shootaman777

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About shootaman777

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  1. As another almost completely solo player here (the kind who makes exceptions to playing solo, when playing solo is ludicrously inefficient to the point where it blatantly wastes time), go with pubs, OP. If you're leveling a Warframe, take your pick between Hydron, Sedna or regular Sanctuary Onslaught. In pubs. If you get bad squads, just do what those DPS frames were doing - back out and requeue. You'll eventually find DPS frames willing to stay regardless of teammates. This is because spawn rates, and thus xp (since enemies = kills = xp), are only at a reasonably high level in squads of 4. Otherwise, barely any enemies spawn, to the point where more time is spent hunting them down than time is spent killing them. Plus, with the epidemic of relic farmers who leave early in missions, teammates are always a crapshoot. It's just a matter of rolling squad RNG over and over again until you get a good one. It's not so much a matter of leeching off 3 other players, so much as it is 4 players collectively acknowledging that they require 3 other Tenno in their squad to be able to get their own xp at a decent rate. Plus, if those DPS were in any way competent and weren't elitists, they'd have no reason to mission hop, because they'd have everything they need to solo the mission with 4 players' enemy spawns, with just the Warframe equipped. If they didn't bring the gear to solo carry, they planned to be carried, after all.
  2. Upon completing capture of the base, the game says 'DEFEND THE COMMS SYSTEM' as the mission objective, indefinitely, and does not progress. I've already seen people commenting and making threads about this, but figured that, as a progression-halting bug, it would be worth making more threads about. It also turns out that the mission Little Duck sends the Tenno on, where they come out of Fortuna and are chilling (both metaphorically and literally, according to them) by the top of the elevator, doesn't count as Phase 2, even though it's exactly the same as Phase 2.
  3. shootaman777

    The Sacrifice: Prime Vault Hotfix 23.1.2!

    If only the drop tables of the void weren't polluted with unvaulted relics, this would be a great unvaulting...
  4. shootaman777

    Beasts of the Sanctuary: Hotfix 22.20.8 + 22.20.8.1

    RIP Index Meta Now, wouldn't it be ironic if this upcoming weekend were a 2x credit weekend?
  5. shootaman777

    Beasts of the Sanctuary: Update 22.20.0

    Other than some of the Khora, Saryn, and melee changes, this looks like a good update.
  6. shootaman777

    Beasts of the Sanctuary: Hotfix 22.19.1

    halleluja
  7. shootaman777

    Beasts of the Sanctuary: Hotfix 22.19.1

    Still waiting for meaningful Khora changes, Tridolon fixes, improvement to Sanctuary Onslaught experience in terms of fun instead of artificial hard caps by DE, etc. Apparently, when trials/raids were always bugged to the point that someone would always post about a progression-breaking bug in a trial/raid, in every hotfix, that was a problem. But now that we're seeing the same thing happen with Eidolon hunts, apparently it's a non-issue.
  8. shootaman777

    Beasts of the Sanctuary: Update 22.19.0

    *sees 100 mb update* *thinks it may be something good or interesting* *checks patch notes and sees it's a bunch of nerfs to tenno, khora 'fixes' (QoL fixes that should've been there since her release, and NERFS of all things), and useless tennogen* *logs off for the day due to content stagnation*
  9. shootaman777

    Coming Soon: Devstream #110!

    Are you going to explain why you completely ignored community feedback on Sanctuary Onslaught, and nerfed it to be a 'get to rotation C and leave' mission, practically removing the 'endless' feature of it?
  10. shootaman777

    Beasts of the Sanctuary: Hotfix 22.18.7

    >Mfw the replies to the thread get more upvotes than the thread's OP.
  11. shootaman777

    Beasts of the Sanctuary: Hotfix 22.18.7

    Any plans to fix host migrations making everyone but the host lose all their rewards?
  12. shootaman777

    Shrine of the Eidolon: Update 22.17.3

    Or both. More likely, it's both.
  13. shootaman777

    Shrine of the Eidolon: Update 22.17.3

    Still waiting for endlessly scaling Kuva on the Kuva Fortress.....
  14. shootaman777

    Where is Update 22.17.1?

    Inb4 Plague Star Resurgence. I sure hope that it's reworked to not be as nightmarishly boring as it was last time. Perhaps with the introduction of some variety? Or any variety, at all? Even the slightest bit would be appreciated.
  15. shootaman777

    Shrine of the Eidolon: Update 22.17.0 + 22.17.0.1

    Do you realise that going endlessly in the Kuva survival will net you endless Kuva, so theoretically 'endless' does apply to Kuva, as well. Do you realise that the new system is nowhere near an improvement over the old one, or even a sidegrade, and as such is a waste of development resources? That's mainly what I'm annoyed about. Flood-hopping and Siphon-hopping can net you more Kuva than the Kuva survival can, in any amount of comparative time spent. As such, the new system is a downgrade to the old one, which defeats the purpose of implementing it in the first place. That's only considering the amount of Kuva. Given that there's 20-30 seconds of downtime between each filter completion and tower spawn, Kuva survival fits the bill of a 'hurry up and wait' game mode, which raids were highly criticised for being. That's another nuisance of it. Do you also realise that it's not realistically an 'endless' mission? By technicality, it is theoretically endless, because it can go on indefinitely. However, the most efficient way to farm it will be by going for some time between 20-40 minutes, as there's no point in fighting tougher enemies for the same reward that can be obtained from fighting weaker enemies. As such, it is not worth running endlessly. However, if there were increasing rewards per time spent in the mission, it would be ran endlessly by players, and would be considered practically endless, since it would be worth running endlessly. This is something that DE seems to be fully capable of, but almost entirely unwilling to implement. Endless fissures are the only example of successfully implemented endless missions in Warframe, and even then, they're limited by when and where they appear (of course, this is at the expense of the old void key system, which had a far more efficient method of reward scaling, but I digress). If a similar type of reward scaling like that of endless fissures were implemented across the endless missions of Warframe, people would run them endlessly, with the Kuva survival being no exception to this. Everyone's just saying the same thing over and over, on both sides of the fence.