|
Yeah, for some reason, the nozzles turn invincible if you shoot them. I suppose they'll fix that at some point.
|
# ? Aug 10, 2020 22:29 |
|
|
# ? Apr 28, 2024 09:07 |
|
I'm MR 24, have been playing for two years, and today I killed my first eidolon.
Guilty fucked around with this message at 23:01 on Aug 10, 2020 |
# ? Aug 10, 2020 22:43 |
|
Re: Forward Artillery - Once you get into the highest level Veil missions, a single arty blast into an engine will not kill a crewship in one shot. Take the Carcinnox (or the Apoc, but the Carcinnox is faster) and pump rounds into the hull of the crewship till you get at least 5-6 plasma procs, that will reduce the armor enough to allow one-shotting again. Alternatively you can take the forward arty damage avionic. This trick's also useful if you're soling veil. You can kill all three engines on a crewship, then stack 20-30 plasma procs. At that level you can one-shot even without hitting an engine.
|
# ? Aug 10, 2020 22:49 |
|
BabelFish posted:Once you get into the highest level Veil missions, a single arty blast into an engine will not kill a crewship in one shot. Is this true even with the artillery damage avionic + the shield perk that makes you deal more damage while your shields are depleted? Notably you DON'T need the perk to one-shot crewships in Gian Point, so the perk seems kind of pointless if it falls entirely within the margins... Tuxedo Catfish fucked around with this message at 23:06 on Aug 10, 2020 |
# ? Aug 10, 2020 22:52 |
|
I also wonder if corpro affects crewships, but I'm much too lazy to test.
|
# ? Aug 10, 2020 23:06 |
|
DoombatINC posted:I run Arcane Ultimatum with Fatal Teleport and Umbral Vitality + Intensify for Battle Ash Action ! ! ! Games > Warframe: Farm space ninas and make an ash out of yourself
|
# ? Aug 10, 2020 23:19 |
|
BabelFish posted:Re: Forward Artillery - Not true. Artillery is hard coded to one shot if you hit the weak points. Level, distance, avionics, etc. make no difference as long as you hit a weak point. This is Ruse War Field, the highest level mission in veil, with no artillery avionic or status priming or missing shields damage boost: https://streamable.com/keay27 You can tell that there is weird coding involved with weak points because the damage number that pops up will always match the current HP of the crew ship when you hit it. If you hit a full hp crew ship it will show 200k damage, if you hit a weakened one it will only show like 47k damage or whatever.
|
# ? Aug 10, 2020 23:38 |
|
okay same question but for hitting the main body of the ship, then
|
# ? Aug 10, 2020 23:45 |
|
Guilty posted:I'm MR 24, have been playing for two years, and today I killed my first eidolon.
|
# ? Aug 11, 2020 00:01 |
|
Veil is when non-engine hits with artillery stop oneshotting, but they still do about (vague estimate) 75% of a crewship's hp. This means you'd only need about +33% damage to start oneshotting on non-engine hits again. The artillery damage avionic maxes out at +68% damage, or +93.5% with a fully-upgraded grid, so you should have no issues oneshotting on non-engine hits. I'm not sure whether the Zekti shield perk is enough to actually make the difference without checking the exact damage in game.
|
# ? Aug 11, 2020 00:04 |
|
I stopped playing around when Rail jack came out and trying to upgrade my own ship is a wall of gibberish and poorly described upgrades, is there any decent guides out there for getting started on jacking it?
|
# ? Aug 11, 2020 00:07 |
|
gnoma posted:Not true. Artillery is hard coded to one shot if you hit the weak points. Level, distance, avionics, etc. make no difference as long as you hit a weak point. Huh, I am indeed wrong. I must be remembering before they did the railjack enemy HP/armor rebalance. RPATDO_LAMD posted:Veil is when non-engine hits with artillery stop oneshotting, but they still do about (vague estimate) 75% of a crewship's hp. Just tested it, sometimes you get 2/3 of a ruse war field's crewship worth of damage, sometimes only 1/3. It seems the shot can crit.
|
# ? Aug 11, 2020 00:23 |
|
RPATDO_LAMD posted:Veil is when non-engine hits with artillery stop oneshotting, but they still do about (vague estimate) 75% of a crewship's hp. The biggest difference for me is the armor strip status from the pilot guns. Just like, slap a carcinex on and magdump it, then artillery if you're in any way worried about damage.
