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Sazero

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Posts posted by Sazero

  1. Hmm, I wouldn't say Blackout Pulse is A+ material. Not that it is useless mind you,
    It does help deal with Elite Cutters in disabling them, but so does Tether, which can drop on all planets
    cost 8 capacity and 50 energy, but CC's 10 enemies at a time, and is persistent, so if you kill some of the tethered enemies
    and more fly in range they'll get grabbed. Tethers weak point is that the projectile can be shot so it's more fragile
    I would argue that Countermeasures or Munition Vortex would be better, although personally I wouldn't slot them in either.
    My verdict on it is: Use only if you have nothing better and you have all your bare essentials avionics already equipped.

    I will agree with you on Fiery Phoenix though. Without writing a paper on it, I'll just say, it's very low impact






     

  2. It is my experience that on the highest veil missions, Crewships regularly survive with 10-20% hp without the Forward Artillery avionic.
    And while I have never run that avionic, I could see you being able to one hit Crewships with it. Although theres only 1-3 nodes where
    the avionic will actually have an impact.

    I will admit that me saying Apoc is a worse Carcinnox makes it sound like it's a bad and terrible weapon when the reality is that Carcinnox has
    a minor if not negligible advantage at the moment. But then again, maybe my viewpoint is warped by the gravitational pull of Void Hole 🙂
    Buy my book "How I learned to embrace Black Holes and stopped worrying about Railjack weaponry"

    Oh and heat cost is based on a per bullet case. Except for Photor where it's tied to fire rate.
    And while higher fire rate won't increase the damage per heat ratio, it can be the difference between shooting for 10 seconds on a enemy for a kill
    and 5 seconds.

    • Like 1
  3. To answer your question about why I think Apoc is worse than Carcinnox.
    They are both automatic machinegun type weapons.
    And if you compare the stats on the same type, Apoc comes out worse.
    To give a brief overview between them here are the relevant stats for Mark 3 Zetki Apoc and Mark 3 Zetki Carcinnox
    Apoc                                   Carcinnox
    Critical Chance 30%           Critical Chance 13%
    Critical Multipler 2x             Critical Multiplier 2x
    Fire Rate 8.33                     Fire Rate 15.00
    Heat Accretion 40               Heat Accretion 20
    Heat Capacity 1000            Heat Capacity 1000
    Status 10%                          Status :26%

    Total Damage 395               Total Damage 222
    Plasma 276.5                       Plasma 28
    Particle 118.5                       Chem 167

    Apoc has over double the crit chance of Carcinnox, which is it's only advantage
    It fires slightly faster than half the speed of Carcinnox
    and it has lower Status Chance. All around sounds pretty equal
    Here's the rub, the projectiles are slower than Carcinnox, making it harder to hit fighters
    Not only that but heat to damage ratio Carcinnox deals more damage
    with Apocs 395 per 40 heat and Carcinnox doing 444 per 40 heat.
    Apoc will crit more often, but it will also miss more easily
    and you spend more heat per miss than with Carcinnox.

    And the final nail in the coffin: Since they are both Zetki in this example both of their random stat modifier is firing speed
    Since Carcinnox has higher fire rate it benefits more from the fire rate multiplier modifier than Apoc does.
    Chemical damage also functions as radiation procs for RJ (making enemies fight each other).
    While Particle functions as Viral except much less potent. (7.5% increased damage per proc)

    It's the same situation if they were Lavan. (Lavan types have the same stat modifier as Zetki but lower weapon stats)
    It could be argued that Apoc is better in comparison to Carcinnox if they were Vidar (Vidar type stat modifier is damage.)
    But Vidar type weapons have lower weapon stats than Zetki, and the reduced heat cost per shot simply translates
    to you having to fire more bullets at the same enemy before it dies.

    Additionally, increasing the damage a large target would take (say a crewship) is also not worth it.
    Crewships all gets one shot from the forward artillery cannon up to late veil in which case it takes two shots.
    Even if it was worth it, the Apoc would be a bad weapon to do it with given it's 10% status chance, or alternatively
    it would simply be faster to just board the crewship and blow it up from the inside.
    Compare that to the chemical proc which, while it won't kill the crewship, will present a second target for fighters to shoot at,
    and vice versa more targets for the crewship to shoot at.

    Sorry for the long post again.

    • Like 1
  4. Solid guide. I've been thinking of putting together one myself.
    I like Railjack, and I have a few thoughts I'd like to share.

