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hyperkayak

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Posts posted by hyperkayak

  1. Having issues logging in today... goes to verify cache and then says update failed. tried to reinstall and cler setting in IE but still nothing. Was working great yesterday!

    Launcher "skips" the last ~130mb needed, then goes "update failed".

    Unable to log in since friday...

  2. Yay!

    Can't wait to---

    "Update failed!

    Some content updates could not be downloaded from our servers.

    Please restart Warframe to try again.

    The update will be restarted shortly.."

    ....oh.

  3. So I'll just pick one of my ideas at random...
    Name Suggestion: Seeder

    Behaviour: This variant of Corpus infested unleashes a somewhat clumsy barrage of technocyte-infused bolts using the weapon it held in life, now fused into its flesh.

     

    Attacks: On sight: Continous fire with infested Dera; smaller, darker reddish bolts, low poison or viral damage, same-side infested are immune. Highly inaccurate (hits are scarce at long ranges, somewhat below decent at medium). Targeting does not care for allies in the way.

     

    While attacking: Close at walking speed to "comfortable" distance (about 2-3 Leaper Leap-trigger distances).

    Jump to nearby vantage point (boxes, rocks...).

    Up close: Backroll, resume attack. Backroll has a cooldown, unable to just keep evading.

    Close range, or up close but backroll on cooldown: slowly back up to "comfortable" distance while firing.

    Cannot run while shooting. Only stops shooting if dead or no targets in LOS.

     

    Environment restrictions: None. As they are ranged and fodder units (come in larger numbers) enclosed spaces hinder them.

     

    Art or Reference Images: Looks like a leaper with a gun poking out of his body (somewhere near the top). The gun also looks "mutated".

  4. Can we have please the option of excluding "friendly" corpus/grineer troops from infested outbreak missions?

    1. Because of them getting pummeled to death takes FOREVER and DISALLOWS AIMING for you. And ONLY for you.
    2. Because of Bombards' and Napalms' explosion animations taking FOREVER to clear up, completely BLOCKING VISION for you. And ONLY for you.

  5. Also, sentinels need some sort of de-stupidizing.
    It should try to stay out of AoE DoTs, even if it means backing up 1 meter.
    I like meleeing toxic ancients. I don't like sentinels dying in less than 2 seconds even on low level missions with hi-level sentinels.
    And DON'T try to solve it with a mod. That NEVER works.

  6. When infested that hit things (like chargers) hit ANYTHING that's not you, the screen shakes like crazy.
    The shaking (shakeage?) is actually MORE severe when you're NOT the one getting hit.

    zampel:
    Corpus mook standing close to me (but probably outside of Galatine range) gets wailed on by charger, while I'm trying to snipe Mr. toxic tentaclerapist. Without moving, the shot misses with me having the crosshair right on his face.
    So not only does the shaking shake your vision, it also MOVES your camera for you. How helpful.

    Also works on defense artifacts, for happy fun seizure time 2: the crazy.

  7. The game looks horrible with Bloom and CC on. Turn them off and see the game as it should look. It will help you to cope with the shoddy scopes we have until DE gets around to making some that aren't, so shoddy.

     

    I would also like to point out the FOV on the Scanner has made this current event more than tedium, especially during the day, due to the objects being highlighted in orange. The reason for this is, all the other levels up to this point have not been as brightly lit, even the outdoor Corpus tiles don't affect the scanner that much. They really need to go a detective vision route with the scanner, so we can actually see objects.

     

    Again try turning off CC and Bloom to see if it helps.

    Tried it, switching color correction off solves it.

    But now I'm baffled: Either color correction isn't doing what it's supposed to (correct things), OR corrections work like negatives.

    Meaning the colors are already correct, and correcting them again makes them "uncorrect" again.

  8. The brightness on the Lanka's scope is wholly unnecessary.

    On brighter levels (like Earthjungle-daytime) the saturation just blends everything together the farther they are, making the gun WORTHLESS AT LONG RANGE.

