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November 20Th Community Hot Topics!


[DE]Drew
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Dark Sectors Armistice
A common question from the community is ‘when will the armistice end?’ Unfortunately, I don’t have an answer to that question right now, but the source thread for this topic has a lot of comments about what players hope for and expect when it does return. In contrast to Conclave matches, Conflicts focused primarily on objectives while still being PvP missions. Mods and Abilities unlocked during play, giving players more power as the mission progressed. When Conflicts return, do you want them to maintain a lot of the old mechanics and objectives? Would you like them to use the Conclave loadout restrictions to help maintain balance? Is there anything from the old Conflicts that you hope doesn’t return? What kinds of mechanics would you add, if any? Do you think there should be ways for more Clans and Alliances to participate?
 
Source thread:

 

Prime Vault Impressions
The Prime Vault isn’t here yet, but the community is already filled with feedback. If you haven’t had a chance to check it out, you can see all the details here. What are your thoughts on the content included in the pack? Are you happy to see some older items return? Would you have included anything else or excluded any items? How often would you like to see these kinds of vault packs released? Is there anything about it you really like or dislike? Please, post your thoughts in this thread!
 
Source thread:

 

Walk/Sprint Toggle
I’ve been responding in the source thread for this topic, so I admit I kind of goaded this topic, but I’m curious to know what more community members think about toggling sprint. Before Stamina was removed, toggling was more important to control how much Stamina was being used and when, but now that it is gone, I’ve seen requests to have Sprint automatically activate or at least stay active once toggled (without turning off unless toggled off). What are your thoughts? Is this something you encounter or is it not really an issue? Would you change any sprinting or walking controls? If so, how? Post your comments below!
 
Source thread:

 

Sniper Rework impressions
We’ve discussed snipers in a previous Community Hot Topic, so now we get to look at what the upcoming rework entails! If you haven’t seen the details, check them out here:

What’s your initial impression of the changes? Do you like the idea of a combo system for snipers? Do you like the idea of enhanced zooming? Do these changes make you want to use snipers more?
 
Source thread:

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The big sticking point with Solar Rail conflicts' eventual return is the taxation is going to go right back to where it was. That was the worst part of them, and I for one have enjoyed the freedom to go to any Dark Sectors that are open and play there without having to give up a quarter to half of what I earned (some nodes back in the day even had 100% credit tax!) to someone else so they can turn around and use it to try and bait me into helping them keep it. Whenever the team sorts out the conflicts mechanically, I hope they take a look at the taxing system. It just helps the powerful stay powerful and makes conflicts less conflicts and more throwing resources down the drain.

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So since I picked other on "what do you think of the sniper rework so far". Here we go.

 

The bonuses to zoom are nice, the new scopes are nice, multiple zoom levels are nice. All this looks great, but there are some things I'd still like to see.

 

Firstly- I want to be able to third person zoom with a sniper rifle like I can with say- a latron. This would be useful for a variety of situations such as when you're being rushed by infested, or when you're using aim glide.

 

Secondly- the rework from what I have seen won't really solve any of the major issues with sniper rifles in regards to not fitting warframe's "playstyle". Warframe is a very fast paced games, while snipers are the opposite of that. it's not wrong to give them a special role that is different from what it typically is in games- but it has to be done in a way that still let's them be unique and effective.

 

The following block of text is something I think DE needs to very seriously consider before the sniper rework hits, and the most important part of this post. Thank you ahead of time for reading, and I truly hope DE takes it into consideration.

 

One of the serious issues with sniper rifles is ammo. Obviously a powerful sniper rifle shouldn't have a ton of ammo so you can fire off without having to worry about missing- they're a skill weapon. Make every shot count and all that. Problem is- sniper rifles are designed to be used from long ranges- as an assistance weapon rather than the main force. Even in warframe with their scopes- and incoming bonuses for being scoped- it encourages you to sit back on some ledge and hit from afar to help your team in missions that allow for it. The issue with this is that the combination of a small ammo pool with the inability to get ammo without going into the middle of the battle is bad. If you have to go up to whatever crowd you're busy helping to kill, you're wasting time you could be helping your team.

