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oceano4

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Posts posted by oceano4

    • Zephyr

    Divebomb and tail wind should REALLY be one ability, and she should get a new second one. It feels like she has 3 abilities, not 4.

    • Hydroid

    His CC seems to be a more annoying one, where you can't hit enemies so well, he has long cast times, his 1 isn't a single handed ability like every other punch abilities (Soul punch, smite, freeze, shock, fireblast), his 2 is still dictated by duration, not range, and half the times the tentacles go in the wrong area. 

    8 minutes ago, [DE]Glen said:

    I'm frequently disappointed by chatframe.

    Lies, chatframe provides us with the  ultimate ability;

    Memes

  1. I think the Banshee one is actually pretty good, since the ability is for team mates and a stun, but the pasive will help Banshee befome that Stealthy Frame that all her descriptions make her out to be. 

     

    The Hydroid one is very...meh. If they make it a 100%, that would be good. Or even better yet, that AND he heals slightly in water puddles found in tiles. 

  2. Just now, Bibliothekar said:

    While I do hope they'll make more syndicate weapons, I think I'd like to see a few more weapon augments first.

    Agreed, we still only have the first batch.

  3. I'm surprised that I haven't seen this mentioned before, I first encountered this glitch a month or so ago, but I just spend 20 minutes trying to fix it again just now.

    The context; take your Mag to Tycho, on Earth's Moon. I'm not sure what exactly triggers this but using Crush while Conculysts and Battlalysts are attacking, and they will end up phasing through the map, teleporting round you EXTREMELY quickly, you unable to attack them, and vice versa.

    I just wasted 20 minutes on a wild goose chase with this one Sentient fighter I couldn't kill, I would see quick glimpses, and constantly hear its humming, but it would quickly disappear.

    Is this a known issue?

  4. His rework looks amazing for keeping enemies of consoles, and opening them up for finishers. 

    Keep in mind, Bestille keeps in a finite, amount of enemies. 

    Also, sometimes you need to use the lesser ability of yours, sicne you donlt have enough energy to use your 3rd or 4th, atleast his 2nd won;t be useless now. 

  5. 11 hours ago, Momaw said:

    The thing that's amazing to me, is that Wyrm Prime was buffed... last year.

    When Wyrm Prime was first introduced, it had:  200 health, 100 shield, 50 armor.  Sound familiar? That's what Wyrm has.  The prime released with literally no survivability upgrades. And then we got Carrier Prime, which had massive survivability upgrades. The discrepency was pointed out to DE and they changed it to what it is now, which is admittedly light on health but has more shielding than most warframes.

    As has been explained, there's only a handful of shield-penetrating AOE attacks, the big thing being toxic clouds from mutalist ospreys.  For the most part, anything that can actually plow through Wyrm Prime's shields and smash his creamy center is also going to smash the hell out of Carrier Prime too. CPrime has more health, but limited shields to soak up damage before incoming attacks get to it. Sentinels are rarely the focus of enemy attention so shields, and shield mods, are worth comparatively more to them than a warframe's shields.

    While Wyrm Prime does have a stat that is slightly lower than Wyrm, the end product is a vast improvement. Any discussion about "buff the prime's health!" must necessarily start with "nerf the prime's shields!" to preserve some semblance of sanity.  Do you really want to make its health the same as Wyrm's at the cost of reducing his shields to, for example, 150?  Bearing in mind that there's very few things that we can do to actually heal our sentinels if we're not playing Trinity, while shields just work.

    There is two things to keep in mind though.

    Carrier can heal itself by sucking up health orbs, combine that with its doubled health, and it;s tankier than some Warframes.

    Also, the link I posted in one of my earlier comments, about armour NOT working, when something breaks shields. 

    So how about, double shields for Wyrm, and the standard 200 health? 

    So Carrier Prime compared to Carrier will have same shields. triple armour, double health

    And

    Wyrm Prime compared to Wyrm, will have same health, triple armour, and double sheilds. 

  6. 3 hours ago, (PS4)shadowwraith_666 said:

    Glaxion and Atomos could use an accuracy buff.

    Amprex ammo devouring problem could be negated slightly with a ROF reduction.

    Spectra/flux rifle weapons could do with a small DMG buff.

    Tbh, Atomos is already amazing, I think the accuracy is fine, it;s an easy to predict spinning patern, if you us it in close range, there should be minimal missing. 

    Glaxion is completely random though, it should be reduced. 

  7. Just now, IceColdHawk said:

    It's alright. Good to hear that you weren't trying to argue against the sake of consistency! The health doesn't have to be buffed compared to the normal wyrm, just let it be on par at least. So carrier prime got more health and wyrm prime got more shields. Looks fair with me to be honest.

    Sounds like a plan to me.

    Now we just gotta roll this comment into a nice paper-ball, and keep throwing it at the hypothetical window of DE. :D

  8. 1 minute ago, IceColdHawk said:

    @Tesseract7777 I appreciate your kind maths but i still can't find the justification on why the poor wyrm prime must draw out on the short stick. 

