Jump to content

SwankDank25

PC Member
  • Posts

    40
  • Joined

  • Last visited

Posts posted by SwankDank25

  1. Elite alerts are a good idea, but the execution is poor.

    Less life support in survivals doesn't make the mission harder, it just makes them more annoying. If you're doing them solo, you're almost forced to run nekros and never use your 4 because the spawns are so terrible. Why not increase enemy spawns? Same thing with excavation; we should just have more enemy spawns along with the longer excavation timer. Both survival and excavation rely on enemy spawns, so why does it feel like we have decreased enemy spawns in this game mode???

    Defense takes way too long, and we still aren't able to control hostage AI. Not only this, but he's stuck using his terrible akbolto. If he's gonna bring his own weapon, that frees up the action command (pressing x doesn't do anything since you can't take his weapon away). Instead, we can have follow, and hold position.

     

    I like the idea of perma-death, but not in this game because of the bugs. Don't push perma-death if half of the bugs in this game are fixed by dying. How many times have you ran an eidolon hunt and someone gets ability locked? The fix is either jumping out of bounds (in the water) or dying if that doesn't work. That doesn't work in this game mode because dying ends the mission, or at the very least locks you out of rewards. So now you're stuck in a survival with terrible spawns, unable to use any abilities, operator, or certain weapons..... sounds like fun to me.

    I understand that the ability locking glitches will never get fixed, so how about we allow other players to revive you? And how about we increase survival and excavation spawns to make the missions actually challenging? The power carrier spawns don't even have to get fixed, just doubling spawns should be enough.

    Again, I love the idea of perma-death and harder missions overall. The missions are just ruined by bugs that have existed for years (which ruins a lot of the game by the way) and watered down spawns. It really seems like these elite alerts aren't really meant to be a challenge, and are aimed toward everyone instead of the more competitive side of the community who want a challenge, which is what really kills it for me.

     

    Yeah, a bit of a salty post, so here's Peter Parker operator (which can't be recreated with this level of accuracy anymore because there are too many uncolorable areas in operator clothes since this last patch).

    Also whoops this is in art and animation bc I'm an idiot and can't read where I was last 😕

    qugqbMC.jpg

  2. 41 minutes ago, Kusungphak said:

     the issue of side mouse buttons not working anymore.

     

    YES, it's not just me!!!

    And I bound my forward and back buttons to 8 and 9 respectively via my mouse software. It doesn't let you go out of menus quickly like it used to (since they're no longer forward and back buttons), but you'll still be able to map them to alt-fire and whatever else you use them for.

  3. 30 minutes ago, Alcatraz said:

    I can't help but point out that 70% don't even come to forums that you're complaining about. The other 30%? They don't care. The people who are posting in this? We're the people in the same boat as you are.

    *sigh........................................... yeah.........

  4. 1 minute ago, Jackviator said:

    Also, now that I think about it...

    Didn't you just say:

    So... you say you're too lazy to get a squad from recruit chat, and go into a PuG mission... And yet you also advocate for people to use recruit chat to go credit farming, instead of just heading to Akkad.

    How is that any different?

    I mentioned recruiting for an Akkad credit farm to those hung up about it being superior to Sechura. The difference is hardly noticeable, but if they're that obsessed about squeezing every last cred out of every hour, then they can go recruit for optimal results. I go to Bere (in fact I'm there as I'm saying this) when I want optimal, efficient results. So there is a difference between my laziness and theirs. They have a clear disregard to anyone trying to get something other than what they're after, yet they're selfish enough to interrupt the mission of other players for their own needs, all of which could be avoided by playing a different mission. Both farms could be done publicly or in a recruited squad.

  5. 2 minutes ago, Jackviator said:

    It's a PuG. By going into it and not using Recruit chat, you basically agree to accept what you find there. It's not like you won't be able to find people for affinity farming in Recruit chat and avoid this type of thing, anyway; people are forming squads for it all the time.

    I get that, but like I said, it's courtesy to use the just as effective alternative. I wouldn't be complaining about this if there was only one mission to do this kind of stuff on, or even if Akkad was significantly better than Sechura.

    Also I'm too lazy to find a squad :P

  6. 2 minutes ago, (PS4)robotwars7 said:

    that's the price you pay for going public. here in the Glorious Solo Master Race, I don't have to worry about others, I can do as many waves as I want whenever I want without worrying about ruining other people's experience, or worrying about my own experience being ruined.

    seriously, solo is the true path to enlightenment.

     

    I know you're half joking, but I agree completely. I literally only go public for Akkad lol.

  7. Just another bit of Warframe courtesy; most people run Akkad on pubs as a casual XP farm, so being that one $&*^ that leaves after 5 waves just to get some easy creds is ruining the rest of the squad's xp gain. Sechura exists. Although it's "less efficient" than Akkad because its map is enormous, recruiting for an Akkad credit farm is a thing if you're that hung up on the 15 extra seconds you might save.

