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Yeet

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Posts posted by Yeet

  1.  " Only 1 Captura video per submission (make it your best!) "

    tbh this rule needs to be removed. the best and most creative submissions break it and forces us to make longer more boring videos for a submission to be of any good length. It also creates a situation where either the least creative submissions win, or submissions that break this rule win, which is unfair to people who abide by it. I know its late but for future events please consider keeping limiting rules to a minimum. Thanks!

  2. On 4/3/2018 at 11:54 AM, MiggyDeePH said:

    Hi everyone! Here's my take on the Captura Contest. Featuring one of the best augments for the Plains of Eidolon: Jet Stream!

    Took a looong whole day to do. A little bit of professional work, editing, and getting in and out of Captura Mode to get the right vision for the film, but rest assured there are no external special effects added. Just added custom sound effects for some segments(Dive Bomb Explosion, some Tail Wind zooming effects, etc.) and cinematic-grade Lumetri coloring, all of which are purchased for general usage and legal for use.

    Music is 100% royalty-free and purchased from audiojungle.net. The music played a big part in the sequencing and theme of the videos. It really fits in like an Orokin Reactor!

    Scenes Used:

    • Plains of Eidolon Captura Scene
    • Cetus Normal Scene

    Programs Used:

    • Adobe Premiere Pro
    • Adobe After Effects
    • Adobe Photoshop (Color Correction Static Overlay for certain segments like final ocean scene for more photorealism, and for Thumbnail)
    • Adobe Audition CC

     

     

    Cheers!

    MiggyDeePH

     

     

     

    Looks amazing, probably the best here. unfortunately the rules say you can only use one captura video in your submission. I wish they'd change it but I thought I'd tell you

  3. 1 minute ago, HC217 said:

    her 1 would probably work better if you could recast to divebomb to kill your momentum, plus if it accounted for momentum as well as height for damage, it'd probably be better than slam attack. all in all it seems they built it for open spaces and didn't tweak it for cramped tiles. tweaks and QoL, that's all she needs

    I mean I hope they change it for the better like they did with oberon. I think the idea behind the rework is ok but they do need tweaking, I good hover mode would be nice, as well as her 2 being more useful and a new 4 altogether. I dont expect much with zeph anymore but at least that would be nice

  4. 6 minutes ago, Stormandreas said:



    Lastly... why are you crying to a Youtuber to make complaints and get things changed?

    You remember the oberon situation right? where he couldn't kill a level 1 enemy with it, and made a huge rant about it, the clip was posted everywhere? then it got changed within a day if I remember. all im saying is his rants tend to get people going ^^

    About the rest of your argument, these are just things I've noticed in my time playing with her. we'll all have different opinoins ^^

  5. I've got some complaints on the zephyr rework, or what me and a few other zeph mains affectionately call a nerf. First off, I have lots of time with the frame and have played the new rework extensively, both in missions and in the simulacrum so I feel I'm qualified to at least speak on the issue. I've spent 4 years pretending she's good so here's my vent.

    TAILWIND- FLY    the changes to the speed and range of tailwind have made it so I find myself hitting doors and walls far more often than before, and since I run a range and duration build for her 3 the tailwind issue is even worse, it used to be a power I could use to traverse an open area, now it runs me into walls and doorways and keeps me there for 3-4 seconds while the momentum slows down. It overall decreases my speed than increases it, the only use I can find for it is traversing europa interception missions, and using it in plains. (it's useful there but its only one part of the game). The issue makes it useful only in wide open areas, excluding it from use in probably 70-80% of the game, an issue other powers don't have. I understand you can mod it to make it less obnoxious, but when I want to run a range and duration build for her 3 I don't want to change my build just so that one of her more useless powers becomes less of a hindrance, I'll just skip the power if that's the choice at hand. 

    TAILWIND - HOVER   Zephyr has always been a frame with a theme of mobility and flight, so why would I use a power that keeps me in the air for an extended period of time that removes my ability to move, when bullet jump and patagium (a mod that extends aim glide time) exists? the movement restriction goes against zephyr's theme, and hovering in the air is something every frame can do with aim glide. In a game centered on mobility and movement, the charge up for hover is also out of place as it 1. keeps you on the ground unable to move, and 2, keeps you in the air unable to move. I'm noticing a theme of zephyr's powers doing things that every frame can do, but somehow worse. tail wind is an obnoxiously fast bullet jump, this hover mechanic is a restrictive aim glide, and divebomb is a worse slam attack. also, since most missions are in indoor cramped areas, what reason is there for an ability like this taking up a power? it seems wasteful to have a whole power slot taken up by a set of powers you can only use outdoors, to be ignored if you're indoors. again, I understand you can mod these powers to be less extreme for indoor usage, but at that point 1. its counter intuitive to mod a power to make it less effective while hurting other powers, and 2. why not just bullet jump and aim glide if you need short range jumps and hovers rather than long range ones? 

     

    AIRBURST - This power is mostly okay, but a big issue I see is that, like her other powers, its a more powerful version of something we already have, namely slam attacks, I do understand that its much better than most slam attacks, but when you can bring a jat kittag into the game and have it do the exact same thing I have to question the usefulness of the power. I know you can shoot it, but it's so painfully slow to fire (and has a ridiculous cast animation) and has such awful damage that you have to wonder, why even use it? The only reason it can look decent is because the other powers she has have set the bar so low, and that it replaced an even worse power, divebomb. I could see this power being a good 1 but as a 2 it just doesn't cut it imo, its fun CC but it doesn't cut it for me. I welcome change but I was hoping for something other than an aim fire slow projectile. just bring a sonicor instead.

