Morphius convinced us to get back into Warframe which I'd stopped playing in 2014 and boy, has it had a ton of updates since I last played. Better UI, nice quests and excellent songs are all part of the reason it has basically booted out Neverwinter Online as my daily MMO and GTFO from our Friday night rotation. We've just been Warframing the whole time. :P
Since I'll likely be posting more about this in the future I thought I'd start off with my two current favorite frames sitting in my "stable":
Loki - my starter frame who excels at being invisible (which does bonus melee damage if things can't see you). I've also geared him to be pretty much permanently invisible, wherein the energy he spends to "cast" invisibility naturally regenerates before the invisibility wears out. This makes any mission where you can take your time killing things (or specifically killing one non-boss thing) super easy, and any mission where you don't have to kill anything a walk in the park. There's actually a surprising number of those in this game!
He doesn't kill things as fast as other frames can though, and isn't very tough if things can actually spot you which means I take cover a lot if I have no energy while every one else just sprints headlong into battle.
Titania - a fairy themed warframe earned from the Silver Grove quest who has abilities to cleanse harmful conditions, do minor heals and hold an enemy in stasis but my favorite is shrinking to fairy mode, which uses a different set of (stronger) weapons, makes her very hard to hit, and best of all puts her in archwing flying mode even in areas you aren't meant to have archwings! This makes a good number of agility challenges moot, and nullifies the danger of many enemies, including bosses, who don't think to look up.
Again I've tried gear her to be as energy efficient as possible to stay in fairy mode because at regular size she's about as vulnerable as the Loki but that's ok. Seems I prefer function over DPS at the moment.
Anywho - if you haven't played Warframe for awhile you might enjoy "We all Lift Together", the intro song and cinematic when you first get to Fortuna on Venus.
Showing posts with label Morphius. Show all posts
Showing posts with label Morphius. Show all posts
Monday, 6 June 2022
Return to War(frame)
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Wednesday, 19 August 2020
GTFO: R3A1 - Resuscitation
Since GTFO is a really tough game I'm writing how my team achieved victory: one map at a time. Hopefully this might be of help to someone but yeah... this will be really slow going! Haha!
Our first map was R3A1 and is a good "tutorial" of the pain awaiting you. The first three rooms are a nice practice zone on how to hammer sleepers without waking the others up. As long as nothing is glowing, you are free to move and kill. Note: killing one while another in the distance is glowing WILL wake him up. Even if they wake up you still have a few seconds to murder it before it can scream and wake the rest of the room.
Room number four is where the path diverges. On our run, there were too many scum so DL opened the door and snipered a few before falling back to the first doorway where Jim, Morphius and myself waited. Getting hordes to funnel makes them easy to shoot. Remember to aim for the head.
Since the alarm door is next (make sure you open the correct one) Jim and DL put their shotgun sentries on the outside of the main door (parallel as to not assist in destroying it) and Morphius froze the door to give the guns more time to kill the wave. It's then standing on top of stupid red circles until the alarm deactivates, and when the enemies do break through they should be weakened and in lesser number.
Up next is the key card room which is always guarded by a tentacle head scout. Ideally I'd sneak this room, without killing anything but since it was too risky - DL simply sniped the scout and we fought the remaining enemies in the chamber by luring them out to the shotgun sentries again.
Once you have the keycard you gain access to the garden room which almost always has sleepers. There's a tight space just on the left near the entrance which is a great place for combat shotgun wielders to hold should things go loud. Afterwards it is the dark "speaker" hall and the large foyer to the cradle room. On our run we managed to just hammer our way through the sleepers.
Another alarm door blocks the way into the cradle room though so this time Morphius iced the outer "speaker" hall door and I did the same with the door between that hall and the cradle room foyer, while both Jim and DL's shotgun sentries were again outside. After two red circles I then rushed the to re-ice the door to buy the team more time to finish the scan sequence. This worked and we could clear the remaining scum.
