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gamingchair1121

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Everything posted by gamingchair1121

  1. yeah I do know that some stances, like rending crane, can get headshots, but most can't or have weird hitboxes to get the headshots, so that's why I brought it up, especially since the majority of guns are easily capable of headshots my problem with melee co is, guns typically have far more hits per second compared to most melees, so faster status application. lot of the time you might not even need gun co for the build to work, since the arcanes give the same additive damage boost. with melee however, co is the best source of base damage, but melees don't have as high of a status/s as guns do, so you either have to deal with that or use a primer. I don't mind synergizing weapons to get a greater effect, but when it becomes as borderline required to do so as it is with light melee, it just makes them feel useless, especially when you can make primers better than the light melee itself anyway.
  2. little access to headshots, reliance on slash procs, short range, no arcane slots for more damage, follow through is a stat that exists, some of the best mods rely on combo (annoying to maintain), and borderline required outside sources of performance boosting (dexterity arcanes for combo duration, primers for condition overload, naramon...)
  3. yareli obviously like bro she can't even fall off merulina no matter what she clearly has the most effective feet
  4. one time I was in a mirror defense and malice spawned near the end of a crystal switch. was forced to fail the mission because malice kept teleporting me back to the void tunnel while the enemies destroyed the crystal, 20 minutes in btw. 10/10 mission design. bugs like this are why the game needs like a year of just qol updates smh
  5. maybe but I'd first rather have light attacks be at least worthwhile to use instead of being literally the worst weapon class in the game
  6. yeah kunai does have an incarnon, but its power is overshadowed by its usability issues. the incarnon form has a very small magazine and the evolutions don't give the base form as much damage as it needs to viable enough for steel path. the homing on the incarnon doesn't even come close to making up for either of those issues. if you want it to do more damage, you have to be constantly swapping weapons, which gets very annoying very quickly. so its good for specifically disruption and other single target based missions, nothing else, and even then, there's probably weapons that would perform better and be less annoying to use than the kunai would
  7. some people only play specific frames, so they would rather have a small supply of stronger shards instead of a large supply of weaker shards for example, I only play limbo and yareli, and I don't use other frames enough to warrant using shards on them. I would rather be able to farm tauforged shards directly from the archon hunts, as well as the tauforged shards combined from the base shards I would normally never be able to make use of.
  8. only if you can't stay away from the explosion
  9. vectis: incarnon will be kinda like a charge version but hits way harder, prob would handle similarly to the opticor (dont flame me but I actually dont have the opticor) 2 magazine/18 hits to charge 1 second charge rate/.667 fire rate 50%/3x crits 50% status 2800 base damage doubled headshot multi evolutions: 1. +100 base damage, 150 overshield on headshot kill / +100 base damage, 150 overshield on slash headshot kill 2. +100% reload speed / -1 magazine size / silenced 3. +2x cd / +30% cc / +100% sc definitely not too op right (its single target anyway, not like anyone would care about it lol) kompressa: incarnon shoots slower, but bubbles are larger and have a bigger aoe 50 magazine/500(?) hits to charge (kompressa multishot is funny idk) 1 fire rate 40%/2.7x crits 100% status 200 base damage 500 aoe damage/5m radius evolutions: 1. +10 base damage, +300% multishot / +200 base damage, +50% multishot 2. +50% reload speed / +10 magazine size / -50% zoom 3. +30% cc / +1.7x cd / +100% sc prob too op idk destreza: during heavy attacks, if the camera moves, the incarnon will "slash" with the camera movements (if you move the camera from left to right, it will swing with the camera in that direction, using the crosshair as a "hitbox") +10s combo duration perfect follow through +.3 attack speed on light attacks --- 40%/4x crits 10% status 240 base damage evolutions: 1. all hits inflict slash, on slash tick: -100 shields / +100 base damage 2. +100% heavy wind up speed / +3m range / +30% attack speed 3. +19% cc / +2.1 cd / +39% sc best melee even more op
  10. rng isn't challenge, it's an illusion of challenge
  11. faction mods are very strong you you have to go through the absolute pain in the ass of switching individual mods every single mission. the only buff that would make more people use them is to make them strong enough to let you run all four at once (and we all know that won't happen). what they need instead is usability increases, say you max all four of them, then you can fit all of them onto one slot to gain the bonus on all factions (or just outright remove them)
