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Rehtael7

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Posts posted by Rehtael7

  1. I don't think the community would really go for it, however I genuinely would love to see preset loadouts to equalize the game some.

    But yeah, I don't see this catching much attention. The PvP audience that does exist doesn't really like to see changes this major, and the PvP audience that doesn't exist yet probably isn't going to dive into a complex gamemode.

  2. 4 hours ago, Transformau5 said:

    ...And does Velocitus use coils at all? All I can see is the barrel. The only difference between railguns and gauss guns is the way of creating magnetic fields: gauss guns use coils, while railguns run electricity along the barrel.

    Railguns run the projectile along a rail, and if the barrel is wrapped in magnetic coils, it's a coilgun. Also note the innate magnetic damage.

  3. 4 hours ago, GigantEdge said:

    Greetings Rehtael7! I've taken notice on your rework concept for the Corpus faction & I'm even starting to appreciate this rework as well. But... I wanna see if I can test your limits with a suggestion for another rework. Why not... Try your best to rework Stealth?

    I wanted to see what you can do with a (hopefully) reasonable challenge of a rework.

    Before I get back in the game, here's 3 main goals That I think could be addressed with this suggested rework.

    1. UI changes and/or additions that can provide information on the enemy's current state of awareness of our presence & also our visibility states.
    2. Awards for completing certain missions (Exterminate, Spy, ETC) without any raised alarms & small mission-specific consequences for breaking stealth that can only be removed by ending the missions (regardless if you extract or quit from them).
    3. Anything else that you can think of that can make a better stealth experience in Warframe.

    Once you reach number 3 you are free to come up with any other ideas for this stealth rework for Warframe.

    & that's pretty much it for me right now. Good luck to you! :thumbup:

    Not tonight because I just got back from a city that's an hour and a half drive away and it's about 10 at night at the time of writing this, but I'd love to give the stealth rework a pass. The issue is AI behaviors can get very tricky in terms of keeping a game running smoothly. The more complex the AI, the fewer of them need to be around at once for the game to run well. Not only that but most of the current tiles (Almost all of them) are TERRIBLE for supporting stealth gameplay. The other major issue is incentivizing stealth gameplay in a fast paced multiplayer environment. Generally speaking the best way to do stealth is solo and for good reason. So a stealth rework would honestly need to happen in the following forms: AI rework, Tile rework, Stealth System rework, "Stealth" weapon rework, Stealth incentive rework.

    Oh, I guess I should mention I typed all this out after only reading the first two lines you wrote. But yeah, it's a very complex SERIES of things that need to be fixed, not just "the stealth system"

    3 hours ago, CandyManCriminal said:

    also increasing the size of drops would be helpful
    nothing massive, but a 25-50% increase in size could be extremely helpful in locating drops as they're very hard to see from a distance and against the dark back drop of space

    That is a VERY good point, however I think it would be best to just place a gigantic vacuum on the archwings. This is not a mode where pickups should even cross your mind.

  4. 30 minutes ago, CandyManCriminal said:

    i didnt feel like this needed it own thread, so im leaving it here since this is an archwing issue

    the radar really is just a useless hunk of crap
    so instead why not something like
    s6ll6f_th.png

    clearly im a professional artist, so i'll explain this complex piece /sarcasm
    the dotted lines below/above the icons represent how far above/below your current position they are
    the plane they point to rotates with you so "down" is always down on the radar 
     

    Yes, this is EXACTLY what I think we could use. Thanks for the post!

     

    2 hours ago, Akavakaku said:

    Yeah that makes sense, though I'd at least like the option of choosing the camera distance. 

    Yeah, unless first person archwing becomes a thing (Which I strongly doubt) we'll probably have to keep trying to find creative solutions to the camera issue.

  5. 4 hours ago, Akavakaku said:

    I like these ideas overall, especially inertia, but I strongly disagree with the zoomed-in camera. We had that for a while after the archwing rework due to a bug, and it was awful, at least for me. 

    I also hope that projectile weapons can be affected by the velocities of the characters. I.E., non-hitscan, non-explosive weapons deal more damage when you and your target are approaching, and less when you're becoming more distant. 

    Eliminating outside noises would also help the space-y feel, they could be replaced with a sort of "audio HUD" that alerts you when enemies attack you or you hit them. 

    I agree that the narrowed vision can be an issue, but it's also a massive issue when your character model takes up half the screen, particularly if we're talking about needing to lead your targets in a three dimensional space. The camera either needs to be moved further horizontally from the player (Which can cause issues when flying in cramped spaces) or move it closer to the target (Which can cause motion sickness issues in more limited cases.)

    And I think it could get very complex if non-hitscan weapons' damage changed with velocity, both from a gameplay perspective and a programming perspective.

    I agree that a lack of audio makes it feel more authentic, but it doesn't result in the game feeling more satisfying. And when trying to make an un-fun mode fun, we need to preserve the satisfaction factor.

