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Time to have a look at another Arch-gun, namely the Imperator Vandal which can be obtained from the Fomorian Event. This is a rather common event and it rolls-around every month or so.
The Imperator Vandal is a minigun-like heavy weapon that can be used in normal mission after you install a garvimag over the orokin catalyst. The weapon sports a good critical chance of twenty eight percent and two point for critical multiplier in atmosphere mode.
The build is pretty straight forward since we don't have a vast collection of mods for archguns, no prime mods, no rivens but the developer did state that they want to introduce riven mods for archguns sometime in the future.
The weapon performed very well in all test being fully capable of mowing down hordes of enemies in a shower of bullets. The Imperator Vandal has a total of one thousand five hundred ammo but this can be increased to three thousand three hundred through the use of ammo chain and carrier or carrier prime with ammo case. Keep in mind this will not affect the maximum cool-down of five minutes when the heavy weapon runs out of ammunition.
As for a conclusion I love this weapon and mostly everything about it so I'm fully recommending it!
The topic of Best Bow in Warframe has always been a bit of a heated debated with two weapons constantly popping-up, The Dread and The Rakta Cernos.
To that effect today we will be punting these outstanding weapons head to head in a series of build tests.
Through-out all test the Stalker's weapon of choice has constantly performed jut a little bit better than the Rakta Cernos. The Red Veil bow does have an ace up its sleeve however, in the form of a syndicate proc which can make it a bit more favorable than the Dread.
Everything considered these are two of the best bows in the game an you can't exactly go wrong with either but the victor from my point of view and unofficial Best Bow in the game is the Dread.
Among the kitguns we got out of Fortuna we find a hit-scan automatic pistol based on the Rattleguts chamber. Just like any other kitgun the final stats will depend on how you prefer to build the weapon.
My recommendation would be either Haymaker or Lovetap for the grip as for the loader Splat or Killstream. It will depend if you want a high fire-rate weapon or you want to deal more damage per bullet and renounce a bit of that fire rate. The weapon will perform very well with either build.
Modding the weapon is pretty straight forward and I'd advise critical components since we can make much better use out of Primed Target Cracker and Primed Pistol Gambit. Considering the base accuracy of the weapon I'd avoid going for Magnum Force since the buff is not that strong regardless.
The ideal Riven Mod for the Rattleguts would be something like Critical Damage, Critical Chance, Multishot and a harmless negative provided you took the critical approach to the weapon.
The resulting weapon performed very well in all tests and can shred through high lever targets regardless of faction which once again reinforces the dominance of kitguns in the secondary weapon category.
At the end of the day The Rattleguts is yet another very powerful addition to the collection and I'd encourage you give the weapon a try.
Managed to make some time to give Anthem a try and see what all the commotion is about. I'm happy I got to try this game but it does have several performance issues at the current time. I'm hoping most of them will get ironed-out by the time of release but I believe that a "wait and see" approach would be ideal considering the developer / publisher combo.
For now I can say that this feels like a good game but it's blurred by a number of issues and concerns.
Anthem is an upcoming online multiplayer action role-playing video game being developed by BioWare and published by Electronic Arts. The game is slated for a worldwide release for Microsoft Windows, PlayStation 4 and Xbox One on February 22, 2019.
Ever since Fortuna was released Kiguns have been sitting at the top of the Secondary DPS charts in Warframe. The Tombfinger is no exception and packs one serious bit of damage.
The weapon fires a round projectile that detonates on contact with the first enemy or surface, the explosion will deal by default pure radiation damage but any elemental damage added to the weapon will apply. The overall damage split is about fifty-fifty with all of the IPS types in the projectile impact.
The build will be affected by the parts you chose for your Tombfinger, I recommend trying it with Haymaker and Splat or Killstream which will result in the weapon having a very high critical chance of thirty eight percent with a two point three critical multiplier and sixteen percent status chance.
In testing the Tombfinger performed extreme well, as it's capable of going through high level targets like a hot knife through butter. If you manage to add the Pax Seeker Arcane than the weapon goes Godlike, projectiles results hitting targets for a truck and half worth of damage.
The only somewhat objective negative to the weapon would be the fact that it's projectile base and head-shots are crucial with any critical-based weapon.
Riven Mod stat priority will also depend on the weapon's configuration but in this case I would prioritize critical damage, multishot and critical chance above everything else. A harmless negative would be ideal as-well.
There's not much more to say other than the weapon is immensely powerful and I have enjoyed my time with it. Highly Recommend!
With the Introduction of Profit Taker we are finally able to use Arch-Guns on the ground in normal everyday missions! The process is a bit laborious at first and it does requiter a small investment in the form of Garvimag which will allow your Arch-Gun to be used as a heavy weapon. From my point of view the it's totally worth it as it can be a lot of fun and it breaths some life in weapons we'd otherwise probably never touch outside of their mastery points value.
As for the Fluctus, it performs fantastically well as it can maw down hordes of enemies thanks to its impressive Area of Effect capabilities. The build itself is rather simple and straight forward since when it comes to Arch-Guns we don't have that many mods to chose from but we should also keep in mind the current ammunition limitations of heavy weapons.
It's also worth keeping in mind that these weapons have two modes, one for Archwing and one called "Atmosphere" mode which is what we will be using outside of Archwing missions. All stats can differ greatly from mode to mode. The Fluctus gets a boost in Critical Chance, Status Chance and base damage as-well in Atmosphere mode.
Currently there are no riven mods for Arch-Guns but the developer has stated that they plan to add them to game. When exactly is anybody's guess.
While the weapon CAN be build at Mastery Rank Wwo you can't really use it in normal missions until you unlock profit taker from Fortuna which in turn requires you to be max standing with Solaris United.
As an Archwing weapon I didn't really care to much about the Fluctus but as a regular mission weapon I absolutely love it and I highly recommend it as it can pack one hell of a AoE Punch!