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Shy0

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Posts posted by Shy0

  1. it all depends on your playstyle and what stage you're at in the game, and whether you're buying off the market. most of us will do the quests/missions to get these frames; i personally feel it's not worth buying them with plat (maybe trade for rhino prime, but that's it).

    if you're new, rhino is probably the best option till you get more of the advanced mods and the endo to rank them up. you can get him early on and he'll easily carry you through the star chart. he does many things well - iron skin is his signature ability, just cast and refresh when it wears off; stomp is a decent panic button to freeze enemies around you; roar is a minor buff for the team; charge is kinda niche but is used in certain builds with his augments. has some degree of customisation so you can mod him well into "endgame" content.

    most people who like tanks will eventually move on to inaros. really hard to kill and can negate status procs with augment. some crowd control for trash mobs; can build for melee finishers. only need to spend a few seconds channeling/charging his 4 now and again.

    gauss has a more active playstyle compared to the other two. you'll be using his abilities a lot while running/boosting around shooting/meleeing enemies, and his abilities have a lot of interaction with each other and his energy/shields/speed, so he's probably a more complicated frame to play to his highest potential. the mod build in the yt vid is achievable for most people, but there's room for a lot of customisation. there's more button pressing with gauss compared to the other two.

    with any of these frames, you're dependent on your weapons to kill enemies, so you need to consider the resources available to you as well. best advice is to get them all and try them all out. the variety of frames in this game is one of its strengths, and you should explore and not shoehorn yourself into a little corner if you're new.

  2. so.. is this a rant post or do you actually want help?

    if you want help, you have to tell us what *your* issue is, not "i like boom, stealth is bad, i hate stealth, etc."

    there are a lot of veterans here who've played those missions/tests literally years ago and can't remember exactly what the problems are, so you need to refresh our memories a bit and then we can help. if you just want to rant, put it in.. some.. other section. if you want to give proper feedback, put it in feedback. if you will never accept that a space ninja game will have some stealth elements to it, then there's little we can do for you. stealth is an op mechanic in warframe btw.

    • Like 2
  3. it took 3 hours of constantly running cassini (1.5 to 2 mins per run) to get the weapon i wanted. out of nearly 100 runs, 20% kraken, 10% seer, 10% shildeg, other 12 somewhat evenly distributed (60/12 =  around 5% each) EXCEPT for the ogris that i was trying to get.

    anything to reduce any of the rng in this game, i'll welcome with all my arms.

    • Like 1
  4. i think de should just embrace the idea that warframe is, for the most part, a mass mob-killing game and keep things simple. sure, there are some "boss fights" here and there, but the way the game is designed, with us being much squishier and said bosses often being bullet sponges and having aoe abilities, our best tactics often involve just making things dead quicker than they make us dead.

    cold used to be decent at slowing tougher enemies (and as a secondary element for some shield damage) but having to stack the slow now makes it quite useless in many situations.

    blast reducing accuracy is a joke. if enemies are low-level, they die before anything becomes an issue. if they are high-level, they just need to sneeze in any direction and the squishy frames will need a revive, a heavy gunner just needs one bullet to graze us, a bombard just needs to hit the indestructible crate next to us to blow us into space, a "boss" just aoes everything anyway so reducing their accuracy isn't even going to do anything.

    puncture just denies a more useful status the chance to proc. it might shine in boss fights, especially for newbies or public groups where survivability might be an issue, but with bosses being status-immune, it's pointless.

    radiation is actually decent cc. doesn't make the affected enemy harder to shoot (except maybe they turn their heads away from us) and takes aggro from other enemies, so i disagree with op that it's useless. stacking radiation is pointless though. HOWEVER.. if WE get radiation procced, it's very easy to team wipe.

    in the end, de need to know what sort of game they are making. with all the different directions the game has gone recently, i think they are being overambitious and instead of making things more streamlined, they have splintered everything and made things more complicated and difficult for themselves.

