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OrionSincoat

Grand Master
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Everything posted by OrionSincoat

  1. Wow, Onos last incarnon evolution is so underwelming AND Whatahell? You removed the shard from kharl that i was taking 10-15min to finish to make a full blown 30k reputation on Sanctum?! that's 4 max level steel path bounties
  2. Hello! Merry Christmas! I fully fed my gargolye, why my current rank is still terracota? (i Have a Shadow Clan)
  3. 40 heat damage does anything at all? o.O Stuns/Knockdown enemies in 4 meters All the k-drive abilities could do something, but they are just underwhelming The only ones i could agree is the invencibility, boost and energy restoring, @--Leyenda-yight6 is not wrong
  4. This is just a game design problem, this is why i suggested to use the intrincics as a way to teach new players. And thats why i said that we need a low skill floor and a high skill ceiling =p New players can play the game and level up the k-drives for mastery, but if you wish to learn how to make tricks, combos and see big numbers, you could by mastering the K-drive, the same goes with real live Skeit, it's easy to ride the board (you could even sat on it), but it's really hard to do tricks
  5. This would be awesome! Or if it save a ghost of the next player in the track rank for you to go against
  6. Yea, but it's only used with those 2 mods, i think the energy could be the balancing/limiting factor for expanding the system
  7. Disclaimer: This Suggestion is not the most optimal, the only and one truth or the almighty correct way to do things, it's just a not tested, collective of thoughts, that i put together while i was unlocking the 1000000m k-drive achievement. That said, i love Skeit games and i wish to share with the Devs/Community what's in my mind right now. 1st, i understand the reason k-drive is so simple, it's to make accessible to anyone that wants to rank up. I think a good mechanic is nice when it has a simple easy to enter floor, but have a high enough ceiling for the ones to dare to go full into it. It there's one thing i learned in my 10 years of warframe is: "Big numbers make my ape brain happy" So, this suggestions is intended to make the k-drive more enjoyable like other "Famous Skeit games" that i will not name. _________________ Mechanics: Intrincics The proposal here, is to add some quality of life and teach new players how to play with k-drive -> Combat * Focused in survive against the ambient, Rank 10 Unlocks the Course Challenges* -> Style * Unlocks different Markers, rank 10 lets the Tenno to ride the k-drive (Why not? xD) -> Proficiency * Unlocks K-drive mechanics, Energy efficiency, boost efficiency, make tricks faster, etc. -> Master Driver * Requirement, maxed out all intrincics above: unlocks the World Track** Necramech modding k-drive have a plethora of mods that can alter your play style, but right now 8 mods is too little. Core mods (10 status type): K-drive speed, Boost speed, Grind Speed, Grind Magnetism, Jump Height, Jump charge time, Double jump, Air time (Gravity), Combo counter, Combo multiplier, Combo Cap Ability mods (many): Slam modifier, Boost Modifier, Trick Modifier, chance to resist to fall... and goes on I think the mod variety is very good, but the lack of space make it so cumbersome. Maps/Tracks and trick points/score - Remove the limit of points - More rails, air time and combos. - The tracks could be circled, making easy to start the course again - Have a **World track, that makes through parts of all races on the map and rewards with all reputation from the day (locked behind intrincics) K-drive Energy: - K-drive should have a energy pool - Energy will be used when using a boost, slamming and hovering - Energy is restored doing tricks and earning scores Parts: - K-drive parts should alter the base stats from the k-drive. - Parts skins, k-drive true warframe endgame. - Challenge Parts*** part's 20% stronger(?) than normal ones. Hold to Hover (bind to heavy atk button - configurable) - on Ground, elevates the k-drive from the ground enough to avoid rough terrain, it still can ramp up speed. - on Air, maintain the height (stops you from falling AND going too far up, uses energy) Speed meter - Visual indication of how fast you are is always trilling. - The longer you don't jump, you accelerate up to a max velocity. - gotta go fast: -> Segments of the track should have a no jump part that ramp up speed to make a really long jump in the end. -> If this get fast enough, it would make players think about using it instead a archwing all the time. Dedicated Markers - Precision marker: the more accurate you are, more points it will wield - Jump marker: a cylinder marker that make it easy to get when you are mid air - Boost marker: rump up speed _________________ Quality of life Uphill Climbing - there's some slopes that catch on the k-drive, making it lose all speed when going uphill. *Course Challenge - Tracks modifiers from steel path (Make challenges like nightmare modification) Examples: -> Changes all normal markers to Precision markers -> Speed challenge, cuts down the time -> Ground is lava, you take damage while on the ground, Recover HP by doing tricks ... and do on. - Challenges rewards players with k-drive riven (rare), ***Challenge k-drive parts(uncommon), k-drive challenge mods(guaranteed). Squad Challenge - 1x1x1x1 PvP - 4PvE, all players must make X points in the track
  8. Sadly, i was the host and only one of my friends received the Thauforged and mine %BLP got reduced, so i really don't know what happened there...
