Got it sorted, thanks to some awesome clan support :)
(The hardmode one was easier than I expected though, pretty short mission.)
Not really first impressions - more like "impressions just before the end", seeing how I'm on "the extra day".
Really been struggling to keep my motivation up for this game, which has been getting harder and harder to do as I got through the game - at some point around day 8, I decided I'd had enough and started just sleeping through the days rather than farming for final creatures, or finishing the last few quests - I believe I only have the 2 quests left in the Dead Dunes - and I've read that Aeronite is the hardest enemy to defeat in the game, and especially hard to do pre-NG+. Whatever. Tempted to make a stab at the extra day dungeon, though I'm not sure if I have what it takes to grind my way through the Ultima lair fights.
I don't like how they've been gating abilities and upgrade mechanics through most of the game - as it just means that I probably won't use them as I pretty much stopped actually playing the game on day 9... :s
Also alluding to upgradeable weapons/garb but not unlocking it before NG+ is a bit of a jerk move.
As for the story, I hate how they keep harping about how emotionless Hope and Lightning are, and then they keep showing Lightning smiling and raging. I don't think making Lightning emotionless is a good idea - they've never portrayed her as someone who openly shows her emotions, so it's hard to tell the difference, and it doesn't give the player the dissonance that I feel it's supposed to... (I think they almost make it work with Sazh, though) but I think that if they were going to make her emotionless, they should at least stick to the script.
There are some interesting things they are suggesting with Lumina... will be interesting to see how that turns out. I'm pretty sure they'll take the easy way out... but we'll see.
Pacing is a bit weird as well - I admit I abused the hell out of Chronostasis on day 4-7 (or so), but suddenly just running out of content without any clear indicator if there are main quests that I should be finding in the world, or if there's just something that will trigger on it's on on the final days... (being on the extra day now, I understand that it's just the final day quest left now. I still don't like the uncertainty).
Overall, it's not a bad game, but I feel like my issues with the character portrayal, and certain mechanics being locked to NG+ (which I don't have time (or interest) to get into) really lowers the game to mediocricy for me.
edit: Wound up rerolling to a save I made before "sleeping away" the last couple of days, and have gone back to grinding my power level up to be able to defeat the Ultimate Lair and Aeronite. Guess I'm a sucker for self-flagellation and/or bored. :|
@stormtphoenix: As far as I am aware, Prime Warframes only have additional polarities, and are able to "use" the deathorbs in Void missions - are otherwise identical to normal Warframes except for cosmetically.
Prime weapons typically have very slightly different statistics and different polarities.
@eviltheslayer: Invited DroganTheSage, but there is no ProtoNeiko user to invite - please check the name.
@ajamafalous: Invited. And no problem, just making sure you know about the wiki :)
@ajamafalous: For Frost prime, you'll want Exterminate (T1,2,3 for different parts) keys and Survival keys (T3) - I really recommend to check the wiki for information, see: http://warframe.wikia.com/wiki/Orokin_Void it's a great source for information on stuff like that. And yeah, correct, we're talking abouit Orokin Void here - no frost prime parts in Derelict missions. Most reliable method of farming them is to play Defense and survival missions. And it helps to have a group of people to play with here - as everyone in the mission gets the same reward, meaning you could potentially do 4 void keys. And yeah, then it's just down to hoping you get what you're hoping for.
I see what you mean about operations now - that's (another) pretty new system - "Invasions", basically, Grineer and Corpus will invade one another's systems at random-ish intervals (though really, there is almost always an invasion of some kind going on). Fill out the bar for one side and you'll get that reward when the invasion finishes (doesn't matter which side wins) - if you play for both sides, you count as "siding" with the side that you played the most missions for. I'm not clear on what happens if you go 5 for both sides - but I'd assume you don't get a reward at all. But yeah, they're like mini-operations.
Crit builds (crit chance and crit damage) is still largely the domain of already high-crit and/or high-firerate weapons, but there may be exceptions. Not sufficiently up to date on how viable status chance builds are for weapons either, unfortunately.
And yeah, there's ~5-10 of us who try to do a bunch of lategame content a couple of nights per week. It's mostly US-friendly times though (say, 23:00-01:00 UTC). More people are active during operations, normally.
I'll try to get you an invite tomorrow, if Rapid doesn't get to you first.
@ajamafalous: You're already in a clan - you'll need to leave that one before you can join us!
