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Rehtael7

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Posts posted by Rehtael7

  1. The problem with the second ability is how the AI currently behave, that would count as stealth being broken.

     

    While Facade is a cool idea, I'm not sure the game is geared to handle that kind of interaction. Maybe the AI, but laser grids, scanners, cameras, arc traps, etc might be odd, and I'm not sure the AI are well equipped to handle seeing an ally do parkour and think something of it.

     

    The fourth ability is good, but this frame has some major problems.

     

    It's NOT equipped for squad play.

     

    It's NOT equipped for survival.

     

    It's NOT equipped for defense.

     

    It's NOT equipped for mobile defense.

     

    It's NOT equipped for interception.

     

    It's NOT equipped for hijack.

     

    A frame that's only good at Extermination, Deception, Rescue and Spy is not a good frame.

     

    You need to understand that Warframe is NOT a stealth game. It seems to think it is, but it isn't. It has stealth elements, but full-frontal combat will always be a crucial feature of the game.

     

    Why else would we be armed with miniguns, grenade launchers, massive shotguns, machine pistols and explosive hammers?

  2. Your problem doesn't fix ammo economy in the slightest. You're still going to run out of ammo, you'll just have slightly more in your clip. (Not to mention that your idea for them drawing from the ammo pool rather than the clip makes 0 sense but..) while being able to recycle is a balance. You get some multishot, and with new mod suggestions by him you can get more than +1, however you also can only get 100% recycling. That means that you can choose to build for multi-shot if you wish too, but if you go to stronk with it you have a draw-back. Additionally, DE isn't trying to nerf something at this point. They're looking to BALANCE something, not just make multishot worse with nothing to help it out. I'm sorry but you're just wrong in point of fact. 

     

    EDIT: As I read back through, I notice, it ALSO doesn't make sense in terms of plausibility that the extra shots would do any less damage. It's the same bullet, or laser, or whatever, as you're firing normally. 

     

    I appreciate the fact that you're trying to come up with a solution for Multishot that takes into account everything and makes it not just a nerf, but I really don't think you've succeeded here. At most what you have is a stall, until they can figure out a full system, including reworking damage and enemy scaling, but the thing is they don't NEED a stall. They can simply keep Multishot as is, until the whole system is ready. It's not like it's breaking the game or making it unplayable, it's simply a system that they want to change, and that can wait until it's ready.

    I appreciate the notes on my concept. If you have more to say on it, by all means please drop a comment on my original thread. It helps keep it in the public eye. I feel kind of scummy skoomy trying to promote it like this, but that's how suggestions get implemented, by being noticed and discussed.

     

    And out of respect to the OP, it will move discussion on my idea out of his/ her thread.

  3. Personally I'd rather see them buff existing prime pistols than make new ones. (New regular pistols that is, I would REALLY like to see a Magnus Prime)

     

    Vasto Prime, why you gotta suck so bad?

  4. One thing I'll never stop insisting upon is more ways to vary weapon loadouts to personal preference without sacrificing effectiveness. That is why I'm proposing Technique mods. Think of stance mods for melee, or aura mods for frames. Technique mods would allow the player to pick a personal preference benefit to give to rifles, shotguns, bows, pistols, shuriken and akimbo pistols.

     

    ALL SCAVENGER MODS AND FACTION SPECIFIC DAMAGE BONUS MODS WOULD BE CONVERTED TO TECHNIQUE MODS.

     

    And what each mod does can be as varied as the developers desire. The most useful feature would be when leveling guns, like warframes and melee weapons, we'd have a small boost to mod capacity, making the forma'ing process a bit more gentle.

     

    Gun Melee techniques:

    Stance mods for guns that allow gun melees to be performed, the advantage to which would be a faster melee which doesn't have re-equip time, and would be designed for impact and explosive statuses so that if a gunstance is equipped, instead of the normal quick-melee, the gunstance would be performed instead.

     

    Staggering Stock

    (Rifles)

     

    E [impact] E E [impact]

    (Gun butt from right to left, left hook, gun butt upwards)

    E [impact] E (Hold) E E [blast]

    (Gun butt from right to left, right uppercut, gun butt over left shoulder, right spinning back kick.)

    E [impact] (Pause) E E [slam]

    (Gun butt from right to left, right roundhouse kick, gun butt slam to the ground.)

