Jump to content


PC Member
  • Content Count

  • Joined

  • Last visited

Everything posted by ecwp1981

  1. As the Empyrean would be easier with a team of Tennos, Also, if you are a 1 person clan or your clan is in a similar state as mine ie only 1% are active. Would it be sensible to have a Discord Alliance where we can get players who can VC during the mission? I know you can recruit for a squad in recruitment but then you will have a huge number of discord channels as everyone has their own discord servers. This might make it easier to look for familiar players who log on the same time as yourselves and knowing that you can depend on them in the heat of battle. Would be great if DE had a mechanic to combine clans as no one seems to be joining ours. however cannot see that happening as it is going to be hard to decide who's dojo to demolish when the clans combine lol not to mention the difficult of programming such a feature. Just a thought really
  2. well i think there are more grineers than tennos so they might produce stuff faster than we can destroy?? ๐Ÿ˜‰
  3. Just hop onto someone else's railjack and enjoy the ride ๐Ÿ™‚ thats what I have been doing thus far ๐Ÿ˜„. You get to upgrade your intrinsics and become a valuable crew member as well.
  4. After playing the RJ for a good week of so. General feel is I like it (maybe because I play flight sims and Zone of the enders a lot). However, as i played those said games alot, I feel that RJ can do with some tweeking: - Tail Gunner for player who might be in the forge, that way, he can shoot as well rather than meditate in the forge when there are no crewships and all guns are manned. - Revisit archwing mechanics; enemy cutters are much more powerful than a forma'ed archwing and its weapons. This definitely needs to be rebalanced unless we are getting fighter class archwing to dog fight them in future? Assign the current archwing to normal space and give us bigger and meaner archwing for these DEEP space missions? arch melee able to deflect bullets would be nice as well. - HIjackable enemy cutters?: as archwing are usless against enemy fighters, give us an option to hijack them and use them against the enemy? - More invulnerable time when disembarking: it seems like it is the norm now to die when exiting the railjack in the middle of a space battle. it could do with a invulnerable cooldown time so players can get their bearings instead of the homing projectiles hitting us and killing us immediately (like Normandy landings) - Flares and AWACS: to counter these homing projectiles, it is best we are provided with flares also, a HUD with a directional warning where the projectile is coming from as well as being locked on would be helpful to archwing or railjack pilots to give priority to incoming dangers and act accordingly. Mark incoming missiles so gunners can shoot them down before they hit as well? - Collision: I was expecting quite a huge explosion when I hijacked 3 crewships and parked them together and blew one up. It would be a nice feature if it were to mimic GTA where nearby vehicles are damaged and blow up together or a chain reaction happens. It would be epic if I can ram a crewship into another crewship to destroy them together ๐Ÿ˜„ - mining in space using same mechanics as PoE and Orb Vallis - speaks for itself really ๐Ÿ˜„, If Cephalon Cy contacts Ostrons to strip and salvage the enemy's gear, Why can't we do it ourselves first ๐Ÿ˜„ ? - Alien lifeforms something for you guys to consider. - Economy - This definitely need looking at as the costs to build and repair salvaged equipment is quite high, Right now, I am concentrating on joining other player's missions to "farm" required resources and salvaged equipment rather than flying my own railjack. And with new resources farmed being used in the forge, it is quite difficult to amass the amount required. How about using normal resources gathered ie (polymer, gallium etc) for building forge related items? - Space Only Map? - what i meant by this is to combine/integrate the normal archwing maps into this Empyrean mode as it make more sense being able to access them from here as they are all Space missions right? - Mark items in space resources are difficult to identify amidst all the space debris and asteroids. perhaps you could make them glow brighter or of a different colour entirely? Suggest not marking them like the intact sentient cores as that would make the HUD overly cluttered with white waypoints. Makeing resources glow brighter in a colour which stands out would be a better option. - Share all gathered resources and items - currently, only items in space are shared across the players but not picked up ones when inside bases. Do you expect all members in the team to go into the base together to kill the grineer boss to get the 2 new weapons? or is this a trick to make it harder to obtain ๐Ÿ˜‰ - Medical bay - As tenno casualty is quite high and often dying whilst in archwing mode, having a "tractor beam" or "beaming" system where pilots can point and retrieve them into the railjack