

Still i keep trying out railjack hoping it will be better cause there is alot of promise in there its just a question if the devs can actually bring it out and not just abandon it like they did with fortuna/plains of eidolon/kuva liches because once you have the items from those places there is zero reasons to go back and i get the feeling once i complete all the upgrades for my railjack im going to stop doing railjack like with the above mentioned areas.Īfter playing a bit more with the Railjack and getting virtually every single avionic there is, I've noticed an issue with the battle avionics.they're very few and kinda boring, in the sense that, once you get them all, Void Hole, Ram and Vortex are virtually the go-to setup. Right now im sorta doing afew railjack missions now and then but i cant do more than afew before the bugs or the pathetic ammounts of asterite i get per mission piss me off and i take a break. If the system was maybe more like you found the MK3 reactor then you did repairs on it with mats like dirac or whatever to max out its stats that would have been more enjoyable not this RNG on top of RNG on top of wait times Wait 12 hours for it to "repair" (better hope a better one doesnt drop) Not to mention all the GOD DAMN BUGS with the pets staying behind when you teleport back so it cannot be revived so you end up with either a dead pet or if your lucky it bugs out when ship blows up and you get a moa with 1 hp that doesnt follow you.Īnd can someone explain to me what the point of random stats is for the gear? we wouldnt tolerate that S#$ with warframes or weapons why would it be acceptable for weaponry for a space ship? random stats is tolerable in games like D3 because you get 20+ items in a hour or something and you can equip and use it instantly but with warframe itsĬhance for item to drop (2% chance for best reactor for example)Ĭhance for item to have decent stats (they almost removed that with reactors this patch)įarm the required materials for item (can take afew hours to a day or two)
Pulsar lost colony best reactor mods#
You could even have an interesting mechanic where the Railjack's turrets and missiles can be used on the Galleons to find randomised weak spots on the Galleon so you know where to fire your forward artillery at.Ĭompanions are very painfull in railjack even with oberon with umbral mods and adaption i die quick and companions like Helios Prime or Carrier prime just melt in seconds and the companion variants have more hp but it doesnt help that they dont really dodge with me usually i take cover or move forward and pet lags behind stares at a grineer as he unloads his twin grakatas into his face.

Using your forward artillery on them would still be usable but should function as a one-hit kill to all Crewships in all the nodes with the forward artillery being best used against asteroid bases and capital ships like the Galleons, requiring the Railjack to move to certain positions and strike certain areas. Missiles do damage to crewships and there's the risk of them knocking out Crewship systems such as engines, turrets or the special abilities from the Proxima Veil Crewships. Why not have something like the following:

Why can't we get some of those for our Railjacks? How come our only means of damaging Crewships is a single weapon or a boarding party? I can see that they wanted to introduce game mechanics to make it more complex but all they're doing is limiting what they can do down the line. Fires rapidly and if there was any kind of consistency, they'd make short work of the fighters too. Why? Crewships have multiple turreted guns that can and will cause significant damage to your Railjack. Everything but the artillery cannon is based around or geared towards killing/damaging fighters and the only weapon it has that can damage equivalent sized ships is the artillery cannon. It's armed with three anti-fighter weapon ports, battle avionics, missiles and a forward artillery cannon. I'm kinda curious as to why it performs or functions in the way it does.