     

    To avoid models which might have issues with animation clipping, the Tenno can use punches and kicks as well as stock-based strikes.

     

    Of course, technique mods could also be more stat-beneficial.

     

    Eye of the Tenno (5 Madurai)

    (Sniper Rifles)

    - 25% Damage, +100% Dead Aim

     

    Razor Heads (7 Madurai)

    (Bows)

     

    E E E [Puncture]

    (Angled slash from right to left, Angled slash from left to right, thrusts the arrow forward.)

    E E (Pause) E [impact] E [slash]

    (Angled slash from right to left, Angled slash from left to right, shoves the arrow into a target, rips the arrow out, causing bleeding.)

    E E (Hold, next move requires and consumes 1 arrow) E [Plunges an arrow into the target as if it had been fired at full charge, is not affected by multishot]

    (Angled slash from right to left, Angled slash from left to right, slams the arrow into the target using a finisher animation if the previous attack hit.)

     

    Helmet Breaker (5 Vazarin)

    (Single Pistols)

    +50% Headshot damage.

     

    Target Practice (5 Naramon)

    (Sniper Rifles)

    Each consecutive landed shot increases critical chance by 5% (Up to 50%). Missed shots reset the buff.

     

    Dexterous (3 Naramon)

    (Rifles)

    +30% Reload speed

     

    These are just some examples of Technique mods, and I'm sure other players and developers could come up with plenty more. For sake of balance, the more directly useful a technique mod is, the less it "costs" meaning the less benefit gained when equipping it.

     

    If you like this concept, feel free to post your own ideas for Technique mods.

     

  5. Eh, they CAN be, but it's not like they just do S#&$ for no reason, they just often come up with stuff that you wouldn't think of. (The only exception I can really think of is the pain of having to craft Equinox's separate aspects, but I'll mark that up as just a bad choice). But in general they make good game-design choices, and I think a Damage 3.0 is obvious at this point, given all the things they mentioned possibly changing in the last Devstream.

    They make often mixed choices. 80% Incredible choices, 20% awful choices.

     

    And the reason behind equinox? Rush Platinum. That and I suppose it gives people a reasonable excuse to farm Drekkar Manics and Drekkar Manic bombards for Vermilion and Harbinger.

     

    With all the upcoming listed changes, that's why I believe that Damage 3.0 is a long way away. A lot of other content is being pushed.

  6. zkCxlAz.jpg

     

    Those operatives were not photoshopped in, this actually happened RIGHT after I read the contest details. While I would have dressed better for the occasion had I known this was going to happen, I didn't want to chance it not happening again.

     

    Sequence REPRESENT.

  7. It wouldn't be overpowered. The problem is that just about ANY available augment mod is better than ALL of the Exilus mods. The point of the Exilus slot is that it lets you use some of the less useful and indirectly helpful mods without sacrificing a mod slot used by something that's ACTUALLY useful.

  8. While I do somewhat agree with the issues with Ammo, and that it could use a re-vamp considering it was created when there were not a lot of special-type weapons such as the Castanas, I would honestly wait for suggestions like these, as they will PROBABLY be addressed alongside their changes to Multishot and Damage mods, and the scaling of Weapons with levels, and the scaling of Enemies. I imagine to be honest that this will all be packaged into a Damage 3.0.

    That's the dream, but you never know with DE. They're the wild card.

  9. The current ammo system is utterly broken and pointless. It only serves to reward players for using high damage per shot weapons by not requiring ammo pickups.

     

    I suggest an overhaul that makes use of existing systems and assets and rebalances the ammo economy of existing weapons.

     

    Ammo classes. Light, Medium and Heavy classes for each of the types. 

     

    Light rifle ammo: For weapons like the Gorgon, Prisma Grakata, Quanta Vandal, Soma Prime

     

    Medium rifle ammo: For weapons like the Braton Prime, Boltor Prime, Karak Vomit Wraith

     

    Heavy rifle ammo: For weapons like the Grinlok and Sybaris

     

    All three types are picked up using the same ammo pickup, but the amount of ammo restored varies with the weapon equipped, so that pickups give a more reasonable amount.

     

    So let's say that Light rifle ammo (For the true bullet hose guns) restores 50 shots per pickup, the mediums restore 25 and the heavies restore 10.