|
# ? Aug 11, 2020 00:25 |
|
Ra Ra Rasputin posted:I stopped playing around when Rail jack came out and trying to upgrade my own ship is a wall of gibberish and poorly described upgrades, is there any decent guides out there for getting started on jacking it? So basically, you go out into missions and kill stuff, and as drops you'll get Intrinsics aka Railjack XP, Avionics aka Railjack Mods, Dirac aka Railjack Endo, and Components, like shield generators or guns. Components can't actually be used out of the box though, as they need a bunch of railjack-rexclusive resources to repair first. First thing you should do with every Mk I or Mk II component you get as a random drop is throw it in the trash, because they have lower stats and are grindier to build than the "Sigma Mk III" stuff you can get from the clan dojo. Actually this is no longer precisely true -- they added the ability to shove same-name components into each other to improve their stat rolls, even if they're different tiers. So if you get a Mk I or II version of a Mk III component you actually want to use later on, maybe hang onto it. The good components you wanna watch out for (Mk III only):
The best way to power up your railjack is to squad up with goons and play in their railjacks. For one thing, you'll get way more intrinsic points and other drops, and for another, Mk III components (the only useful non-dojo ones) only drop in the highest-level area, Veil Proxima. If you wanna get started in your own railjack, join veiljack parties until you have a good set of mods and enough materials for a basic set of Sigma Mk III parts (at least the reactor, one gun, and a seeker missile for blasting fighters). Fighting anything with the crappy starting guns will be agonizing. For Intrinsic levels, if you don't own your own railjack, you have to leave the party and go back to your orbiter to level them up for some awful reason. Then in the orbiter pres ESC and go to profile->intrinsics. If you have built your own railjack already, you can level them up from the railjack loadout terminal in the dry dock. For priorities, get Gunnery 2 ASAP so you can actually see while using the side guns, then in some order get Engineering 1 for repairing, Tactics 4 to teleport back to the railjack from away crew missions, and Gunnery 5 so you can shoot the big cannon and oneshot crewships. (Don't bother shooting crewships with the regular guns. Either use artillery or, if you can't, board them in archwing and blow up the reactor from inside.) As for what to actually do in railjack:
|
# ? Aug 11, 2020 01:15 |
|
Someone yelled at me for bringing weapons to level during Sanctuary. All their gear was 30+
|
# ? Aug 11, 2020 01:19 |
|
RPATDO_LAMD posted:
This is very wrong. Seeker Missiles doesn't scale for poo poo. The good one is Tether, followed at some distance by Void Hole if you somehow end up getting one of those first.
|
# ? Aug 11, 2020 01:28 |
|
Tuxedo Catfish posted:This is very wrong. Seeker Missiles doesn't scale for poo poo. The good one is Tether, followed at some distance by Void Hole if you somehow end up getting one of those first. None of what you just just said are Munitions
|
# ? Aug 11, 2020 01:30 |
|
Tether is indeed the best Battle Avionic though
|
# ? Aug 11, 2020 01:31 |
|
Ra Ra Rasputin posted:I stopped playing around when Rail jack came out and trying to upgrade my own ship is a wall of gibberish and poorly described upgrades, is there any decent guides out there for getting started on jacking it? You want to tag along on other crews to start. First step will be getting intrinsics. Prioritize Tactical 4 (using omni warps you back to the ship), Gunnery 5 (can fire the artillery cannon) and Engineering 5 (refill dome charge). Those are the tools needed to cover any role as crew. You need Rank 7 in any intrinsic to use matchmaking for veil proxima so you could also rush for that if you want to pub freely. Once you're in veil grinding, these are the upgrades you want to hang on to and build: more detail about each mod You can jam wreckage onto already built component to improve the random stat rolls. Maxing out a Vidar or Zetki mk. III reactor should be the first thing you dump a lot of resources into. Never build anything thing besides mk. III. Upgrades to ordnance are bought from the clan research console next to the normal railjack console in the dojo. Spend your Dirac upgrading grid first, then mods. The meta for railjack is chain running Gian Point over and over. It's the fastest veil mission because there are no base disabling objectives. The important roles for Gian are pilot and artillery gunner. Pilot moves the jack around, kills fighters with tether, and lines up shots for the artillery gunner. The gunner shoots crew ships. Crew ships engines are weak points, shoot the engines. There are forges in the back of the railjack that are used to turn resource drops into stuff the railjack needs. Priority is keeping dome charges full and flux energy above 0. Often times a person will sit back there and do this full time, but it doesn't require much attention. Grineer will board the railjack occasionally and need to be killed. Breaches and fires show up and can be repaired. If you're not the pilot or gunner you're mostly sitting around twiddling your thumbs on Gian runs. Doing higher level missions with bases is an option if you're in a preformed group, and will give the crew more stuff to do. All you need for bases is something than can run fast to objectives and not die to the high level grineer. Wukong is great for it.