    Kind of stupid, huh? You have an easier time sniping enemies without the scope. Sure, they're little blips in the distance, but at least you can see them moving...

    The magnification is okay, scrap the lightshow.

  9. I like the concept of damage 2.0
    the CONCEPT
    I do not like how it is right now.
    Here come a bunch of things, lacking order (almost).

    - The mod system needs to be changed: more than 2 elemental mods and you have to shuffle your cards around to get the damage type you want. Even if you can't afford it, because they're of different polarities. Add a small something to specfiy which ones you link.

    - Elemental damage cards use total base damage for calculations, physical damage cards use their own base damage, even if it's ZERO. I'd like my Lanka to whack things again instead of choosing between double zap, rads, or mags.
    Plus now AP (now puncture) and other physical damage cards are now super-duper inferior to any other damage card.

    - "2% chance that your weapon will do what it's SUPPOSED to do (all the time)" is probably why player count spikes around fixes.
    Short version: fire doesn't burn, cold doesn't slow, lightning doesn't zap. Unless you specifically mod your stuff to do so.
    But wait, you can't! Base % are so low, that even +400% is only 10% total in some cases.

    - The debuffing damage types (like rads and mags) are kinda useless outside PvP and maybe bossfights.
    - Is there a detailed resistance/armor-per-bodypart table already in place for all damage types and all enemies?


    - this is the big one>>>>>>>>>>>>The Infested (chargers and ancients) DON'T RESPOND TO DAMAGE ANYMORE!!!! They just keep shredding! No matter what the hell you do! A fun way to stop a charging disruptor in the past, was to shoot him in the tenties with a big corpus railgun type deal. Now, he takes the ~3k damage to the face and doesn't even shrug! Same with the chargers! Whack all of them at once with a big sword, and they don't even flinch! They're only supposed to mess you up, if you get careless and make a mistake. Now, you can't level melee on anything anymore! These guys will bend your sh####r, everyone else will run away and shoot you.

    - It's not just the infested, Corpus crewmen and basic Grineer also seem to have their nerve-endings removed.
    This is not fun. If melee is dead, then so is this game.

    - Inability to have a substantial effect on your enemy besides death (footman and grunt from warcraft 2 hitting each other relentlessly like robots, until one of them is dead) and damage types that have very little difference (their super-secret weakness is BULLETS. But magnetic damage /whatever the hell that is/ works just as well) and "+0.312%-to bleep a bloop on his -Nope, he died." equals something taken from WoW beta. Or something.

    - I have extreme difficulty sensing if an enemy has been afflicted with the "difficulty aiming" thing. Everyone still has the aim and target lock of murderhacked Counter-Strike bots.

    - No seriously. No-one getting staggered by anything is super annoying!

    - Can electric melee weapons acutally taze dudes to just stop for a few seconds? Haven't tried yet.

    EDIT: I put some emptiness inside to make it better. Sorry for the text-barrier, it's 2 AM here and I have difficulty seeing.

  10. I agree. I also agree we shouldn't be clipping through enemies when using melee.

    Not real clip-thoughs, only animations going into each other, without the characters actually changing position.

    Although ancient arms make stuff really interesting, as you can walk all over them when they're extended.

    This results in:

    -"Climbing" the ancient, not hitting anything.

    - Ancients catapulting themselves upward when you're right in front of them and they miss.

     

    This. They should just make the Sentinels transparent if the camera gets too close.

    I think sentinels are small enough and can share the screen with us, but would be helpful in a few situations.

    Also, did anyone notice that melee attacking enemies on the ground has been broken since U9?

    You just do the animation without moving and then hit NOTHING. And in a lot of cases, you can't afford to take that long and hit NOTHING.

    AND there's no way to stop it.

