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Mizar5129

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Everything posted by Mizar5129

  1. One of the most neglected damage types is blast damage. In part because it doesn't do anything other damage types don't do better, and because the status effect is mediocre to almost useless. I had an idea while toying around with aegrit today. Damage resistance/weakness tweaks. -25% effectiveness against both alloy and ferrite armor. +25% effectiveness against flesh and cloned flesh. (Pressure waves can cause significant organ trauma as they pass through the body) Retains +75% effectiveness against machinery. +50% damage against shields (My understanding of shields in this universe is that if you spread out the incoming damage over the shield, it struggles to keep up, hence why impact damage is more effective. A blast wave is just a bigger hammer made of air pressure.) +25% damage against proto-shields +25% damage against robotics (Corpus robots probably have less moving parts overall than Grineer machines do, but there's still a a danger of knocking parts out of alignment or damaging highly sensitive components.) Retains + 50% damage against fossilized Neutral to sinew -25% effectiveness against infested and infested flesh (Kind of doubt technocyte cares about organ trauma when it can just grow new ones instantly, also not sure what the difference between these types are) New status. Shell Shock: Enemies are dazed and unresponsive, slowing their responses for a brief period. It's not an overall animation slowdown like cold, but rather a delay in their behavior. Or something to the effect of compromising the enemy's ability to attack.
  2. Hence why I suggest giving the elites unit types the better AI and leaving the grunts/trash mobs as is. Maybe make them a bit more likely to evade if they detect a projectile coming at them. Would also suggest giving the grunts more flanking behavior. Depending on unit class and role, elites should be able to better dodge/block incoming attacks and try to out maneuver the player. I wouldn't have them be outright immune to abilities but rather somewhat resistant depending on what that ability is, the unit's role (Tanky elites might be more resistant to abilities that induce knockdown or stun, etc), and also fit in more with faction theming, For context I use elites to refer to units like bombards, techs and ancients.
  3. Game AI is difficult to nail just right, and you have to consider that each smart agent will draw more computational resources to itself, vs a bunch of dumb agents. However you can use both. Leave the basic enemies as they are and give the uncommon elite types the good AI instead of just relying on bigger health. But yeah as it stands there's not really much incentive to go out of the box with builds and weapons since the game's systems heavily favor only a few builds. While the majority of frames can totally do end game content, the weapons are mostly garbage, with some being almost completely unsalvageable. I wanna use sun and moon but it's performance is so mediocre.
  4. Armor is just badly implemented all around, it is just HP bloat. The effective HP of a basic lancer at level 100 is around 60,000. In contrast a crewman at the same level has 14,000 and a charger has 8,000. In steel path it gets worse with the lancer having over 335,000, while the crewman has 35,000 and the charger 21,000. This is completely absurd and basically ensures you will never build for anything besides viral-slash. Because why bother? It kills everything just the same. (Also how do viral, toxin and gas procs affect machines and robots?) The overguard system could serve as a basis for a revamped armor system. In this case some percentage of the damage could go through the armor while the armor itself takes some damage instead. Perhaps instead of going away entirely it just loses effectiveness, with corrosive causing it to lose effectiveness much faster, and puncture having higher bypass. Honestly the sheer number and damage of enemies at high level is more than enough to keep things interesting without giving the grunts hundreds of thousands to millions of hitpoints. The challenge should be that you killed a dozen but there's a hundred more still coming. Not that the enemies have armor made of neutronium that eats 99% of your damage and it takes five minutes to kill one guy.
  5. They used to be back when you had to find void keys to go there and hunt for primes. Now that they're just part of the starmap and we have a relic system, they just seem kind of superfluous in their current state. I didn't say there would be living Dax, I specified "undead" Dax, or even just like, hardlight projections. One idea is dead ones being puppeted by the tower's defense systems.
  6. The Corrupted as a faction are in dire need of a significant overhaul, they still feel like placeholder-y reskins from when the game was a beta, both visually and narratively. The corrupted ancient is the more egregious example. There is no reason the infestation wouldn't simply consume the mask or reject the neural sentry's control. If the Orokin had the technology to control them that easily, then the infestation would never have been a threat to them. Every other unit is just a reskin of another faction, except the corrupted moa, because it is just the fusion moa with no changes at all. An idea I had was to replace them with tweaked versions of the Dax from Duviri. Call them something like Bound to indicate that they were forced to serve their masters beyond death, tweak the textures on the bones to look like actual old bone instead of metal, and give them new sounds (Or just use the old corrupted VO that sounds like deranged ghostly laughter). The problem is the Dax are kind of pathetic when stacked against warframes, so they may need new weapons and combat techniques. Perhaps give the archer variant a semi-auto rifle instead, and the big hammer guy the ability to produce shockwaves with each hit. I would also remove the behavior that interrupts them if they are shot when charging a special attack. The heralds can replace the ancient corrupted as the healers and support units. The gladius is probably fine as is. Just make them a bit more responsive to ranged attacks. You could also add in ancient Grineer lancers similar to the ones from the awakening trailer as trash mobs. And maybe some Orokin bioconstructs that are similar to modern Corpus robots. And have the Dax be exclusively eximus units or some other form of elite. Additionally, and this really only applies to the derelicts, starting with the Plains of Eidolon update, it was established that most Orokin structures were biotechnological in nature. Derelicts however show it as regular technology that is simply overgrown by...giant trees, which do not appear to even be infested, for some reason. Now the towers and derelicts feel out of place and contradictory. There's also just not a lot of reason to go to the void towers outside of argon and completionism. Maybe void traces should be added as a possible drop there?
  7. I just want them to make the deacons killable in the stealth missions. I hate forced stealth in predominantly action games, the segment in New War was miserable. If you're gonna force an enemy that can one shot me just because it saw me for an eighth of a second. Reward the player for proper stealth by letting us kill them, and hey maybe give extra points for doing so.
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