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The open world areas also scale based on mission level so if any mission is active (and that includes event missions you might wander into by mistake) that will add to enemy difficulty... and on top of that alert level is cumulative.
A third factor is that mission enemies and local alerts can overlap, dumping twice the enemies on you if you are unfortunate enough to aggro an installation near your area of operation.
...so basically, the levels shown are only a guide. Your mileage may vary.
On top of this, corpus are a very different enemy type to grineer. Their weapons have a tendency to tear through your shields real quick using chip damage. This makes many warframe builds which deal fine with grineer have difficulty against corpus and vis a vis - same deal with infested/corrupted/ghoul/sentient etc. So easily handling level 30 of one for example doesn't guarantee you can handle the same level of a different faction. Most frames can adapt to any faction given the right tweak to mods though.
People can go into OV or PoE thinking yeah i can handle these low level enemies, then proceed to get stomped on due to the levels lying.
Even if the enemies scale higher (let's be generous and say 5-15 in OV roughly = 20-35 maybe in other missions in terms of the damage at the base alert level which may be too high but w/e) if your loadout is remotely decent you should be able to take them down without too much issue at all. Sure it scales as the alert level rises but the alert levels can be controlled by taking the beacons (and the enemies that place them) down first.
The real problem the OP has is the CC as far as I can tell here. When the alert levels rise you can get swarmed and flattened out repeatedly by enemies that you may not see coming, which can be frustrating. The melee units charge from a large distance fast and knock you flying, the MOA reel you in and pull you about, etc. No other Corpus are equipped with this stuff (or Arca Plasmors for that matter).
That said, OP, the fact that it wasn't just a damage/health buff but something that made me adjust my playstyle to work around it is literally what I like about Vallis enemies. The Orb Vallis literally made me respect the Corpus combined arms lol. I'd say give it a little time, learn the telegraphs for the attacks that are problematic and get used to disengaging the mobs under fire to focus on the beacons and the problem units first. Familiarise yourself with how the different units work and you'll be cutting through them in no time. Every faction has knockdown potential, and it's a matter of spotting the problem units/attacks incoming and dealing with them, no difference in Vallis really beyond the fact that it's scaled slightly higher than the level ranges of standard missions and at high alert there are a stack of different possible units to cause hassle, which doubles back to the point about controlling alert level via smacking beacons wherever you can.
Not big surprise considering that their strongest units are useless in open areas and everyone else is another reskin of the regular galleon soldiers.
Grineer ships, this and asteroid are the most common tilesets to see vanilla Grineer.
The Corpus Combat units in the Orb Vallis do seem a lot more heavy duty than standard Corpus units. As if the units deployed in the Orb Vallis are some sort of Elite/Special Forces units.
Nef Anyo has a lot of significant investments and projects in the Orb Vallis (Coolant Towers, Fortuna, several high end facilities reseaching Sentient tech, the Orb Mothers, various farms, Orokin ruin research, etc). It would make sense even a greedy guy like Nef would commission a more Advanced Corpus Legion to protect his Investments.
Ironically the Tusk were supposed to be Elites too, yet they still use weapons like the Hind.