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Kortel posted:Any specific missions good for farming Rubedo? Seems like most missions on earth cap out at 27. Except for Mobile Defense but thats a crap shot depending on hosts. Valefor in Europa. Whether by design or by mistake, 95% of the resource drops on it are chunks of rubedo. It's a defense mission, so you can run it for as long as you can stand it, and it's against infested which means it's exceptionally easy to defend the pod since they're entirely melee dependent. Hanging out from the beginning just to wave 10 will net you like 400-600 rubedo.
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# ? Dec 4, 2013 10:14 |
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# ? May 26, 2024 22:17 |
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Thanks I'll start heading that direction after I get the Ember prints.
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# ? Dec 4, 2013 10:48 |
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Kortel posted:Any specific missions good for farming Rubedo? Seems like most missions on earth cap out at 27. Except for Mobile Defense but thats a crap shot depending on hosts. Cyath is good for Rubedo. I think Rubedo drops in reasonable amounts from Tower missions. Also try to supplement your farming with Titan Extractors.
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# ? Dec 4, 2013 11:39 |
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What's the hotspot for neurodes? Also, now that golem is gone, is Alad V the go-to pinnata for neural sensor now?
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# ? Dec 4, 2013 13:24 |
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wid posted:What's the hotspot for neurodes? Also, now that golem is gone, is Alad V the go-to pinnata for neural sensor now? Cyath is good for neurodes, you can generally get 2 or 3 per run.
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# ? Dec 4, 2013 13:48 |
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wid posted:What's the hotspot for neurodes? Also, now that golem is gone, is Alad V the go-to pinnata for neural sensor now? Eris is also good, it's usually not too hard to find people to run Cyath for some easy weapon XP with a side benefit of plastids (which you'll be wanting a ton of eventually for clan weapons anyway). Jupiter is your only real choice for neural sensors, and if you have a build that can stomp Alad V reliably, go nuts. A survival mission is also an option here. Elara is currently popular since Anti MOAs can drop the pistol toxic mod and they show up in large numbers there.
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# ? Dec 4, 2013 13:59 |
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Kortel posted:Any specific missions good for farming Rubedo? Seems like most missions on earth cap out at 27. Except for Mobile Defense but thats a crap shot depending on hosts. This isn't a mission, but cheesing the extractors I place on Europa gets me 400-500 rubedo about every four hours.
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# ? Dec 4, 2013 15:55 |
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amuayse posted:https://forums.warframe.com/index.php?/topic/142881-the-five-stages-of-warframe/?p=1694011 It's a decent post, but I think here's the thing he's completely overlooking: the post posted:Ask yourself what mods will drop two years from now. If they're going to go to all the effort of totally overhauling the game like that, then why bother making it a patch - make it Warframe 2 and cash in on everyone having to buy into everything all over again.
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# ? Dec 4, 2013 16:16 |
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I'll be happy if they just add more mission types. Like, make it more interactive and dynamic by having you select which path you're going to take (after hacking a terminal) and affect the environment. For instance, make sub-bosses that are tough to take down because they have a ton of shield, but you can first go to the atmosphere control room, kill the guards there and hack or destroy the control, dropping the temperature to sub-zero thus ruining everyone's shields. Or you noticed there's a lab with technocyte virus being researched. Sabotage that and unleashed the Infested on the guards (that you might have to kill too). They could also add *optional* side missions that are generated randomly, for rare drops. Just like Stalker, who is a random side mission (though not optional).
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# ? Dec 4, 2013 16:39 |
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On PS4 so harvesters are a no go. Thanks for the heads up guys.
