Nice big things incoming. Now that regenics problem you have to progress your frame might be solved. Looking forward in seeing the research trees.
Baneclaw is a very strict damage race. You need to focus very heavily on high damage output battleframes. The ideal frames to bring are Dreadnaught, Engineers, and Bio-techs. All three frames have guns with high DPS and big magazines. Assaults are not as useful, and recons should be avoided.
Battleframe preference, in order.
1. Rhino (Best frame to have, Mammoth is a very close second)
2. Mammoth
3. Recluse
4. Bastion
5. Dragonfly
6. Electron
7. Raptor (One or two MAX for overcharge shot)
8. Firecat
9. Tigerclaw
10. Nighthawk
Assault - When baneclaw is invulnerable, you will focus on chasing down rogue hellclaws that wander from the fight.
Firecat - The Firecat is the more preferred of the two assault frames, I suggest taking Burn jets, Afterburner, and any choice on the last ability. Burn jets and afterburner are used to chase down rogue hellclaws that wander from the fight.
Tigerclaw - Tigerclaw is less preferred, as his movement abilities do not help much at all. Take missle shot, afterburners, and shockwave.
Bio-Tech - You'll heal, and you'll use AoE abilities to kill hellclaws. Only bio-techs should be doing revives.
Recluse - This is the preferred biotech frame for Baneclaw. Take healing wave, healing ball, and creeping death shot. You will heal, and you will use creeping death to AoE damage the hellclaws. Do not use creeping death on Baneclaw!
Dragonfly - Less preferred than recluse, but still useful. You'll use healing pillar to heal a lot of people, it's up to the biotech if they want triage or another healing ability.
Dreadnaught - You get great DPS, and turret mode finally has a use! Focus mainly on shooting Baneclaw. You want to have as many dreadnaughts as possible (around 15), printed turret mode is a MUST.
Rhino - The preferred dread frame. Rhino's should take Heavy armor (use it when hurt and you see a incoming spike attack to survive it), Repulsor blast (useful for damaging Hellclaws while reloading) and TURRET MODE! This is possible the only good use I have seen yet for turret mode, which when printed, can increase your rate of fire by a whopping 85+%. Because Baneclaw never really moves, simply activate turret mode while he is vulnerable and watch your DPS soar like never before. Make sure to move out of the way when he turns invulnerable though.
Mammoth - Less preferred, as mammoth does not get as good a printed Turret mode. Your loadout is the same as the Rhino.
Engineer - Great DPS, focus on scoring headshots on Baneclaw, and using offensive abilities to AoE hellclaws. Supply pad is super good here, so Bastions are very desirable.
Bastion - Much preferred over the Electron. Bastions should take turrets, boomerang shot (good for clearing out hellclaws), and supply pad. Supply pad is IMMENSELY useful.
Electron - The electrons damage abilities are pretty lackluster. His load is the same as bastion, but will probably take missile salvo instead of supply pad.
Recon - Your long term dps is low, only a raptor might have use due to overcharge shot.
Raptor - I would avoid recons, but the raptor's overcharge shot has some use here as it increases raw damage. Overcharge shotting a line of turreted dreads works wonders, but takes a good bit of coordination.
Nighthawk - Pretty worthless compared to a raptor. You shouldn't have any nighthawks.
downloadingFor those playing Neverwinter, add me as well@bannedlight ( think) although im in the guild if any other peeps already are. PLay a lot of never winter.
Also have Firefall, but waiting for more content...and time...
Feel free to add me on Raptr as well
Banelight
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Any news on the patch? I heard today. I am away till tomorrow evening. Any warning about patch size would be appreciated!
Patch Highlights
Added full item loot drops into the game.
Added three small playable areas (Melding Pockets) into the game: Antarctica, Diamond Head and Sargasso Sea.
Added our first five player instance, Blackwater Anomaly, to the game.
Added a new PvP gametype, Jetball, with its first map, Omnidyne-M Prototype Arena.