for reviving would be great as there is no way one can revive a team mate without dying themselves much less reach them in time in 10 seconds if they are far away. OR, have the dying player activate the omni himself. Reason being, in normal mode, one can continue to shoot when bleeding out. Why is the tenno unconscious when bleeding out in space? shouldnt it be able to continue to shoot at enemies while bleeding out? if thats the case, cant the player choose to activate the omni so he gets teleported back to the RJ safely for reviving? (this has a star trek vibe to it i think lol) - Camera angle - In games like Ace Combat, (which I played quite a lot) there is an over the shoulder camera angle which allows players to see what is coming from behind and take appropriate measure to get out of the enemies' sights, prevent being locked on. This could be useful for us as well as I am able to see whats around me and to take evasive actions if required. - Mechanics improvement "Signing Out"- if no one has realized yet, the Empyrean's code is largely based on Plains and Orb Vallis. If it isnt too difficult, can you implement an option to leave the squad after the mission as currently, one has to stay on the squad until the RJ docks to be able to preserve their SWAG obtained during the mission. There is no "leave squad" option like on PoE and Orb Vallis where you can head back to the Door/Lift if you do not want to continue doing missions with the rest of the squad you are currently in and will be at the mercy of the "captain" of the ship and held hostage on the RJ if he does a Marathon Veil Proxima run. (Or is the solution "Use your own RailJack then so you can get back whenever you want"? The problem with that is my RJ is crap and will not last 2 mins as I do not have the resources to upgrade the best guns and equipment which is why i am joining others in public sessions to farm for said resources) I will update and edit this post as it comes to my mind
  5. Here's a thought...... Forge uses resources from normal warframe missions ie (polymer bundles, gallium, morphics etc etc etc). New resources in space for railjack upgrading requirements. This gives veteran players some respect as it allows us to use the resources we accumulated over the years and it is not wasted time spent playing the game while waiting for new content.
  6. I think at the moment, you might feel it is understaffed and hectic running around the ship doing multiple things (repairing,gunning,Piloting, building) but i believe that's the main idea of it. They made it so that if you get tired of doing on job, you can have something else to focus on. The only problem i can see at the moment is balancing as they made the easiest level on earth too difficult to complete with default armaments and a fully decked out archwing/gun. What i think is the lower levels of earth should be moderately challenging to do with default setup and archwings so that a player would consider decking out /upgrading their railjack to take on the future higher levels of the empyrean, not nightmarish hard like it is now. I did consider posting a comment about making it a 8 player game mode but on second thoughts, think it is alright with 4. Would prefer if we could deploy multiple tenno specters to run around and do the repairs around the ship and delay enemy boarders though.
  7. Famous last words: Keep Calm and Farm on ๐Ÿ˜„
  8. Having played the railjack missions so far, I would say arch wing is pretty much very frustrating. Crewships are invincible one shot all archwings. I would suggest turning off homing for them if they are going to one shot all archwings. At least we are able dodge by strafing away. Also for dogfights, it would be useful if DE implemented a camera angle like how Ace Combat does theirs (over the shoulder view) to see if there are any enemies behind me. What I think should happen is: - use arch wing as a scout to look for enemy "fleets" - reinvent a stun fighter class ship that gets deployed from the railjack (with ejecting options into an archwing mode to get back into the railjack) this should be able to do proper dog fights with those pesky cutters. build said fighter in the dojo before the mission. make use of guns and mods from the railjack but on a reduced quantity for balance. Provide mines (for enemies behind) and flares (for throwing off homing stuff) - increase crew size (to eight players) would be nice but I can't see that happening lol or let us deploy warfame specters in ship who assist in repelling boarders, manning guns and doing the odd repair job (which i can't see happening as well as i think DE would prefer the tense action of having to run around the ship doing everything ourselves. - add a Tail section turret? you know so i dont have to run from the forge back to man the side guns? or give the guy in the forge something to shoot at while waiting for the resource in the forge? ๐Ÿ˜„ Just my thoughts and suggestions (i used to play a lot of flight sims so those might have influenced some of my ideas above)
  • Create New...