|
# ? Aug 11, 2020 01:42 |
|
Tuxedo Catfish posted:Is this true even with the artillery damage avionic + the shield perk that makes you deal more damage while your shields are depleted? with the avionic you can kill crewships in Gian Point and below with a body shot, I don;t even bother with engine shots in Gian in RWF, even with the avionic you need 2 body shots or an engineshot
|
# ? Aug 11, 2020 01:42 |
|
gnoma posted:snip Hyperstrike should be marked as optional too. You basically never need to kill anything with your small guns unless you somehow run out of flux energy for Tether and can't forge more. I'd also say Form Up is a 100% requirement under tactical avionics if you're ever gonna play without 4 goons -- missions can't end until everyone returns to the railjack, so if some pubby is flying around randomly in archwing for no good reason you are stuck inside the mission unless you can teleport them aboard with Form Up. (You can just leave it at level 1 forever though).
|
# ? Aug 11, 2020 02:20 |
|
I consider Hyperstrike semi-optional. It lets you take out random single fighters and ramsleds without firing off a tether and charges up munitions vortex faster. It's not required to beat missions, but is pretty much always better than other options. There is a mission end timer that counts down once all objectives are filled even if pubbies are flying around. Form up skips the wait I guess. I just play solo or with goons 100%.
|
# ? Aug 11, 2020 02:31 |
|
gnoma posted:I consider Hyperstrike semi-optional. It lets you take out random single fighters and ramsleds without firing off a tether I just use missiles for this. God knows I don't need to save them for outriders any more
|
# ? Aug 11, 2020 02:36 |
|
gnoma posted:I consider Hyperstrike semi-optional. It lets you take out random single fighters and ramsleds without firing off a tether and charges up munitions vortex faster. It's not required to beat missions, but is pretty much always better than other options. I take out random single fighters and ramsleds with the Tycho Seeker. It oneshots them, and if you have Tether there's no way you're going through all 29 missiles in one mission anyways.
|
# ? Aug 11, 2020 02:41 |
|
RPATDO_LAMD posted:Tether is indeed the best Battle Avionic though Please explain, I've seen a lot of suggestions for Tether over Vortex recently and I can't figure out why. While Tether does get 50m more range, Vortex has no upper cap on targets and scales with weapon damage. Or is it just it's the best for the second (battle) avionic slot?
|
# ? Aug 11, 2020 03:10 |
|
RPATDO_LAMD posted:Hyperstrike should be marked as optional too. You basically never need to kill anything with your small guns unless you somehow run out of flux energy for Tether and can't forge more. Missions end just fine without everyone in the railjack.
|
# ? Aug 11, 2020 03:18 |
|
BMan posted:I just use missiles for this. God knows I don't need to save them for outriders any more I think there's merit in a missile spam build tbh. I use it with cheap shot and warhead. Its useful for popping shielded crew ships too BabelFish posted:Please explain, I've seen a lot of suggestions for Tether over Vortex recently and I can't figure out why. While Tether does get 50m more range, Vortex has no upper cap on targets and scales with weapon damage. Or is it just it's the best for the second (battle) avionic slot? as is, tether is a better munitions vortex. you just hit 2 and shoot it and everything dies.
|
# ? Aug 11, 2020 03:28 |
|
Only the grab part of Tether is limited targets. The explosion hits everything in range.