    Void Cloak sounds good, but it doesn't prevent Ramsleds from getting fired and from homing in and hitting your RJ.
    It also slows your ship to make avoiding Ramsleds even harder. I would avoid using it if you have access to better stuff.

    Void Hole is a really good ability avionic, and is in my opinion the best ability avionic. It deals cold damage and procs cold
    with almost 100% chance. It's essentially a RJ Vauban Vortex with slower suck in. However it's rare and only drops in Veil.
    So I would advice using Tether instead if you don't have Void Hole. Tether is a bit harder to use since the projectile can be shot. But it has stronger
    tethering than Void Hole does, It can even control Ramsleds where Void Hole will only slow them down.

    Seeker Volley is really good for early earth missions, It will basically kill all the fighters you need to kill in 1 or 2 shots.
    Although beware of asteroid fields or crewships soaking up missiles.

    As for RJ weapons:
    Apoc is an inferior Carcinnox in every way.
    Pulsar would be decent if not for the fact that it's status will send fighters on a wild shaking ride, making hitting them harder than it needs to.
    Cryophon is a pretty good weapon on a fast ship that can keep up with fighters and if you have the relevant avionics (Zetki Hyperstrike and Section Density) which allows it to one hit fighters on a crit in early veil.
    Photor is surprisingly good. It bypasses the Veil Ramsled shields easily and deals relevant damage.

    There is only one choice for Ordinance weapons and it's the Tycho Seeker.
    Tycho Seeker solves so many problems for you, just bear in mind it takes a little time to lock on, which you can see on the crossairs.
    It takes out Outriders in 1 hit.
    It deshields shield crewships in 1 or 2 hits.
    It kills all fighters in 1hit (Elite fighters fill shoot flares unless crowdcontrolled, Helloooo Void Hole)
    It kills ramsleds in 1 hit if it doesn't hit the shield.
    Contrast that to Milati, which functions as a dumbfire rocket shotgun, which has no use case
    and the Galvarc, which fires 3 homing fire beams at the nearest enemies in front of you, but the range is also pitifully short.
    And so is the firing duration.

    A quick word about Archwings.
    If you're in veil, and you don't use Amesha, then don't leave the RJ. You're just gonna die miserably and alone.
    Archwing weapons are worse than Mk3 RJ weapons, and maybe slightly behind or equal to Mk2 weapons.
    If you do have Amesha, then it's worth jumping outside in AW even if you have a terrible weapon. Amesha 3 slow is really good for making aiming easier for the railjack.
    Archwing melee weapons are bugged so only Veritux and it's variants will actually home in on enemies.

    I also want to talk about Intrinsics. The order you level intrinsics matter depending on if you're a solo player or a group player.
    My perspective is from a solo player. I recommend getting Gunnery 1 first to help with aiming. Then Engineering 1 to make repairing faster.
    If you are good at leading your shots without a marker then you can take Engineering 1 first and go straight to Piloting.
    Invest into Piloting 1>2>3 so you can boost and dash with your RJ. This is to make getting around faster, which you will need since you have terrible Sigma Engines.
    Level Gunnery to 4 so you can Slingshot directly into a Crewship.
    Level Tactical 4 so you can teleport back to the RJ after having slingshottet into a Crewship.
    Level Gunnery 5, so you can avoid having to Slingshot into Crewships to begin with and just kill them in one hit if you target the sides of their engines.
    Level Engineering 5 so you can forge Dome Charges for missions where you have to kill 6 Crewships or give you breathing room for missing a few times.
    the rest of the intrinsic tree doesn't really matter so think of it as optional.
    Piloting 7 makes you boost longer,
    Gunnery 7 makes you shoot longer
    Tactical 7 doesn't do anything for you since you probably haven't gotten the avionics to take advantage of the bonuses yet.
    Engineering 7 makes you forge faster and more.
    All Intrinsic 8 makes your archwing better, and that actually also applies to Archwing outside of the Railjack mission type.
    I recommend getting Tactical 8 for more blinks and Piloting 8 for more speed.
    Finally laugh at the rest of the avionics, because only Engineering 10 is worth having for remote repairs.
    Is 2000 damage on ramming really good in veil? No. Zetki Mark 3 Cryophon crits for 9k with avionics and that doesn't 1 hit elite fighters in late veil
    Are you gonna grind 700 something intrinsics for that? (Yes because you need that mastery)
    Tactical 10 allows you to teleport to someone who didn't bring a stealth frame to a boarding mission and got downed.
    Then you can show up and they can ressurect in your face, wasting your time teleporting back to the RJ.
    And the "autoaim" snap targeting thing lasts for 0.5 seconds. Good for reorienting the ship, but it's minor quality of life stuff.

