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Kalvorax

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Posts posted by Kalvorax

  1. 37 minutes ago, LunarFirestorm said:

    So when people say 3x3 they mean three separate tridolon runs in one night I assume?

    yes

     

    37 minutes ago, LunarFirestorm said:

    I also see people asking for people with really high capture numbers as a requirement for joining, is there any good way to keep track of your captures? or do these people just go on your word?

     

    you can check under your profile stats, i think its about half way down the list.

  2. 51 minutes ago, Diablo300999 said:

    Hello everybody, i would like to share my idea with all players.

    What do you think about Frost having an option to move his Snow Globe with him, like some NPCs (Non-player characters). Imagine having that kind of option so you and your team can stay under the globe while going through missions.

     

    would be interesting, though it would affect his utility as pointed out by another poster.

     

    8 minutes ago, MakeLuvNotWerFrame said:

    atm the only change I'd want for frost globe is for it to stop blocking operator's void dash, it's proper annoying trying to dash only to impact an nearly invisible globe sphere

    and friendly shots as well....still the reason i despise frost in any game.

  3. informative video for sure 🙂 didn't know that dot effects triggered Life Strike.....but then again i dont use LS as i prefer Healing Return due to it working with quick melee (+9 healing per status effect per enemy hit). Does LS trigger from the dots even if your not channeling after the initial hits?

    As channeling as we know it is going away, I guess it would be kinda of pointless to mention that you didnt say anything about the operator Zenurik Inner Might, which at max rank is a Reflex Coil with needing a mod slot on the melee. (+60% to energy efficiency when channeling), which doesnt show up in the arsenal, though i think it can show up when your in the arsenal of the Simulacrum. it WOULD be spoilers for new watchers, so i could see why it wasnt mentioned.

  4. 4 minutes ago, Blade_Wolf_16 said:

    IRL explosive projectiles have a fix range where they won't explode on impact to prevent injuries to the user and allies from accidental fire or missed shots.

    Imho I think ig weapons could use such a thing. Maybe cause a massive impact proc/ragdoll to enemies, or maybe impale them like Boltor darts and explode once they reach the fixed range. 

    For allies and abilities, I think PT would be great. I personaly can't think of something better to prevent allies to cause self-damage.

    What makes it even faster for DE is that, well, they already HAVE the code for this.....the Corinth Air Burst grenade only detonates at 30m (before flight speed is added or taken away *rivens*), it just needs to be applied to the rest of the launchers....and NOT as a mod.

  5. Can you turn down the music for The Sacrifice quest? Every other audio seems to follow the correct settings...except the music.

    It seems like its linked to the Master slider, whereas everything else is linked to the correct bars....rather annoying having to turn down the warframe process in the volume mixer, then having to turn it back up after the "scene"

  6. 15 minutes ago, Razorv2 said:

    Chroma can now change his element in mission by using roll action. Roll forward to get ice, backwards for cold, left is toxin, right is electricity. 

    yeah.....no

    Dodging is VITAL for not dying...having element change bound to roll direction......is horrible at best....many people have wanted one of his abilities to be a cycle like ivara's quiver and vauban's minelayer...which makes FAR more sense.

     

    18 minutes ago, Razorv2 said:

    Third ability is wing wave: Chroma waves his wings based on direction that chosen while holding one of w or s keys and pressing 3rd ability. Holding W moves enemies away from chroma, S pulls enemies towards chroma. 12m range.

    interesting...but again, movement bound abilities just do not work well with warframe....it has for melee....but that will be changed soon.

     

    • Like 1
  7. So I've noticed this for the last couple months now, particularly when in a squad as the host, but doesnt happen when client or in a solo mode.

    Syndicate proc cooldowns will countdown from the 45 second mark ONLY when active on Primary and Secondary weapons....unless in the above circumstance, then they will cooldown even when inactive like Melee does.

    What part of this is the bug and should the cooldown be running even when inactive (by default)? As it stands, taking in weapons that have syndicate procs on primary and secondary is pointless as it then forces the player to stay on that weapon and not able to swap out if using the proc effects (at least the restore or even damage  and status effects to some extent).

    Melee procs dont have this problem and has always been able to cooldown when inactive.

  8. 4 minutes ago, Asdryu said:

    Irradiated Mutalist Umbra  [Prisma] Quanta Vandal Wraith Prime.. Oof

    forgot one XD

    4 minutes ago, Loza03 said:

    Helminth would be a perfect fit for this role, I think. At least as part of... it's... overall role. 'Helmith Mutalist Quanta.' 'Heminth Synapse'. 'Helminth Hema'.

    Give it Nidus-esque patterns and base colours, and we're golden.


    would also give us a reason to use the cyst apart from chargers....hmmmm

  9. 39 minutes ago, taiiat said:

    plus Mods to dissolve

    and who the hek has THAT much time to dissolve hundreds of mods? until (if) they revamp the dissolve system......statues, stars and the arena are really the only good ways to get endo in large amounts that are meaningful....yes high level rots give 400 at a rather good chance....but still.

  10. 9 minutes ago, Powerthrucontrol said:

    Because Strata relay doesn't have darvo, cephalon simarous, or the MR tests. A new player visiting that relay looking for either of those two resources would have to back out to their ship, and then to the new relay. I don't know about you, but I'd prefer 1 loading screen than 2.

    it does indeed have everything you mentioned...its just down the elevator instead of up.

  11. so Ive been playing around with rev more.....there are a couple things I noticed...his 4 is garbage against ancients due to it being gas damage....why not change it to radiation? Radiation IS superior against infested as it disables the aura sharing of affected ancients...in addition to causing even more confusion amongst enemies.

    Another thing i noticed is that his enthrall stops the aura of parasitic/energy leech eximi.....Can that part be added to radiation status...would make dealing with them much less of a hassle?

  12. survival spawns should really be limited in distance...THAT is the main reason spawns seem so low.

    enemies have a long way to travel to get to us....especially since players explore the map to find the best spot(s) or vaults or fragments.

    De REALLY needs to go back and look at Survival as a whole...its been for too long since these old game modes have been looked at.

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