  5. bramma for eidolons is probably a non-starter for most people due to the arrow arc and the relatively small areas you need to aim for. unless you're really experienced and are very good at maneuvering into position quickly to get your arrows in, or you're thinking of contributing some damage in addition to the main damage dealer, just stick to snipers. due to the explosions, you're more likely to get complaints that you're obscuring the dps player's view.

    fire is a good general purpose element to get. viral + heat is a good general purpose combination. it also depends on how you mod your weapons; some people swear by toxin because they can use one less mod for elements and use the space for other mods. multishot + hunter munitions is also a thing. i just went with fire myself.

    one dubious positive about kuva weapons is the only thing stopping you from getting one or getting good stats is time. it might take you 30 mins to get a 60% weap, it might take you 4 hours to get a 25%. if you have time, just get different elements and try it out. if you don't like certain ones, you can always fuse them; just be careful of which element you end up with.

    • Like 1
  6. 5 hours ago, IMP_102 said:

    That is pretty selfish point of view though. The issue here is not really that people having fun or not, the issue here is that if you want to create a semblance of progression in a game making challenging content is important, but how to balance that content when a frame like Saryn can mop the floor with pretty much anaything? Baseline the content on Saryn and no other frame will be able to compete. I mean how many frames can really reliably push zone 8 in ESO solo? Mirage maybe? Ember could probably if it weren't for that 4th ability gating. Did DE even intend for ESO to be playeable solo?

    I mean look at the state of the game, why bother using CC or support when you can just play with half a brain off and still have enemies disolve a football field away. Nukers are getting nerfed bacause it is the best thing for promoting a diverse gameplay and a long term health of the game.

    i don't know how you play your game, but the way i play, i have a copy of every frame and a bunch of weapons that i rotate around depending on the mission's needs. i use saryn when i want to clear rooms quickly for the most affinity i can get in a set time (which is more or less what someone at my number of hours would do ESO for). even then, i don't rely completely on just abilities; i still shoot things to spread spores and get the most kills and exp i can. in that sense, she fulfils her niche perfectly. i've never felt the need to challenge myself using ESO so i've never tried to run solo saryn there, but to have a max killing potential build, she has to sacrifice something, and that's often survivability. you go ahead and knock yourself out if you want to solo with saryn, but she's too squishy at higher levels and you're basically just hiding in a corner all the time, waiting for more energy so you can cast abilities. if you find that fun, i won't stop you. i wouldn't take saryn out to the plains or fortuna, or run quick exterminate missions, or try to solo a rank 5 kuva lich, because she's a bit of a liability in a lot of other game modes. saryn is hardly the best choice in many game modes, so claiming that balancing the game on saryn would make all the other frames non-competitive is exaggerating a bit.

    if you only play ESO, and ESO is your whole world, that's on you, but you certainly wouldn't represent much of the playerbase in that case. i'd feel like i've progressed more in a game like warframe if i had more tools (frames, mods, weapons) at my disposal to handle all the content that DE throws at us, and that includes ESO nuking, boss fights, space fights, dog fights, etc. and do it well. claiming that saryn is affecting sense of progression by doing well in one game mode is, once again, pushing it. using that claim to justify a popular frame's nerf is not so great.

     

    3 hours ago, IMP_102 said:

    That's like the whole point. Don't you see the problem with your own answer, a frame that single-handedly ruins a game mode while being useless everywhere else. It basically screams bad design.

    And lvl 9999 yeah that's rich, the whole reason we were stuck with the infinite leveling armor up till now was because the initial game design didn't consider enemies above lvl 70 or there about. DE just never prevented players from going that high. Anything above lvl 160 ish is not high tier content it just an exercise in how much one can break the game.

    how is having a niche bad design? in any game with a roster of characters/suits/archetypes, there are always roles or niches that a specific player-chosen character plays. saryn's just happens to be killing stuff in limited spaces (she works well on star chart defense-type missions too, not just ESO), and warframe happens to be a game where you kill lots of stuff by teaming up with other people (or solo if you choose). it's not even like you're competing for drops or rewards by killing the most. if every frame could do everything just as well as any other, what's the point in having nearly 40 different frames in a 99% pve game? (sidetrack: jeez, just realised that's a lot of frames..)

    re high level enemies: just like how much you enjoy ESO, some people like to do endurance runs and find the best builds to go as far as they can. figuring out synergies and getting the biggest numbers possible by using the game's systems is how they enjoy the game. it takes a fair bit of dedication and knowledge, and that's their idea of "challenging content", so stop telling others how they should play their game.

