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elitharcos

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About elitharcos

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  1. Yeah, but that's where this rework would come in. If radiation would make all of your mods that include damage/power strength and arcanes go away for that time you cannot just nuke the map. Sure nuking is fun, but it is the endgame and sometimes a random radiation proc could even surprise you like this.(Also that's why i get sometimes the wtf face when people say for a gauss addition idea as op when we have literally one-shot weapons/warframes)
  2. Read warframe related part again: "they get all buffs, arcanes and mods disabled from warframe and weapons which modifies power strength or damage for the effect being." I honestly can't belive anyone dying to that. but it does damage. so your modding theory sank.
  3. Usually you kill enemies by the time it wears off anyway, but by them spreading it instead of you they actually do some sht too 😄 . Also what i try to get with this status to be used more on enemy side too without making it trollingly effective. so no more insta-loss on defensive mission cause of trolls whilist having fun with this proc. that's what i meant. A rework that makes it more useful in certain scenarios. You can use it just like now, by the time it wears off they are usually dead anyway but at least they spread it before they die, even if just a bit. also if you equip a slow nova this is applied for a longer time and for example if you use Equinox CURRENTLY if he has 300% power strength he can make enemies be so fast that radiation currently wears off in like 4 seconds.(or any status.) without full potential, so it would get rid of partially of the fastening effects.(and since cooldown would be a part of this status too, i guess fastenings like nova could affect it) so they are longer affected if a nova or equinox is present at least, because they spread it too.
  4. well, i didn't say anything about "Reapplying" the status so let me explain. The status cooldown for radiation status proc is ONLY after it ended, so if you hit someone with radiation you can reapply it within that time being. Yeah sure you don't have to bring radiation ignis... i said Tysis in my mentioning. Low status chance tho? Then why rely on exactly this status? Also yes, i don't bring ignis, etc. in missions nowadays and i rarely see radiation affected enemies at all... Your second quote is for "Warframes" only so if a warframe is affected by radiation they lose it fast, not enemies. Enemies will just simply go from 30 -->15|15 ---> 8|8|8|8 but if you apply status on one again it may look like 30|15 or 30|8|8|8 or even 30|30|8|8. So if you make 4 enemies in room go 30|30|30|30 they will all be like 15|15|15|15|15|15|15|15 by the time they would apply to others because they lets say didn'T apply it to eachother. Those enemies who are already affected will not do anything to eachother's duration. only warframes can reduce warframe duration if they shoot an ally accidentally or not. for enemies in short: They attack eachother, prioritize radiated enemies, don't mess with their status duration, they mess with the status duration of those who are NOT YET affected by applying their own portion to them. They don't get anyone out from radiated. sidenote: "I don't see how that's any better..." well that's why it is called a rework, not a buff. i think this would give a bit more variety and use on enemy side to the game without breaking the game completely.
  5. Yeah, but as i mentioned only if they shoot at someone NOT radiated already. So if everyone is radiated the radiation stays(so for example loki's irradiating disarm is unaffected by this modification) But once that runs down, everyone will have a protection against that status for a time. With continous misery, etc this status can be like 60 seconds too which is actually long enough, because you can anytime just apply radiation to multiple enemies before they start bashing at eachother, so if you like using tysis it is not really a nerf. For those who use 1% status chance weapons with 1 shot/second fire rate it might feel like troubling tho, but still for mass apply you can use other things, other weapons, etc. This modification just makes sure that many people in room will eventually be affected by it.
  6. Rework idea for radiation: Regarding enemies: Whenever an enemy is affected by radiation status effect they will effectively try to shoot/hit everything in their reach, this status lasts for 30(+affects from mods) seconds or until the enemy hits someone who is not radiated. When the enemy unit hits an unradiated unit the status duration halves and both of them will be radiated for the time being. The duration halves only if they hit someone not radiated. If they hit a warframe or anyone not radiated they become radiated too. However they prioritize already radiated enemies. Regarding Warframes/tenno: When a warframe is radiated, they get all buffs, arcanes and mods disabled from warframe and weapons which modifies power strength or damage for the effect being.(power range, efficiency and duration mods are unaffected) When a warframe shoots someone unradiated with radiation they TRANSFER their radiation to them as long as they are not another warframe, if you shoot another warframe or an initially ally you will have your radiation status reduced to 5 seconds and they get radiated for 5 seconds too. When the effect ends all buffs lost are regained. The warframes during radiation cannot buff allies and allies count as enemies thus cannot be healed. While being under the effects of radiation EVERYONE will look like the unit who inflicted the effect on you(skins are replaced so warframes can still be determined by movement, but if they are standing it is harder to determine). Abilities do not trigger on warframes, not a single one. Overall change what applies to radiation on everyone: When radiation ends units are protected from being radiated again for 30 seconds, but each time they would be affected by the status again cuts off 1 second from the protection. Trolling possibility: Small because warframes will have the models of enemies so they cannot intentionally want to kill allies if they cannot see them, but anyway their damage is reduced to base damage during this time even on warframe, so the damage they deal to allies is minimal, just like the damage dealt to enemies. Game fluidity: Normal this wouldn't change much on game fluidity due to the effect being the same as before but it is more infective and the players are put out to be in more danger, but to avoid it being annoying completely the 30 seconds of protection is great. Also many abilities which have status protection would be a good way to apply radiation yet avoid being affected by it and those are not reduced by being radiated by 1 second. Fun factor: Normal I say normal for that too, because some people would prefer it that a status finally makes challenge to them and some people would hate it because well... they are crybabies who hate statuses affecting them. Difference: Slightly higher than Normal I say this because this would allow this status to be applied more often in games, on enemy weapons, etc. without making overpowered troll allies kill you or the defensive object. I mean... with base damage without abilities, i think it is almost impossible, if not completely impossible.(But for defense objectives i would give 90% immunity)