Orokin Void vs Orokin Derelict:
From a lore perspective, the Orokin were a powerful race that is now long extinct (supposedly caused by the Tenno) - the Orokin Void missions take place in "Towers" that the Orokin have hid "in the void" - which has been described as "pocket dimensions", with advanced defense systems which dominates weaker minds.
The Orokin Derelicts are Orokin ships that were not hidden away in the void, and as such have fallen into disrepair and have been infested by the Technocyte plague - resulting in them being swarmed with infested enemies.
From a gameplay perspective - yes, these are considered more difficult than the majority of the "normal" missions - and are gated by requiring keys to access. Orokin Derelict keys are created by combining "Nav coordinates" that drop in missions into keys (through crafting in the forge). Orokin Derelicts also drop special Nav coordinates for the Orokin Derelict boss (which give you access to Nekros). while Orokin Void keys are semi-rare drops (not crafted) and come in 3 difficulties (T1, T2, T3 - easiest to hardest).
Between the void difficulties, orokin derelict and nightmare missions (which are difficult because of 'mutators' ("no shields", "no energy", "low gravity", "health is constantly ticking down, kill enemies to gain health") - it's hard to really say which missions are most difficult, but I'd probably put the T3 missions at the highest end still, though Survival and Defense are endless - meaning they'll all eventually become "impossible" to deal with.
Titan Extractors - I'm torn on them, but I've started using them. Basically you build one, and you "deploy" it to a sector and it'll collect a random resource (from that sector) for you, regardless of if you are playing or not, with resources available for gathering every 4 hours. Higher (account) mastery rank allows you to deploy more extractors, up to a current max of 3 if you are rank 10 or higher (or 4 if you are also a Founder/Prime Access purchaser). It's been a nice way for me to pick up some extra circuits and salvage, which I seem to be running low on lately Can't get Oxium this way (yet?) though.
Operations are normally listed among the news in the top left of the screen when you are on the sun system view. Right now, there is no operation running - the latest one was the "Operation Oxium Espionage", which gave us access to Oxium - which is used in the Tenno research lab (dojo building) and to build Zephyr, the latest Warframe.
Damage 2.0 is quite a bit more complicated than the old method - but that's a good thing, as it has added a lot of depth to the system. Basically, the game has 3 basic damage types: Slash, Impact, Puncture, and 4 basic elemental types: Toxin, Heat, Electricity and Toxin, and adding several of the elemental types to a weapon will combine them into the advanced elemental types:
And each of these 13 damage types have a unique status effect, which has a weapon specific (+mods) chance of being applied on attack. For instance, Slash causes bleed, Electricity causes a chain attack, and Corrosive debuffs the "armor" stat. Important: Combos are determined by the order you place mods - from left to right, and top row to bottom row. If the weapon has a built in elemental type, that is applied AFTER all other mods.
To make things a bit complicated (and interesting) - there are 4 armor types per faction (7 for Void, because they are using enemies from all factions), which each is strong and weak against certain elements. This is where I tend to visit the Unofficial Warframe wiki and look up the Damage 2.0 article to get an idea of what I should go for. Typically, either target the most difficult units you'll be facing (say if it's Grineer, you probably want to optimize for Napalms and Bombards) or try to find something that is fairly catch-all, without a lot of drawbacks - like Corrosive and Heat, or something - but that's not a great solution.
Optimally, you should be using the 3 loadouts per waepon to prepare for the different factions. Realistically, that's not something I do myself... but I feel like it's something I should do.
Good to know about Damage 2.0 is that it's almost never worth modding for slash, impact or puncture damage, because the multiplier per mod (and per mod power) is terrible (max-ranked +Slash damage mod for Rifles costs 9, is +30% damage) - and because of how the damage calculation works out. Instead, grab the flat damage multiplier (Serration for rifles, max ranked costs 14, deals +165% damage) and a few elemental mods (Cold costs 9 power, is +90% damage). And there's always dpsframe.com to do the math for you.
In a few weeks, we're also getting "Melee 2.0", which is a similar iteration on the melee concept, adding a lot of depth and complexity.
That got pretty long. Sorry :)
@rapid: If my math is correct, we're now at around 99 members, so we need to start thinking about how to deal with this again - I guess we'll just start replacing the people who haven't been online in a long time as we did before. I'm certainly for inviting new people over keeping people who have not logged in in months - again, allowing people who have been removed to be invited back in.
Don't think we're in a position to upgrade to Mountain Clan (up to 300 members) at this point, considering the number of actually active people.
edit: @ghoti221: Almost forgot to mention, sent you an invite :)
Use your keyboard!
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