     

    This would of course mean that ammo drop rates would need to be reduced slightly, and ammo restores may need tweaks for this functionality. Ammo Scavenger mods would be kept the same (Since they're still useless) and Ammo mutation mods would need to be modified.

     

    Sniper pickups

    Bow Ammo: Restores 5 arrows. (Bows)

     

    Light Sniper rifles: Restores 10 shots. (Vulkar, Lanka)

     

    Heavy Sniper rifles: Restores 4 shots. (Vectis Prime, Snipetron)

     

    Heavy explosives: Restores 3 shots. (Tonkor)

     

    Shotgun pickups

    Light Shotgun: Restores 25 shots. (Kohm, Boar Prime)

     

    Medium Shotgun: Restores 10 shots. (Strun Wraith, Drakgoon)

     

    Heavy Shotgun: Restores 5 shots. (Hek, Tigris)

     

    Medium explosives: Restores 7 shots (Secura Penta, Ogris)

     

    Pistol pickups

    Light pistol: Restores 50 shots. (Dex Furis, Aksomati, Akzani, Twin Grakata)

     

    Medium pistol: Restores 20 shots. (Despair, Hikou Prime. Akbolto)

     

    Heavy pistol: Restores 10 shots. (Magnus, Akmagnus, Lex Prime, Vaykor Marelok)

     

    Light explosives: Restores 8 shots (Sancti Castanas, Koolstar)

     

    The next step would be time-consuming, but very worthwhile. The maximum ammo pools of each weapon would need to be modified between how much each pickup restores for the weapon type and how much ammo the specific weapon consumes.

     

    For those with concerns about upcoming changes to multishot and how it would impact ammo, I've made a proposal that can be found here: https://forums.warframe.com/index.php?/topic/527949-a-fair-solution-to-the-multishot-problem/ give it a look and a comment if you'd like to see that idea garner dev attention.

     

     

  10. As an amendment to this proposal, I'd suggest that fire rate mods become 2.5x more potent when applied to charge/ draw weapons so that on charge/ draw weapons the fire rate is not pushed to the wayside for Multishot, and/ or that multishot have an unstated -30% charge/ draw speed, so weapons like the Drakgoon, Bows and Rakta Ballistica have more reason to decide between fire rate and multishot.

  11. my idea was so you can decide if you want the most damage per shot or for your ammo. About the elementals keep in mind multi shot also affects status chance, and you have to take into account resistinces.

    Though this REALLY doesn't deal with the core problem of multishot. It's too good and goes on EVERYTHING. Even if they implemented a feature just like this for ONE type of mod (Which is already an iffy idea), that would give people even fewer reasons not to use multishot still.

     

    I posted my own idea for the multishot nerf approach a little bit ago.

    https://forums.warframe.com/index.php?/topic/527949-a-fair-solution-to-the-multishot-problem/?hl=multishot

    Maybe give it a look, let me know what you think. I agree that something needs to be done about it, but I'm not sure your approach would work in terms of implementation and again, the core problem still exists.

  12. You said it yourself, the same "you got me!" animation plays over and over again. It's going to be the same for any other death animation. Seen one ragdoll seen them all. Halo 3 onward had rag doll deaths and 4 has that incineration animation from Promethean weapons where the guy starts disappearing from where he's shot, but after 10k kills everything just blurs into the category of "a death".

     

    Heck Halo CE's repetitive headshot animation of the dude being a lazy ballerina or the goofy mid air death animation that looked like the dude's trying to swim never bothered me because at the end, it's a kill.

     

    Although, expanding rag doll to every weapon outside of shotguns and projectile weapons would actually aid in the gameplay from my experience, where enemies would fall to the ground instead of remain upright for a few seconds and soaking up bullets. It's one of the reasons why I always run punch through, when I could dump half a mag on a dead body without noticing it, so that's something worth mentioning. 

     

    So in summary, new unique animation for every damage type, probably not worthwhile, but rag doll would be nice.

    I disagree with that logic on ragdolls since it's not pre-made. Animations will play the exact same way every time. Ragdolls are at least dynamic, so if I were to shoot an enemy in the shoulder and kill them, the ragdoll would react to being hit in the shoulder, or the knee or the chest. Saying you've seen all ragdolls implies that you've seen every possible combination of randomized values within the limitations of the engine.

