overal damage and kps.

    I exclude Arena, Plains and Onslaught as octavia is simply not fit for them, compared to other frames.

    Don't underestimate strength.

    I'm using this Strength Build

    And still tweaking the range one for high level defence.

  8. Hi mate, the reason for this can be anything from quite a number of things. You need to analize it yourself to check what the problem is.

    First things first, analyze if its from warframe itself. Check if other games behave like this. If yes and your settings are all maxed(dont forget, refresh rate also affects the fps) then you can refer it to the devs with a support ticket. But if other games behave like this as well...  

    It can be:

    Vsync turning itself off when alt tabbing.(which is actually ok)

    VRAM flashing itself.(also ok)

    Faultry driver(harder to analize, but bad if its from that)

    Quite a few more things could be the reason. Better check in the web as its not warframe related issue.

    Edit: I dont have such problem.

  9. There is no "best' as they are useful in different situations.

    Notable abilities of notable companions.

    Sentinels:

    Have vacum, guardian, medi ray and shield charger. Very useful utility mods.

    Taxion  - starting sentinel. Gives 200 shields/overshields every 12 seconds, not very useful.  For starting one its great, otherwise not so much.

    Carrier - Can destroy containers 12m in range and gather their loot with vacum. Can give you innate ammo mutation. It has very short attack range. If you use ammo hungry weapons or you do container clearing runs. This is the companion you should use.

    Helios - Can scan anything around you. Very useful at the begining of the game as you need to scan tons of things, but once everything is scanned its usefulness disappears. The bugged Deconstruction will get fixed eventually and the non-buged damage is not that great.

    Deathcube - extra accuracy to weapons and fair attack range. As kubrow/kavat have a very bad AI the sentinels do more consistent damage. This is the one you want to use for pure damage from companion. Not much useful otherwise.

    Djin - the new augment to revive itself makes it a good companion for squishier warframes. Using Sacrifice the sentinel will sacrifice itself to ressurect with a minute and a half cooldown. Its surprisingly useful for frames that can easily get one shoted.

    Shade - gives stealth in limited way. Situationally useful. I use this only on long endurance runs, but its power there is great.

    Kavat:

    Smeeta - can occasionally give you a 2xExperience and 2xResource booster that stacks over normal boosters for 4x. After tons of forma and endo it can also effectively heal you due to sharpened claws removing armor from enemies, attacks doing roughtly 2K damage and healing you for 30% of that damage. This one is to me the best current companion due to its booster potential.

    Kubrow:

    Huras - does the same thing as the Shade, but slightly differently. Choose one of the 2 depending on your preference.

     

    Other companions:
    I really cannot thing of anything that the ramaining companions can bring to the table in order to be more useful than any of the companions i already listed.

     

     

     

  10. Honestly i would recomend to keep all weapons whenever possible. Well maybe with the only exception of the MK1s simply because you can buy those with credits later.

    Reasons:

    Weapon rebalances. The latest beam and secondary weapon rebalances were definitely not the first. And believe me it hurts a lot to have to craft and level weapons all over again.

    PvP, even though many people ignore it, at some point you'll want to try it. Weapons there work in opposite of PvE. Weapons that are weak in PvE are actually stronger in PvP. Not having the weapon you want, because you sold it, is very frustraiting.

     

    So.

    Instead of selling, focus on just a few weapons that can cover any situation ingame. Buy a few slots for them. Upgrade them. Then play the game so you can earn enough plat to sustain all your needs for slots.

  11. 12 hours ago, (PS4)AbBaNdOn_IGN said:

    Time to get serious with your mods.

    This, this and tripple this.

    Mods are what makes a weapon good or not.

    Even the starting MK1 weapons, if modded well, could reach over 10K sustained dps - enough to kill anything on the star chart. Kela De Thaym should be of absolutely no problem if you modded you gear well. Well, beside her rockets potentially oneshoting you - which can be counteracted if you take a frame that has some sort of defensive ability - Loki/Ash invisibility, Rhino's iron skin, etc.

    One good tool to use is:

    warframe-builder.com

    You can theory craft and compare any weapon with precise detail there.

    15 hours ago, (PS4)AleDiorio said:

    I recommend you complete Star Chart / Junction that is the way you can get a lots of new guns/warframes.
    and focus to learn to mods/build your gun/warframe. youtube is the best way "sometimes".

     

    Also this.

    The first things i always recomend to new players are two things.

    1)To focus on one mutually complementary gear. I.e. a fast weapon for groups, a slow for bosses and a frame with good survivability. But well modded!

    In your case Dread is a good choise for primary to kill off stronger targets. Orthos and your secondary can be aimed for groups of weaker enemies. If you can get a Rhino you'll be good to do pretty much everything in the game with this setup, with few exceptions.

    2) Clear the star chart so they can unlock the Tenno(Focus) Schools. The schools are complete game changers. Especially Zenurik's energy regeneration. If nothing else, your operator has infinite respawns so you can use him/her to bug-bite-kill or distract any strong enemy or survive situations in void mode that are otherwise certain death for your warframe.

     

     

    After that you can start hunting MR and go for the big guns. For start mod something to an extent where you can actually play with it.

  12. 26 minutes ago, DeMonkey said:

    The augment doesn't add to the base value that dual stats multiply, it simply adds a flat 20%. Nothing more, nothing less.

    Instead of > ((0.30+0.20)*(1+0.6+0.6))^(1+0.9)

    It's > (((0.3*(1+0.6+0.6))+0.2)*(1+0.9)

    This.