    So pleeeeeeeease don't be that one guy who forces everybody to leave after 5 waves just for them to have it happen to them again.

  8. 18 minutes ago, Sannidor said:

    Returning idea, a good one though.

    I would assume auto-finishers are DE's concept of "trade-off", but it can be something that was left unpolished and awaits for improvement.

    Finishers animations need a serious revision. We barely ever fall out of maps doing them (still happens tho) but camera shift is confusing and pretty awful on visual side.

    On a side note - most new players have no clue every frame can open enemies on finishers if their melee attack is blocked while channeling. Personally, I would make this feature skill based, working with right timing. Maybe announced channeling tweaks address this issue?

    The timing thing would be pretty sweet since hardly any of the game rewards skill. The only problem with it is the fact that all melee units are super weak :p. I get that enemies whack you in the face with their gun if you get too close, but then you have to deal with the inconsistency of their swings since sometimes they just keep shooting you. But having a skill-based reward to melee play is something we definitely need since the melee gameplay we have now is just mashing one button over and over again.

  9. 3 minutes ago, THeMooN85 said:

    Lwt me understand it... you want separated button for finishers?

    X instead of E (where melee belong)? Wow that would really speed up combat - NOT.

    Eghm... Zenistar with Dominion skin... just saying.

     

    You know what? I have much much more better idea.

    What we actually need is to make daggers finishers only weapon like... having hidden dagger (on second melee slot od secondary as a melee instead of pistol ie.), you know what I mean? Daggers in Warframe are F$%^&G useless unless used with their "special mod" which grand lethal kill on finisher. Almost no one use daggers in Warframe... they could be used as that! As the finishers only melees. A hidden short blade, fast and absolutely lethal.

    So you've really never been in a situation where picking off enemies one by one with finishers was slower than hitting them with regular attacks? And I can't tell if you're serious with the Zenistar thing since it's just a skin. Just like how Frost's popsicle sword skin doesn't unify attack range with all swords.

    Your dagger suggestion doesn't really fix daggers as a whole. All it's doing is keeping them in their niche position of being strictly one shot weapons that need some ability to open them up, like Ivara's sleep arrow for instance. To start, Covert Lethality's insta-kill finisher property should just be innate on daggers. And to be fair, single daggers aren't complete garbage. Rakta Dark Dagger is alright. Now it's nothing groundbreaking, but it's not trash. DUAL daggers are trash since they can't even benefit from CL, and the stances generally all suck, complemented further by bad average stats.

  10. 2 minutes ago, LycanPT said:

    I get what you're trying to say, but IMHO you can't bring the argument of slowing down since performing a finisher is putting yourself into an animation that take more time than to swing directly into the enemy

    Yeah, the speeding up part really only goes for what I said about blinded enemies since that's honestly all I care about. That 8x dmg really makes finishers obsolete for anything below lvl 100.... which is most of what we fight now.

  11. It would be a good idea to encourage Limbos to buff and heal their teammates instead of just themselves, but I still don't think it would justify using the augment. Healing isn't something that is super hard to do since literally all melee weapons can do it, and even some secondary and primaries can. The reason why Winds of Purity is such a good augment is that it's super consistent and fast. Limbo would have to hop out of the rift, target an ally, and hop back in to prevent further damage. At that point, you probably took more damage that you would've by just camping in the rift waiting for Medi-Ray to activate, or just letting rift's energy regen fuel your Quick Thinking.

  12. How about moving finishers to the action button (X by default) instead of having it as the melee button? This would seriously speed up combat against blinded enemies and make it much more entertaining than what we have now. I'd rather stomp on a pile of ants instead of poking them individually. Excalibur and Inaros only promote the use of giant weapons even more (I'm lookin at you, Atterax). If anything, blinded enemies should promote the use of shorter weapons since they're stunned and getting up close is no longer a threat. I get that opening enemies to finishers makes short range melee weapons, like daggers, stronger in a way, but it's not like whips and polearms aren't able to perform finishers.

    And this goes for stealth finishers on non-blinded enemies as well. Ever run up to an enemy trying to get a quick finisher kill only to attack them normally because you weren't close enough for the finisher prompt to appear? It would be really nice to be able to mash a key while running up to an enemy from behind to get a finisher without having to slow down and awkwardly tiptoe behind them, waiting for the prompt.

    Thanks!

  13. 19 minutes ago, Marine027 said:

    Ever thought about your Nyx was never ment to be that tanky?

    Rhino with Iron Shrapnel, which is an augment that makes him pretty much immortal by the way, can shut down several rooms and stay far more mobile than Nyx ever could with Assimilate. Nyx gives good CC with confusion, but Rhino just stuns them outright. Plus, Rhino is far more Zenurik viable than Assimilate Nyx is.

