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(PSN)theelix

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Posts posted by (PSN)theelix

  1. 2 minutes ago, Xhebraeel said:

    ...and I am very unhappy today. So unhappy that I'm gonna abandon a game I've spent 100 dollars into...

    Kthnxbai. 

    You don't have to pay to win, ironically you actually had to do work to get to where Baro is by playing the game. If you wanted anything he sold that you weren't there for, besides cosmetics, it's all tradeable. You could farm plat and buy it off trade. 

  2. 4 minutes ago, Chipputer said:

    I'm calling shenanigans on anyone who claims they don't spawn often enough to be a problem. Stop zooming through all of your low level missions and you'll start to see why Napalms become an anomaly of game balance. Commanders are terrible, too, and I've heard the same, "but you barely see them," argument to try and justify their existence as-is.

    Unless you're using the most powerful methods to kill your enemies, a Napalm with armor is basically a brick wall that you're coming at with a chisel. Everything else, by comparison, is a wall you're going at with a sledge hammer. One takes much longer to kill than the others for no discernible reason except artificial difficulty. You then add that if you see them shoot anywhere nearby your position that you'd better be able to relocate to at least 11m away from wherever the fire lands or say goodbye to a huge chunk of health that only gets larger and larger as the levels scale-- not uncommon to be one shot by a Napalm by the time you hit Sortie 2 and 3 levels, particularly when they spawn in as an eximus unit.

    Even using the most powerful weapons still requires 4 CP or some other armor removal for the Napalm to not take considerably longer to kill at levels where the enemies don't immediately die by the player sneezing on them.

    In short, it's quite obvious that anyone who doesn't notice the clear imbalance of a Napalm is rushing through low level missions using the most powerful gear available to them.

    To be honest, for me I mostly noticed it recently when I was running farms for Sovereign outcast. 

    There was two or three Napalms every forty-five seconds and by forty-minutes I found that my health was being reduced to nothing regardless of how I dodged or what cover I used because the Napalm would just randomly fire. It didn't matter where the projectile landed, it just did two thousand damage on impact with a wall near me. I couldn't even see where it landed half the time because the Napalm would be under me shooting at the roof. Even when I turned invisible it didn't matter because of this glitch where the enemy will shoot infinitely and shoot at the EXACT last spot that it heard you/received damage from if you're using melee. 

    Napalms are a problem the same way Corpus Techs were a problem. Too much damage and in this case also too much range. 

  3. 1 minute ago, (PS4)Joshhwwaaaaaa said:

    There is the "Dual Ether", "Ether Sword" and "Ether Daggers". I think you are confusing them. 

    Nah, here it is. I'm currently checking because if I did see it on an alert it should've shown in the twitter page. It's not there, so I guess I confused it with something else but I am sure that I have one built and another blueprint. I don't believe I was playing back when it was obtainable again, or maybe I was. I'm rather confused now, actually. 

    DIFtKukUAAAyolm.jpg:orig

  4. 2 minutes ago, (Xbox One)ALG Minuscule36 said:

    Project Undermine back from 2015 was it's last appearance.

    Ether Daggers so not come from anywhere except as a reward from Stolen Dreams.

    You may be thinking of another weapon, such as Ceramic Dagger, that drops in alerts.

    The one with Maroo? Was that really so long ago? 

    I'm sure it was the ether daggers, as I can't think of any other reason I'd have a spare blueprint for them. If I happen to see it again, I'll document it so that it can be added to the wiki. 

  5. 3 minutes ago, (Xbox One)ALG Minuscule36 said:

    You forgot the coveted Snipetron.

    Did they remove the Snipetron again? I have one, and I didn't get it that long ago. 

    Ether Daggers appear in alerts. I have one built and another blueprint -- I'm fairly certain I saw the ether daggers a week or two ago on PS4 alerts. 

    All the other weapons you listed are trash to be honest. Yes, they need to come back but I honestly don't see any rush. 

  6. Jupiter gas city. Sky vent, wait for enemies to group and headshot them that way, just don't stop aiming. 

    Limbo, Cataclysm and Stasis. Pause them and set up headshots. Account for movement or shoot a couple shots just around the face. Use a hitscan weapon -- projectile weapons don't fire all at the same time. Each projectile will fire in the order they were shot in. Jump and aimglide before undoing stasis. 

     

  7. 10 minutes ago, Spartan336 said:

    And besides, the last thing I really care about is my MR. It's just the people who do care about MR that bug me. 

    I mean, until you're MR 31 you're trash so... 

    Honestly, watching videos shouldn't cut the cheese. Remember how Gas damage was the strongest element with melee for something like a year and youtubers didn't make too many videos on that so no one knew? 

    I mean, there are a ton of undisclosed, very overpowered combinations of weapons, equipments, and elements that you just don't know of right now because a Youtuber didn't make a video on it, or the person who knew wants to keep it to themselves so that the devs don't figure it out for another year or so. 

  8. I mean... I can brute force 99% of sortie missions with Excalibur, easily. I run sorties sometimes to just help people in particular missions where I struggled, but I do it from the perspective of a solo player. I carry people who can't do it themselves instead of working with them, and I enjoy playing Sorties like that.

    You have to remember that it's not a joke for everyone. 

  9. 12 hours ago, (PS4)Unstar said:

    A lot of Tenno in this thread seem to be coming down on OP, as if it's their fault this happened.  That's pretty unreasonable.