     

    And in summary, I'd like more organic deaths and shorter animations more than I'd like more animations.

  13. I feel like most of the questions in this thread can be answered by answering this question.

     

    When you are stealthing, you are taking your time, carefully killing each enemy. Each death is getting your full attention.

     

    On the contrary, with other weapons you are more likely than not going in guns blazing slaughtering a hoard, where no specific death matters to you, you do it mindlessly and aren't paying attention to each death, but rather where your next enemy is coming from to prepare for them.

     

    Using that logic, it would make sense that stealth-based deaths would get the "this looks amazing" treatment first. That being said- the keyword there is "first". DE has said that they are bringing back the gore and adding even more than there used to be bit by bit- quite a few devstreams ago. Usually every update I end up seeing a new death or effect that wasn't there before, so they're definitely doing it, it's just a process that takes a lot of time.

    I've played stealth with silent weapons and stealth with silenced guns. There is a horrid difference in how good each one feels. Just because the rate at which I kill enemies is slower does not mean I have any more appreciation for brutal kills. Some of my favorite deaths have been in the middle of survivals where I saw something (Usually a glitch) that caught my eye and caused an unusual death, making the intensity of the action all the greater when each kill feels a little more personal.

  14. Whenever I shoot something with the Vaykor Hek, they blast around the map like it's a pinball machine.

    Shotguns not included as they've recently been desinged specifically to do that.

     

    Eh... it's nice and all, but seems a bit unnecessary for the gameplay aspect, it doesn't do anything else other than indicating the enemy's dead, if the exp number didn't set that observation off, and after a while it just becomes visual noise.

     

    Unless it conveys some sort of message to the player, like Manic's red energy trail, there's really no point having a variety of death animation in a game where deaths occur by the thousands. Seen one enemy become a disco ball, seen them all.

     

    They did something similar with the Glaxion, where it freezes targets and you can break the icicle that is their body, a function that was kinda cool at first, but became irrelevant in the scope of the game because breaking the ice doesn't do anything. At least Avalanche's freeze explosion does a bit of damage.

    The most important gameplay aspect is that dead targets won't be in your way as much. And it's really not about making the gameplay better, it's about making the game FEEL better. It feels so dull seeing the "YOU GOT ME!" animation fifty times in a row on survival. I saw it happen to two enemies simultaneously four times in a row and that was the last straw. It feels so copy-pasted when ragdolling would feel and look much more organic.

     

    The last thing I want in a game with semi-repetitive gameplay is HIGHLY repetitive enemy animations and deaths. I understand that current PCs are just not powerful enough to let corpses hang around for 30 minutes each so you can admire your own carnage, but the points made in art of screenshake ring very true.

  15. Those animations are just not very good. I'm well aware they exist, but fire deaths just make people do a funny dance, corrosive is texture deterioration, blast just makes the bodies fade while flying to the moon, and electric makes them die standing until the animation is done and not a second sooner.

    That is stupid.

    It makes those elements feel so weak.

     

    Note to the curator if he sees this: I'm passionate about this issue because I love this game and want it to become better than it already is. I'm using strong terms to indicate how much this matters to me as a player.

  16. How many times have you been using a gun and seen the 'OHHH YOU GOT ME! YOU SHOT ME IN THE HEAD, WOOOAAAH' animation. I'm sure you know the one I'm talking about, where the target straightens their back and waves their hands in the air like they just don't care obscuring targets behind them and making your high-powered gun feel more like a tazer than a gun.

     

    I know you know better, DE. If I'm wrong, here is a video explaining the concept of "gamefeel".

     

    This is also the one problem I have with the Sancti Tigris, it doesn't have enough recoil. I want to feel like I'm being donkey-kicked in the shoulder when firing that beast of a shotgun.

     

    And currently shotguns are on the right path for interesting enemy deaths, but they're not quite there yet.

     

    The best example I have of the guns not being satisfying enough to use is when I was leveling my Despair for the third time, I hit an unaware butcher through the top of the head. It took his head CLEAN OFF and slammed his body to the floor.

    Why doesn't the Lex Prime do that?

    Why doesn't the Vulkar do that?

    Why does the Soma Prime not rip enemies limb from limb if they die standing?

