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GarnetSan

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Posts posted by GarnetSan

  1. Ok, so, just an idea here, see how you guys like it. Make petrify a one handed ability and remove it's speed penalty. Picture Volt's shield picked up. You cast petrify with your left hand while you shoot with your right hand's secondary.

    Also, any attacks coming through the petrify cone have a reduced damage, make it a heavy tanking ability, great for shielding yourself while taking on a boss and the like(Since we essentially get atlas by killing juggernauts, how about making him able to stop his quills attack to a certain degree? It would make sense lore-wise, at least).

    As an extra comment on the rework, when he casts Petrify on landslide, for the love of god, make the wall get bigger! Unless you are on the grineer Galleon or Asteroid tile, it's blocking capabilities are nonexistent. It's like putting your backpack on your highschool's main hallway, expecting it to stop every student when the bell tolls.

  2. Appart from the Kronsh one, the rest are either popular, primed weapons or liked weapons that could use a little boost to be good.

    yF6schW.png  AVhlRmu.png  qmxfO7D.png
    LOij27q.png  8CDazKr.png

    Just reply to the thread or send me a PM in warframe if I'm online if you are interested.
    Have a good one.

  3. I have just tested it on the simulacrum using Oberon's Hallowed Ground against a heavy gunner and an ancient healer. The damage values of Hallowed ground were the same with and without coaction drift:

    LV 120 Heavy Gunner:

    • 5 radiation damage per tick, 9 radiation damage points after reckoning armor reduction with Coaction Drift
    • 5 radiation damage per tick, 9 radiation damage points after reckoning armor reduction without Coaction Drift

    LV 130 Ancient Healer:

    • 23 radiation damage per tick with Coaction Drift
    • 23 radiation damage per tick without Coaction Drift

    Coaction Drift definetly does not work with Growing Power. Wether this is intended or not I don't know.

  4. So, as the title says, Ferrox is supposed to collapse when holstered and currently doesn't. Curiously the Javlok does work(thought it wouldn't since they probably use the same code for holster collapsing). The Ferrox can be "bugged" in the Arsenal by hovering quickly between weapons so that it shows it's collapsed state. could something be done about that? The Ferrox is one of the most statisfying additions to my arsenal lately, and it's the only thing that bugs me out a bit.

  5. 29 minutes ago, daronzo said:

    FACTION
    Grineer (fists)

    DESCRIPTION
    The Panzerlok are a short range melee fists, slow but they are able to inflict heavy damage (impact) and the height of the elbow to allow engines to perform a devastating charge that sweeps away everything in the line of fire

    Goddamn that one looks so cool!!!

  6. 21 hours ago, Senketsu_ said:

    The Kanigata/dragon Kanigata.

    ZxzGqiX.png

    • Kanigata.
    • Faction: Tenno.
    • Grip: Polearm.
    • Description: A Polearm predating the Orokin Empire. It shares its origins and forging technique with the Nikana. Excels at killing your enemies at a distance

    Yes, please, I need more polearms in my life. They should add more combos to existing stances or creating new stances. Right now they are very limited.

  7. Same thing, my friends and I were looking forward to playing just the three of us, so we joined the mission and realized some random had just joined our squad, so we quit the mission and went back to our lisets, after which I crashed, then I went back and tried to do the mission and it had already skipped to the second mission. I need help, I don't even know what is going on. Can anyone from DE at least restart the mission for us?

    Edit: Just submitted a ticket to warframe support, I'll keep you guys posted.

  8. 1 hour ago, Wiergate said:

    I figured that out after some frustration, but there is no '5' function - in this particular context - on a controller that's been remapped. Since the game is unplayable with the original controller mappings, I assume plenty of people who use a controller for PC have worked it out, but I'm completely lost. Nothing happens. I got past the previous sections by switching between controller and mouse/keyboard but when the Maw is stunned these stopgap solutions break down. Nothing ruddy happens.   

    Alright, this right here happened to me, what the text doesn't say is that you have to AIM

  9. The Vault

     

    --------------------------

    -“Halt!”

    The operation had gone smooth so far, the landing bay workers had bought Vay Hek’s Insignia on the side of our shuttle, the Meridian, and communicated it to the galleon’s captain. I was supposed to be Lieutenant Kloy Rak, an envoy to retrieve data from this ship’s vault. The disguise I was wearing had proven very effective, as no suspicions had been arisen around me during the time that had taken me and my armed escorts to reach the vault.

