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duhadventure

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Posts posted by duhadventure

  1. 21 minutes ago, Chroia said:

    Nor does Blessing.
    I assume that only directly targetted buffs will work (like the elemental buff augments).

    Yes, their movespeed is the wait-wall/bottleneck, at least to start.  I imagine the Infested will become more of a threat as levels progress.
    I'm currently Embering through mission 1.

    Bless works. Should they change it yes, but make it so you have to cast more times to heal them.

  2. 4 minutes ago, (PS4)BY-51 said:

    So I've been trying to install Warframe on a Linux computer however I have been running into the issue that one does not work. It crashes everytime I open it and has become a big hassle. Is it easy to run Warframe on steamos or is there a better fix 4 wine on Linux Mint or Ubuntu?

    It currently doesn't work as Linux doesnt really support DirectX very well.

  3. 3 minutes ago, (PS4)chaix said:

    Allow me to remind you of something: we have quite a few players in game who, on any given mission, will randomly spawn a large group of high level ancient healer eximi with toxic, parasitic and caustic auras.

    Half of these may now be invincible.

    Then we get into if they added this to other factions, with enemies like Nullifier Eximus, and especially the ospreys. Those little guys are annoying. An immortal Sapping Osprey Eximus would be hell. 

  4. 16 hours ago, (PS4)robotwars7 said:

    proposed Eximus changes regarding rework.

    - instead of invincibility, 50% damage reduction when hit away from weak point.

    - Weak points are distinctive, but still suit the appearance of their wearer ( Grineer and Corpus would have small glowing power units in their respective aesthetic, and the appropriate colour for the Eximus type, Infested would have Tumours, but NOT like Hive ones, a different look so that they don't feel recycled.

    - each time a weak point is hit, their Aura grows weaker, reducing range and damage/effects of their Aura, and disabling it entirely one all weak points are gone.

    - enemy switches weapon when in danger, just Like Kuva Guardians. this is to try and keep the fight varied, and allow the Eximus unit to try attacking form a closer/farther range: for example a Sniper Crewman Eximus will switch from his Lanka to a pistol such as Cestra and attempt last-ditch close quarter spray and pray tactics. this would occur when all weak points have been destroyed. they would NOT be given overpowered weapons like Ignis.

    -  spawns are reduced in Eximus Sortie Stronghold, spawns in regular missions remain the same.

    - weak points are destroyed on a damage/health basis, NOT a per-hit basis like nullifier bubbles. this allows any weapon with sufficient damage, regardless of precision, to destroy a weak point.

    I reckon if they handled it like this, it wouldn't be so bad. but this is just my opinion, and it's still early days regarding this issue, anything could happen between now and the day it gets implemented.

    This seems like a better solution.

  5. 1 minute ago, (XB1)Graysmog said:



    I guess I could see them taking more damage from the weak points, but far less from general gunfire. I could see that working, somewhat.

    It would be nice, just direct hits with any weapon (exluding AOE and melee, which would not proc it and do normal damage). It would encourage aiming if you wanted to drop them quickly. The melee and AOE weapons can already drop them at high level anyways.

  6. 2 hours ago, (XB1)Graysmog said:

    I'd rather they edit and fix up some of the Eximus units before we get this kind of change.

    The reduced spawn rate is pretty acceptable, as they should appear far less (especially for the Infested), yet I can see this change being a serious problem with it forcing you to get closer to Toxic Eximus, and making it so Arson Eximus are impossible to hit with their constant knockdowns. Also, making it so they get even more defense, especially when having to deal with Energy Leech Eximus, can get incredibly tedious. Due to how many Infested we're going to have to fight, and how much the little bastards move, hitting them with anything besides an AoE weapon is going to be quite the hassle. 

    The ancients would be a problem while invulnerable. Especially the healers, giving damage reduction to allies and ALSO not being able to take damage when we damage their allies like they usually do.