Second to the last part is to revive the "baby" which came in with you. Before bringing it to the cradle we moved the restocked the sentries, put the last ice near the broken door of the foyer and assigned DL and Morphius to cover fire down the hall while I'd bodyguard Jim who would carry the baby back. Carrying it means he can't run or fight. We also did a "dry run" prior to putting the ice foam (which melts in 3 minutes) so that no one would get lost.
After taking the baby out of the cradle will come the final, endless wave. DL and Morphius did great in keeping the monsters at bay, and I took point with the combat shotty once we moved past them. As one, we made our way back to the drop point - sealing the start door behind us to buy more time. You need to hold the scan area back at the drop point to win.
Big thanks to Morphius who clinched this victory for us, even though that was his first time playing GTFO, his extra DPS was enough to get us to the finish line.
---
Blaugust Bonus: "Do you 'finish' games/hobbies/projects and move on or do you come back to the same things again and again?" -Nogamara
Game wise if I like them then yes, I try finish them but otherwise no, and I rarely come back to a game after moving on as well. Projects wise, well... its getting started that seems to be the problem. Need to get past that hurdle before thinking about finishing anything!
Our first map was R3A1 and is a good "tutorial" of the pain awaiting you. The first three rooms are a nice practice zone on how to hammer sleepers without waking the others up. As long as nothing is glowing, you are free to move and kill. Note: killing one while another in the distance is glowing WILL wake him up. Even if they wake up you still have a few seconds to murder it before it can scream and wake the rest of the room.
Room number four is where the path diverges. On our run, there were too many scum so DL opened the door and snipered a few before falling back to the first doorway where Jim, Morphius and myself waited. Getting hordes to funnel makes them easy to shoot. Remember to aim for the head.
Since the alarm door is next (make sure you open the correct one) Jim and DL put their shotgun sentries on the outside of the main door (parallel as to not assist in destroying it) and Morphius froze the door to give the guns more time to kill the wave. It's then standing on top of stupid red circles until the alarm deactivates, and when the enemies do break through they should be weakened and in lesser number.
Up next is the key card room which is always guarded by a tentacle head scout. Ideally I'd sneak this room, without killing anything but since it was too risky - DL simply sniped the scout and we fought the remaining enemies in the chamber by luring them out to the shotgun sentries again.
Once you have the keycard you gain access to the garden room which almost always has sleepers. There's a tight space just on the left near the entrance which is a great place for combat shotgun wielders to hold should things go loud. Afterwards it is the dark "speaker" hall and the large foyer to the cradle room. On our run we managed to just hammer our way through the sleepers.
Another alarm door blocks the way into the cradle room though so this time Morphius iced the outer "speaker" hall door and I did the same with the door between that hall and the cradle room foyer, while both Jim and DL's shotgun sentries were again outside. After two red circles I then rushed the to re-ice the door to buy the team more time to finish the scan sequence. This worked and we could clear the remaining scum.
Second to the last part is to revive the "baby" which came in with you. Before bringing it to the cradle we moved the restocked the sentries, put the last ice near the broken door of the foyer and assigned DL and Morphius to cover fire down the hall while I'd bodyguard Jim who would carry the baby back. Carrying it means he can't run or fight. We also did a "dry run" prior to putting the ice foam (which melts in 3 minutes) so that no one would get lost.
After taking the baby out of the cradle will come the final, endless wave. DL and Morphius did great in keeping the monsters at bay, and I took point with the combat shotty once we moved past them. As one, we made our way back to the drop point - sealing the start door behind us to buy more time. You need to hold the scan area back at the drop point to win.
Big thanks to Morphius who clinched this victory for us, even though that was his first time playing GTFO, his extra DPS was enough to get us to the finish line.
---
Blaugust Bonus: "Do you 'finish' games/hobbies/projects and move on or do you come back to the same things again and again?" -Nogamara
Game wise if I like them then yes, I try finish them but otherwise no, and I rarely come back to a game after moving on as well. Projects wise, well... its getting started that seems to be the problem. Need to get past that hurdle before thinking about finishing anything!
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