     

    TURBULENCE -  This power remains her best power, the new animation is a bit wonky but gameplay wise it's fine. the main issue I have is since I run range and duration on her 3 to increase the protection range and duration, it makes my tailwind have a speed of 54 (m/s?) which is absurdly high and completely impractical compared to what it used to be like for me, and it brings the damage down on her 2 to 200. Her 3 itself is still fine but how I mod it it makes some other powers obsolete. some people mod for strength for jet stream, but I cant speak to how well that works with her 1, if anyone even decides to use her 1 after this. 

     

    TORNADO - Hitting tornadoes with airburst makes tornadoes bigger (but doesn't seem to affect their range) which just makes them even more of a screenshaking eyesore for my team. I like the concept of shooting the tornadoes to damage enemies inside, but the tornadoes still don't hold enemies well enough for that to be practical, and powers like magnetize (I think that's it) and vortex do this so much better and can actually reliably hold enemies. Add that to the fact that tornadoes are her 4 and are still wildly inconsistent, and you have a very mediocre power that does more harm to the sanity of your team that that to the health your enemies.

     

    All in all, Zephyr remains a frame who's powers and abilities are things that every other frame has access to with things they can equip. if you want the mobility of tail wind, you bullet jump. if you want to hover, you use aim glide and patagium. if you want the knockdown abilities of her new 2, you use a jat kittag or sonicor. if you want to throw the missions and annoy your teammates, you use limbo instead of tornades. the only ability that every frame doesn't have that zeph has is her 3, and since DE are removing endgame content just block with a sword and shield and you wont die. turb doesn't even block all damage anyway.

     

    Again, I've spent 4 years pretending she's good, and if DE wants any hope of her deluxe or prime selling they'll fix this. I'd offer alternatives for her powers but I've never been good at that kind of thing, and would probably get roasted by the community on my ideas. they'd probably deserve to get roasted anyway. all I know is that in it's current state something needs to change or she'll be a dead frame completely, and I fear there aren't enough zephyr players to make enough of an outcry to get anything changed like they did for oberon. Brozime, do what you do best pls.

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

    I like everything but the squadmate names under, that's a bit excessive and adds clutter. I mean, it's already sometimes hard enough to see enemies under the damage numbers, but the damage numbers are also important so I can't just disable them. 

    In normal missions it would only be 3 other squadmate names, but what would be even better is an option to move some of the HUD elements around your screen so they wouldn't get in the way

    I guess in this actionless scenario it looks good but I could see damage numbers not working with it. 

  7. Not much to say here since I put all I wanted to suggest in the picture I made, so leave feedback 

    I have a large monitor and often times I find myself glancing at different edges of the screen to find info that should be readily available near my cross hair (1st world problem, I know) But sometimes I let a teammate die as bless trinity because I don't actively see their frame's info or its way off to the side, or I run out of ammo because I don't realize i'm low on it and don't use it sparingly, or maybe I'm low on energy or heath etc and don't play accordingly because I don't know i'm low due to that info being way off in the corner etc, I just think an option like this would help alleviate some of those problems, especially in raids.

    Also, imgur ruined the quality of my image, but the text in the ingame screenshot I made is quite easily readable

    Edit: maybe an option to turn off some of the colors when they're at max, or make only critical squadmates appear. The squadmate thing looks cluttered but I made it with raids and support frames in mind, you would be able to turn this off ofc

    x4fAqac.jpg

  8. I used a macro just yesterday that allowed me to bullet jump quickly with a press of the spacebar, as it was difficult to slide, hold W and use space at the same time due to a recent hand injury, but today I noticed the macro no longer works. No changes have been made to the macro and it works on my desktop but not ingame. It's not a huge issue if I can't get it working but the macro really has been a help during my healing period. was an statement on macros recently released by DE? did a recent patch take macro support out of the game? If anyone has info it would be appreciated, thanks

  9. so uh, my computer had a power supply issue and it basically destroyed the whole thing, which is why I havent been posting. Also, I upgraded my phone so I havent had one for a few days so I couldnt post there either. funny how things conveniently line up isnt it -_-

    anyway imma just read through 10 or so days of our rp and hope I can catch up lol. nice to be able to be here again xD

  10. They put the collar on valence, and it blinked a few times before completely lighting up.

     

    The collar started whirring and vibrating, and soon it started causing her immense pain. Not as bad as the pain resistance experiment, but horrible nonetheless. she didn't want to scream or yell, but as she whimpered and shook a few tears rolled down her face. she was clenching her teeth as the pain grew worse. her mad self kicked in

     

    See what they are doing to you Valence? I know I am no longer in control of you, but surely you can see we have a common enemy.

    No, Shut up! I can... take this pain... it's nothing.

    Please. stop lying to yourself. It's only getting worse. Your hatred is controlling you. Let it.

     

    She gripped her chair she was trapped in and held onto it to advert the pain. The pain didn't stop, but it became something in the background. She could only focus on the guard who was turning up the dial on the collar. she looked at him with anger and hatred, gripping the chair harder and harder. she could tell that the guard she was looking at was scared. she looked at him in the eye, unaffected by the pain, her messy hair infront of her eyes, which glowed a deep purple. she struck fear into his heart, the look of a captive in pain, a victim, a "you did this" look.  when they moved her out of the chair, the places she was gripping had handprints in them, she had bent the metal to the shape of her hands.

     

    the mad side came in for a final word

     

    They see your pain as numbers and data, Valence. no matter what you feel, it will only be statistics to them. They care not about you. How does this make you feel? you don't want to just... lash out at them?

    Dammit I already told you I dont need you right now, keep quiet. The pain was... nothing. I'm fine.

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