    • Like 1
  7. 33 minutes ago, zhellon said:

    my trinity, which does more than 30% of the team’s damage almost constantly, says that tanks and support have no problems with damage. My Inaros with dog and mecha mods only confirm this. Wuclone says hello.

    I do not mind if de nerf weapons, but then nuckers should get nerf protection, because it is not normal when rangedps have tank armor. 

    But here, in fact, the global problem is still exploring in the form of the fact that tanks, DPS and support work independently. This is a mythical balance that does not exist. And I think that this is based on the problem of the energy system, because saryn is not strong if you use only energy orbs.

    i was just railing against op's nonsense logic. i have no problem with anyone getting whatever % damage with anything as long as we complete the mission. if we all had fun, all the better. if some of us had less fun, either figure it out or just accept that with rng and randomness and life in general, one can't have fun all the time. asking game devs to nerf something just because you chose a certain path but others are having more fun or getting bigger numbers is petty.

    • Like 2
  8. look, some frames will be better than others at doing certain things in certain game modes. op justifies nerfing saryn because tank/defense frames can't do the damage a nuke frame does. automatic no from me. git gud or play another frame if seeing damage numbers is your priority. you chose a tank/defense frame and want to complain about the existence of damage dealers? like, wtf?

    saryn can't scale infinitely in game modes where mobs disappear between waves and where it's quicker to just run and kill with weapons. if anything, saryn is, to me, the perfect example of a frame excelling at a certain role (nuking constant mob spawns in confined areas). sure, it might get a bit boring for everyone else, but i'm completely happy if a saryn pops into ESO and wants to do all the menial work while i can still focus on tougher mobs, nullifiers or eximus units. stop complaining and just let people have their fun. stop with this stupid nerf mentality.

    • Like 2
  9. what i've noticed is whenever i am not the host and after i get a requiem wrong on my lich in a mission, drops like resources and mods cannot be picked up by my warframe (but vacuum will still work) and interactable items e.g. power canisters cannot be interacted with till i've died and revived. operator still can pick up drops and interact with things as normal.

    • Like 2
  10. kohm isn't displaying status/pellet like the other shotguns, which to me seems like it's calculated as status/shot. and the way DE makes use of probability has me a little worried..

    overall, with this patch, it's not just shotguns that got nerfed with status/pellet changes. except for the very high damage weapons that still kill with one hit or crit with hunter munitions proc, every status weapon that is slow to fire has had an indirect nerf while high fire rate weapons have an indirect buff due to how status now needs to be stacked for maximum damage/effect. kohm (and even boar might make a comeback) is going to be boss shotgun since tigris is no longer fire-and-forget (old slash and viral used to kill high level enemies through bleed if not dead from pellets) while kohm can keep stacking procs.

  11. 6 minutes ago, Thural said:

    the effectiveness of it did NOT stay the same, my status chance per pellet went from 100% to 31%, in what world is that the same?

    just try it out in game/simulacrum. while the numbers look different, practically, with the armor changes and everything, the shotguns i have seem to proc roughly the same. just be aware that some procs need to be stacked now and there have been some major changes to their effects too. blame DE for making so many changes to so many systems at once that we can't tell what is what and basically have to relearn damage from scratch.

  12. now, lenz = memes

    1x cold proc = 25% slow = enemies can slowly glide out of lenz explosion radius or into periphery where they take 10% damage. nice mega-nerf.

    now, any aoe weapon with slow bullet/projectile velocity = memes too

    e.g. staticor charge attack. either walk right up to the enemies' faces and stagger yourself to get 100% damage or shoot from further but you better have your targeting computer or the force void on your side coz otherwise, you're not hitting 100% damage ever.

    now, any slow-firing weapon that can't crit = memes

    what? you mean you're a grenade launcher like the penta and can't quickly stack status procs like a rifle or damage with crit multipliers like anything with crit and also can't hit hard like the kuva ogris/bramma? well, sucks to be you, coz DE has no idea how their own game works and instead of just fixing armor scaling like they should have done years ago, they decided to ram a million different changes into one patch, so we can't test what the armor scaling is like now compared to before coz they changed all the status procs too, along with how certain procs stack and the status chance of shotgun pellets, and railjack, and liches, and..

    you know what? the last bit of wisdom DE showed was with the gradual changes to melee 2.99999999999... since then, kuva liches bombed on release, railjack bombed on release and they're supposed to release the new quest soon, right after a huge patch that changes how damage and status procs interact in a complicated way and is still trying to fix problems from their last two big content patches. sigh.. kinda sad that DE can't seem to get out of this downhill slide. keep things simple, maybe? overpromising and underDElivering should not be a thing and i've seen a lot of that in the last couple of years.