    -“Is there any problem?”- I said to the vault guard sergeant who had stopped me, faking annoyance. In truth, I was scared to death.

    A couple of weeks ago we had learnt that a certain grineer galleon contained all of it’s data from previous missions, including ship specifications, attack strategies and high command instructions. Standard procedure dictated that all information regarding operations had to be erased from the ship’s data logs each week. It had taken a lot of bribing and wits to fake a chancellor status transmission to the captain, regarding him not following protocol and to inform of the arrival of an envoy to secure the information, which was his only chance to avoid punishment. Cressa sure had some strings to pull.

    -“I need to see your authorization to go into the vault”- said the sergeant with a grave expression

    -“I don’t need authorization, I am an envoy of councilor Hek. You’d do well in remembering that sergeant… Gli’vun”- I said, imitating the arrogance that the grineer high command usually had. The soldier went stiff with fear immediately. Demotion for annoying a superior officer wasn’t unheard of in the grineer army.

    One of my escorts spoke then: -“The ship checked out fine, and the captain ordered us to escort Lieutenant Rak to the vault.”

    The sergeant doubted for a moment of which I took advantage.

    –“May I walk into the vault, Sergeant?”- I said, emphasizing the last word.

    -“Yes-Yes sir! Apologies for the inconvenience.”- said the sergeant.

    As I walked into the vault, the two escorts stayed in the entrance. I heard the comm chatter telling the sergeant about my arrival before the door closed and I let out a sigh of relief just as I took the elevator down to the terminal. I walked towards the console and plugged the datamass in the console. The regulators guarding the vault were absolutely motionless.

    I couldn’t believe we were going to pull it off, and Leekter, the boys back at the shuttle  and Cressa were going to owe me an entire bar. They would probably sneak out of the bet as they always did. I couldn’t get mad at them, that bunch of battle hardened grineer almost become my family since we escaped the bombardment of our colony in Eris.

    The grineer empire had decided that destroying the colony without evacuating would be better than risk an evacuation with the infestation consuming settlements one after another. We were lucky, we were close to the space port. Decided to oppose the empire, we decided to start liberating grineer prison camps throughout the solar system, so as to find more allies, but with people the movement gained, came the interest of the grineer Empire to see us destroyed. We knew I was the only one who could pull this off, due to my expertise with tech, but we also knew what the main problem was: I was human, not grineer.

    Thus my surprise, a human inside a grineer suit, I couldn’t believe we were managing to pull this off without raising any alarms. I shook my head to focus on the task I had in front of me. I had work to do

    Ten minutes later the transfer was complete. I started making my way out of the vault, that is, until I heard a large explosion within the ship. I couldn’t drop character while in the ship, I wouldn’t survive even a minute in a firefight against that many grineer. Whatever the explosion was, we needed the intel. Just as I approached the vault door, it opened and grineer soldiers started pouring into the room, their weapons trained on me. From within the troop I saw Sergeant Gli’vun shout at me.

    -“Drop the datamass, traitor!”- He said while aiming his Mitter.

    We had been discovered, I needed to warn Leekter to get the Meridian out of there, get reinforcements. They would need to raid the ship before they erased the data from the ship’s logs. I remember reaching for my comm-link.

    Instead, I found myself falling down to the ground and feeling a weird warmth in my legs. I knew I had been shot, it wasn’t the first time I had been hit by enemy fire. We got used to it while skirmishing in the colonies. Trying to stay calm I looked down to see where I had been hit while the soldiers moved in to restrain me, only to stare at the empty space where my knee should have been. I started to feel dizzy, not understanding what had happened. I caught a glimpse of something shiny on the edge of my vision, behind me. It was a saw blade laying on the ground, and by it something wrapped inside a bloody rag. One of my legs.

    A flaring pain started to spread up what was left of my thighs as the soldiers seized me and my head started spinning, realizing what had happened. The sergeant had used the Mitter. I remember screaming in pain before it all went dark.

    --------------------------

    If you have put up with my horrible writing and read up to this point, please share your opinion. This is the first time I have tried writing something like this, and I'm enjoying it a lot. I will be uploading what's left of the story as soon as I edit it(I have the entire story written down, but I should correct some stuff, english ain't my mother language).