  7. Rework idea for radiation: Regarding enemies: Whenever an enemy is affected by radiation status effect they will effectively try to shoot/hit everything in their reach, this status lasts for 30(+affects from mods) seconds or until the enemy hits someone who is not radiated. When the enemy unit hits an unradiated unit the status duration halves and both of them will be radiated for the time being. The duration halves only if they hit someone not radiated. If they hit a warframe or anyone not radiated they become radiated too. However they prioritize already radiated enemies. Regarding Warframes/tenno: When a warframe is radiated, they get all buffs, arcanes and mods disabled from warframe and weapons which modifies power strength or damage for the effect being.(power range, efficiency and duration mods are unaffected) When a warframe shoots someone unradiated with radiation they TRANSFER their radiation to them as long as they are not another warframe, if you shoot another warframe or an initially ally you will have your radiation status reduced to 5 seconds and they get radiated for 5 seconds too. When the effect ends all buffs lost are regained. The warframes during radiation cannot buff allies and allies count as enemies thus cannot be healed. While being under the effects of radiation EVERYONE will look like the unit who inflicted the effect on you(skins are replaced so warframes can still be determined by movement, but if they are standing it is harder to determine). Abilities do not trigger on warframes, not a single one. Overall change what applies to radiation on everyone: When radiation ends units are protected from being radiated again for 30 seconds, but each time they would be affected by the status again cuts off 1 second from the protection. Trolling possibility: Small because warframes will have the models of enemies so they cannot intentionally want to kill allies if they cannot see them, but anyway their damage is reduced to base damage during this time even on warframe, so the damage they deal to allies is minimal, just like the damage dealt to enemies. Game fluidity: Normal this wouldn't change much on game fluidity due to the effect being the same as before but it is more infective and the players are put out to be in more danger, but to avoid it being annoying completely the 30 seconds of protection is great. Also many abilities which have status protection would be a good way to apply radiation yet avoid being affected by it and those are not reduced by being radiated by 1 second. Fun factor: Normal I say normal for that too, because some people would prefer it that a status finally makes challenge to them and some people would hate it because well... they are crybabies who hate statuses affecting them. Difference: Slightly higher than Normal I say this because this would allow this status to be applied more often in games, on enemy weapons, etc. without making overpowered troll allies kill you or the defensive object. I mean... with base damage without abilities, i think it is almost impossible, if not completely impossible.(But for defense objectives i would give 90% immunity)
  8. I know about that you have to hold down the button to stay fast but not at the initial press(or yes? Didn't read into him that far i thought it is something kike you hit it and during run you have to hold it but whatever. If that was your problem it is understandable.) Also making the character invulnerable during this phase would not make him op if the invulnerability is regarded to the pathing, invulnerability and status resistance are not the same thing so a grineer magnetic door or eidolon wave could stop him during this. For consideration: -rhino is an indestructible warframe -Loki can give 16 secs of invulnerability just like harrow -wukong is invulnerable too during his cloud walk which lasts for 6 seconds. It would make him invulnerable sure, but there are many things in the game that can make you invulnerable. Even vazarin jumps for 6 seconds. -You don't have to use the mapping option during combat you can use initial cast -it is not an ai when you do pathing. Pathing is just that there is a line what your character follows i did pathing in gms2 and even jumps work well. AI are based on that sure, but they do a pretty good job usually otherwise the game would be unplayable. As an example for pathing what already is in the game is the marking because when something is outside of your block the mark just sets the closest exits. Yeah sure sometimes that one thing bugs but only in certain times and the pathing for the ability doesn't have to be like that you know. If it would just make the pathing similar to a normal ai it would work pretty well. Also when you throw orvius or shoot with buzlok the shots are doing a pathing what ignores the walls. -honestly i will never understand how holding a button can be frustrating for some people. I mean. In hydroid's case it is partially understandable because more damage etc. But holding a button for a little longer for another effect is nit big of deal. Do these people have some sort of disease that their finger will break if they have to hold a button for 3 sec instead of tapping just once? For inverted tapping like you have to tap again tho i agree is a hateful mechanic but it is because you are locked out from using that ability again but all i mentioned was an initial holding or a better function would be that you have to stay still for 2 seconds and hold the button to trigger pathing if that really is a problem. -you didn't list these things and I don't have to think about them by my own mind I mean when someone comes up with an idea they don't think about everything and that's why most gaming companies have teams they can think about multiple possibilities. Edit: also it can be reverted so if you hold it then you will run normally bit you do a double tap(for ensurance 2 taps in both cases only count on Releasing the button to make sure it was a tap alo time frame to do that is 1 second.) you will start pathing.
