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onemoonlight

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Posts posted by onemoonlight

  1. frame is a cosmetic choice, no powers, no armor, same hp/sh, same mobility; hp regenerates slowly, sh as is

     

    snipers 1 shot, dmrs 2 shot, rifles 3 shot, lmgs 4 shot, smgs 5 shot, shotguns 1-3 shot depending on range/mechanic; more emphasis on recoil/weapon controllability

     

    nightmare-style weapon mods only - add something, take something; no mods that modify frame

     

    domination/interception game type

     

    few dedicated servers - getting killed by melee that's 1 screen away is mildly annoying / host migrations - not many people play anyway, it would probably be equal to hosting 1 or 2 relays, wouldnt even mind queues tbh if it meant less lag

  2. Forcing carrier to fight by making him bleed wont help. Cause he can cap in less than 10 seconds on all but one map, any frame.

     

    Ice planet 1-2 jumps to mid, 1 jump to platform, slide/roll through door, jump to your flag.

    Gas city 2-3 jumps and a roll/melee slide sideways.

    Orokin void jump up the stairs, jump above mid, jump to own base. Or jump bridge side and then jump to base.

     

    Derelict map is the only one that makes sense... if offensive spawn system while your flag is missing and regular mid spawns were implemented. But there is no such thing and everyone spawn in base with insane spawn timers.

     

    You either have to slow down the carrier or you have to reduce spawn timer with implemented offensive spawns. Or insta-revive mid everyone that's dead if your team's flag gets stolen.

     

    Right now it's either one team rolls the other, no contest, in 1-2 minutes, or the game lasts 10 minutes with 1 to 3 caps with everyone circlejerking the carriers in the middle.

  3. Dueling rooms were popular when they've released, and so were the nodes. People just gradually stopped playing them, and they were empty 99% of the time.

     

    Im not saying 1.0 and 3.0 can not exist together. Im just saying it's pointless. And i doubt pvp team, or DE as a whole, would just revert on their changes like that, when they have said that they're committed to reworking how pvp functions.

  4. I didn't play quake 3, but instagib and jump pads speak volumes to me.

    That is a form of skill...fast-paced pin-point accuracy...but Warframe has so much more to offer than that.

    Wouldn't mind it being an option, cuz that sorta stuff can be fun.

     

    Personally i think fast paced, low ttk gameplay does not serve warframe pvp's popularity that well. 1.0 showed that perfectly.

     

    And making something that only 20 players will use is pointless. People that want 1.0 back might as well go play ut, q, warsow or any other arena shooter that has instagib in it.

  5. 1.0 -> 2.0 was, at its core, aimed at making pvp more accessible. Of course they're going to cut insane movement mechanics and finger acrobatics. They want you to be able to jump from pve-ing into pvp-ing and be average, as long as you've played the game for a bit.

     

    Also something to keep in mind is that 2.0 is basically a beta test for new rail conflicts. Which will be played by people who are - for the most part - into pve.

     

    Point being, if you're expecting insanely competitive pvp environment from warframe, you might want to look for some dedicated competitive game on the side.

  6. These mods are a roundabout way of balancing the weapons without changing the weapons.

     

    They should have just buffed the weapons in question.

     

    Instead theyre forcing the mods down your throat to equip them, or else the weapon isnt "maxed out."

     

    There should be less mods that just give. Pvp mods should be give and take, so that people actually think about what they want to equip to fit their needs, instead of SLOT ALL THE THINGS HURRRRR

  7. Reintroduce stamina to pvp. Make jump/double/bullet/roll consume a certain amount, varied by frame used. If you dont have enough stam, you cant use the maneuver, unlike the old stupid system where 0.1 stam left was all you needed to do whatever. And give a bigger stam pool, but make it recharge really, REALLY slow.

     

    Fixes the issue of prolonged chases forcing running player to try to take potshots/escape till shields are up and try to reengage before stam is out, makes chaining in slides / wallruns more useful (barely used atm) and forces players to actually think about their next move instead of just HURR DURR SPACEJAM DOUBLE SLAM. And it wouldnt affect new players as much.

     

    ...imma go grab muh flame repellent.

  8. Hind still not fixed. Go shoot it once. Then look at how arid elite lancers shoot theirs, and then look at how regular elite lancers shoot

     

    tenno hind is the same as arid lancer hind - poop

     

    regular elite lancer = boss hind, with 5 billion fire rate

     

    bug known since two decades, not fixed yet, #yearofquality

  9. I've always leaned towards snipers having innate punchthrough as Rikov mentioned, but with the addition of them being red crit weapons. That'd give them a load of damage to deal. Buuuut It'd force players to have crit builds on them as mandatory. And DE doesn't want us to have mandatory mods on so yea.. interestings.

     

    You could also make some that are min damage weapons, you know? Just a lot of base damage with low crit for rainbow setup. Or average it out, so that crit rate + crit power mods give about as much of a damage boost as 2 elemental mods, so that people can decide.

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