    • Like 1
  13. my initial impressions:

    • blast now useless (no more knockdown and short-lasting small accuracy debuff is pointless, plus grineer cat lady grenades will still KO you pretty quickly in spite of shield gating), better to mod for electric or fire and reapply stun
    • impact does stagger enemies and make them drunk somehow, but they get a bit too wobbly to hit their "weak spots" (groin doesn't count as "weak spot"; them future jockstraps must be hella tough)
    • previously OP AOE weapons like torid and pox are now completely trash due to no more cc and.. oh.. wait.. with viral and electric/fire, cc is less reliable than knockdown, but is ok as long as you keep reapplying them
    • slash still strong, especially with viral and electric/fire..
    • nightwatch napalm is the new blast, i guess, because, you know, fire, on top of viral and electric/fire main damage..
    • used to have a cold and gas supra that was kinda fun, but gas is now useless against anything that is not flesh, so it got changed to viral and fire and is back to usable
    • lenz is now useless due to cold being useless unless you stack it, and you can't stack cold with lenz, so...
    • funnily enough, corpus shield drones are now the new corpus priority targets unless you bring magnetic/gas/toxin with you to destroy/bypass shields
    • i don't usually use saryn but she could have taken an indirect nerf?
    • think i'll take another break from the game till all this crap blows over or DE reverts everything, otherwise i'll burn all my weapons and start with a new no-plat account since all my old stuff and builds and polarities are as good as trash now. it's one thing to refresh things. it's another to throw years of effort and knowledge and repeatedly forma-ing gear out the window in one patch
  14. 10 hours ago, (PS4)AbBaNdOn_ said:

    PS: please make kavats stay the hell out of the way when you are mining.  If you run over to a rock and stop your kavat goes flying past you and blocks your view.  

    adding to this point, certain warframe/mod abilities have particles that are still visible while mining e.g. health conversion. DE should consider making potential obstructions disappear when we are mining.

    just had another thought re increased FOV. mirage's 1st ability, hall of mirrors, might need tuning as only a small circle around the targeting reticle goes invisible. with more FOV, the visibility of the clones/targeting window might need adjusting.

  15. i've noticed this a couple of times. first was when one of my converted liches appeared on a public mission and used his "world on fire" (RIP old ember) ability. thought i was taking damage from the ability but couldn't rule out damage from other sources, so i ignored it.

    just did a solo exterminate mission on phobos (node was kepler but changed into kuva lich exterminate mission using corpus ship tileset). one of my converted fire liches called lardrgi femm appeared to "assist" but when he started his "world on fire", i took fire procs and damage till the ability ended. he didn't target me otherwise, just left his friendly-fire mode on. please fix. would be embarrassing if my lich friend came to "help" with another lich bullet sponge fight but ended up wiping the team.

  16. one shot self kills should not be a thing. the self stagger/knockdown that they are adding should be enough to discourage people from releasing explosives in their own face in serious gameplay due to the vulnerability to enemy fire. i've loved explosive weapons from the start (always liked the penta and angstrum and seeing things go flying into space) but 90% of the times i kill myself, it is because of dodgy hitboxes or something jumping in front of me i.e. a teammate or stupid pet.

    if you want to retain some existing drawback(s), either keep status procs or make self damage only a percentage of your frame's hp/shields. i use castanas to trigger eclipse on my night time mirage for eidolons, so keeping status procs would mean i don't have to retire a build (and radiation procs are still a risk to the team). taking a portion of hp/shields off per self damage hit is fine with me; you can still eventually kill yourself if you're careless but what i don't like is instantly dying because some dumb dog jumps in your face in the middle of combat.