    I appreciate the feedback!

  6. 1 hour ago, Transformau5 said:

    (((Velocitus is technically a railgun, just like Lanka)))

    I like the ideas, especially the melee suggestion; this also reminds me of the enemy reworks and AW mode improvements that DE did showcase, but never implemented, even though it's been a while since the release of SotR, which was supposed to be the rebirth of this mode.

    (Last I checked the velocitus uses magnetic coils to fire a projectile faster than a conventional firearm, hence its magnetic damage, which would make sense considering it's name is derived from the word Velocity. And considering it's a sniper type weapon which should be boasting accuracy, power AND range, it would make sense in-game if it offered an advantage over standard guns in the range department, not a disadvantage as it currently does.)

    And thanks! I'd really like to see the mode become something worth playing, not just the same gameplay as what we already have - gravity.

  7. Again, a disclaimer to any moderators, this concept is a VERY in-depth rework, so I'd appreciate it if it were not moved to feedback. Thank you.

    PREFACE:

    Spoiler

    I HATE Archwing. It is the most frustratingly boring experience in Warframe, and yes, I do mean the MOST boring thing in Warframe. My strong feelings on this mode are part of the reason why everything I say has to go through moderators these days. It's the worst. I love space combat a lot, and this mode is the worst example of space combat I've ever touched.

    ISSUES (That I have)

    Spoiler

    Archwing currently feels like underwater combat. That's probably why it's used for underwater combat. Let me explain why Archwing feels boring:

    The optimal way to fight is to either A) remain stationary while pointing at enemies that move straight at you very slowly B) move toward enemies and press melee as fast as you can, letting the game do the rest.

    The melee weapons are all basically the same. You mash the melee key and things die. That's it.

    The enemies are stupid. They just flight straight at you like skulls in doom, only slower.

    The minimap is uselss. Now that the camera rotates properly, the minimap no longer acts as a guide in any capacity. A new 3D minimap, or radar is required.

    The environments suck. Most of the maps on corpus tilesets have really poor collision detection, causing you to crash into invisible walls and such.

    The guns make no sense. Why is a gauss sniper rifle projectile, when everything else is hitscan? That's broken as hell!

    Warframe's version of space combat is not space combat, it's just a third person shooter without gravity.

    SOLUTION(S)

    Spoiler

    Currently space acts more like water. I'd advise turning off inertia dampening, that is to say, if I floor it in a direction, I'll keep flying in that direction until I reverse. This allows for Luftrauser-like combat, in which you are firing independent of your movement. It also causes archwing in space to behave more like an actual object rather than an inertia-less jetpack. The camera will also need to be closer to the player, and strictly over the shoulder. Afterburners should now be a short burst to accommodate the lack of inertial dampening.

    Next make every weapon besides the velocitus a projectile weapon. This means players will have to lead their targets while moving, creating more engaging combat.

    With the new movement system, make every melee attack a large sweeping strike and have each one follow a different pattern, creating diversity in a stanceless melee category. They will also use unique reticles that indicate the direction of swing, and change color or shape when a target is within range.

    As an example: Veritux will have a shorter, but faster wide horizontal swing, Knux will swing straight forward, Rathbone will swing in a vertical line, Kaszas will have a longer ranger diagonal swing, etc. Arch melee damage starts at its current value and deals more damage based on momentum.

    Enemies will now move faster, some will use divebomb tactics, and will have a much larger turn radius. This will make them more difficult, and more dangerous targets that fly in less of a straight line.

     

    FOMORIAN ASSAULT: Mission now has a timer before the Fomorian comes within range of relay defenses. Enemy spawns are now limited and increased. Killing units on your way to the Fomorian will now make assaulting the core easier. Once inside the core, the Fomorian will release Zepplens around the exits, to potentially trap Tenno hoping to escape the exploding core.

    DEFENSE/ MOBILE DEFENSE: Now heavy units will come in to deal large amounts of damage to the objective. They will spawn further away and have an "Attack" waypoint affixed to them. This will encourage one or two players to seek and destroy the more distant danger, while one to two players guard against the immediate threat of smaller enemies.

     

    That's all I've got for this one. I'll add more to it if I think of anything, or realize I forgot to add something. I also highly encourage people to check out Luftrausers for its dogfighting mechanics, which don't directly translate to 3D, but are an interesting concept all the same.

     

  8. 58 minutes ago, Zhoyzu said:

    dont get me wrong i think your idea is better than mesa cause shes boring and stupid. but the niche has been filled

    Let's be real, an ability that is "Summon a melee weapon type that already exists" is pretty boring.

    An ability that is "Use your melee weapon that isn't your actual melee weapon to CC enemies that you could have just killed with the actual melee weapon" is pretty boring.

    An ability that is "Better fire rate and accuracy for a duration" is pretty boring.