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# ? Dec 4, 2013 17:37 |
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Kortel posted:On PS4 so harvesters are a no go. Thanks for the heads up guys. I've been doing Europa defense missions a bunch the last few days and getting 600-700 Rubedo a run. If I run some later today I'll bring you along. Crowbear fucked around with this message at 17:51 on Dec 4, 2013 |
# ? Dec 4, 2013 17:44 |
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Coldbird posted:It's a decent post, but I think here's the thing he's completely overlooking: Most people with time invested would be pissed off and quit. Also, you're wrong. Just because a title doesn't have a huge initial budget doesn't mean it can't keep on trucking. Upkeep for a video game server isn't very high. Also, the endgame of every PvE coop game is fairly bland and limited. I've never seen one where that wasn't the case in some capacity. Diet Lime fucked around with this message at 17:52 on Dec 4, 2013 |
# ? Dec 4, 2013 17:50 |
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WeaponBoy posted:This post was linked in that thread and is also a pretty good read: https://forums.warframe.com/index.php?/topic/137875-a-complete-rework-of-the-foundation-of-warframe/ He falls into the amateur power hour trap of basically deciding because there are serious problems in the gameplay you need to burn half of it and start over again, when really there's a bunch of relatively easy fixes for that which require much less work (give abilities their own dedicated slots like Auras, possibly with no energy costs, give weapons innate damage boosts for leveling up). It's basically 10/10 on recognizing issues, 2/10 on figuring out how to fix them. Which ironically is kind of like Damage 2.0. :p
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# ? Dec 4, 2013 17:51 |
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MJ12 posted:He falls into the amateur power hour trap of basically deciding because there are serious problems in the gameplay you need to burn half of it and start over again, when really there's a bunch of relatively easy fixes for that which require much less work (give abilities their own dedicated slots like Auras, possibly with no energy costs, give weapons innate damage boosts for leveling up). Probably a better solution to giving weapons innate damage boosts would be to axe damage boosts, multishot, and the crit boosts altogether and flatten off the damage curve. Probably tune down the elemental damage boosts to like 30% at max rank while you're at it. Adjusting enemy health to compensate, of course. That way players are more likely to actually use new weapons instead of duct-taping them to their back and leeching their way through the first dozen or so levels.
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# ? Dec 4, 2013 18:00 |
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That and this game does have an infinite endgame challenge because it's survival modes will in theory break any character no matter how powerful? I could be wrong about that. Regardless, people still play Left 4 Dead 2 with no progression mechanics at all and I think a lot of goons are stuck in pipe dream mode when it comes to video games. There's a lot of improvement to be made in Warframe but I definitely don't seeing it as being abandoned (or replaced) any time soon. Reading the community hub there is a very solid pool of not-so-fiscally-smarts buying frames and the like with platinum; beating their heads (and wallets) against the game because they don't have a cult to help them break the ice and aren't smart enough to even read the wiki. Those players don't think about or care that the damage model isn't perfect or that some cards are mandatory; it's because they're stupid: but it keeps the game alive for the people who aren't. Warframe fills a niche, too.
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# ? Dec 4, 2013 18:00 |
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The base damage changing so massively, and everything else building off of it, is the problem. Nothing else is as meaningful as base damage. Baking damage into weapon level does nothing.
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# ? Dec 4, 2013 18:03 |
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Honestly, why are there even mods that straight up increase the raw damage of a weapon?
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# ? Dec 4, 2013 18:06 |
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Denzine posted:The base damage changing so massively, and everything else building off of it, is the problem. Nothing else is as meaningful as base damage. Baking damage into weapon level does nothing. It does something very important, actually. It divorces the majority of the DPS of the weapon from RNG luck and mods. I mean, flattening damage curves significantly like Male Man says (and possibly even Warframe toughness) would also work. ME3's system, where a maxed out weapon has maybe 30% more raw damage than a lv1 one and a maxed out character maxes out at maybe 100% more durability could also work, although I like noticeable increases in damage. That's personal preference though. Kessel posted:Honestly, why are there even mods that straight up increase the raw damage of a weapon? It made some sense before Update 7, when a damage mod gave you maybe 25% damage for a really really good one, while things like say, +Magazine Size could be +100%. At that point a damage mod was great to have but not overpowering. Then post Update 7, they decided to burn every passive benefit and bake them into mods because (???) I'm serious, I normally can at least see why DE did something boneheaded that they did, but I literally cannot comprehend what they were thinking there. And when people like me brought up that no passive improvements were bullshit, DE reneged on Warframes but completely forgot about weapons and I don't know why. MJ12 fucked around with this message at 18:15 on Dec 4, 2013 |
# ? Dec 4, 2013 18:12 |
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My idea for weapons: Remove +damage and +multishot, since they don't actually do anything interesting. Increase base damage by level to compensate. Change +elemental damage mods to change a percentage of the base damage to that type. Add a bunch more mods with upside/downsides, so that you can turn a Soma into a high ammo bullet hose or a slow firing death cannon or a crit-based corrosive bullet shooter. For frames: Powers shouldn't take up mod card slots. Split the mod slots up between Power slots (which increase/modify powers) and Warframe slots (which increase health/shields/stamina/speed etc.)
