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RavingRoman

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  1. Or Lack there of. Take a quick look at this trailer for Mecha Break, notice it's easy to imagine archwing in its place. The developers up here are applying the inherit benefit of coordinate visual flair of having enemies being fast as you and having a far more impressive display of firepower. The only progression we have with enemies is they are tankier and hit harder. This is why modes like archwing and railjack fall so far into the wayside because the developers are not applying the same principles that continue to capture the attention to high octane gameplay that Warframe is built around. Thankfully the new levels in the Sanctum and the tactics of the necramechs appear to be countering that a little but there needs to be more in challenging the movement of our space ninjas. Getting past overguarded frames will be a different issue entirely but there are ways to get around that for more exciting gameplay. Hopefully we can get cooler enemy variety in terms of gameplay soon, DE. Wishing you all the best of luck.
  2. There can be a variety of assault cannons, single fire super cannons, or ripping literal artillery from ships. Then we can also add proper rocket launchers with bigger payloads and lower ammunition holds.
  3. I totally forgot about those, and I do wish we had more. But I'm just in the mood for shoulder-mounted, hard-punching, full metal jacket mayhem. Considering our depth of field, I doubt they'd take up any more space than the Opticor (width-wise). Besides, our wings and shoulder armor are far bigger and more obstructive. (I'm looking at you, Vetala shoulder pieces) It was fun for the first three... but when they all doing the same thing, it gets pretty... stale and the feeling of a lack of variety starts to kick in.
  4. Seriously, we're machines with muscles able to swing swords through tank armor. Why are we limited to the same assault rifle platform (exception to the archguns) to every weapon that isn't a bow? In fact, it even makes more sense to hold archguns like this considering our archwings are bolted to our hips. Gimme autocannons and other shoulder-held artillery! It's no wonder we can't get larger mechs that should reasonably be used against Warframes by the enemies. Please DE, think bigger. Scale helps.
  5. Please do. I'll be looking forward to it. Also wishing for Pilebunkers in Warframe now.
  6. Same here. I've got a ALOT to say about necramechs, archwings, basically all vehicle modes in Warframe. But this hurts me so much it needs to come first. I mean the fact we're getting these personalized mechs before the grineer/corpus do is already another discussion. But if we're getting them at all, they need to move like this. Heck even Front Mission Wanzers have them... and they are on the janky side of mech combat. Also Extra win to Square Enix for using PileBunkers since 1999 long before FromSoft.
  7. The greatest sin of all modern mech modes is not giving them omni-lateral directional movement as well as the ability to shoot simultaneously. Without it, necramechs offer absolutely nothing but being inferior platforms for archguns now that Warframes can wield them. (That and the Arquebus, but that is another discussion). They don't necessarily need to be able to fly, but the movement ability is way too janky to operate for anything outside of the Voidrig's 4th ability. This will also equalize the 2nd necramech by giving its blade a better dashing reach to play with. I guarantee you, it will play infinitely better and more people would be interested in buying those necramech packs.
  8. Not a QoL change I was expecting. I hope there are some enemies who can still dip out of your radar. Part of the challenge of fast pace shooters is relying on your eyes for target acquisition.
  9. Perhaps seeing the equalization between archwing weapons and primary weapons is a possible alternative as the two barely have any differences unless DE seriously wishes to update/rework the mode entirely.
  10. Plenty of reworks going around with different elements to Warframe. From pets up to specific frames like Hydroid. With all of that going on, I'd like to propose a change to be made to Archguns so that they can also be updated to have a satisfying use in Warframe that will also have their powers balanced out. - New weapon/ammo type: Artillery and Ordinance The proposition starts with classifying archguns and even certain primary weapons as "Artillery and Ordinance." Weapons under this classification need two things to have a functional yet balanced use in the game. Raw Power and Limited Use. Raw power guarantees that the weapon will be extremely effective whenever it is brought to bear. However, limited use requires that the wielder must strategically choose when to use such a weapon to make the most out of its destructive power. I recommend giving these weapons either a boost in their numerical powers, or otherwise giving them the ability to ignore and cut through most if not all kinds of defenses, or even simply beat out Damage Attenuation, which appears to be a growing concept among various bosses. Out of all weapon types, having their bullets creating AoE damage/punch through also makes sense. These weapons need to have the primary function of being anti-materiel ordinance. Of course this change will make the most sense in modes like Archwing/Railjack or when combating larger foes and vehicles anywhere else. Of course at that point, DE should really consider creating more artillery/tank units for the enemy factions to act as the ideal context for the archguns. Vehicles like the Thumper, Dropships, and Orbs Mothers are great; but there needs to be more. It would make a lot of sense if that is what the enemy would use against the mighty Tenno. More gunships, fixed artillery turrets, Light Artillery Vehicles, Power Suits, Cars, Additional Eidolons, Galleons and Capital Ships, and even mere pieces of important structures and equipment. And if the occasional urge for cruelty arises, the Tenno can just wipe the floor with general infantry. HOWEVER! This needs to come with the caveat that the use becomes limited. Remove Archgun ammo drops entirely, and create the consequence for improper use. Of course this isn't to say to lock players out entirely from dealing damage to vehicle units, but to not have the advantage of the archgun's ability to wreck them faster.
  11. Uhhhhh..... -Stares at Exalted Blade, Two-Handed Nikana, Gammacor, Opticor, etc.....- True. However I did clarify I would appreciate a manual version and not an automatic turret so that we can concentrate fire to a single point.
  12. Just to clarify. While we do have some form of these but come in automatic turret fashion, I want something point controlled proxy turrets that we manually aim.
  13. I feel like for a game with such wild aesthtics as warframe, I feel like we need wilder weapons doing crazier things as mechanisms of fire aside from the standard hold one object and fire it. We were going somewhere with the arm-cannons but that wasn't explored further. So perhaps some of these gun styles might be of interest? this goes double for railjack and archwing weapons.
  14. Oh the comparison in my head is so far that I couldn't finish reading that without laughing. EXACTLY!
  15. Easy or not, the Orowyrm boss fight was a beautiful display of animation and mechanics superior to the old bosses we have in Warframe.... which brings me to that. The standard is now higher. Leaving the Jackal aside, the other world bosses need a facelift because now they just look underwhelming in comparison. This might come as a huge shift in experience when new players who chose Duviri go to the Origin System. Hopefully DE has plans for that.
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