  12. this has made me realize that not only can limbo single off enemies for only himself to deal with, but limbo's entire survivability in his base kit is completely useless for other frames that can just tank the damage (which is most of them) exactly why something needs to be done already there's a ton of combos you can do like 4/3/4 (mass aoe rift), rift enemy/3/hold 1/3 (chain rift surge across a large area), 4/3--- (cataclysm shrinking triggers rift surge). also when you kill a surged enemy in the rift, that surge will transfer to a nearby enemy in the material (I know it says that in the description of the ability, but I only found out that that's what that is a few weeks ago lol). if using the rift purely for utility (like crate nuking, mass rifting enemies, or even just the free energy), mod for max range and at least neutral duration, or whatever the helminth ability wants you to mod for since abilities bypass the rift. for using it to defend, mod for the necessary range (100-145 for area defense (interception), or as low as you can get for single point (mobile defense, excavation) and have as high of a duration as you feel comfortable with. for defense based missions, just use the usual high duration/neg range build with 4/2, stay in the rift just outside of the cataclysm (roughly 5-25m away), killing eximus as needed for interception, use good range and high duration. do the usual 4/2 on first tower and capture the rest, waiting for the enemies to gather at the first tower. once all enemies are there, suck them in with magus anomaly if you have it (really good with limbo btw), then keep refreshing rift surge on them to keep them in the rift without cataclysm up. you don't want cataclysm up so you can save the energy for rift surge and stasis (of course you can always kill one of them to get some energy, but that risks spawning more enemies and losing a tower). also I would recommend killing eximus as soon as you can. for boss fights, archon showdowns or hijack missions, do 4/3/4 with high range to send all nearby enemies to the rift, casting 3 and unbanishing to keep them there and spread rift status. if you ever need energy, just go in the rift and kill one of the enemies for a free 10 energy. for hijack specifically, stay on the objective, both you and the enemies in the rift (energy gain), block bullets with your melee (enemies can't hurt the objective from the other plane, but you can't banish the hijack objective, so you banish the enemies instead, and since you're blocking with your melee, you can't take damage anyway). any missions with a hostage like sortie/archon defense and defection, use rift haven to heal them. can do this for rescue, but you don't really need to if you're fast enough. spy missions just use untraceable on your parazon and stay in the rift, you literally have to be trying to trigger the alarms lol basically if you need a ton of energy for abilities, stay in the rift, but if you don't really need energy or you have a ton of enemies in the rift to get energy from, you can stay in the material if you need to also some helminth abilities you might want to know about, pillage over stasis and molt over rift surge molt can be banished, making it very useful for when protecting a second area, or even just for more survivability with the aggro drawing pillage works very well with him, allowing him to do missions that you'd never expect a limbo to go to, like exterminate and assassination. if you're wondering why over stasis, pillage and stasis are both forms of survivability, as well as scenarios where he benefits from pillage the most (boss fights) being best done using banish, rift surge, and cataclysm, but little use of stasis. even better with how you can get free energy from the rift (with max efficiency, just wait three seconds and you can cast again). would recommend low strength so you can keep recasting on the same enemies to keep getting shields. the status clear is also helpful if rolling guard is on cooldown.
  13. I will never understand the people that go out of their way to the game boring what's the point? to get rewards? what are you using those rewards for? to get more powerful? why bother when you're not even trying to make the game fun? like if you want a job go get a real one lol (you get paid for it too). games are meant for fun, they are not to be treated as a second job. the fact that DE has still not fully solved trolling with limbo after nine years, even after a rework, is just absurd literally all they need to do is just let allies bypass the rift, that's it. not saying that I know how exactly the rift is coded, but if it's how I would assume, it would at most only take redoing how rift damage absorption is calculated (like how you can't hit across the rift with weapons), and make allies ignore that part of it. almost all abilities do this already, it really shouldn't be that hard to get teammate's weapons doing the same.