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# ? Dec 4, 2013 18:15 |
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Seems like it would be easier (in theory) to roll out new weapons when you don't have to worry about damage scaling. Just pick a base damage number and then send it out the door, and then players use mods to make up the difference and figure out what works/doesn't work for that weapon. It makes players focus more on getting the right damage mods for each weapon instead of criticizing the damage scaling and complaining that the devs need to nerf/buff this or that weapon.
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# ? Dec 4, 2013 18:24 |
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The majority of your DPS now comes from stacking elemental and crit and multishot mods which rely on mods and RNG(to drop mods). You've changed nothing. edit: The elemental mods, and slash/impact/pierce mods, need to be transformative. edit2: vvv Yes, you want base damage, multishot and elemental damage. ignore the Piercing/blunt/slashing mods, they are not worth the slots. Crit is great on Soma and Synapse. Denzine fucked around with this message at 18:33 on Dec 4, 2013 |
# ? Dec 4, 2013 18:26 |
Actually, now's probably a good time to question Damage 2.0. Back when I played people liked to stack +damage and something else I think, but what are the best mods to typically stack on weapons now? Still +damage and something else?
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# ? Dec 4, 2013 18:29 |
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Yes, still +damage and something else. The usual one seems to be the Corrosive element combo. +puncture/slashing/impact mods aren't as useful now, though, since they only increase the weapon's base damage of that type.
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# ? Dec 4, 2013 18:33 |
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Clocks posted:Actually, now's probably a good time to question Damage 2.0. Back when I played people liked to stack +damage and something else I think, but what are the best mods to typically stack on weapons now? Still +damage and something else? Literally nothing has changed, +damage, +multishot and elemental mods are still the top priority (plus crit mods on the few weapons with high base crit). The only difference is that now it makes a difference what order you have elemental mods in, and they added a toxin elemental type. Oh, and +armor piercing is bad now - you only use a mod that adds a damage type bonus (slashing/piercing/crushing) if the weapon is almost entirely that type. For all their talk of "getting rid of rainbow builds", the rainbow build is alive and well.
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# ? Dec 4, 2013 18:34 |
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Coldbird posted:If they're going to go to all the effort of totally overhauling the game like that, then why bother making it a patch - make it Warframe 2 and cash in on everyone having to buy into everything all over again. Warframe: Tenno of the Orokin Empire. edit: chumbler posted:That's what we all kind of expected corrupted mods to be. Instead we got a mix of mods that are an upside nobody cares about on an awful downside that is a loving 10 level rare mod (hi tainted magazine) or something with an insane upside and irrelevant downside that is trivially easy to level. Rhino Vanguard Helmet. Literally takes away the Rhino's only weakness for an easily overcome penalty that doesn't really matter anyway.
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# ? Dec 4, 2013 18:41 |
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Piell posted:Add a bunch more mods with upside/downsides, so that you can turn a Soma into a high ammo bullet hose or a slow firing death cannon or a crit-based corrosive bullet shooter. That's what we all kind of expected corrupted mods to be. Instead we got a mix of mods that are an upside nobody cares about on an awful downside that is a loving 10 level rare mod (hi tainted magazine) or something with an insane upside and irrelevant downside that is trivially easy to level. I harp on this a lot, but it's really becoming apparent to me that a good portion of DE's developers don't seem to actually play the game. Edit: To be slightly generous to Warframe's customization, I can't really think of any games that have managed to do customization well in the sense of that customization being transformational rather than just more numbers. chumbler fucked around with this message at 18:45 on Dec 4, 2013 |
# ? Dec 4, 2013 18:41 |
Schubalts posted:Yes, still +damage and something else. The usual one seems to be the Corrosive element combo. +puncture/slashing/impact mods aren't as useful now, though, since they only increase the weapon's base damage of that type. Piell posted:Literally nothing has changed, +damage, +multishot and elemental mods are still the top priority (plus crit mods on the few weapons with high base crit). The only difference is that now it makes a difference what order you have elemental mods in, and they added a toxin elemental type. Oh, and +armor piercing is bad now - you only use a mod that adds a damage type bonus (slashing/piercing/crushing) if the weapon is almost entirely that type. For all their talk of "getting rid of rainbow builds", the rainbow build is alive and well. Thanks for the responses! +armor piercing is the other one I was thinking of pre 2.0 so it's good to know it's not really necessary now, so I'll keep that in mind. I'll have to find some +toxin element mods or whatever to get a corrosive combo going.