Updated the New Player Experience.
Added daily login rewards.
Updated daily achievements and added a rewards crate for completing the daily achievements.
Added a difficulty scaling system for the Open World.
Adjusted progression unlock resource requirements so that only groups of resources are required, not specific resources.
Added researching to crafting.
Added Stage III and Stage IV gear to crafting.
Added a player marketplace where players can buy and sell resources and certain items.
Fixed the issue causing achievement progress to reset upon logout.
Many UI improvements.
Firefall now available in French! Click the flag for France at the login for the French localized version.
Added a two-factor account protection system as well as the ability to change your registered e-mail address.
New Accounts page available at https://accounts.firefallthegame.com
Red Beans can be purchased via PayPal on the new Accounts page (more payment methods coming soon)!
The game has become very hard, very fast. In the last iteration it was easy mode to be honest and we reaped the benefits of it. Now, throwing out a Stage 2 personal thumper (medium personal) means you fail in stock gear, even stage 2 gear. At 75% all hell breaks loose, minibosses pop, 2-4 of them. You can solo a personal stage 1 (light personal) but you have to work for it, at 75% 2 mini bosses pop and your life becomes difficult. Now, if you see mobs with red icons, you check to see if anyone is around, if not, you run the other way, purple mobs are one step down and are still tough.
Bugs now climb up walls easily, no more gathering them in a choke point and mowing them down at the bottom of a cliff.
It is actually a lot more fun now, lost 3 thumpers so far experimenting ;-P
Engis and Bastions have been removed as the EZ mode thumpers, turrets go down in one shot from a miniboss.
Firefall head honcho and former World of Warcraft dev Mark Kern asks if MMOs have become too easy in a guest blog at MMORPG.com. It's basically a rhetorical question, since he goes on to outline "the creeping casualness" that defines the genre in 2013.
He aims plenty of disparaging remarks at WoW's accessibility formula and its mandate to acquire casual players by streamlining or omitting traditional MMORPG systems. "And it worked. Players came in droves, millions of them," Kern writes. "But at what cost? Sometimes I look at WoW and think 'what have we done?' I think I know. I think we killed a genre."
Kern goes on to lament the lack of difficulty inherent in post-WoW MMOs, and naturally he says that Firefall has found just the right balance between accessibility and challenge. He also says that the game's crafting system is "one of the deepest and most complex of any MMO, having more in common with the well-loved crafting system of the original Star Wars Galaxies than the simplified crafting systems of current MMOs."
It’s not the end game that we should be worried about, its the journey. An MMO should be savored, a lifetime of experiences contained within a single, beautifully crafted world. The moment to moment gameplay should be its own reward. You should feel like you could live your whole life there, not by having infinite quests, but by having a living world that makes you feel good just for being in it and experiencing all it has to offer at your own pace. Its not about the competition to max out your character, its about a way of life and a long term hobby with enduring friends.
In our own game, Firefall, we try to focus on the journey, not the end. We work hard to create a beautiful world, and you never out-level a zone since the dynamic events scale to players. Our quests and missions are dynamic, letting us put more work into making the event fun to do and letting you do it as often as you like and because you are challenged by them. Our combat focus is tuned for skill and moment to moment fun, and because it require dexterity and aiming, you can always challenge yourself to do better. We also have an intricate progressions system, one that focuses on lots of tinkering on the journey to maximizing your battleframes. Our crafting and resource system is one of the deepest and most complex of any MMO, having more in common with the well loved crafting system of the original Star Wars Galaxies than the simplified crafting systems of current MMOs.
Firefall is not a trivialized distillation of an MMO. We found that adding a little difficultly and depth has actually made the game more fun, not less. Maybe, just maybe, as an industry we’ve made things too easy, and its time to get back to games being challenging as well as fun.
Ooo! I'm amped for this new content!.
got the client this weekend again from a mate, still downloads 4.5gb![]()