    And an ability that is basically McCree's high noon is inferior to Mesa's Peacemaker, while also still being pretty boring.

     

    While ballistic battery is a useless power, Mesa's Shooting Gallery and Shatter Shield are super useful, and peacemaker (While currently pretty boring) is at least useful, and has a rework on its way.

  9. 1 hour ago, TheBubbleman said:

    Actually Rehtael, it would be good for them too because then once you've gotten one, you know you can extract and restart to try for another one.

    Alright, better hope that everyone on the team is after the same relic(s) so that people aren't just leaving with a screw you, got mine attitude.

  10. 12 minutes ago, Sarge_Tarmus said:

    What about making the invasions rewards even more interesting? This is my Idea. After completing 30-40 invasion mission (for example) against Grineer, we will be able to become a solid supporter of the Corpus faction. I mean, after this we will receive an invitation from Frohd Bek (or Alad the 5th) to join the Corpus Faction.

    Uhhh. No. No, I don't think the Corpus are just going to look the other way and let us in. That would be a very stupid thing for them to do. Hey, this enemy who has an agenda that doesn't match our own, but helped us out a few times because we paid them? Let's just let them become an ally and hope they don't steal from us behind our backs.

     

    This concept doesn't work for a LOT of reasons, most of which are lore-based.

  11. It gets compared to dark souls because that's the only game currently sadistic enough to let other players into your game UNINVITED to trash your experience.

    Let's also consider the PvE balancing of Warframe. Either way it's a one-sided fight, and to top it off, this punishes people for having underleveled weapons on, for example, oh I don't know, when people forma their stuff, which happens ALL THE TIME.

  12. 1 hour ago, xXZenShadowXx said:

    Honestly, I don't think I need to explain more, since it's fairly obvious what the point of this post is.

    I would disagree. What hud elements? Would they be premium options? How do they impact functionality? Not to mention that with other options, all future UI additions would need to see updates as well, meaning it would multiply the amount of UI work that needs to be done.

  13. 33 minutes ago, Rhekemi said:

    I doubt they take nightly dips in a vault of gold coins like some Canuck Scrooge McDucks. I think they need every stream of profit (which they're so routinely criticized for focusing on) in order to keep the game at a peak, or near it, and to keep it alive.

    It still astonishes me that Tennocon's ticket sales were all donated to charity. The ONLY money they gained from this was in merch sales, and I'm wondering if that was just covering the cost of the event.

     

    35 minutes ago, Rhekemi said:

    Looked awesome, too. But it completely missed the mark for what the community as a whole wanted. After all this time, it seems like they still can quite genuinely misjudge what we want, what we'll like.

    Lunaro was the answer to a competitive mode that isn't being curb-stomped by players with near-aimbot like target tracking. The skill gap in Warframe PvP is MASSIVE, and for obvious reason. Lunaro lets people work toward PvP unlocks and such without tormenting themselves in normal PvP.

     

    37 minutes ago, Rhekemi said:

    And we want to see things get fixed and improved. That's the biggest miss I can think of out of all the new content: Lunaro. Even the much maligned Rivens I still believe are good in concept. If only DE will make them work as well as they should in concept/theory.

    Rivens are the most exciting disaster that's happened in recent times. DE can absolutely make them work, if they pay close attention to balancing issues. I still think that having only three disposition categories is a mistake. Things like the Soma Prime, Tonkor and SImulor should be 1/5 strength, while the Karak, Dera, Hind and Paracyst should be 5/5 strength. There are plenty of weapons that fall in between average and overpowered, or average and ACTUALLY useless. And the available modifiers need to be customized for the weapon, so stats that have 0 affect on the gun don't crop up, and we start to see more interesting modifiers, like blast radius, base crit chance, base status, range, etc.

  14. 4 hours ago, Sharpstriker said:

    I agree that warframe would have to have a massive overhaul to add any real stealth mechanics. However, I think my idea of turning the lights off for a short period of time and making it so you can avoid detection by avoiding the flashlights of enemies, could cover up for lack in stealth in the map design, enemy AI, etc... without having to do that big of an overhaul.

    Thing with that is most warframes are covered in glowing lights. You don't need a flashlight to find us.

  15. Warframe currently has the most pathetic suggestion of stealth. We'd need extensive overhauls of unalerted and investigating AI. Even alerted AI always know where you are, they don't check the last place they saw you, they just know. Look to actual stealth games for examples of what it should be. People may have mixed opinions on it, but I find the modern Deus Ex games to be pretty fair with stealth.

    And not only that, but you'd need maps that actually support stealth gameplay AND an incentive for doing so beyond more exp.

  16. 1 hour ago, (PS4)bryan_s21 said:

    On missions where it's dark,  frames have flash lights.  Switch from ragned to melee and you see it shut off,  I use that to my advantage as I prefer a stealthy approach. 

    You know enemies can't actually see the flashlight, right?

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