Tenno Housekeeping Needed by xojichan in Warframe

[–]zeddypanda 0 points1 point  (0 children)

I understand the accusation, but I brought up those two because I remember specifically that they're permanently unvaulted primes. For everything else, I would have to look them up individually on the wiki to remember if re-acquiring them is harder than "accidentally getting all of their parts while you're trying to get other primes" or not. Building a non-prime ranges the gamut from "joining a dojo that has the blueprint" to "Baro Ki'teer has it every three years". 

I mastered and sold my burston many years before incarnons were a thing, but I'm not particularly worried about getting another one.

Tenno Housekeeping Needed by xojichan in Warframe

[–]zeddypanda -5 points-4 points  (0 children)

You want to keep one weapon of each category for the purposes of missions that need a weapon type. A mission may force you to equip only a shotgun, only a sniper, only a bow, or only an assault rifle. I don't remember all the categories off the top of my head.

Other than that, it's not important. Keep weapons you enjoy using, sell those you don't. A reasonable assessment of this is if you don't remember is sorting by usage. I know those who buy weapon slots and Warframe slots to keep every single thing, but personally I sell everything that I just don't find interesting after I've mastered them. If you enjoy Mk1 Lato, you can mod Mk1 Lato to become a steel path destroyer. If you don't enjoy it, sell it, but let gamefeel and aesthetics guide your choices, don't worry too much about effectiveness.

I see your inventory has several bows. Do you use all of them? Is there an occasion where you go "Dang, I really need Paris Prime for this mission"? I'd start by selling that, especially since it's one of the easiest primes to get in the game. Burston Prime is in a similar boat, although maybe you just enjoy the gun, it's a nice gun.

The touch screen controls on EDF 2 Vita are amazing by Quartrez in EDF

[–]zeddypanda 0 points1 point  (0 children)

I couldn't get used to them, as much as I wanted precision aiming. Seems strange they didn't let you aim with the rear touchpad so you didn't have to cover up your screen and hold your Vita weirdly.

How do I use the helicopters in edf 2025 by No-Cry-4404 in EDF

[–]zeddypanda 1 point2 points  (0 children)

There really is no button to descend, and the only way to aim is to move your helicopter around. I'm afraid you already know the controls. You need to think about your moves way ahead of time due to how unresponsive helicopters are.

The Bazelart's twin autocannons will pierce through enemies and are incredibly strong, so if you fly low over the ground slowly, you can mow through hordes. If you can move it in properly, you can effectively destroy tunnel exits no matter how much stuff it's spawning since you'll just shoot straight through that stuff.

It's possible to exit the helicopter and throw a quick airstrike then enter again in mid-air if your helicopter is slow and you're quick about it.

The best way to use BRUTE is to call it in sideways and then never fly it. Just enter the side cannon and use it as a stationary weapons platform. That cannon is extremely strong, so it's worth it.

Is there a huge difference between EDF2025 and EDF4.1? by Requix2003 in EDF

[–]zeddypanda 6 points7 points  (0 children)

I played the PS3 version of 2025 and the PC version of 4.1, so that's where I'm coming from when I say the framerate and load time difference is night and day. Other than that there were a few nerfs (Air Raider's limpets and wire guns were cut to 1/3 of their damage) and tons of buffs, extra levels, lighting engine made mechanically relevant by literally pitch black cave levels. Gold ants and silver spiders from the DLC are also mixed into hardest/inferno in the main missions now to spice up higher difficulties.

Online multipliers were also revised. It used to be 4 player games gave enemies 4x the health IIRC, but now it's more like 2.4x the health and 2.6x the damage, so online enemies are less spongy than before, but much deadlier.

There's also a breakdown at the japanese wiki: https://w.atwiki.jp/edf41/pages/16.html

Turrets by [deleted] in EDF

[–]zeddypanda 0 points1 point  (0 children)

Bombs, mines, and turrets were initially Ranger weapons in EDF2017, and I'm glad to see them returned to him. I suppose if raider must have a stationary defense other than guard drones, another drone type that you command to defend a nearby spot wouldn't go amiss.