  9. Me and my friends done a party to farm this week Archon hunt, one of my friends got the thauforged and the % of the bad luck protection (gonna call %BLP) got bugged all over the place Scenario: Me, %BLP = 60% Friend 1 %BLP = 40% Friend 2 %BLP = 20% Friend 2 %BLP = 20% When we subdued the Archon Boreal: The Friend 1 got the THAUFORGED shard, and got the %BLP reduced to 20% The Friends 2 and 3 got NORMAL shard and the %BLP increased to 40% And I, got a NORMAL shard AND my %BLP was REDUCED TO 40% The Archon Hunt is a flawed system and be f-up by the game in something that LITERALLY WASTE 1 WEEK to reset is just awful. Seriously, i have more than 10000 hours on warframe, but i never wanted to uninstall the game so much in the last 10 years of game. BTW, this is not the 1st time i experienced my %BLP decrease and i don't get the Thauforged shard, but this time i was in a pre-made party on discord and my friend told me that he got the thauforged shard.
  10. hum..... Overguard abilities: Rhino's Iron skin: very hard to make it stack until became good, need 100k+ to make into steel path Frost's Icy Avalanche: if you can't get at least 10k armor and you can't spam it, it's usually not worth it Atlas's Rumbled: "does anyone uses it?" I really don't think Kullervo's Recompense should be capped at 5000, just saying...
  11. fair enough It is upsetting indeed a iconic weapon being this weak rn
  12. Why not? I just think (codding wise), the incarnon form and the base form of the weapons are 2 different weapons and the mod is checking for the base weapon only For exemple: soma and soma prime are 2 different weapons, but the riven mod know that Just making those "mods for named weapons" work should be enough, and if i remember correctly DE said that they would wait the 6 weeks to all weapons be released to make any change in the incarnons i really think that the "mods for named weapons" is a bug or a oopsie made in dev hahahaha
  13. i don't think the soma and the burston should be swapped, just make the Hata-Satya works on Soma Incarnon Form The incarnon mode was made for the mod, they lowered the critical chance because it would be too OP With 8 inherent multishot (16+ with mods) the crit chance would go 20% per shot (from it's 10% base) making 50 shot's = 100% crit chance on the weapon (yellow crit), 100 shot's = orange crits, 150 shots red crits. BUT theres more! with punch through and a mag bubble or xata's wisper, the count could go way higher. i think that if we just make the hata-satya works, the soma sould be on par with the other incarnons
  14. I have the same problem too (287% str -> 143% Armor reduction) don't strip armor
  15. Tested in solo and hosted Gameplay Settings: Option > Mouse/keyboard > Invert Tap/Hold Abilities Protea = inverted On Duviri, Steel path circuit After going to the next wave (last time it happened in third to the fourth wave - not consistent) Protea ability 1, Hold and Tap becames the tap ability it's impossible to use the shield ability by holding the button Holding 1 cast the Shrapnel Vortex Tapping 1 cast the Shrapnel Vortex Other symptoms noted: - Communication chat opens when key "T" is holded, and closes on key "T" is released Thank You in advance.
  16. Thanks, now i have a name for my Kaithe, Honse.
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