    • Like 1
  17. DE, please look into sentinel positioning with the upcoming field-of-view increase option. i already play with as much fov as i can and the sentinels can be really annoying; they float in and out of view as i turn and aim, and sometimes completely block my view at certain angles. consider making sentinels semi-transparent in combat or just fix their position in relation to the camera and not the warframe.

  18. space combat is too messy and enemies are overpowered. when you have a 360-degree arena and swarms of enemies that can one-hit kill you plus are bullet sponges at higher levels, it forces us to use certain archwing builds just to survive and complete missions. cyngas + amesha, anyone/everyone? let's not even mention archmelee now.

    also, who thought it was a good idea to put said overpowered enemies in a 360-degree space, make them really fast and then make all our weapons projectile-based and not hitscan? once again, this forces us to use a certain archwing (because we have only four to choose from and the other three can't survive or do enough damage or cc anything while the amesha at least gives us some survivability and enemy slow). though i guess none of this will matter when you hit rank 10 gunnery for the auto-aim intrinsic..

    speaking of builds, there is very little room for combat customising our railjacks. as it is now, everyone will eventually end up using the same optimal mods/avionics and playing the same optimal way. why not have the equivalent of corrupted mods so we can try different playstyles? some people might enjoy a slow-moving but heavily-armoured ship that can tank and dish out short-range damage, while others might like to provide long-range healing or artillery for the archwings in the squad, or have a really fast but squishy, high damage ramming ship for hit-and-run attacks. then you could even have multiple railjacks in a mission with each performing a certain role, like a proper squad-based space sim.

    don't get me wrong, the current implementation of shootery board-and-sabotage combat is nice, but the whole thing is coming across as more grind to get a ship that can survive more grind to grind more to survive more grind etc. rather than "now THIS is some amazing spaceship battle." staying out with cyngas + amesha is the better way to kill enemies since we still have to board things and kill stuff with our warframes. the railjack is essentially a controllable defence target that needs babysitting while we run/fly around completing objectives. you didn't need the whole new space thing to do that, you could have just done that with our existing solar system map.

    this whole thing is becoming like the kuva liches: great idea, great potential, great ambition but very superficial and unsatisfying implementation. i appreciate that DE might like to branch out a bit after so many years but the current standard of the last two content drops is making me worry that they've lost their touch or are aiming too high.

    p.s. how did the grineer make such OP space tech and still not have energy weapons, you know, the ones we keep doing low-level sabotage missions to destroy their mining equipment to stop them from developing? (but they somehow still managed to make giant space lasers on their balor fomorians..) maybe if we had spent some effort stopping them from getting into space instead? hmm, lotus?

  19. thanks for posting this here. so much more depth to this nemesis system than what DE vomited up on us. not much of a "nemesis" if we can go through several of them in a single day with the current implementation in-game like some low-effort miniboss.

    having an enemy that grows more powerful with time and gives better rewards the stronger they are is the better way to go. we even have a choice in how we want to play: if we want stronger weapons and enemies, we can just let the lich grow stronger over a few days and take our time fully killing it while getting better +%bonus weapons everyday. if we want to kill them quickly for ephemeras or to get stolen drops back, we can be more aggresive in gathering intel and getting the requiem sequence faster with the clues we get each encounter.

    got a 3rd kuva kraken with 25% bonus on my 7th lich in-game. complete waste of time doing liches as they are now so i'm just logging in for dailies and logging back out. relying so much on multiple layers of rng to artificially create endgame "replayability" is going to backfire on DE. veteran players who already have most stuff that they need in-game will just burn out, get demoralised and stop playing between updates.

    • Like 2
  20. so, i've seen wf youtubers e.g. potato, h3dsh0t saying that the combo multiplier mods i.e. blood rush and weeping wounds give their buffs off base weapon stats only and are not affected by other crit/status mods. however, the crit/status calculations on the wiki say different:

    https://warframe.fandom.com/wiki/Blood_Rush

    https://warframe.fandom.com/wiki/Weeping_Wounds

    was there something i missed? is the wiki outdated or are the youtubers misinformed? i get that with the new calculation, the effect of crit/status chance mods is much smaller than it used to be if you're using blood rush/weeping wounds (based on my own tests with blood rush [weeping wounds is more of a pain to test], red crits would appear some combo multipliers sooner with sacrificial steel than without). so, while it's perhaps correct to say they're not worth wasting a mod slot on, crit/status chance mods still seem to affect blood rush/weeping wounds calculations.