  11. The camera takes WAY too many things too seriously.
    It should only close-up on your frame when it really needs to, like to not be in a wall, or behind a door, or... can't think of anything else.
    Now it just treats EVERYTHING as super-duper gameplay-breaking vision blockers and treats them accordingly.
    The result? Camera focus jumping wildly between Normal and Colonoscopy modes, whenever there is something behind you, even if for only a split-second. This is very common in heavy melee, to the point where it becomes disorienting, frustrating and possibly HARMFUL. It even occurs when a melee animation temporarily "clips you through" an enemy.
    I'd rather have a charger behind visible, and possibly conceal part of my frame, then this seizure-fest.

  12. So I'm kinda outraged.
    So here (Shingeki no Grineer?)

    The Grineer are monsters in the truest sense, make no mistake. The Corpus may be greedy bastards, but at least they are human. Restricted by human weaknesses, human birth rates and questionable, but human morals. The Grineer have long since abandoned any semblance of humanity, and have become a malign form of space cancer, similar in fashion to the infestation. The difference is that the infested are victims. They are not truly there. They are just biomass that resemble the late host creatures. They died violently and unwillingly before becoming what they are now.
    The Grineer, they HAD A CHOICE. And they purposefully chose oblivion. Not just their own, but also that of everything else.

    What do you think will happen when they win? You think they'll just thank you for your help and find other things to conquer? Let's say they do! After they've conquered everything else, will they not come for you? For us? After exhausting all options, including us, what will become of them? The mass of decaying cyber-clones who were indoctrinated to hold conquest over everything? They will rot, and die without victims to feed on. In this sense, they are actually MORE like cancer, than the infestation. They will destroy everything, because that is all they know. Then they will rot and leave nothing behind. All they've conquered will crumble as will their bodies.

    This is the side YOU've been helping. Helping doom the universe. For what, TRINKETS? And then dare say the Corpus are greedy?

    The Corpus are weak enough to lose the system without our help. The Grineer are strong enough to take the system without our help.
    If we temporarily help the Corpus, we will KEEP THEM WEAK. By opposing the Grineer, we'll WEAKEN them too.
    Our DUTY is to keep both sides as weak as possible and not let either win, because if a side wins, it WILL turn on us.
    They need to be weakened in unison, to the point where they can both be erased at the same time.

    The first order of duty is to thin the Grineer horde as HARD as you can, at least until a true solution is found (like a virus, that would maybe attack only cyber organs. And perhaps could be countered by something as simple as a healthy immune system).

    Should there be an actual winner, we have a much better chance against the weaker Corpus, should they decide to backstab us.

    If performing your duty costs the lives of our brothers, than that is what it will cost. As it always has.
    If we need to abandon our humanity to defeat the monsters, then so we will.
    "Someone who can’t sacrifice anything, can never change anything!"

     

     

  13. I kind of like this gun, but there was something bugging me about it, and I didn't quite know what is was at first.
    But now I do!
    Between releasing a charged Ballistica shot and charging a new one, there is a short delay you must wait through.
    And it's annoying.
    It completely messes up the shooting routine, which for ALL other chargeable weapons is: run around with charged shot, sight an enemy, release shot by momentarily letting go of button, then immediately press down on it again to minimize no-charge time. Pretty basic actually.
    If you do this with Ballistica, the charging won't start and the next time you release the button, nothing will happen.
    I know this sounds kinda stupid, but it IS stupid! So please fix it.
    :D

  14. Yes, the carrier can't pick them up either, because it only vacuums stuff that's "landed". Spherical items take forever to stop rolling, so the carrier picks up all the resources, credits and ammo WAY before health, energy or affinity (from the same drop). So either the stuff from the containers is considered "never to land" because it's stuck, OR it's somehow a problem if stuff lands "inside the broken container".

    But this isn't really a problem for me, because most missions my carrier gets napalm'd to hell twice.
    (napalms OP. Dear Ruk, who's constantly trying to win me over around 15 gurnier left. This isn't about my kind anymore. It's about your kind, and how it needs to die.)

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