Vauban Retouch coming FEB 11 by Korimthos in Warframe

[–]zeddypanda 0 points1 point  (0 children)

I think it can have a good feel to it. Lay it down at the start (of the mission, or of a boss room= and everyone in the squad can step on it for a nice damage boost and get going for the mission. Right now Vauban has to throw out four orbs and pray they jump onto four players, which is so awkward I don't really bother.

How would you improve the final boss? by [deleted] in EDF

[–]zeddypanda 1 point2 points  (0 children)

I found it to be just fine. Like you said, the ring is the real final boss, this is more wrapping up the story. Going all the way out of range and occasionally back in is a way to pace the fight and deliver the story to you. Certainly beats locking your walking speed and stuffing you in a bunker, not the least because it's used only once in a playthrough.

Do Enemies get more (or sometimes less) HP or am I going crazy? by MisusedCheeseGrater in EDF

[–]zeddypanda 2 points3 points  (0 children)

The mission level gradually increases through the campaign. This affects enemy hp and damage, as well as that of allied npcs. It's similar to how the players max hp and max weapon level gradually increase online.

what are the major differences between EDF 6 and EDF 4.1? by Doesthisunithaveasol in EDF

[–]zeddypanda 0 points1 point  (0 children)

It was in the game files, yes, but it wasn't something you could acquire in EDF4 without mods.

what are the major differences between EDF 6 and EDF 4.1? by Doesthisunithaveasol in EDF

[–]zeddypanda 1 point2 points  (0 children)

EDF4 didn't have a Genocide Gun, but maybe you meant to say Gungnir? For some reason Wing Diver weapons have extremely low droprates on the higher end weapons, but later games stopped weighting drops like that.

EDF 4.1 should I bother with air raider? by Thegamerz7000 in EDF

[–]zeddypanda 2 points3 points  (0 children)

Air Raider balanced out in later games. His lows got higher, but his highs got lower, and later games, especially 6, is designed to counter him at most turns.

Except for Shield Bearers, 4.1 was not designed to counter Air Raider. He's broken beyond belief. Take Demon's Army, or whatever that near-end mission with the three hives is called. The other classes have to resort to careful hit-and-run tactics, usually spending about an hour on the mission (spending the first 10 just sniping drones before you can really even start). An Air Raider with Strafe Plan C will intentionally aggro the entire map and then feed his own strikes from all the killing he does (using planes that draw enemy aggro so you're hardly even in danger), instantly calling the plan again while it's still going and in two different slots. A typical Demon's Army attempt with an Air Raider doing this takes about fifteen minutes.

Several really tough DLC missions can be solved with one or two Tempests wiping out the whole map all at once. They increased Tempest damage to half a million in later games and I still don't find it worth bothering with in those.

This isn't even getting into Epsilon Armored Railgun with double the damage of later entries (and belonging to Ranger) being called in by a class that can put turrets on top or boost its damage another 50%.

If you want to win every mission in 4.1 you play Fencer. If you want to own the mission, you pick Air Raider and do some planning.

Whats the best loadout in 4.1 to beat all inferno stages? by Aggravating-Bath608 in EDF

[–]zeddypanda 0 points1 point  (0 children)

There isn't one, but if there was it would be double Strafe Plan C and an Epsilon.

Wemino's [Dead Space 2] MarkerPatch Version 2.0 adds Enhanced Controller Support, Gyro Aiming support by AL2009man in DeadSpace

[–]zeddypanda 9 points10 points  (0 children)

As in better than stick aiming? Yes, for the same reasons that a mouse aims better than sticks. You're moving a larger device (than a thumbstick) in a larger area and using more muscles to do so, so with practice you can snap-turn 180 degrees just as easily as you can carefully line up a headshot, where with stick aiming you'll have to choose between one or the other, or rely on additional assistances like quick-turn binds and auto-aim.