  14. It was a radiation sortie, so maybe I could EV friendly targets under radiation, but I was running a lvl 2 Arcane Healing (don't laugh at me), so I don't think it's all that likely. Also, it didn't drain the Kavat's health, sooooo neat. I tried again right after, but it gave me the normal "INVALID TARGET" thing.

     

  15. 13 hours ago, SevenLetterKWord said:

    If you're looking for a cover-based shooter, you're looking in the wrong place.

    Yeah......... that's true

    That's why I think PVP would breathe a lot of new life into this game. Everything is pretty much the same, farm parts, farm resources, build weapon/character, and play the same mission types whether it's aw or regular missions. Like I mentioned, a PVP system such as the one I proposed would be a nod toward the people looking to test their skill and be rewarded for it rather than the people that just want to shred S#&$.

    You spend hours trying to get another weapon to shred S#&$ with, and you spend hours allocating real skill playing PVP. I'm sure most are familiar with this, but I think it would be a great change for the game. Variety is good in games, and that is something that Warframe lacks.

    Also...... servers? I've been hit from a mile away from people's Nikana Variant in the QS event, and I've missed with mine right next to them. Before anything, servers would be the first thing we need. And if we're getting servers, the regular game should have priority.

    Hosting is the ball and chain to this game for me, and probably for many, many others.

    13 hours ago, Nazrethim said:

    The current conclave already does that. Do you think that facing someone who can bulletjump then double jump backflip on any direction at a moment's notice doesn't require skill?

    Honestly, a little bit. I mean, it's definitely not brain dead like Naramon TBoltace is in the regular game. All you have to do to win with that is spam your spin macro. But I feel like our current PVP does not restrict players enough. Maybe what I'm trying to say is that the current PVP requires too much skill?? I don't even know at this point, but I can tell you it ain't fun, and nobody plays it :P

    I know it was just an example, but your bullet jump backflip example is just muscle memory. Hell, you can spam maneuvers everywhere and most likely get away.

    Something I forgot to mention and I'll most likely edit it now because I just remembered is oro. The whole oro system is pretty messed up. Like, major messed up. It's the definition of not determining victory based on skill, but rather the player's ability to cheese the mechanics. You can win so many matches just by 'vulturing' and just waiting until someone dies, and running in for the oro steal. It's a pointless mechanic that only makes people angry when their oro is stolen, and makes people feel guilty for winning because of a stray oro that they happened to pick up on accident. Measure in K:D, or even damage dealt. Damage dealt is a little iffy, but it's miles better than silly oro.

    13 hours ago, Nazrethim said:

    Also, we are currently on Conclave 2.0. Conclave 1.0 was Dark Sectors and Solar Rail conflicts (which was basically pvp with old parkour and full pve mods, it was a broken unbalanced mess as expected)

    Oh yeah................(<.<)........................................... (>.>)......... oops

  16. Conclave 2.0 5.0 anyone?

    I don't think many people would disagree with me if I said conclave is long overdue for a rework. And to many, it is just one of those game modes that is forced on us, very much like Archwing (I swear to god I will sell my account if Archwing sorties become a thing).

    So I'll get straight to the point: a Battlefront-like approach to pvp in Warframe, where you, the player, controls a corpus or grineer grunt to fight the opposing factions.

    It won't be very Warframe, but I think we have too much of the same thing in this game anyway. Hell, most of the enemies are balanced for player use; common enemies like lances and crewmen do good damage fairly quickly, but die easilly, whereas gunners and techs do more damage over time and last a lot longer.

    And adding an invasion-like reward system would totally ruin this. People would only side with the faction with the better rewards, like how people only want the braak, so they always go corpus in invasions. The rewards should be like the conclave ones: players are rewarded just for playing and winning, not for playing sun over moon and vice-versa.

    The only issue I see with this is modding. I think this is too far from Warframe to include modding at all. Plus, new mods means more grinding, and we all know how we feel about that...

    I think this traditional form of pvp would be much better than the bullet jump spam, spazo pvp we have now. For once, for just this part of the game, players will be rewarded based on skill rather than hours played. This game mode requires no grind to get into, unlike the while pve meta we have now. Plus, we finally get to play as the opposing factions. That's cool right? That's half the reason I think Battlefront is awesome (although, you can play as the heros and even have a match of only heros, but meh).

    Also, kill oro. Oro unnecessarily caters to the unskilled players, teaching them to stay away from direct combat, and to only jump in to steal the point that somebody else earned. Yeah, this means somebody can win a game of pvp without doing a single point of damage. Although I will admit it does take skill to win without doing damage, it is stupid that it is a possibility. Stealing kills is one thing, but stealing the kill without actually killing is another.

    So what do you think? Not Warframe enough to be in the game? Maybe I'm just burnt out and want something different.

     

×
×
  • Create New...