    (((0.3*(1+0.6+0.6))+0.2) = 86% per bullet with no multishot. This can never exceed 100%.

    0.86^(1 + 0. 9) = 75% chance for all multishot bullets to proc

    (1 - (1 - 0.86)^(1 + 0.9)) = 97.6%  for at least one bullet to proc. This is what the UI ingame shows.

     

  13. 14 hours ago, Zyneris said:

    You can't see your mouse in loading screen?

    Assuming that's your issue, you aren't supposed to see it. Loading screen functions just like the game where you don't have a cursor unless your typing in chat. 

    Wrong, this is actually a bug reported multiple times now. The mouse is still there, just invisible. In case of connection to host lost you cant press "ok" with this bug.(technically you can press it, but you cant move the mouse to the button as you don't even see it)

  14. Hi there and welcome to warframe.

    No there is no bugs here, simply way too many factors.

    Lets start with the fact that not all enemies have the same HP. An elite 'trooper' would have way more hp than a normal 'trooper' and an assassination boss would have way more hp than an elite 'trooper'. So even if you have most kills, that other player might have killed just a few super high HP mobs and still have more damage than you. This is especially true when a syndicate hunt spawns, as these mobs usually have more combined HP than all enemies in the whole mission.

    Combine that with the fact that damage doesn't 'overflow'. I.e. if you deal 2000 damage on a mob that has only 100 health - the game will count only 100 damage, and you remain at the bottom of damage dealt even though you have most kills.

  15. In addition, we never received any forma. I have only a few crafted forma, and now i need nearly two or three times the amount to fix the exalted weapons. And with frames like mesa where she's needed on daily basis, this is highly frustrating.

    We need these exalted weapons to not consume forma and their rank be tied with the warframe's rank.

  16. On 2018-05-14 at 9:49 AM, Oni_Spartan4 said:

    For her fourth ability: "When recasting on the same enemy it will refresh the tick duration and maintain the Viral Status Effect, but will not stun enemies a second time." .... What?! Why?!   I primarily use this ability for the stun as a quick crowd control when things get too hairy but nerfing that seems totally unnecessary! Especially if I have to spend 100 energy on an energy hungry frame just to use it!  I suppose the main argument is that at max efficiency it only costs 25 energy to cast and can be spammed, but honestly, at only 15 meters base range I can think of quite a few better CC abilities that incapacitate more enemies for longer so I don't know why someone would optimize a build for this when they could just bring a better frame for the job, and for this reason this nerf particularly erks me. 

    Actually read it again very closely. It says 'recasting', meaning within the duration of the previous cast. This means that DE are basically separating the toxic lash and the miasma CC. Especially considering that the miasma and lash durations are increased. If you want to spam miasma for CC, most likely you'll be able to with negative duration. However that partially kills the toxic lash. Ingenious from DE's side to be honest.

    Though with a proper modding, at around 40% total duration, you would still have 2s miasma and 18s toxic lash. With the stun mechanic being around 2s at minimum, you would be able to stun-lock everything and will appreciate some of the damage from the lash.

     

  17. 12 hours ago, [DE]Danielle said:
    • When an enemy affected by Spores dies, they spread to surrounding enemies. This makes it much easier to keep Spores active.    
      • *Developer Note: We are particularly apprehensive about Spores behaving this way since we’ve paired it with an already experimental mechanic  - it is the most likely portion of the rework to be highly reconsidered before launch.   
    • Recasting Spores will detonate all active Spores and will deal 2x the damage on an infected enemy based on the number of active Spores and their current damage per tick.
    • A meter showing damage per tick and the number of affected enemies will be available in the UI to keep tabs on active Spores. 

     

    The rewoks looks great on paper. Especially the synergy between spores and miasma. However this is what needs to be really closely looked at.

    1) Will the scaling damage be kept when spreading to a new enemy and reset when there are no targets left? It most likely should.

    2) Will the spreading be enough? Taking away the ability to cast on new target, the 'ex' reduced spread radius when target dies really should be tweaked accordingly.

    Please DE, consider this.

    Thank you.

  18. 5 minutes ago, rapt0rman said:

    Multishot doesn't actually add more beams to beam weapons, it's basically a raw damage multiplier much like Serration, that's what they mean by "doesn't increase status chance" (as opposed to "doesn't increase status chance, but does increase status probability")

    Actually not exactly, as it does add 'more beams', sort of. You get 2 damage numbers for 10 damage, stacked one over the other, instead of 1 damage number for 20 damage.

    It would had been more understandable if they wrote it as you, "does not increase status probability", as multishot never increased chance in the first place.

    Still, thanks for clearing it up.

  19. 4 minutes ago, JuicyButthurt said:

    Let's see it again:

    A level 130 Corrupted Heavy Gunner has 11696.17 armour, it should take 33 Corrosive procs to strip completely.

    At 100% status chance and ~20% chance to cause Corrosive on status (20% per hit in this case) it would take 33*5 hits to strip armour.

    Given 2 shots per ammo unit in case of Flux Rifle, it results in 83 ammo units being spent on average in this case.

    You take out the multishot completely, however it does seem to be correct assumption, giving the situation. Very wierd how the multishot behaves in the beam wapons...

    Thanks.

  20. 4 minutes ago, JuicyButthurt said:

    Keep in mind that IPS procs have 4x the weight of elementals, so effective distribution of status would be closer to ~15% for Puncture, ~54% for Slash and ~20% for Corrosive.

    Actually yes, you're correct. But even if its 20%, 250*.2 = 50 procs, not 20. Right?

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