  9. it would count as a rework if it would make the ability completely on first button press reworked, but no. all i am mentioning is that if you HOLD the button it would allow a pathing function. Currently he only has a potentital in POE , fortuna. This ability currently would give him a high speed boost, BUT imagine that on any map which is INSIDE not poe, not fortuna, inside! Pathing would allow better movement inside buildings and you could interrupt and go back to original running if you interrupt. This would be an addition only to the ability, not a complete rework, i mentioned you have to HOLD IT DOWN to make it like this, not just press it. Pressing wouldn't change. Tell me. What would be BAD in this addition? I don't want any other comment as of "But it would be a rework" i want to know what do you think would be BAD about this idea? It doesn't change anything just adds something to the ability. Similar to when zephyr got the ability to hover, because ohho zephyr WAS reworked, but only her 1st and 2nd ability got into one(which was an actually nice change) and got even a hovering as an ADDITION to it, she wasn't able to hover. Did it make her worse? no, just gave more options to play her and some fun mechanics. her wind lash tho is sht i agree on that. Edit: That's why hydroid's 2nd ability is bad too and no one uses it tho, because you can move as fast as you would like to but you will always collide with something inside a building. Tho i wouldn't give him a pathing, maybe if his 2nd ability was completely reworked which is another thing.(But not a bad idea tbh)
  10. Back in 2013-2014 they could as far as I remember, it was stated in an update once and i remembered it. few people used it and i guess it was terminated as an issue before it got viral, but people still go into lasers and just use them as a source of radiation. i guess that was updated from castanas too but am unsure about this one. By game breaking I meant that there would be a lot more radiation proccing stuff in the game if most guns wouldn't just one-shot the allies. so it could be a possibility of more radiation procs if radiation did the following as of "Mods from weapons and warframe are not working as long as you are in radiation" so more like a team killing version of magnetized effect.
  11. Yeah, but it would just be an addition to him, i mean additions never hurt, they don't have any "hold button" mechanic and this would only apply if you hold the button. Wukong is just an idea along because he has high mobility too, but sure he is actually easily maneuverable, but new player friendliness never hurts, also this change would just be interesting and allowing more tests on this new kind of mechanic(if it would be brought in)
  12. That's what i mentioned, it would only be brought up if you hold it for a long time, if you just press it, it would remain the same. this would just increase the usage of that ability for certain people. I am always careful with the wording. it wouldn't rework something on warframe, just add a mechanic to it so it is useful on more areas. Edit: nova was just an idea along with post and removed it tho it was really a rework tho and now i think it was inappropriate here thanks for mentioning it.
  13. well yeah, but this is the reason tho why castanas no longer allows you to proc radiation on yourself. Radiation proc on warframes is actually game breaking i mean... enemy guns have very low damage compared to warframe weaponry. i tested it in simulacrum with my brother. Tho the funniest interaction in pvp normal is a high duration petrify from atlas. I mean it literally stuns for 40 seconds with no way of getting out. no reduction by status, etc. nothing.
  14. I think it would be a wise option to include "path finding" for these warframes. Path finding in this case would mean the following: When you hold the "incredibly high speed" button(Gauss speeding, wukong cloud etc.) it would bring up the map and you have ~10 seconds to choose a destination. When you choose that destination, the ability will try to find a path to get there. For Gauss it would look like running on the floor there through enemies, etc. and when reaching it it will just run forward and control is given to the one who started it. Thiough for distance limits it would be wise to implement that you can choose destination if it is within the range of that limit. If there is something in the way, Gauss will run through it if the destination was selected like that with a special effect(for cases of doors in short). moving anywhere during this time interrupts it and you go on your own way like you just activated the button also no special effect of running through the door, etc. For case of wukong it would calculate in distance(m) = movement_speed(m/s)*duration(s) and choose then a destination. like a fast travel that works even inside small space missions.
  15. but tbh, i hate all of those changes. Since the melee update i never used anything other than: Zenistar - it's literally a projectile i just leave it on ground not even a melee more like a good trap to me Twin Basolk - Fun for teleporting tho, but could do it even before melee changes. Redeemer - Shoot shoot shoot, also shattering impact for that 1 armor left from corrosive.(if my warframe doesn'T oneshot bosses anyway...) And i used to love things like ack and brunt with electromagnetic shielding for example, because if things got tough a bit for others or smth i could just pull it up like "ohh, don't worry". and i used to love orvius too but the whole melee change ruined it for me. I loved taking my melee over my weapon. Maybe it should've been made so you can manually equip your melee too and if you do so the game considers like you don't have primary and secondary so you can block and channel like before. but if you press the buttons again your weapons come back and can swift switch to primary/secondary.
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