u/AgentNeroz

What are your thoughts about starting a new optimization pool for Prototype gears?

We are definitely heading towards the right direction with the token and Proto core sharing, but a lot more can be done to make higher tier Escalation missions more appealing and justified.

Our current tinkering station no longer works with Prototype gears as it pretty much clashes with normal gears when it comes to min/max stats, a seperate attribute pool is probably the best way to go without complicating things further. It works the same as our current tinkering station but we have to build up the stats with Prototype gears for each category (different weapons, armor slots, etc). Higher tiers will be more appealing as the overall stats from drops are better.

The token system is also a problem where the risk and reward for a leader isnt really justified. Strictly for cores alone, i can solo or group up for four tier 5 missions for less tokens needed for a tier 10, and ironically the amount of tokens i get back from those 4 missions are more than a T10 run. I am also pretty confident that the cores you get from 4 missions will be more than a T10 mission as i usually get 4- 7 Proto drops per solo mission. The only issue is it will take 2-3 times the time to run four missions but the risk/reward somewhat justified it.

Now that the honeymoon phase is over, I have stopped doing Escalations unless there are notable targeted loot and need more reasons to keep farming. I have my two main builds plus all the notable named items in their desired Prototype state, i am working on maxing the Augments right now. I am prrfectly content with not having maxed rolled Proto gears (as in winning the rng lottery when upgrading to a Proto gear, but giving Proto drops more value other than just a core is definitely a plus.

And while we are at improvements, can we get some Exotic component, SHD calibrations, and Field Recon Datas back when we dismentle Proto gears?

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u/AgentNeroz — 3 days ago

This is cater more to my playstyle so your result may vary. I have been trying to figure out what is the most efficient way to farm for exotic components with the events/content that are available to us now and here are the results:

  1. Countdown: Result may vary depending on the teams and objective completions, 20 minutes per run with the loading/match making process put into consideration. Sadly even the most efficient run will not reward enough countdown credits for a single exotic cache. Not recommended.

  2. Retaliation: Result may vary due to the number of Control Points and party efficiency, but i am going to average out to 3 Control Points per run and around 6 mins per Control Point, so we are looking at around 30 mins per run (running time, kill squad and other shenanigans included). One guaranteed exotic cache with addition of loot from targeted loot, supply rooms, and kill squads.

  3. Community Creator collab event: The event that unlocks the 3 creator backpacks. Average run time for all 3 (strictly for the exotic components) is around an hour for me, being as efficient as i can be (will do the control points for 2/3 points if they are convenient to me). 45 exotic conponents per hour as well as components you get from Control Points, activities, supply rooms, Kistunebi Squads. Highly recommended.

Edit: You can do this infinitely with a new character, just come up with a good farm build and store the equipment in your cache. Run the new characters through normal difficulty. I personally use a Pesti/Turmoil build for these runs.

  1. Priority Objectives: These are on a "do if convenient, ignore and wait for refresh if not" basis since they are too random and inconsistent. You might get lucky and get missions or activities that are inline with something you planned on doing, otherwise not recommeded as the main farming method.

Here comes the controversial methods:

  1. Ronin farm: The method that requires to log in and out. Pros: Cache keys that rewards goodies as well as high chance of exotics. Cons: Fucking up server load for everyone else.

  2. Deluxe Edition/DLC Exotics: The most efficient way by farm if you ONLY care about exotic components and nothing else, probably close to 100 components per hour but all you do is make new chars and play the login screen simulator. Also fucks up server stability for everyone else.

So in conclusion, best bang for your buck is probably taking advantage of the Collab event with a guaranteed 45 components per hour ish, with addition of loot from the entire journey.

Most gains will be the Deluxe edition method, but thats if you have nothing better to do or if your life is so boring and bitter that this is your preferred method. (^Or ^you ^are ^doing ^it ^while ^watching ^a ^movie ^like ^me).

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u/AgentNeroz — 13 days ago

First off, its not you or the content creator's fault, it is how badly Massive fail at balancing enemy damage vs armor/bonus armor. No amount of armor or armor regen builds allows you to run and gun at higher tier difficulty, even funnier when there is a mutator that directly counters it on higher Escalation tiers, like Massive is trying to tell us how OP amor builds are.

There are exceptions of course, skill issue if one and there are also small amount of players with great understanding of game mechanics and positioning to counter some of the nuances, but safe to say that the majority of players especially the new players will not have the same experience.

Circle back to the vidoes, 99% of the "tanky" build videos starts with footage of them with a shield. TANKY Heartbreaker build? Shield, Red Core TANKY Core Strength build? Shield, TANKY PFE Belstone build? Shield. But you know what else works with a shield? A all red (or hybrid) Striker build, with a memento as a bonus. Arguably the same survivability (your shield tanks most of the damage anyways) with infinitely better damage to boot.

Listen, i am not here to promote Striker builds (horse is already dead) or gatekeep how you play your game, this is coming from a huge fan of the Heartbreaker set. I have seen so many vidoes of all these tanky builds that take 10+ minutes to take down a control point, where as a red striker build can do that in less that half the time and effort. A tanky build sacrifices too much damage which allows enemies to spread/get into a position where they can surround you, where as a good dps build simply annihilates them before they can do any of that.

Also a small tip for newer players, the best spot (regardless of content and exceptions applied of course) is not the spot where you have a clear view or visibility of all the enemies, that pretty much means giving your enemies clear line of fire towards you from all directions. It is better to put yourself in a position where the enemies have to get out of their way to get to you.

Especially in Escalations, that little counter in the middle of the room looks mighty tempting and comfy but guess what, you are in the line of fire from multiple directions, especially when people are putting decoys behind you.

Ok, i am starting to get off topic so /rant over.

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u/AgentNeroz — 16 days ago