    The game provides no indication of whether a weapon used as a blueprint component needs to be leveled or not.  Some games have crafting systems where you have to max out gear before it can be used in a recipe; some games don't.  Whichever one you assume, you've got a 50% chance of being wrong.  And odds are, you'll expect Warframe's system to play like the other games you've played before it.

    In addition, can we at least be honest that if we're pointing fingers, those fingers should be pointed at DE?  I don't want to diminish the amazing game that DE has made (and continues to make better and better) but this is a failing on the part of the crafting UI.  It's a minor failing that won't affect most players, and thus I wouldn't expect to see a fix for it anytime soon when there are bigger fish to fry, but it is a failing nonetheless.

    We're not blaming OP, it's a common mistake. I've even gone to support for putting in a Viper into a Twin Viper that I meant to keep. At a point I got tired of waiting and just leveled the Viper I meant to put into the cake. 

    At a point, it's a sympathy laugh. Support could reasonably bring the weapon back, and take another one in compensation rather than erasing 24 hours of work. 

  10. 1 hour ago, BlueberryIsWar said:

    Don't know, my mag pretty much gets rekt by everything above 30 pretty fast.

    What? It's a mag, shields are the worst form of defense in the game and on top of that she has no armor value. Slash procs end her in no time, she's a glass cannon. 

    1 hour ago, Marthrym said:

    It's the sheer size of the AOE their seeking projectiles use that always baffled me. It's ridiculous. Gets you through cover, walls, doors, anything really, and tends to put a fire DoT on you more often than not... I want the same weapon they use, seriously. Cover at least should protect from that AOE, not just running away to a different tile (slight exaggeration, but only slight) or killing them before they can even fire.

    This. To much this. Thank you.

    Also, I did a lot of testing to see what could combat the Napalms... Frost is helpless if you rely on SnowGlobe. It can hit in a 10 meter radius, so at the very least you need >200% range just to be protected at the epicenter of your globe. Which is, basically, a full rank overextended and a rank two or three cunning drift. At that point, you have barely any power strength and you can't move from the cast point, it's ludicrous that they can cover so much range AND do so much damage. 

    As far as I've been able to see, Volt's shield is the only guaranteed protection if you can predict or guarantee the direction the AoE is coming from with a high percentage of accuracy. If it's even a little off the floor, it hits your toes and you die. 

  11. 5 minutes ago, AccioPlatinum said:

    I put Arcane Grace overlapping arcane fury (10) and then arcane fury (10) disappear Q_Q.

    ... 

    I can't even feel bad for you. 

    There's a distill button, and you have to get distills from Syndicates. There's, like, two warnings for you to not install another arcane on arcane'd equipment or else you lose it. Contact support, they might be able to help. 

  12. Napalms are absolutely ludicrous and truly need reductions in all areas. 

    They have twice the health of a Bombard and the same armor. 

    Their projectiles at 5 meters away do slightly less than the Bombard rocket does when it hits you

    Their projectile has a 10 meter AoE radius on initial contact that can proc heat, and also leaves behind a very high damaging ball of fire for something near 10 seconds. 

    Unlike Bombards, their projectiles can't be destroyed with a long range melee attack. 

     

    Edit: Before anyone says it, yes. We need this, and this will be our savior. 

    Flame_Warrior.png

  13. 7 minutes ago, Witchydragon said:

    Why is this necessary? It's possible use the minimap to judge how many enemies have been killed and in what range. Information about where and enemy is headed is also not given away by the blue spot, but it is given away by damage numbers if they are affected by some sort of DoT. However, enemies do not move tactically and their positioning is irrelevant in almost all cases due to the ease at which they can currently be killed. If they ever are an exceptional threat, they will almost certainly be within your line of sight. 

    Because the minimap sucks. It requires a mod to be able to tell you where enemies are and on top of that, has less range than a large amount of powers. Being able to tell when the coast is clear by looking for proc damage numbers is far more reliable than anything else, as well as good hit confirmation of enemies through walls. The enemies do move somewhat tactically and when the one enemy that survives a power wipe runs towards the alarm console it's nice to be able to follow the trail of numbers like a trail of blood from a limping, dying enemy like a true hunter. 

    It's only ruining YOUR immersion and too pleasurable from YOUR standpoint. It doesn't bring me pleasure to see the affinity numbers, but a tactical advantage.

  14. I can't help but disagree with most of your points, but I'm not going to type them all out. 

    I believe DE truly missed the mark. Hydroid, regardless of all of their changes, still feels boring because the most effective way to play is to sit in a puddle on Interception type missions. In Defense he's beat by... basically anyone since he doesn't actually defend the target. A long range enemy kills it and Hydroid just sits in a puddle. Barely able to CC since his 4 can't be cast outside puddle's range, and Tempest Barrage isn't guaranteed to hit a spot you marked. To be honest, I wish they'd avoid any rework close to this in the future. 

  15. On 7/15/2017 at 6:08 AM, p3z1 said:

    You should try getting 5 headshots in a single aim glide, that would suck.

    Everyone says this but it's easy on gas city. 

    But I want to say there apparently is a variation of this riven that's basically only possible with a few frames. 

    Synthesize a target without taking damage, using powers or traps. To be honest, that's way worse for your health. I can parkour around Hobbled -- I basically always have it equipped because they decided a melee frame EXCALIBUR shouldn't have good movement speed. Slash Dash is a poor excuse, too. 

    Anyway, that variation basically requires a stealth frame or maybe Rhino if it's a low level mission. And I've been hearing that sometimes even powers that solely effect you fail the mission, so even that might not work. 

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