    It's not a matter of which sentinel has the most 1337 DPS or in this case survivability, but more a case of consistency. Why would the wyrm prime, have less HP than it's unupgraded version? Why do you allow the carrier prime to be the masterrace but don't allow the wyrm prime to be a full upgrade just like primes usually are? Carrier Prime will certainly not be the last prime sentinel and the next one will certainly get the same treatment as carrier prime and by then we still have a buffed&nerfed wyrm prime instead of a buffed wyrm prime. You essentially even seem to agree that companions ain't be a big deal in high end missions which is true, so why let the wyrm prime have nerfed health stats? It's just unfair compared to carrier prime and possible future primed sentinels.

    That, and a few other primes too actually, Fang Prime (less status, no slash), I made a thread for this too, I really hope it picks up. 

    If you guys can find some more guns that need visiting, then please feel free to help keep the topic alive and add your options on there. :D

  9. 2 minutes ago, Tesseract7777 said:

     

    I showed the math. I still haven't seen math to contradict my point. With all respect pointing out the drawbacks to shields doesn't invalidate my point at all. Where is the math showing me wrong? What I see is a very slight difference in EHP -- especially considering no sentinel has a decent amount of EHP to begin with (so the difference isn't that significant), even Carrier Prime really. And three times as many shields. That is objectively more survivability. The damage you are talking about (shield ignoring) just does not happen as often as you are saying. I would love for you to prove me otherwise, but I play a lot of warframe, you can look at my hours played in game idc. And shield ignoring damage just doens't happen nearly as often as you claim. 

     

    As for Carrier Prime, this thread isn't about Carrier Prime, I thought. I thought it was about Wyrm versus Wyrm Prime. Carrier Prime is a different can of worms. There is a lot of room really, there aren't that many sentinel mods still. So you have to make a couple choices now, and you might make different ones based on the sentinel? That's a good thing. We should feel like we have more build diversity anyways. 

    Oh no no, I'm not talking about slash/toxin etc.

    Please excuse me if my typing is poor, it is late here in the UK.

    So, someone on r/Warframe found out, that when your shield breaks from, lets say, a sniper bullet dealing 100 damage (Lets assume the shields were less than 100 when the bullet hit), the damage that then eats into your health, isn't affected by your armour.

    So instead of taking less damage once it hits your armour boosted health, you get the full brunt of the impact.

    So Sentinels/Frames with low health pools, no matter the armour, will end up taking a lot more damage than they should be, as far as I'm aware.

    I'm gonna try and find that thread right now. :) 

     

  10. 2 hours ago, Tesseract7777 said:

    -snip-

    What about Carrier Prime then? And all other Prime gear which have no drawbacks? 

    And with mods such as fired up, sanctuary, mediray, Animal Instinct there isn't a lot of room left, not many people will find room for fast deflection.

    Also keep in mind shields aren't effected by armour, and last time I checked, Carrier can now heal itself by sucking up health orbs. Combine that with it;s amazing armour and massive health pool, and Carrier Prime is tankier than some frames. 

    Another thing to remember, is damage that breaks shields, then goes into health, DOESN'T take armour into consideration. Someone datamined this.found this out on r/Warframe, we think it's a glitch currently.

    So all in all, when it comes to our defences. Health>Armour>Shields. Wyrm Prime can have loads of armour, but it won't matter, with a tiny health pool like it has now, it just dies easier compared to normal Wyrm when they have the same mods. 

  11. 40 minutes ago, (PS4)Asdeft said:

    It is still not valid. If mesa cannot use pistols and is forced into melee, guess what she doesn't get a passive. Also in what way does Mesa having multiple passives compensate for the fact she can lose them. Imagine a bow/melee only mission where suddenly Banshee does not have one either. Nyx's passive won't do anything vs Infested either. Passives do not have to always come into play even if there are limiters involved, you just look at that as part of the limiter. Sure Wukong and Excal can summon without a melee weapon, but realistically they won't be getting good use out of them without melee weapons. This Hydroid Passive looks awesome to me as an occasional Hydroid player. 

    Lets hope it's atleast a 100% chance, it;s FAR from OP, considering that Hydroid is more than likely one of the least used frames, being the best in not many areas I can think of, his 1 being a static ability (really should be a 1 handed ability), his 4 being inaccurate as hell sometimes, and his 2 still tied to duration, and not range like Slash Dash/Rhino Charge. 

  12. 20 minutes ago, taiiat said:

    other things being direct upgrades doesn't make it healthy for the game.
    should have less of it, not more. but like hundreds of other games, Warframe will insist that it won't cause a problem. and then later on, like the rest of those games, it blows up as unlimited stats in every regard blows up in every game.

    the Customers don't care, because they just move to the next game and tell them to do the same thing. because it's not their business that's getting destroyed.

    Well, it;s far too late now, it;s been 3 years now, and Prisma, Vandel, Wraith, Prime, Dex, they're all better than their counterparts. 

    And Prime stuff, that are slightly better than their normal versions, give people things to work towards, and of all things, that;s something new players need. A goal.

    Either way, at the end of the day, all we're asking for, is Wyrm Prime to have the same health as Wyrm, and I have a strong feeling the majority of the community would want that too. 

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