  10. So, lately I have been thinking about Zephyr and her upcoming rework. I know this isn't the first post about this topic, nor it may be the more populated, but I believe that given the waves of coments on the other posts, good ideas may be lost. So please hear me out, because for two weeks straight I have been filling my notebook each time creativity has striken me. Thus here are my ideas:

    Passive should be changed, the "flappy bird" passive is awkward at this point. A good alternative would be a x3 aim glide duration and x1,5/2 aim glide speed

    1- First ability should merge both tailwind and divebomb: Take off and mid air afterburner should work the same way as they did before. The divebomb should be changed, though. When you see a bird of prey, it doesn't go straight down, so Zephyr shouldn't either, instead, if Zephyr is airborne and the ability is cast while targeting an enemy no farther than 35 meters she would boost down towards it, hitting him with 600 pure damage and a knockback, staggering nearby enemies for a short duration(takeoff should have a similar effect).

    [Augment]: Enemies surrounding target of divebomb would be lifted from the ground for a short duration, similar to rhino stomp, but ability cost would scale depending on the number of enemies hit(up to 75 energy, not reduced by efficiency).

    2- Gale: Zephyr casts wind toward the direction and area she is aiming at for a certain duration. Enemies crossing the addected area are slowed down 30%(it would be great if there were animations for enemies fighting the wind) also, on certain conditions, enemies will be blown away(not sure which condition at the moment). Heavy units would have a 80% chance to resist this effect and be slowed by 20% only.

    Slow effect would be dependant on power strenght and limited to up to 50% slow for both light and heavy units. Only one gale can be casted at a time.

    [Augment] Razor Wind: Enemies within the gale are affected by a slash proc as long as they are inside it

    [Augment] Furious Gale: Enemy shield and armor are reduced over time while inside the gale, so as to come out of the gale unprotected(shield does regenerate after this)

    3- Turbulence: I think this ability is right as rain as of now, but it should be better explained for rookies to understand ehat it does. Also, I think that something should be added to it, not as an augment, a buff of +30% damage while mid-air and a buff of +30% damage to lifted targets. Otherwise this should be added to the passive

    These two augments are thought to choose only one of the two by devs, depending on which way they want to go, as they are similar, but not exactly the same.

    [Augment] Turbulent Blast: While turbulence is active and Zephyr is using her melee, each 5 hits(combo counter), she releases a staggering blast of wind toward the direction she is facing(3m radius and 45° cone).

    [Augment] Edged Wind: While turbulence is active, melee weapon's reach is increased by two meters.

    I like this idea of those buffs to Turbulence because it sinergizes well with her first ability's augment(lifted targets are hit harder) and should her ult stay as it is it would sinergize well with it too. It also incentivizes players to stay aerial with her buff to damage while mid-air.

    4- Now here is where I have hit a wall. I think that her Tornado as it is now is somewhat useful sometimes, but inconsistent at the same time, as in higher difficulties it just serves to scatter the enemies around the tile more often than not. Also, given Zephyr's highly mobile nature, it seems anticlimactic that her Ultimate ability(so to speak) is grounded, slow moving and cannot keep up with her. Finally, these tornados are not really as flashy as the rest of the Ultimates in the game.

    The wall I've hit is the fact that Inaros has taken the "I'm going to turn myself into a tornado" role, which was my original idea for Zephyr.

    This, appart from the fact that the Devs may get ideas from the post, is why I'm posting it. I need original ideas to figure out her 4th ability, and I think that given the fact that Zephyr was created by the comunity, we all should have a say on how to make her better.

    Thank you for reading my wallpost

  11. Ok, so after beating our own asses with a sortie assasination lvl100 against Hek, probably one of the most bullS#&$ty bosses to face because of his propaganda drones we managed to defeat him 30 minutes later. And then we discover that the stop of the water flow down the pipe in which you enter and exit the boss room hasn't triggered. We spent 15 minutes between two players trying to get out of the pipe. After almost destroying both our keyboards in the process of button mashing bullet jumping+roll we manage to get out. Luckily you can extract with the countdown if half the squad is at the extraction point... ARE YOU SERIOUS!?!?!?!????