    Why are enemies suddenly helium baloons when shot with bows?

    Why are enemies not turning into a cloud of hamburger when hit at point blank with the Sancti Tigris?

    Why are heads not EXPLODING when hit by the Quanta (Vandal)?

     

    If I hit an enemy with the strun wraith (Which is primarily impact) why are they not violently buckling with every hit? Why are the most visceral and powerful reactions coming from low-power stealth weapons?

     

    If an enemy dies to corrosive damage, they should be turning into a puddle of sizzling goop.

    If an enemy dies to fire, they should be a charred pile of ash.

    If an enemy dies to electricity, they should be seizing VIOLENTLY on the ground.

    If an enemy dies to ice... well, that's fine as it is.

    If an enemy dies to toxic or viral they should spew green sludge out of their mouth.

    If an enemy dies to explosive, they should EXPLODE not just have gravity no longer apply to them. (Though I do adore how funny that is.)

    If an enemy dies to radiation, they should be glowing afterward.

    If an enemy dies to gas, they should be on the floor, gasping, wheezing and coughing for oxygen.

    If an enemy dies to impact, they ought to be tumbling (based on the damage)

    If an enemy dies to slash, bodyparts should be severed 100% of the time.

    If an enemy dies to puncture, I'd like a fountain of blood coming out of the point of impact.

     

    Am I the only one of this opinion or do people like seeing the \o/ animation a million times as it blocks headshots behind it? (I know that's solved with punchthrough, but that's not the point.)

  17. I'd personally like to see:

     

    The Vaykor Jat Kitaag, or the Vaykor Ack and Brunt.

     

    The Synoid Obex (It seems the least destructive of all of the melee weapons.

     

    Telos Boltace is most likely, but Telos Nikana would be cool.

     

    Sancti Redeemer. PLEASE SANCTI REDEEMER.

     

    Secura Lecta makes a great deal of sense. (Corporate overlords and all.)

     

    Rakta could go a lot of ways, but Rakta Hate seems like the route they would take.

  18. If the reason for the rebellion were to be spoken by Johd (Or Prodman) himself, it would be something like:

     

    [Why did you rebel?]

    Many of the Corpus the Tenno have killed had no choice in the matter. I certainly wasn't given a choice. If the Tenno show up, resist. It's all we could do. Our rebellion painted a line on the ground. Either you're cut down with the Corpus because you believe in their way of thinking, or you live a free man standing beside the mighty Tenno. Some of our members have merged with the Perrin Sequence, and while I don't entirely agree with their decision, they're free to choose for themselves.

    [How is the research progressing?]

    It's coming along. The more you donate the faster we can finish this weapon for you.

    [Why do you want to stand with us?]

    A multitude of moral reasons, a primary logical one: You're stronger than us. Why lay down my life against an unstoppable force?

  19. I like it, though I agree it feels more of an Event rather than just a quest (could work both ways though).  

     

    @Story: Pretty straightforward though I think it'd be nice if we could have deeper reasons for why Johd and his contingent decided to rebel.  Perhaps some under-the-table deal with Grineer, leading to more crap working conditions or something like that that pushed Johd to seek the Tenno.

     

    @Missions: I like this part not just because of the varied missions or the way you incorporate (and enhance) existing mission types, but some of those mission types could already work well in-game.  

     

    For instance, the very first part where you run a timed NM exterminate leading into a rescue.  We sometimes have missions where Lotus changes the objective, but the reasoning is non-existent and the transition all too sudden.  Better contextual transitions would be a nice touch for missions.  A

     

    Also, having special enemies appear at certain intervals isn't new, but not really seen in this game.  I'd love to deal with more than just Corrupt Vor while running endless mission types at set intervals.

     

    And I like having the 'boosted' modifiers for the Survival portion ("Whoops") with the increased LS consumption.  It gives that extra sense of urgency, especially since you have to take Johd's rebels into account, which makes it feel a little different from "4 Tenno just killing all the d00ds."

     

    Anyways, I know this is a concept and devs probably won't give this more than a glance, if even that.  But I think it's very interesting and has a lot of aspects that could be used.

    And I'd love to delve into the background of the deplorable working conditions of the crewmen, but I'm sure that would be a LOT of either exposition or would have to be tucked away into a codex entry.

     

    Thanks for the feedback.

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