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Is there even a point to make a Necramech?


KombachaJuice

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On 2020-08-28 at 4:58 PM, KombachaJuice said:

is there even a point to making the Necramech at all,

yes, for fun, it is even viable due to good damage output, plus it is cool, a cool mech. (sometimes people forget that in this game, the main objective is to have fun)

On 2020-08-28 at 4:58 PM, KombachaJuice said:

from what I have heard, we can only use it on the open world and no where else

then you missed the last devstream, De is considering the idea of making it available in every tileset, because everyone is asking for that to happen

On 2020-08-28 at 4:58 PM, KombachaJuice said:

why DE committed so much development resources into this

gameplay variation, in my opinion,......primary,secondary, melee, archgun,operator and now a mech, it would make the game more enjoyable and less boring in normal and endless missions

 

 

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15 minutes ago, ChaoticEdge said:

The funny thing about thought about it even more, why can't we put our arch guns on the necromech?

You can.

Though I wonder, will it dual wield the decurions? I've seen some holding Grattlers and Panderas though

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Is there a point to a giant stompy explosives spewing mecha you can ride about in?

Is there a point to a sunset? A sonnet? A loaf of fresh sourdough?

Some things we indulge in not because they are good for our DPS or reward/time metrics, but because they are good for the soul.

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37 minutes ago, AltheusVI said:

I think it's worse actually, improved a bit since DE reduced the prices to advance but making the mini games compulsary (I fecking hate conservation) wasn't clever.

The reason I want to build a mech is to go stompy stompy blasty blasty, however, based on what we've seen on Deimos it may well become a requirement for something else later on.

I miss old warframe where we could dip in and out as we saw fit and still get everything.

Well as i said in some other thread, if they make it a requirement to advance in missions, then i'm done. although when you consider that things on HoD require materials from the other "open worlds", it doesn't even matter. DE developers are morons. No reason to continue as i can't get any of the new things to try.

But i guess it sells too well, somehow. Oh yeah, you lock it all behind bullS#&$ and people will skip everything they can with plat and either do the things they can't skip, or get nothing. Another successful addition, #*!% the playerbase.

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21 minutes ago, DeccanTraps said:

So... when things are self-contained people complain about 'content islands'.
But now that things are linked, like needing resources from multiple areas, they are complaining about that too?

Of course we are, we're people and that's what we do.

I always liked content islands, means you're not locked out of one thing because you haven't done another. This is the less fashionable opinion.

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On 2020-08-28 at 10:00 AM, (XB1)ECCHO SIERRA said:

I dont see the point unless they do a "profit taker" and decide an enemy is only vulnerable to the mech because reasons. 

I share this. I’ll eventually build one, it’ll be the last thing I do. So maybe at some point next year. No rush at all. Coarse by then everything will be 1/4 of what it used to cost. 

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It will be part of some encounters but there is no rush, I think you have at least 1 month. The mods are expensives but the parts not that much and I believe from how scarce the mods are that these will reappear in more lootable fashion at a point.

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From what I've seen, they work great with Archguns because they're immune to knockback and stagger. Plus, they're remarkably tanky, and do great on endurance. It seems like these might become the new Anti-Eidolon weapon, since a lot of people are bringing ones kitted with the Velocitus and it "utterly wrecking", in their words.

I do wish this would be integrated with Archgun combat a little more, though. Would be neat to fuse the two systems together, so instead of whipping out just the Archgun, the entire mech comes down once you have it built, and the Archgun experiences a lot of improvements. 

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29 минут назад, Librus_MT сказал:

From what I've seen, they work great with Archguns because they're immune to knockback and stagger.

If only their mods would drop.
200 matrices total, and still missing half the mods, ouch.
(especially the Vitality and Redirection, probably the Fiber as well)

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1 hour ago, (XB1)YoungGunn82 said:

I share this. I’ll eventually build one, it’ll be the last thing I do. So maybe at some point next year. No rush at all. Coarse by then everything will be 1/4 of what it used to cost. 

Brozime put up a video, apparently the arch gun you get access to if you build the mech is crazy strong. But it looks "so strong its gonna get nerfed" strong.

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On 2020-08-28 at 10:58 AM, KombachaJuice said:

So aside from the damaged voidrig part drop rates being practically non-existent currently, I have been wondering, is there even a point to making the Necramech at all, from what I have heard, we can only use it on the open world and no where else, and given how much of a time/standing commitment it is to get this I can't imagine this will ever be mandatory content for any future update at all, it just begs the question of why DE committed so much development resources into this and not something else that would be ubiquitously used. Any thoughts from others?

Some people are eyeing necramechs as a new eidolon meta, due to that hugely powerful exalted gun/ability to carry velocitus and their durability/immunity to CC.

DE also says they're looking at letting us use necramechs everywhere, which could be pretty gamechanging for squishier frames.

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1 hour ago, (XB1)ECCHO SIERRA said:

Brozime put up a video, apparently the arch gun you get access to if you build the mech is crazy strong. But it looks "so strong its gonna get nerfed" strong.

I mean, the thing performs like semi-modded weapon at base, so that doesn't surprise me in the slightest.

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