 

My personal suggestion to help to deal with this issue is giving snipers another way to get ammo. I suggest that sniper rifles get a unique mod (like how concealed explosives is only for throwing secondaries, or combustion beam is for continuous primaries) that lets them SLOWLY regenerate ammo over time. I've suggested this a few times and frequently been responded to with "but you could just use ammo mutation mods"- so I'll make it clear again. The issue is NOT a lack of ammo, it's having to go get ammo from the battlefield that you're not supposed to need to be anywhere near. Ammo mutation mods do not solve this issue, while this mod would.

 

One could say a player could simply use a Sahasa- and while they are semi-viable for this, kubrows are unable to get up to the perches that a sniper needs to be at, so you still have to come down from your perch. I'd like to emphasize that I think this mod should regen ammo regardless of whether your sniper rifle is out or unequipped, because if you need to put it away to regen ammo, it's once again not helping the issue.

 

Thank you again to those who read this, and I hope this idea might make it into the sniper rework update as I truly believe it would give snipers the place they deserve in Warframe.

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For the sniper rework I'm with the discussion linked, if you're gonna tie bonuses to the levels of zoom then you'll actually force players to use all the time the one that gives to them the highest possible bonus, which will make the fact of having multiple scopes useless.

 

We all know that players just wants all the time to squeeze all the possible stats out of their weapons so please DE, think about it before the release.

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Sniper Rework

With the short engagement ranges present in the game high zoom is already undesirable. I do not feel attaching statistical advantages to higher zoom levels will positively impact sniper gameplay. The time it takes to enter the inputs to reach maximum zoom levels may render the exercise pointless anyway depending on how it is implemented.

Other portions of the proposed rework sound promising.

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i got questions about the sniper rework, will it have more incentive to use non-hitscan weapons?

will it also have more equality with projectile and hitscan weapons?

and is buzlok a rifle or a sniper? i wonder if it will be affected by the Sniper rework.

 

Uh... What makes you think they'll look into projectile physics for the sniper rework? Projectiles have nothing to do with snipers, and in fact, only a few of them even have projectiles. By your logic, they should be doing the same thing with the Shotgun rework because the Drakgoon has projectiles.

Also, Buzlok has iron sights with automatic trigger. Just because it has a visual scope doesn't mean it's a sniper.

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I only really care to comment on Prime Vault this week.

 

I have Frost Prime, i dont want Reaper Prime (its crap) and while i still have Latron Prime mothballed i have literally no reason to use it over the dozen or so other primaries that handle and perform better than it. I could say that i think the PBR'ing of Latron Prime actally made it look worse, but thats a subjective thing.

 

Why, why, why can i not just buy the accessories that i dont have?

 

Also going into some more specifics on how i interpret the value, the only thing i actually want in the Vault pack offered is the Misa Prime.

 

Im not particularly short on plat (no need for more weapon/frame slots at this time and i own all the market cosmetics i wanted) and as stated above i already either own or discarded all the gear, and i feel that extractors are too much of a chore to be worth paying attention to.

 

And at a £40 price tag the only thing ill be getting that i actually want is Misa Prime. Last time i skipped it because i didnt have the money for the Inferno pack. This time ill be skipping it because it ultimately represents even worse value than Prime Accessories.

 

You already made this mistake 2 years ago, you also made a smaller but similar mistake with the prime Kubrow stuff a couple of months ago. Why is this still an issue?

Edited by Dualstar
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About Vault Pack. Im happy they are returning but at the same time not thrilled about them because i'll be paying for what i already have aside from the Accessories. 

 

Instead of In-Game unlockable gear, i'd like to see more Platinum or atleast boosters. Then i can say " This is worth my money and im not paying for what i already have".

 

On the Sprint Topic, I feel like the sprinting should not cancel even if we use abilities , melee or anything. Basicallly Sprinting should not cancel until we press the toggle or let go of the corresponding button.  

 

Also while we're on this topic, some frames in my opinion needs Speed buff. Its barely noticeable if you are sprinting or not, causing me to often press the toggle button. While its not a pressing problem, i feel like increasing some frames speed would be a quality of life change if not a small buff.

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I only really care to comment on Prime Vault this week.

 

I have Frost Prime, i dont want Reaper Prime (its crap) and while i still have Latron Prime mothballed i have literally no reason to use it over the dozen or so other primaries that handle and perform better than it.

