vats3 Posted July 4, 2013 Share Posted July 4, 2013 iv had so many times where we sit there and watch as our cryopod dies form the toxic gas left over when he is dead, i understand the toxic gas from him being alive but there is nothing you can do about that gas but watch it tick away at your cryo pod Link to comment Share on other sites More sharing options...
Ground.Zero Posted July 4, 2013 Share Posted July 4, 2013 It's simple, don't let them near your pod. Link to comment Share on other sites More sharing options...
Asbyn Posted July 4, 2013 Share Posted July 4, 2013 That's kind of the point, friend. As stated above: it's your job to make sure they don't get that far. Link to comment Share on other sites More sharing options...
Duelshock Posted July 4, 2013 Share Posted July 4, 2013 (edited) Well I think it would be too ez if they flat out didn't effect the pod. But I think the pod should definitely have a lot more resistance to the poison. The only way to not let them near the pod in the higher rounds is to have a vauban/nyx. So basically if you want to go far you're forced to have at least one of those 2 frames or else you lose. in order to make defense missions more diverse frame wise, the toxic ancients shouldn't be able to auto kill the pod if they do get near it. Edited July 4, 2013 by Duelshock Link to comment Share on other sites More sharing options...
Valiant Posted July 4, 2013 Share Posted July 4, 2013 Toxic isn't my main annoyance when it comes to pods/reactors. It's the rollers on the 'mine' levels against Grineer. You have to shoot them at a certain angle and if people don't pay enough attention (which they don't) you can end up with them dropping the health of the reactor in a blink of an eye because they're stuck, constantly grinding. Actually this issue present is on mobile defence as well because the platform can be very buggy, in a painful way. Link to comment Share on other sites More sharing options...
ClaymoreNo47 Posted July 4, 2013 Share Posted July 4, 2013 the gas hurts the pod? i didn't know that Link to comment Share on other sites More sharing options...
Archistopheles Posted July 4, 2013 Share Posted July 4, 2013 Affect* Link to comment Share on other sites More sharing options...
OnyxAlchemyst Posted July 4, 2013 Share Posted July 4, 2013 Toxic isn't my main annoyance when it comes to pods/reactors. It's the rollers on the 'mine' levels against Grineer. You have to shoot them at a certain angle and if people don't pay enough attention (which they don't) you can end up with them dropping the health of the reactor in a blink of an eye because they're stuck, constantly grinding. Actually this issue present is on mobile defence as well because the platform can be very buggy, in a painful way. Charge swing can work wonders with that, from my experience . Link to comment Share on other sites More sharing options...
CeePee Posted July 4, 2013 Share Posted July 4, 2013 Several warframe abilities can push the ancients away, or stop them from even getting there. Use them wisely. Link to comment Share on other sites More sharing options...
DuckBucher Posted July 4, 2013 Share Posted July 4, 2013 Toxic isn't my main annoyance when it comes to pods/reactors. It's the rollers on the 'mine' levels against Grineer. Jump melee works every time Link to comment Share on other sites More sharing options...
7.T. Posted July 4, 2013 Share Posted July 4, 2013 (edited) True we should try to kill them before they get there. I agree with the OP and find it a little annoying when they die slowly and the gas lingers on the pod for a long time. If anything what changed, it would be cool if specifically the posthumous gas did not affect the pod or had at most, half the affect as a living Toxic's but it's not something that needs to change, imo Edited July 4, 2013 by 7.T. Link to comment Share on other sites More sharing options...
skiwi2 Posted July 4, 2013 Share Posted July 4, 2013 Even if the poison gas is from after it died, it still is poison gas. In real it wouldn't just disappear either if the shooter/carrier dies. Link to comment Share on other sites More sharing options...
7.T. Posted July 4, 2013 Share Posted July 4, 2013 (edited) Good thing its a video game then not to mention a high tech, sealed cryo-chamber. Also added a bit more to my above post during the time you made your post. Never said disappear, just not affect the pod or not affect it as much. It would still hurt us. Please also note that I said its not necessarily something I think needs to be changed. Most of the time you kill it first Edited July 4, 2013 by 7.T. Link to comment Share on other sites More sharing options...
OOLuigiOo Posted July 4, 2013 Share Posted July 4, 2013 And people whine when you try to stop them far away, but not in spawn. Link to comment Share on other sites More sharing options...
7.T. Posted July 4, 2013 Share Posted July 4, 2013 (edited) And people whine when you try to stop them far away, but not in spawn. If your talking specifically about it either being at the pod or at spawn, your talking in extremes. Don't kill it at spawn and don't let the toxic stand near the pod. Kill him in that space between spawn and the pod if you can. There are multiple benefits to fighting near each other, guarding the pod instead of splitting up or having someone kill everything at spawn. There are lots of threads that talk about this Edited July 4, 2013 by 7.T. Link to comment Share on other sites More sharing options...
Valiant Posted July 4, 2013 Share Posted July 4, 2013 Jump melee works every time Charge swing can work wonders with that, from my experience . I know but it's still a pain if you're at a distance. The fact you need to go close up is what one of the problems is. Link to comment Share on other sites More sharing options...
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