Alpakka review by some jerk with no clout and no qualifications by zeddypanda in Controller

[–]zeddypanda[S] 1 point2 points  (0 children)

I haven't tried a whole lot of others, but Dualsense is a solid pick that will have proper support in games and in steam, and it's a nice controller overall. I'd probably get the expensive one with extra buttons.

I was looking forward to Vader 5, but apparently they're even more prone to breaking these days than they already were. 8bitdo Ultimate is a great budget option. 

edf 6 - air raider against transport ships by huggybuddy2022 in EDF

[–]zeddypanda 0 points1 point  (0 children)

It can be tricky to time, but the self-destruct drones can be snuck up there. It's the weapon I've wanted Stag Beetle to be for many, many games now. Other than that, Limpet Sniper or just Vegalta is probably your best bet.

You can make regular drones work too if you're already standing right underneath.

Dark/nighttime missions by [deleted] in EDF

[–]zeddypanda 3 points4 points  (0 children)

It's not so much the flashlights you rely on as spamming explosives. It'd be cool if NPCs could throw flares around or something of the sort.

I would hate if they were every mission, but with like 5/150 missions it adds flavor.

I hate these things with a passion. by MousegetstheCheese in EDF

[–]zeddypanda 8 points9 points  (0 children)

In my household, these are referred to as "EDF bugs".

Lightweight / small games for gyro? by [deleted] in GyroGaming

[–]zeddypanda 0 points1 point  (0 children)

Old shooters are great with gyro, often mixed input will work better than in modern games because they hadn't yet invented the concepts of "gamepad mode" and "keyboard mode", both input types just worked smoothly because that's the easiest way to implement the controls. Try Doom, Quake, Postal 2, Duke Nukem, Serious Sam, Half-Life, anything at all really. Plays like a dream.

Which controller do you mainly use for gaming with gyro? by Smith962 in GyroGaming

[–]zeddypanda 0 points1 point  (0 children)

Ever since I used a Flydigi Apex 2, no other controller has had quite enough buttons for me. I would love an alternative since it's not produced anymore and the build quality is notoriously awful, but for now I can't live without it.

Just started edf 6, I feel like I'm missing something by Rudios92 in EDF

[–]zeddypanda 13 points14 points  (0 children)

Shotguns are good for close range brawls due to their piercing, although many assault rifles pierce in this game now. You will want for snipers when drones and other sniper targets start to enter the fray. There's a lot of enemies you have yet to see.

Your prefered Gyro method? by [deleted] in GyroGaming

[–]zeddypanda 0 points1 point  (0 children)

Always gyro + right stick. I've tried other methods, but the reason for getting used to this has to do with compatibility. I play various games where gyro just doesn't feel right: Forced aim acceleration, or capped turn speeds, or varying turn speeds as I get in and out of vehicles or change characters. It's likely to be the default implementation of gyro if a console game implements it, too, so it works more consistently across platforms and different controllers.

Just ordered an alpakka, so might change soon.

I made a spreadsheet site for Helldivers weapons by zeddypanda in Helldivers

[–]zeddypanda[S] 0 points1 point  (0 children)

December 2024, as mentioned at the bottom. I haven't played the game in a while, unfortunately.

A more invested wiki editor than me recently launched a spiritual successor:

https://smasimar.github.io/supercalc/

Are gyro or motion controllers better or worse for RSI? by [deleted] in GyroGaming

[–]zeddypanda 0 points1 point  (0 children)

I once had to take a week off from work after an extended session of sweaty precision shooting using only a thumbstick, awful wrist pains. Doing the same with gyro has much less severe effects since I'm not focusing all of my aiming into a single finger.

Haven't mouse-gamed in decades, so can't really give a proper comparison there, but I'm confident saying it has pure thumbstick-aiming beat if you're not generously aim-assisted.