  21. spending kuva to increase the elemental damage bonus on the weapon to reduce one aspect of kuva weapon rng: i could agree to that.

    spending kuva to increase requiem progress or give us the order of requiem mods to speed up lich runs: i could agree to that.

    spending kuva to give us another rng roll on top of an existing rng roll, even if it's limited to one attempt: sorry, it is a gambling mechanic. i'd rather find a better way to fix the rng problem.

    there's already so much rng in this game with relics (getting the right relic then getting the right drop), mods (tried farming corrupt charge the other day, gave up after 10+ runs and just traded it for plat) and resources (argon was a pain for rising tide). now there's rng on top of rng on top of rng with kuva liches (obtaining requiem relics then requiem mods then correct sequence, getting desired weapon with desired elemental bonus %). i accept that some rng is inevitable in free games nowadays, but this amount is unhealthy and leads to player burnout. i got a few duplicate 25-40% weapons so i've stopped doing liches even though i have only a few of the kuva weapons. it was so demoralising for me to spawn a new lich only to get the same weapon with the same low bonus and then have to finish grinding it out so i can have another chance at another rng over rng over rng roll. so no, i disagree with making another gambling mechanic to add on top of the existing rng.

    • Like 2
  22. it's been a long time since i was mr9 and i think they revamped the tests at some point, but here are some tips:

    • the enemies have a pattern to them. increase your field-of-view so you can see around corners better and observe them. watch videos. any enemy radar mod might help you see where they are facing,
    • some synergies work well here - banshee (silence passive) + redeemer/sarpa is probably the most useful. skiajati (you need to finish "the sacrifice" quest) turns you invisible on a finisher kill. rakta dark dagger is supposed to reduce enemy vision in missions but the buff is only applied when switching to the dagger, so there is little sense in using it here.
    • practise by doing a few rounds in the hall next to cephalon simaris on the relays.
    • stacking attack speed mods on melee helps to speed up the animations. weapons like daggers and twin swords have faster finisher animations than heavy melee, very useful if you're getting caught as you're finishing an attack.

    edit: just did a few practice rounds on relay myself. IT'S SO ANNOYING! by far, easiest is banshee + redeemer, just snipe them from afar. skiajati takes some work but pretty doable. wouldn't recommend glaives because their ranged attacks are slow.

  23. going through this thread, i'm kinda glad now that i've been hit by the bug that stops larvlings spawning. it's just a game and DE made a bad design decision (that or they don't know what the hell they're doing half the time, just muddled through and got lucky their game blew up like it did). if you're raging at other players instead of the devs because of bad game design, you're kinda doing it wrong.

    • please figure out a different implementation of hold [melee key] for heavy attacks or heavy attacks using up combo counter. too easy to accidently heavy attack with this last hotfix and lose the entire combo counter.
    • lift mechanic is generally more of an annoyance than help. melee players would generally prefer grouping up enemies that would survive more than one hit instead of spreading them out, and the lift mechanics (which are almost unavoidable with certain stances like clashing forest) usually make melee targets float away (which is especially annoying with attacks that have some push/knockback, like with, guess what, the clashing forest stance). i would prefer a stagger or knockdown (that could lead to finisher attacks for certain weapons like fists, daggers and rapiers, for example, to give them a one-on-one advantage over larger weapons, so that, you know, variety) if you want an element of cc in melee, instead of what is happening now i.e. me having to chase a lv 160 bombard i've lifted (not by choice, but because the stance mandates it) around while trying to hit it with every attack pushing it further and further from melee range. just stand back and think: which good lethal close-range martial art actually makes it harder and harder for you to hit your opponent or puts you at more of a disadvantage when you attack? tenno arts the way they're implemented currently, apparently.
    • please bring back some way to make melee kills vanish and not alert enemies. haven't had a satisfying stealth run since this rework.
    • Like 1
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