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# ? Dec 4, 2013 18:51 |
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chumbler posted:
I'm starting to think all the decisions are coming down to 2-3 guys that absolutely MUST have their vision of whatever fulfilled regardless of it's actual impact on the game. With no one in a position to effectively call them on it. That's the only way I can see some of this dumb poo poo that makes no real sense sneaking in when it's obviously a bad idea to everyone in the community who can see whatever sneak previews they give us.
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# ? Dec 4, 2013 20:04 |
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I personally think it would be cool if the Grineer/Corpus decides to shut down all systems so you kick out the windows and go on a EVA, Dead Space style.
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# ? Dec 4, 2013 20:28 |
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https://forums.warframe.com/index.php?/topic/143351-update-1120/quote:Changes:
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# ? Dec 4, 2013 20:40 |
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Armor is now slightly more than 50% as effective as it was pre-update 11. Progress! edit: well, not quite. Not everyone got the full 50% increase. Slightly less progress! Male Man fucked around with this message at 20:46 on Dec 4, 2013 |
# ? Dec 4, 2013 20:42 |
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Is there any way to restart an account for this? I totally goobered up my PS+ platinum not knowing what I was doing. All I want is the color packs...
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# ? Dec 4, 2013 20:44 |
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Dewgy posted:Is there any way to restart an account for this? I totally goobered up my PS+ platinum not knowing what I was doing.
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# ? Dec 4, 2013 20:50 |
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Dewgy posted:Is there any way to restart an account for this? I totally goobered up my PS+ platinum not knowing what I was doing. DE has only done it once, for closed beta testers.
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# ? Dec 4, 2013 20:50 |
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In the Codex, what does it mean for an enemy to have [element-type]++? Does that mean they're resistant to that type of damage, or weak to it?
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# ? Dec 4, 2013 20:53 |
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hooah posted:In the Codex, what does it mean for an enemy to have [element-type]++? Does that mean they're resistant to that type of damage, or weak to it? That's weakness.
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# ? Dec 4, 2013 21:04 |
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Yaos posted:There is no way to restart an account, you would have to create a new account to start over. Well poo poo. It's like thirty bucks worth of platinum to get these dumb things. Oh well. If I feel like paying thirty bucks for this game down the line I guess I'll just bite the bullet.
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# ? Dec 4, 2013 21:14 |
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Dewgy posted:Well poo poo. It's like thirty bucks worth of platinum to get these dumb things. Oh well. If I feel like paying thirty bucks for this game down the line I guess I'll just bite the bullet. Does the PS4 get platinum coupons as login rewards? Plat's pretty easy to get on discount for PC accounts between voucher resellers, Steam sales, and an in-game coupon every couple of weeks.
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# ? Dec 4, 2013 21:18 |
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What's with the loving flocks of Shield Ospreys on Elara? I've played it twice so far, and both times they were just everywhere. Maybe I just don't do enough high-level Corpus.
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# ? Dec 4, 2013 21:37 |
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# ? May 26, 2024 22:17 |
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Male Man posted:Does the PS4 get platinum coupons as login rewards? Plat's pretty easy to get on discount for PC accounts between voucher resellers, Steam sales, and an in-game coupon every couple of weeks. Nope. There isn't a way to do this currently. They are supposedly working on it.
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# ? Dec 4, 2013 22:34 |