|
# ? Aug 11, 2020 04:37 |
|
It's been a while since I came back to this game, what's the Goon-approved Syndicate Standing path after Steel Battalion? Mister Facetious fucked around with this message at 04:49 on Aug 11, 2020 |
# ? Aug 11, 2020 04:46 |
|
TheParadigm posted:as is, tether is a better munitions vortex. you just hit 2 and shoot it and everything dies. gnoma posted:Only the grab part of Tether is limited targets. The explosion hits everything in range.
|
# ? Aug 11, 2020 05:02 |
|
Mister Facetious posted:It's been a while since I came back to this game, what's the Goon-approved Syndicate Standing path after Steel Battalion? There's no more "left side" or "right side" any more in the menus, unfortunately, just the physical relays themselves. But the answer is still pick left side or right side, and Steel Meridian is left-side, along with the Arbiters of Hexis and Cephalon Suda, so max those two next. Steel Meridian is also friendly with Red Veil but if you max Red Veil you'll only have two syndicates you're friendly with unless you spend all your time carefully shuffling standing gain around so as not to upset anyone, which technically allows you to be friendly with four at once. It's not worth it.
|
# ? Aug 11, 2020 05:19 |
|
If you've been away for long enough make sure to pick up the large x100 blueprints (energy, ammo, cipher) from the Dojo. The x10s or whatever are syndicate-exclusive but the x100s are not.
|
# ? Aug 11, 2020 05:53 |
|
gnoma posted:Only the grab part of Tether is limited targets. The explosion hits everything in range. And the explosion range is very large. When a new pack of fighters spawns into the map, a single tether aimed for center mass will get every last one of them.
|
# ? Aug 11, 2020 06:03 |
|
Tuxedo Catfish posted:There's no more "left side" or "right side" any more in the menus, unfortunately, just the physical relays themselves. But the answer is still pick left side or right side, and Steel Meridian is left-side, along with the Arbiters of Hexis and Cephalon Suda, so max those two next. As someone with four maxed, I feel personally attacked but yeah it's definitely not worth it but I haven't had to farm for rep to maintain it once I maxed them. Just involved putting steel meridian on everything and doing the uh. Ones that aren't directly opposed to red veil when you need the other two reps. Would not recommend though if you are actively trying to buy stuff on a regular basis.
|
# ? Aug 11, 2020 07:32 |
|
The new music for the revamped Corpus Ship tileset added with Deadlock Protocol is some amazing poo poo. I don't reckon there's any discs to play in my orbiter yet is there?
|
# ? Aug 11, 2020 07:40 |
YoshiOfYellow posted:The new music for the revamped Corpus Ship tileset added with Deadlock Protocol is some amazing poo poo. I don't reckon there's any discs to play in my orbiter yet is there? I went looking for it in my collection and didn't find it, and didn't see any scannable music objects on the new tileset that would give it. I don't think it is available yet.
|
|
# ? Aug 11, 2020 08:05 |
|
Tuxedo Catfish posted:There's no more "left side" or "right side" any more in the menus, unfortunately, just the physical relays themselves. But the answer is still pick left side or right side, and Steel Meridian is left-side, along with the Arbiters of Hexis and Cephalon Suda, so max those two next. I'm running Suda/Hexis/Perrin, and basically ignoring Hexis. I'll run Perrin missions wearing a Suda sigil early after rollover, and the bonus Suda rep means I generally come out at a net positive for Hexis per mission, and if not, the rest of the bonus standing does for that.
|
# ? Aug 11, 2020 08:14 |
|
Dareon posted:I'm running Suda/Hexis/Perrin, and basically ignoring Hexis. I'll run Perrin missions wearing a Suda sigil early after rollover, and the bonus Suda rep means I generally come out at a net positive for Hexis per mission, and if not, the rest of the bonus standing does for that. Why though. That's so hideously inefficient.
|
# ? Aug 11, 2020 09:26 |
|
endlessmonotony posted:Why though. They're the factions I can tolerate, and it's exactly the level of commitment I want to give to the system.
|
# ? Aug 11, 2020 09:40 |
|
|
# ? Apr 28, 2024 09:07 |
|
What kind of monster picks syndicates solely based on which factions they can tolerate, but then does not choose Steel Meridian?
|
# ? Aug 11, 2020 10:32 |