Mnemoidian's forum posts

#1 Posted by Mnemoidian (960 posts) -

@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 :)

#2 Posted by Mnemoidian (960 posts) -

@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.

#3 Edited by Mnemoidian (960 posts) -

@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:

  • Heat and cold becomes "Blast"
  • Electricity and Toxin becomes "Corrosive"
  • Heat and Toxin becomes "Gas"
  • Cold and Electricity becomes "Magnetic"
  • Heat and Electricity becomes "Radiation"
  • Cold and Toxin becomes "Viral"

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.

Examples:

  1. You have a Braton with Heat and Cold in the top left and bottom right slots, you'll get Blast, regardless of what other (non-elemental) mods you put between them.
  2. You have an Ignis (Flamethrower, heat element is build in). If you put Cold, Toxin in it, your weapon will deal Viral and Heat damage.

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 :)

#4 Posted by Mnemoidian (960 posts) -
#5 Posted by Mnemoidian (960 posts) -

@rapid: Almost starting to feel sorry for the Corpus, they've been getting hammered since Gravidus - and now adding Oxium farming to the mix is going to continue skewing things in Grineer favor.

I have a feeling that those "leader types" will become really ... interesting... when you use something like Penta in hour+ survival... imagine the horror of an ancient healer popping up something like a snowglobe at a bad time and having your penta grenade pop in your face :s

Didn't realize you were recording the Darvo run (though that does make sense) - I feel a bit bad for bringing Nova, Brakk and dual ichors! Would've probably been more entertaining with a slower setup - considering that 80% of the time I'm on screen I'm zorencoptering :s

#6 Edited by Mnemoidian (960 posts) -

Also, keep in mind that by using the trading post, you can trade (rare) mods for platinum - some people "fund" their platinum purchases this way.

Not sure if the PS4 has received the Trading post yet though.

#7 Edited by Mnemoidian (960 posts) -

@ajamafalous: I guess by "survival" you are talking about defense? (I understand that you wouldn't have hte same vocabulary after being away from the game for a while). Defense is stationary, focused around protecting an objective (usually a cryopod), wave-based, with possible extractions every 5 waves.

I ask because "Survival" is a new gametype which has some similarities to defense, but there's no defense objective - rather you need to keep defeating enemies as fast as you can and picking up "life support cannisters" to keep the mission going - receiving a reward every 5 minutes.

And... survival is the new "most optimal" method of gaining large quantities of mods (well, fusion cores, really) - but as part of the whole codex system, they've also put specific mods on specific enemies - so if you are looking for, say Serration (rifle damage +X%), you'll want to look for Grineer Scorpions and 2 types of infested crawlers. While Hornet Strike, the pistol equivalent is found on Infested Toxic Ancients (by the way, you can see this in the Codex as you scan enemies).

A subtle change, but while it may make it frustrating to find specific rare mods (say something that only drops from a specific kind of crawler) - it's also a lot less random.

re:Clan stuff. Well, dojo building and clan research is balanced so that the costs scale with the clan size - I forget which size we are now (up to 100 members?), but it's intended to scale so that a fair number of the members need to contribute to make progress. As for the GBHI clan - we've unlocked pretty much all of the pre-Update 12 content has been unlocked (there may be a health restore pack blueprint we've not unlocked yet, I'm not sure at the moment).

The major benefit (beyond access to the community, regular players) is access to the clan research blueprints. There's talk about tying the endgame of Warframe into clan play (with groups of clans controlling certain missions in some manner (this is very early planning)).

I don't mind answering questions - was more that "What's happened in the last year" is a pretty broad answer, more narrow questions are a lot easier to respond to ;)

edit: at thread, avoiding double-posting: Just played my first Update 12 game, I really like the new HUD, though the minimap partially leaving the screen during extreme maneuvers may be an issue. But in general, the HUD really lifted the experience for me :)

#8 Edited by Mnemoidian (960 posts) -

@rapid: Did you have time to start construction on the Tenno-research room in the dojo? If not, I could do it, but I'm not sure where to put it - I don't have quite the same feel for the dojo that I used to :)

Nevermind, found it!

@ajamafalous: It's really hard to summarize a year of updates, obviously - but I'll give it a whirl. I believe what you are describing is mid Update 7, and we had Update 12 drop last night.

They've rebalanced all weapons with Damage 2.0, radically changing how weapons deal damage - making a lot more weapon types at least somewhat viable for the late-game.

There are dozens of new weapons, a lot of warframes (Nova, Oberon, Nekros, Zephyr, Vauban, Valkyr) and 3 primed Warframes (Frost Prime, Mag Prime, Ember Prime), several new tilesets (Forest, Orokin Void, Grineer ships, Corpus planets, Grineer planets, Orokin Derelicts). There are a few new mission types (invasion, survival and interception). Recon missions have been removed and Capture has been modified with better mechanics. There are now "ninja scarves" (think Shinobi).

There are a few new bosses, and a couple of the old bosses have been updated with new (more interesting) mechanics.

The UI has been replaced. A new tutorial. A metroid prime-like scanning and codex system. An improved new-user guide (in the codex). The (clan) dojo has been added and then fully replaced with a new (better) tileset. There is clan research in dojos which require clans to work together to unlock content, unlocking weapons and warframes.

There is now PvP dueling and PvP arenas - though DE has stayed strong with their "we don't balance for PvP"-mantra (but there's been regular balancing for PvE).

In the near future we have Melee 2.0, which is expected to be released in the coming weeks. (with Update 12 last night, they've delivered most of the short-term stuff, which is why this section is so empty :P)

And in the further future (as in 'this year'), DE has released an early plan for what they intend to do with "endgame" content (showing that they agree that the game is currently missing an endgame) - sounds like there are exciting times ahead. The plan includes clans being able to control some areas of the solar system, with PvE wars between players.

And DE keeps being pretty transparent about what they are doing with the game, and where it is going. Personally - I have a lot of faith in what DE is doing with Warframe, and the list above is quite impressive, IMO.

But... yes, the game is still largely about enjoying the actual combat and building up your Tenno's power potential, through acquiring weapons, warframes and mods.

Hope that helps.

#9 Posted by Mnemoidian (960 posts) -

@rapid: Getting hype over U12, wonder what weapons and assorted primes they have for us this time! Zephyr looks fun, but not necessarily a 'frame that will be endgame-potential.

Read some rumors that Vay Hek may be dropping Brakk parts - so that's exciting for everyone who didn't take part of the Gravidus event - if it's true.

@lategordon: Invited.

#10 Posted by Mnemoidian (960 posts) -

@mikeful: Could've sworn I replied yesterday... either way, invited!