    One last thing. The Railjack can actually suffer Cold status too. It won't stun your ship, but it will freeze over a door so it can't open.

    Woah that was a lot. Anyways that was my piggy bank worth of Railjack information.

    • Like 1
  5. I think this is an oversight on DE's part.
    With The Sacrifice coming out, and exalted weapons being modable, I discovered that you can equip the same set mods to both melee weapons
    and still get the set bonus.

    That is to say, for example, I have Gladiator Might, Gladiator Rush and Gladiator Vice equipped to my Nikana.
    Then I have Gladiator Might and Gladiator Vice equipped to Exalted Umbra Blade and whoops, what do you know 5/6 set bonus.
    I don't have any Gladiator mods equipped to my frame.

    Please use this information responsibly.

  6. On the day Nekros P was released I managed to sell a Nekros P Chassis for 135p. Now It's worth 14 on Warframe Market. Lel

    I also had a guy who wanted to buy a mod from me, I forget which it was at the moment. Think it was a Crimson Dervish for around 25p.
    As we are doing the trade he asks me if I have Body Count, Quickening and Berserker. Sure, I do. So instead of haggling about the new price
    he just fronts 100p. Swell.

    Other than that it has been pretty minor stuff, like buying Galatine Handle for 30 and selling it for 45.

  7. I dunno the build seems unoptimised.

    Right now I'm running a 0 Forma Titania with

    Steel Charge
    Streamline R2
    Fleeting Expertise
    Flow
    Vitality
    Constitution
    Transcient Fortitude R6
    Primed Continuity R8
    Intensify

    Duration 96%
    Efficiency 175%
    Range 100%
    Power 165

    I have another 4 capacity points and an exilus slot open

    Improvements would be to up Transcient Fortitude and Primed Continuity without having to Forma.
    Alternatively replace Steel Charge with Rifle Amp for more damage on Dex Pixia.
    Alternatively replace Steel Charge with Growing Power to strike a balance between Dex Pixia and Diwata
    Further improvements would involve Forma's.

    As for weaponry, Speed trigger is worse than Vile Acceleration.
    Dump Stabilizer for Heavy Caliber. You're using dual pistols, not a sniper.

    *edit* I forgot the Diwata.
    Diwata is damage wise, inferior to Dex Pixia, but you can have some fun times
    with Berserker and Reach.

  8. Titania is a great Warframe, if only because she can fly with old archwing controls. (Although Afterburn is sorely missed)

    But here is something I noticed with Razorwing:

    Bursa and Moa slam rings (the ones you have to jump over to avoid) will hit Titania in Razorwing
    regardless of how close to the floor she is. For a frame that is flying in the air, she should never be hit by these attacks unless
    she is touching the floor.

    *edit* So I came across another bug.
    When Titania is in Razorwing mode and in an elevator shaft, the elevator platform will phase through her if she is flying upwards in the shaft.

  9. Fatal Teleport would be better than Blade Storm in the case of it being faster to execute than Blade Storm.
    *edit* So it could be used to single out an opponent (say a healer)

    However Fatal Teleport is a buggy mess and doesn't work reliably.

     

  10. I think modding in general should be more varied. There should be flat value mods as well as multiplicative mods,
    so you have a wider array of customization. 90% larger magazine on a grenade launcher with 2 shots base line, isn't going to revolutionize
    the use of the weapon.

    If/when damage mods gets removed and we don't have any new mods to play with, we'll just replace the damage mods with some other must-haves.

  11. I'm sensing some tempers flaring up here. Lol.
    Ash is a kill frame, but he is a slow kill frame because he has to wait for Blade Storm to finish it's animation.
    As opposed to say, a mirage with synoid.

    I mean, I personally don't care if they change Ash's bladestorm or not.
    But I don't mind talking about his abilities.

  12. Technically you only press 4 once with Excalibur, that isn't spamming it :D

    There is nothing wrong with using your abilities a lot, it's just that Ash's other abilities are way overshadowed by Blade Storm.
    And that's ignoring his presence in co-op.

    Why even bother throwing shurikens, smoke bombing or teleporting when you can Blade Storm all day for 25 energy?
    I'm legit asking by the way.

     

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