MonsterXdinnerXbell Posted July 31, 2013 Share Posted July 31, 2013 1.the skill sonar it say "Using acoustic location, BANSHEE's SONAR power finds and tracks enemies, and exposes critical weak spots to everyone in your squad." but actually is a random spot,do you know how missguide this is ?? when i was a rookie, i try hard to remember those "weak spots" when a banshee use sonar but everytime is on the different places,is make me crazy. so,how about do exactly the skill description said? 2.the skill Sound Quake it can kill nothing! Link to comment Share on other sites More sharing options...
tigrex Posted July 31, 2013 Share Posted July 31, 2013 well sounds like you dont know how to use her. Link to comment Share on other sites More sharing options...
HeatHunter Posted July 31, 2013 Share Posted July 31, 2013 normaly the weak spot is glowing orange when sonar is active ;) Sound quake is devastating on lower level corpus (anything below level 80) you just have to equip the right mods ;) on the other side, it's not really effective against greneer and does nearly nothing to ancient infested... so it's a situational skill Link to comment Share on other sites More sharing options...
MonsterXdinnerXbell Posted July 31, 2013 Author Share Posted July 31, 2013 normaly the weak spot is glowing orange when sonar is active ;) Sound quake is devastating on lower level corpus (anything below level 80) you just have to equip the right mods ;) on the other side, it's not really effective against greneer and does nearly nothing to ancient infested... so it's a situational skill what i try to say is the glowing orange are random on the body, if is a weak spot,it should be like head or leg Link to comment Share on other sites More sharing options...
Arunasoul Posted July 31, 2013 Share Posted July 31, 2013 The head is not ALWAYS highlighted because, while it IS thinner there, what the banshee is doing is looking for micro fractures in the structure and highlighting them for allies. Micro fractures in the structure can cause critical failure in components, that's why we do tests like this one today. I can't remember off the top of my head if we actually use sound to produce vibrations when checking for micro fractures, but we DO have tests to find them today, right now, present time, that mimic what the Banshee is doing here. Well, considering those tests came first, more like the Banshee is mimicking them. In any case, sonar is looking for weakspots that were caused by continual REPAIR of an item to it's 'original effectiveness'. This attempt will ALWAYS leave spots that are weaker than others in comparison to a brand new model. The key thing is that they are random and move because each Grineer has been though X number of battles and in X number of battles the armor was damaged in Y number of sections leading up to the encounter with the Banshee who uses sonar to expose Y number of weakened sections in the armor which would essentially be micro fractures. Sound quake does need help though. My suggestion would be using the effect that damaged hearing can have on people, and create an issue in the balancing ability of targets hit by sound quake. Essentially, damage to the eardrum has ruptured and/or damaged inner ear ares that would normally allow them to balance themselves while walking/running. This would then be most easily implemented as % chance to knockdown for T duration after sustaining damage from sound quake. The only non-biological faction I know of (Infested still appear mostly biological but I can't remember enough lore on the Technocyte plague to tell you whether or not 'living metal' organisms are still biological) is the corpus and you could easily explain the debuff on them by saying they have to re-write their balancing algorithms as a result of damaged sustained from the vibration of internal components. Link to comment Share on other sites More sharing options...
Reithur Posted July 31, 2013 Share Posted July 31, 2013 (edited) If you haven't read the wiki yet, start here and check the abilities tab; http://warframe.wikia.com/wiki/Banshee_(Warframe) All enemies have a weak spot that you should memorize; the head works for everything (need Armour Pierce for Corpus heads) and infested ancients have weak legs. Sonar makes a random spot on the body a weak point, so just look for the glowing spot. Add a Focus mod to your Banshee to increase the damage multiplier on the weak spot. Sound Quake has enormous range with Stretch added. The damage it deals does not ignore enemy armour, but it staggers every enemy it damages; buys valuable time for your team to move, recover, or attack and works very well on mobile defense missions to help run down the clock. I rarely have anything left other than heavies/ancients/bosses after using Soundquake. Add Focus and Stretch to maximize your effectiveness. Continuity will increase the duration of your Sonar, allowing you and your team to deal more damage efficiently. Sonar works best on heavies, ancients and bosses, though is useful for locating any enemy. Edited July 31, 2013 by Reithur Link to comment Share on other sites More sharing options...
Reithur Posted July 31, 2013 Share Posted July 31, 2013 (edited) The head is not ALWAYS highlighted because, while it IS thinner there, what the banshee is doing is looking for micro fractures in the structure and highlighting them for allies. Micro fractures in the structure can cause critical failure in components, that's why we do tests like this one today. I can't remember off the top of my head if we actually use sound to produce vibrations when checking for micro fractures, but we DO have tests to find them today, right now, present time, that mimic what the Banshee is doing here. Well, considering those tests came first, more like the Banshee is mimicking them. In any case, sonar is looking for weakspots that were caused by continual REPAIR of an item to it's 'original effectiveness'. This attempt will ALWAYS leave spots that are weaker than others in comparison to a brand new model. The key thing is that they are random and move because each Grineer has been though X number of battles and in X number of battles the armor was damaged in Y number of sections leading up to the encounter with the Banshee who uses sonar to expose Y number of weakened sections in the armor which would essentially be micro fractures. Can always spot the engineer/test specialist ;) Edited July 31, 2013 by Reithur Link to comment Share on other sites More sharing options...
Eirshy Posted July 31, 2013 Share Posted July 31, 2013 The head is not ALWAYS highlighted because, while it IS thinner there, what the banshee is doing is looking for micro fractures in the structure and highlighting them for allies. Micro fractures in the structure can cause critical failure in components, that's why we do tests like this one today. I can't remember off the top of my head if we actually use sound to produce vibrations when checking for micro fractures, but we DO have tests to find them today, right now, present time, that mimic what the Banshee is doing here. Well, considering those tests came first, more like the Banshee is mimicking them. In any case, sonar is looking for weakspots that were caused by continual REPAIR of an item to it's 'original effectiveness'. This attempt will ALWAYS leave spots that are weaker than others in comparison to a brand new model. The key thing is that they are random and move because each Grineer has been though X number of battles and in X number of battles the armor was damaged in Y number of sections leading up to the encounter with the Banshee who uses sonar to expose Y number of weakened sections in the armor which would essentially be micro fractures. Sound quake does need help though. My suggestion would be using the effect that damaged hearing can have on people, and create an issue in the balancing ability of targets hit by sound quake. Essentially, damage to the eardrum has ruptured and/or damaged inner ear ares that would normally allow them to balance themselves while walking/running. This would then be most easily implemented as % chance to knockdown for T duration after sustaining damage from sound quake. The only non-biological faction I know of (Infested still appear mostly biological but I can't remember enough lore on the Technocyte plague to tell you whether or not 'living metal' organisms are still biological) is the corpus and you could easily explain the debuff on them by saying they have to re-write their balancing algorithms as a result of damaged sustained from the vibration of internal components. Bro, I like you. You should post more often. Neat idea for soundquake, though I feel like Silence could totally use that effect, and simply fixing the damn invulnerability scaling formula that claims to be an armor scaling formula would be more beneficial to everything (not *just* soundquake). As to robots, they already take x3 due to abilities hitting their backpack fanny pack (on top of their lack of armor scaling)... don't think they really *need* any more of a debuff from ability casts XD Link to comment Share on other sites More sharing options...
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