 

Why, why, why can i not just buy the accessories that i dont have?

Wanted to quote you for the bolded part. I do agree that Reaper Prime needs further work than the scythes (they do need it too right now), as a Prime item it seems quite bad stats wise. As far as I know it's a weapon without identity besides the look. I do really wish DE takes a look on it the as soon as possible.

To add further feedback into Vault pack: I've been wondering what a booster could be added. I think that adding a 30-day resource booster (either, the 200% chance one or the 2X resource one, up to what you guys feel would "harm" the game less) wouldn't be a bad idea. Mainly because this way it allows to:

 

-Add further value to the pack

-Add further possible value to an hypothetic Accessories pack

-Keeps the price low due lower lasting time

-Can become complementary to current Prime Access without becoming a never ending booster

I'd like to know what people would think about that, honestly.

Edited by NightmareT12
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The sniper rifles themselves are not the issue; it's the system they're trying to go up against. I don't understand what's so difficult to get about this, but Sniper Rifles are underpowered because the biggest major scenario presented in this game, which is fighting large numbers of weaker units, is not countered by the precision of a sniper. 

 

This rework won't do anything. Snipers already deal proper damage, so the combo system is void. Most tiles are presented in very tight environments, and when they're not the rest of your team is on the move, so trying to scope out enemies is ineffective as well, and therefore the scope rework is void.

The issue is there's so many enemies in tight corridors, and all of them can be better dealt with either Warframe powers or crowd control weapons. Assault Rifles, PDW's, Shotguns, Pistols, Launchers, and just about everything else fare far better than the Sniper in this occurrence. And in the very rare cases where there is open area, you don't dare risk keeping your distance, otherwise you fall behind or slow down your team.

 

Ie, the only place where Sniper rifles shine at all is playing Solo on Spy, Capture, or Assassination, entirely because of the systems and metas presented by the rest of the game, and not at all a statistical issue with snipers.

 

If you try to argue to me about enemies like Heavy Gunners, Bombards, Nullifiers, I've got this to say: really? Because, last I checked, my Karak and Dera can still chew through those enemies reasonably well, even on the higher Towers. The only downside is that I use more ammo, but that's not really an issue either because the present ammo system pretty much presents me with infinite ammo.

As well, the one unit that would have supported Sniper play, the Nullifier, is practically immune to snipers. It would have made a lot of sense if Bows and Snipers had some additional, default perk that let them pierce through or pop null bubbles, which would have created an actual interaction with this enemy type. Instead, just like the rest, the best way to fight it is to kill it with sustained fire weaponry.

 

Ultimately, I just don't think this rework will do any good, just like the previous two haven't. If snipers are ever to have a role in Warframe, radical changes need to be applied to other game systems, especially our enemies, and not just tacked-on mechanics that will not improve their situation.

Edited by Krion112
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I'm more curious as to how many players will even bother with Dark Sectors when they get reworked, since it seems a fair portion of players don't do PvP content. I know I stopped caring about them when the change happened.

 

Think back to when Dark Sectors were first released. All the passion, rage, and salt on the forums about it... Then it was changed to PvP... Then it was all quiet.

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Uh... What makes you think they'll look into projectile physics for the sniper rework? Projectiles have nothing to do with snipers, and in fact, only a few of them even have projectiles. By your logic, they should be doing the same thing with the Shotgun rework because the Drakgoon has projectiles.

Also, Buzlok has iron sights with automatic trigger. Just because it has a visual scope doesn't mean it's a sniper.

i was asking why it is if they will have a differing sniper mechanics and separating viability of both non-projectile and projectile for a select few situations.

and do you hate Buzlok? there are some auto/semi snipers irl.

 

Edited by -TurkeyGobbleGobble-
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Not sure how you picked that one thread on the Sniper rework, there were a few!

 

Anyway :

 

Snipers do not need more damage in a horde game where 99% of enemies would have died without the bonus damage.

If you want to give us a combo system, make the benefit reload speed, punch-through or even status chance.

That way the bonuses will make the weapon more useful against a horde.

 

1 shot that kills an enemy is the same as 1 shot that kills an enemy with 10,000 crit damage to spare.

 

If I combo all four shots of my Snipetron I still only kill four enemies, then take almost 4 seconds to reload.