    I don't know if any other player has had this problem with today's sortie, but this felt like a kick in the nuts and spit to the face. What if we hadn't been able to LITERALLY break the design of that dynamic of the water flow and have been unable to exit the room? Renounce to our sortie reward after half an hour of beating our asses against a lv 100 Vay Hek? Are you kidding me?!?!?!?!??

  12. Ok, I've got several ideas for the game. I'm enraged right now after a couple bulls**t matches(blodshot eyes 'n everything), so i'll try to keep it cool.

    1. In regards of the checking spam issue you talked on the Devstream, the idea I've got is having Teshin act as some kind of referee. For example, if a is Tenno constantly checking players who won't have the ball at all (around 6-8 checks within 15 seconds) he should be warned with a 20s immobility ammonestation by Teshin. Yellow card, so to speak. If this happens again, the player is expulsed from the match with no conclave rep as a puninshment for unsportmanlike behavior, the complementary "red card". Repeated offenders have the same conclave rep decrease for repeating match leavers you talked about in the devstream, and they don't get it back until they have played several "clean" matches.
    2. Another issue i have been seeing lately is after scoring a goal, the team who has scored is camping the border of the opposing's area so as when the lunaro is launched again for the recieving team they rush the opposing teram's area, checking everyone and scoring again dirtily even before any of the opposing team has had a chance of touching the ball and repeating the process. This builds up a lot of frustration between players of the team recieving this abuse. A good measure would be not only asking the scoring team to leave the area, but also putting up a blocking field so that they can't go through unless the lunaro exits the area(be it in a player's arcata or on a throw).
    3. I've said this before, but your reputation system does not value teamplay at all. There is too much valoration in scoring goals and no valoration whatsoever on saves and assists. That way Teamplay is going down the drain, instead of passing people are just spamming the opposing team's goal. Also, saves are not registering on the system whatsoever, yesterday I prevented around 20 goals and the game only registered 2. Doing a goalkeeper or middlefielder role has(calculated on average both offensive and defensive, 10 matches each) a 9.73% valoration of passing, assisting and making saves compared to going to "just score and screw you team". I get that players should be hungry for goals, it's the way the game should be played, and I'm guessing it's what you were going for with this punctuation system. But if you don't valorate this kind of teamplay with some reputation, in about a month all you are going to see is matches where when players get the ball they just auto-pass to themselves just to be able to be them who score the goal.

    On an ending note, I really like this implementation for conclave and I wouldn't like for it to fade out. I know that my ideas may not be the best from your point of view, but at least you'll know that the problems are actually there, so I'd love for this post not to slip by unnoticed

  13. Lunnaro's conclave points are all over the place and it doesn't encourage teamplay at all. Doing a support role has(calculated on average both offensive and defensive, 10 matches each) and it shows a 9.73% valoration of passing and making saves compared to going to "just score and screw you team". I know that Lunnaro is a new gamemode that you just implemented, but is there any plans to encourage teamplay by upping the value of the points from actions that encourage teaming up? Have you thought on making similar changes on support characters on PvE?

  14. Lunnaro's conclave points are all over the place. I just scored a 18k points match(Challenges finished on that match) and when i go back to teshin i have won no points at all. Also, the challenges show as not completed. This enrages me a lot. I am playing awesome matches and receiving no reward whatsoever. Also, there is too much valoration in scoring goals and no valoration whatsoever on saves and assists. That way Teamplay is going down the drain, instead of passing people are just spamming the opposing team's goal. Also, saves are not registering on the system whatsoever, yesterday I prevented around 20 goals and the game only registered 2, what the hell! Doing a support role has(calculated on average both offensive and defensive, 10 matches each) and it shows a 9.73% valoration of passing and making saves compared to going to "just score and screw you team"

  15. 31 minutes ago, Zachko2197 said:

    Just, please, DOES ANYONE KNOW THIS A FRENCH GAME ? This game already exists, is already played and is a CULTURAL ONE. So please, bring back the REAL origins of this game and don't make a PURE INVENTED ONE BY DE. It is false. It comes from FRANCE. It is called "la pelotte basque" !

    Actually it's not, the game was born in Spain, and during Napoleon's time, Spain lost some territories to France on the northern. The name even says it, Basque as in "Pais Vasco", spain. In spain it's even called pelota vasca. Also, calm down, man

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