oceano4
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Posts
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Posts posted by oceano4
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https://www.reddit.com/r/Warframe/comments/4ifidv/why_is_void_trader_only_available_for_48_hours/
he really should stay a tiny bit longer.
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I posted this on r/Warframe too, if you don't mind. :3
https://www.reddit.com/r/Warframe/comments/4ign6j/interesting_poll_i_found_on_the_forums_least/
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Oh, and I guess MD used to feel smack damn in the middle of "run and gun mission" and "endless run mission", but because of the 3 guaranteed consoles change a few months ago, it feels like it;' leaning towards endless almost now.
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Defence. It's long, boring and lacks anything different (Moon defence is fun).
MD has been made MUCH longer thanks to the MD changes a few months back too.
Survival is okay, but a mini boss(like the Clem missions), maybe a buff Orokin AI would be nice.
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https://www.reddit.com/r/Warframe/comments/4i9wch/wyrm_prime_overview_and_rant/
Hell, even if it's not vaulted, the fact it's factually, the weakest sentinel in terms of defence, is a huge mess, and has had a flawed existence ever since it;s introduction in Update 13.7.
Blazes video here explains it VERY well.
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5 minutes ago, [DE]Megan said:
• Fixed Halikar explosions doing no damage.FINALLY
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I'm not sure about you guys, but it totally clashes with every single Prime Warframe now, makes it really hard to use it on anything, and considering I spent quite a fair amount of money on it, it's quite saddening.
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We dark souls now I mean soonTM
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They should jsut make keysharing a feature already.
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4 minutes ago, PotatoTrapdoor said:
Still no fix for:
In all honesty, there are much bigger issues on hand, like Wukongs bugged range, Twin Kohmak being a "meh" upgrade considering its cost, and the Ack and Brunt mod being too short range
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I hope the Ack and Brunt mod got a bit more range, so it;s not almsot useless... And the Twin Komack got better treatment...
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Also, Snipers will NEVER be as good as bows, if they continue to have no innate punchthrough.
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On 30/04/2016 at 2:23 PM, EchoesOfRain said:
For me, I don't understand why they have to be weapon specific. I was REALLY upset when I got the Electromagnetic Shielding mod, only to find out that it doesn't work on Silva and Aegis...
That, and the range is pitiful. Bombard? That one corpus with the rapid fire gun? You're #*($%%@.
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Someone on the wiki mentioned that it had different firing mechanics? I can;t seem to notice anything tho. It;s literally just the basic gun with 2x mag size. Not even more ammo in reserve.
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Why must this happen? :(
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It really isn;t that hard, with a Vauban for part 1, and maxrange frsot for part 2. Don't waste plat.
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Can we see abilities like Hydroids and Zephyrs "travelling abilities" be affected by range, like Slash dash and Rhino charge? Also maybe Tempest Barage made to a 1 handed ability, like almost all other elemental Warframes first abilities?
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40 minutes ago, chuckdm said:
I do agree with your request, but you're wrong that he's alone.
- Zephyr's Tail Wind is still affected by duration.
- Atlas's Landslide is still affected by duration (and not just the combo-like timer.)
- The combo-like timer on Valkyr's Rip Line is affected by duration, even if distance/range isn't.
Thing is, 3/4 of Hydroid's kit (just like Zephyr and Atlas and actually Rhino and Excalibur, too) benefits from high duration anyway. In other words, is this a problem? Yes. But it's a problem you shouldn't actually be experiencing because you should be running all of these frames with high-ish Power Duration anyway. Of Hydroid's 4 abilities, only Tentacle Swarm benefits from a low duration, and even then, only for certain, specific builds based upon maximizing the initial damage in order to increase loot generation with the augment.
So...sorry, but though I agree this needs to be changed at some point, it is most definitely not a top priority. Just run a good duration build and the devs will fix it whenever they fix it.
Well I hope those features sooner than later, because DE did say, iirc, with that update with all frame passives coming out, they would throw on a few tweaks too?
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No one? I was really hoping enough people would agree that we might see this fixed this coming week. :C
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Slash dash, rhino charge and tidal surge are all travelin, damaging abilities, yet Hydroids is the only one affected by duration still.
please, please give it the others treatment, in most popular load outs, it's reduced to a tiny splash. :c
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Hell, today I only have 4 dailies instead of 6, and the very first match I get into, host migration takes the daily challenge away when I completed it, no Rep rewarded, and it doesnt go towards my weekly.
I'm pretty annoyed right now, the P2P servers for Conclave are a joke, and this will be the 3rd week in a row where I attempted the weekly challenge, but have soemthing kill it for me before I finish.
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5 hours ago, DE_Kary said:
Had a bug with the muzzle flash -- was hooked into the secondaries by accident. Should be sorted out soon.
Aww, I thought it was intentional. :(
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9 minutes ago, Aeiroth said:
They still forgot to buff the most important aspect of the scythes.
Range.
I still have more range with a bloody dagger than I do with a certain scythe...
Question, since I only have Reaper Prime and Anku, witch Scythe is this?
Should Boosters work differently?
in General Discussion
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Lg in ones for sure, yes. The resource ones I get get wasted so often.
Maybe a 24 hr period, where you can CHOOSE to start it?