  14. probably, I don't have it so I wouldn't know how good it would be on him though I personally don't have too much of a problem with nullifiers, I usually just use my amp or shoot the drone to break the bubble
  15. add a health mod and bring any good weapon to kill eximus, like a sniper, shotgun, or heavy melee add rolling guard so you get invulnerability when you roll, use that to banish eximus and cast stasis to freeze their bullets if you do that, you shouldn't be able to die to them you can also replace stasis for pillage if you want to be able to survive in the material
  16. the stun from wukong's 2 opens enemies up to finishers also useful for when an enemy has so high armor that your staff won't one shot it (eximus in high levels) edit: nevermind probably won't work since it needs to be a regular finisher (as pointed out by @BansheePrime), but still a tip for wukong
  17. you know, this is something I've always wondered, why don't they do that? probably around 90% of people use aoe for efficiency anyway, and the majority of missions are done easier solo, why bother with public missions? (of course there are fissures, where having others is beneficial to get better rewards, but besides that) aoe is still usable, but its only exclusively usable in certain mission types like survival. in other mission types, if you run out of ammo, just pull out your secondary or melee for a few kills and you should be back at max ammo. primed firestorm, 7 + 44% = 10.08m radius larger range would only make aoe even more braindead than it already is. more damage is unnecessary since they already do enough damage. what actually needs to be done is disable status immunity (psf/poise) from preventing self knockdown, then revert all of the relevant ammo changes. because as it is, aoe is not only the most efficient way to do the majority of content, its also the most braindead way. its just so easy and efficient without a single drawback at all. have you tried playing in a more stealthy way like hiding at the corners of walls or maybe using an invis frame? arcane momentum pairs very well with snipers, try that as well. it can also depend on the mission type, I've noticed that snipers work very well in (most) defense missions.
  18. just because warframe is a pve game doesn't mean its exempt from balance. just look at all the complaints from the aoe meta, people spamming aoe, clearing rooms of enemies, doing all the work as the others watch, completely unable to do contribute anything to the mission. with enough lack of balance, this is to what every mission turns into, a walking simulator, where one person does 100% of the work as the others watch. multiplayer might as well just be removed at that point and it wouldn't make a difference at all. even the devs want balance, why else would they nerf the meta from time to time? if you still insist that the game shouldn't have balance, give a valid reason that it shouldn't and no, lack of player enemies is not a valid reason 75m single target aoe (aoe weapons damage all enemies in the blast radius, single target only one enemies in a line, and that's only if you mod for punch through, otherwise its just the first enemy) ... have you even used a sniper before? (literally the highest damage per shot weapon type that just happens to have scaling damage on top of that)
  19. that's like comparing a single target gun and a primer. just like the two mods you mentioned, single target weapons and primers do completely separate things. a primer enhances damage and a single target weapon is the one that does the damage, just as a damage increase enhances performance and zoom is qol.
  20. A. balance (why should anyone bother with normal guns when aoe is the objectively best option?) B. aoe ranges get as high as 10m, that's massive C. you have other options like snipers, shotguns, and pistols as well, not just assault rifles, also somewhat conflicts with point A (if going for realism, why have selection in the first place when there's no reason to use the other non-aoe options?)
  21. 54% doesn't mean guaranteed 60% after fuse, it'll end up being 59.9%
  22. I'd also like to have bullet freezing back in some form I've been thinking about a slight limbo rework recently. one of the things I want to add is more things to stasis, because right now, all you can really do to rifted enemies is freeze them lol. I really want him to have more enemy manipulation since he can do anything he wants with the rift. to use the other effects of stasis, cast stasis, then press another ability key during the cast to change the effect. if you don't press another key during the cast, stasis will freeze enemies as it normally does, giving room for four extra effects. the effects would be slowing them down, speeding them up, and making them go to the middle of cataclysm (as a sort of grouping tool maybe). I didn't know what else to put for the last one, as I had room for one more, but freezing bullets like stasis used to do (for only limbo obviously) would be perfect for the last one. although pressing 2 three times in a row to release then recast might get a bit repetitive, I'll have to think of something to make it easier to use
  23. nira 100% amar is actually the easiest of the archons, only thing he has is the clone thing (idk what its called). just take out your synthesis scanner and spam aim until you find the one that's green, that's the real one. boreal's annoying to fight, but otherwise easy. constant invulnerablility phases, spawning sentients you have to kill (that are also very annoying to kill), spawns a triangle of orbs you have to destroy, constantly pushes you away during those invulnerablility phases... but none of them are as annoying as nira. toxin damage, constant healing if you missed the oneshot, turns you into a statue occasionally, jumps around the map while invulnerable and probably healing as well, spawns sentients you have to kill and heals while you kills them...
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