  7. 7 minutes ago, Firetempest said:

    It would be little different than Prosecutors. They are easier to kill with specific elements but are quite killable. And as its random its still not asking for specific weapons. Just a diverse group. If they are all one single meta loadout well tough.

    Prosecutors are not necessarily common enemies though. At higher levels eximius spawn rates go up. Prosecutors are a fairly rare enemy, even in endless with only 1-3 spawning every 5 waves. 

  8. 4 minutes ago, PsiWarp said:

    The intent here is to make Eximus' field presence last longer than your average grunts. These don't seem like actual "weakpoints" because they don't inflict increased damage to the Eximus, more like "layers" you have to peel off before you can kill the thing (Eximus = Onions confirmed!)

    There needs to be incentives to pop these zits. I would suggest temporarily disabling or shrinking their aura radius, as well as stun/stagger the Eximus when it pops.

    Its a good idea, there also needs to be weapon balance in it though. Some weapons would be better at doing it than others (sniper vs grenades).

    Just now, Firetempest said:

    1. No invunerability. Just very reduced damaged. Invulnerability can be for sorties.

    2. Different colored crystals. Like ammo colors. Blue crystal for primary. Green for shotgun. Purple for special. Orange for secondary. Perhaps white for warframe power. Black for melee. So keeping a diverse weapon set is important. But with point 1. Allow you to still kill them. Just inefficiently. 

    1. Invulnerability still wouldn't be good on sorties, sortie endless missions would be super painful.

    2. Forcing people to use specific weapons is not the answer, that would make it even worse.

  9. 5 minutes ago, 45neo said:

    Now hold on one second.... who said these weapons would take out all the weak points at once? What if a tonkor only destroys 1 at a time.... what if shot guns can destroy only 1 at a time (assuming you can actually hit one with a shotgun... it's harder than it would seem). what if for every simulor void created it only destroys 1 weakpoint? 

    Even so, it would be a guaranteed destruction instead of taking the time to try to shoot one. It would be faster than trying to find them then to just lob a multishot tonkor or penta grenade at them. Plus simulor can create voids pretty quickly especially with mirage. Here are some potential scenarios;

    Shotgun: Fire it at crystal, hit one or potentially more since each pellet is its own damage entity.
    Grenade launcher/RPG/simulor: Even if it only destroys one, it is a guaranteed destruction of one.
    Semi Auto Rifle (Like Latron): Carefully aim and try to hit a small object on a (most often) moving target. Also have to watch for other enemies while doing this. 
    Sniper: Even slower than above, and usually have to be zoomed in on open battlefield.
    Melee: Slashes through, destroys at least one every few swings, daggers and smaller melee weapons would not be used as often due to smaller hitboxes.

  10. 3 minutes ago, Tesseract7777 said:

    The first thing I noticed was that the weakpoints might be a little bit too small. I also don't like the idea of warframe powers only affecting these enemies in terms of cc. 

    If I have a Warframe power that does damage, and it is an ability that has a certain amount of precision, I should be able to use that ability to directly target the weakpoint and destroy it, just like I would with a weapon. 

    The counterplay should work for weapons and powers. 

    It should of course be immune to AOE Warframe damage while the weakpoints are still up, but we should be able to directly target them with say, a well placed Shuriken or something. 

    I also thing the most important mitigating factor, considering this is a horde game, is going to be what percentage of eximi that spawn actually have the weakpoints. It seems already implied in the devstream that it would not be most eximi, but only some. I think they will also want to give the eximi with weakpoints a special color or something like that, so you can quickly distinguish them from other eximi at a distance and prioritize them as a target. This is a horde based game with a rainbow of colors, we need to be able to easily identify priority enemies. 

    1. Yea most people seem to thing that they will be easy to snipe with weapons like a sniper rifle in their current state. Warframe is a fast paced game, and infested are moderatly fast enemies. 

    2. Yea Target abilites should be able to damage them, just not stuff like Miasma.

    3. It would be hard to distinguish them from regular eximi. 

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