Posts by Ajay

    I'm going to interrupt this with my first impressions with the fresh Railjack update.


    First of all, I love the design of the Corpus ships and missions. Crewships' interior in particular. I also love that they added extra banter. Cephalon Cy is as witty and dryly-humorous as ever. The enemy banter from the Corpus captains also add some flavor. In addition, the NPC crewmen also have things to say.


    Speaking of those. NPC crewmen are now available! I can now play solo and have my Railjack not be a sitting duck! They can pilot my Railjack when I'm away, they can man the turrets, they can help defend the ship. Sadly, the defenders and engineers both seem to ignore hazards.


    On the other hand, the new missions' layout... I think they are only manageable because I have a good NPC pilot and pretty high intrinsics. I think OP is going to have it easier since he can have a dedicated defender Lich to fight off the boarders. I just have a middle-of-the-road Steel Meridian lady armed with my old Gorgon Wraith as a gunner/defender/engineer.


    Good thing that once I get into the main objective I don't have to worry about the 'jack.


    Also good thing that the Grineer Skirmish missions remain as they are. They are kinda less pressing than the others. In fact, they got way better because a) Crewships are now one-shottable with Forward Artillery, b) Crewship destruction awards affinity. I wish DE kept Skirmish missions and added some for Corpus.


    The decision to use Warframe energy for avionics is bullshit and severely limits usability of my Inaros Prime. My Rhino is going to be okay (due to Zenurik), and I'm probably going to use Ivara for it.


    But that doesn't matter since I can use Necramech in railjack missions, so even if I have to have enemies shooting at me (e.g. Defense missions), I can use the 'mech. In fact, the Orphix missions are making a comeback!.. which means players below MR14 are screwed. Volatile missions, they are going to be problematic though.


    Now to other changes. The avionics->mods; dirac->endo change fixed my situation with Endo... but now I'm broke again.

    The hull and armor are now tied to Plating, which means I had to backtrack and get myself a new one. BTW, we have Sigma Plating MK3 available. you can use it until you get the plating you want as a drop.

    Now that Reactors give bonuses to the battle avionics, I need another reactor, 'cos I use Seeker Volley and want bonus Strength for it (and I have a Vidar reactor that buffs Duration and Range).


    Now, the worst part. The bugs. The Forge is bugged, the pets' interaction with recall and exploding Corpus crewships is bugged (I once got a Panzer Vulpaphyla perma-dead when recalling from a crewship)... But that's just that: bugs. They should be fixed sooner or later.


    Now, this is a more radical change than Railjack Revised that dropped an year ago. It had steps back as well as steps forward. But honestly... I can live with that. There are still things DE can do if they keep going in the chosen direction. Fix the bugs. Extend the functionality of Kuva Liches as crew members. Allow Defenders and Engineers to fix hazards.


    Also, the new Internal Bleeding mod? I'd be thinking to use it with Gorgonzolas. But I have a Prisma Gorgon now, and It can plain use Hunter Mumu.

    ^ I'll up that with an authentic Russian cover.

    The guy actually makes references to songs like Warshavianka or both Soviet anthems.


    Also, that promo makes me interested... Lun-class GEC and Adm. Kuznetsov? And the latter actually can use missiles? (I also noticed the button with the depth charge launchers)

    You might have given the range value in the game codes (or wherever it goes, i have no idea, i'm not a programmer) but the game itself can't read them correctly and instead of the exact numbers, it reads them with ~ 200-300 difference (excluding the gunboat turrets who seems to be with the correct value)

    Might be something related to the size of the targets we tested the guns on.

    Cruise charge time for battleships and dreadnaughts got increased to 10 seconds to reflect the larger energy demands.

    Welp, this one hurt.

    To clarify: my normal strategy of using battleships in Inner Core relied on running away the moment the fighters show up. This just made it significantly harder. And it is also significantly harder to reposition away from under enemy capship fire as well.


    I'll make more runs to be sure (I only made a quick run to test if it's still possible after this change). But so far using my strat in IC got slightly harder (but still possible, so it's good). I'm not sure though if the damage reduction from fighter weapons comes into play against alien gunboats, and TBAFH I didn't want to test it on a ship loaded with alien weapons.

    Did you consider that most battleship guns have multiple barrels?

    E.g. an Adv. Battleship Defense Turret has more nominal damage than Kusarian, but Kusarian turrets actually deal twice the nominal damage per shot because it's double barreled (and as such, outdamages the Coalition battleship turret). Therefore the range advantage of the Coalition turret is negligible compared to that.


    Before you ask. Yes, I did test it soon after deploying a battleship in Inner Core for the first time.