Simply put, I am not pulling my weight, while the rest of my team are taking out 10x as many enemies in the same time.

 

The alternative is to give snipers a specialised role (for example, nullifiers).

Now that is only an example, but if Snipers dealt with nullifiers I could see teams having one player be the designated sniper.

 

Edit: I'm only talking about the successive hits combos, because the scoping in idea is laughable.

The current zoom on most snipers is too much for the tiles, and zooming in is a disadvantage.

If anyone thinks zooming in even further is a good idea I only ask that they watch Rebecca's demo on the livestream.

It was painful to watch, not because of her ability, but because she was trying to super zoom in on enemies that will just never be far away enough on current tiles.

Edited by Egg_Chen
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I never really got to play all the forms of dark sectors aside from the trashy PVP version, I hear the PVE one had some promise

no real opinion here beyond KEEP PVP AND PVE SEPARATE (looking at you too PVP/PVE mods locked behind PVP)

good luck here DE you'll need it

 

split the vault pack like you do with prime access/accessories thats kind of a no brainer really....

go get the the marketing team off fall out 4

 

sprint

no opinion

 

sniper rework is cute, but what we really need is more of a reason to use snipers in the first place which would go back towards level design or adding tough enemies with a sniper friendly weakpoint, something

hoping for the best, not expecting anything real great here though (would be nice to be wrong)

 

 

 

 

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The only thing I want to comment on is the sprint. I haven't used toggled sprint but the "it untoggles too often" choice caught my attention. Pressing to sprint has its own times that it stops working even when you still have the sprint button held down. It would be really nice if that was fixed/changed too.

Edited by OroPlushy
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Why, why, why can i not just buy the accessories that i dont have?

 

^This. Why didn't you make accessories buyable apart from the rest, like Prime Access ? I already have Frost, Latron, etc. ; the only thing I want is the accessories (dat Syandana...). Really, I don't need and I don't want duplicates...

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I'm all for reopening the prime vaults, but I would like to see a proper message directed towards the community notifying them when this will happen again in the future. Hopefully having a rough timeline of when items will come back will improve peoples choices in purchasing currently vaulted weapons and warframes. 

 

Giving the sniper weapons a niche and/or giving them a way to fit better in fast paced combat is a deciding factor in my use of them post rework. Also I would like to see a toggle to remove the enhanced zoom during aim glide. Going from a third person view and being thrust into an enhanced zoom is very jarring and something that turns me away from the class of weapons as a whole.

 

No opinion on the walk/run toggle cuz I push to run.

 

No opinion on the solar rails cuz idk how they worked ¯\_(ツ)_/¯

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I currently push to sprint, but due to the parkour changes, I've rebound my crouch key to shift in order to more easily parkour. This makes sprinting harder, and sprinting is very unrewarding as a speed boost compared to doing some flippy stuff. I want to be able to toggle sprint on, so when I'm not doing flippy stuff I can move at a reasonable speed without having to hold down another key. Any time I actually need to walk, the action itself will slow me down, and I can always toggle it off for precision if needed. I don't want to have to juggle more buttons, jump on one finger and crouch on the other are enough.

 

Screw solar rail conflicts. Just leave it like it is. I don't want to fight to help someone else control a rail, I don't want to fight to take a rail from someone else, and I sure as hell don't want some else to get a cut of my runs, then use it to keep themselves in power.

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For rail conflicts I can't say I care but if it's to come back then something should be done with tax part of it. What I think could work is putting a cap on how much tax a clan/alliance can put up. Like lets say 20% at max. That would make sure that clans don't screw over the whole rest of the community on that node and also get something from that, a middle ground between what was (sometimes 100% tax) and what is(0% tax on everything).

 

For snipers I think that they could REALLY use a unique zoom in feature like banshee's sonar or rather Helios's augment detect vulnerabiity (though they do work very similarly). For first level zoom it would give normal size "sweet spots" on enemies, in next zoom level there would be next highlighted parts which are twice as small and would give only one and a half of the previous bonus and so on for every zoom level available.

Also punchtrought, that would be great on snipers. Come on, they're supposedly the highest caliber rounds that we can use.

 

As for sprint toogle, it definietly toogles off too often. I used it for some time but it was unbearable in it's current form so I stopped. It shouldnt turn off on every weapon aim that you do.

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