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fr4gb4ll

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  1. that might be true until a certain point where the player has accumulated enough formas and also got every formatable equipment... ofc, then there are those master pieces from DE that 'suggest' you to rebuild and reforma even weapons that you long ago sold or used up for something else and would otherwise never touch again... i speak of the circuit ^^) not so wise regarding this goose, though, is giving us an event where one can easily optain hundreds of (already build) formas... so, maybe they don't really see the forma4platinum in that way after all.
  2. ^^that^^ though it's only this way for a year or two like that... also, it's a bit nitpicking to say it ^^) the 'real problem' (not mine personally though, since i can live quite well with at least one forma build per day) is for some player (i'd guess new ones especially) that they can't get their hands on enough forma for maxing the frames and weapons out as fast as they can (re)level them nowadays. in the beginning, getting a frame back to 30 after putting a forma into it, took far longer than we can do it now (even without any booster, i can do it in about 20 minutes). so, new players have to wait days for constructing a build... or, they pay for it with platinum, ofc... in short: the long build time of a forma did not progress the same way the possibillities of leveling did in this game over the years. also, an option to stack forma-builing would be nice way (e.g. you stack 10 formas and they will be build one after another without you having to start them manually).
  3. indeed, if the ground finisher would be handled like the finisher kills of enemies that got affected by inaros 1st or the mercy-kill option it would be a far better to use mechanic.
  4. ...it does implied what the OP was saying though. i certainly would like to know the original idea behind the AABC decision for the game - not sure if someone from DE told us that in all the years. at least they should be aware of the somewhat inefficiency of that way in the light of how the game is nowadays.
  5. that goes for the ranged 'heavy weapon' too. witha few exceptions, that all are far weaker than even many 'normal' pistoles in the game. i'd like that, beside the very much needed rework of the whole AW guns and blades system (and stats), the mechanic of their use would be more... streamlined... or more specific: let them just be a 4th choice in the arsenal. they have their own type of ammo already and the 'effect' of using them is more than ok with me but the annoying equip part and the 'waiting time' when the ammo isn't full is not. DE should order those devs who designed the 'heavy weapons' to a crash course in the army, for them to learn what 'heavy weapon' really means ^^)
  6. though i like using the torid, i also found it strange that it is so much easier to fill up (one-hit against enemies of higher levels, a max of two hits) and others have having such a hard time to do so - especially the weapons that don't have an accuracy for well placed headshots. actually, i think the 'torid' way of doing the filling is a good mechanic (though, still too easy with the torid): the incarno-meter of the torid fills up with damage done, as far as i know, and enemies of higher levels that have a lot more health thus fills the meter much faster because of it (low-level enemies just die too fast and therefore you need to kill a lot more of them with the torid for max. incarno). so, the damage-to-incarno-energy is already present in the game and could, with a bit of finetuning, be implemented for all incarno weapons. ofc, headshots/weak-point hits should still be more rewarding in that regard.
  7. i don't mind paying with resources for the removing but it would be nice if we could just use ALL of the resources helminth eats, not just bile - and let us remove multiple/all shards at once too. right now, you can remove only 3 shards until you have to feed the bugger again (if he was above 90%) and since it's only bile and he gets 'bored' of the same food pretty fast, removing (e.g. for testing reasons) many shards a day is practically a no-go even for people like me who have millions of resources stored under the bed.
  8. uhm... i done even the 60-eyes solo - and even though THAT was indeed a bit time consuming, the part of the 'eye' collecting was just a bit of double the time for the normal run. the boss fight itself plus the angel were the parts that took some time. i wouldn't complain if the eyes needed for the normal boss fight would be reduced a bit but it certainly isn't putting me off that mission - especially if the bounty mission for it also include the 'book' (2 arcanes in one go ^^)
  9. i would rather say: give option of 'exporting' key bindings, customization and maybe even other settings - though that might cause more problems than it's beeing usefull, especially when the hardware was changed... but the other things would be easy enough to do (i did this manually for ages, not only for warframe but many other games that uses a lot of keys too). most people here wouldn't know how to even see the ee.cfg file - or get there (think of the defaut settings in the explorer - and most will use this silly program for file operation), so an 'export' option in the game for it would at least help in this regard.
  10. 6 years? this was an annoyance ever since the game was released - and it was criticized as long. at least back in the days, there was the somewhat valid argument about putting stuff into the A-rotations that were sought after be the majority of the players (i did say 'somewhat' right?). nowadays though, there are so much things stuffed into the droptables of the rotations, it would make more sense to finally change that whole system to an ABCD (or even some more additional rotations) and change the percentage of rewards in order too. it would even be a nice idea to change the chances or the rewards for repeating rotation sequences - e.g. rewards with lower percentage get an increase per additional rotation sequence and the 'higher' chanced rewards get a decrease... in short: a bit like the relics rewarded in endless missions that get there 'refined' state increased after 5/10/15 rounds. it dont need to be an extreme change but big enough to 'push' players to do longer runs and get the more rare rewards this way.
  11. never notice that myself (likely because i only use the invert option for very few frames like gauss) and it sure sounds like that is one of those 'oversighted' effects of changes that DE is somewhat (in)famous for ^^)
  12. though the idea is nice, i doubt it would be that easily doable, just look how often those things glitch through new/primed/other-skinned frames when released (or the other way around, when new cosmetics are and they glitch visually through the frames and/or other cosmetics). i often wonder how much time the people at DE, who are responsible for the visual stuff, need to test all the possible combination of frames, skins, armors, etc. with just the 'fixed' locations for them... letting us freely position them where we want might have 'unforeseen consequences' of a kind i usually criticize the devs for ^^) - though IF they can pull it off, then kudos to them.
  13. it'a been requested probably as long as the game had the simulacrum, but since we now have 'regular' fights against enemies of lvl 200++, this is more needed than before, when only a few hardcore players played endless missions for hours to get into the higher ranges we can now get from the start - even level cap enemies can be 'experience' in 'only' about an hour of circuit. sure, we can always test builds in the wild and we certainly do that too since the simulacrum does lack a lot of testing variables (beside the enemy level, it's also the amount of them and a 'respawn' option that makes better testing there a bit tedious) but for the sake of testing, some 'variables' in the wild are rather counter productive (e.g. timer, life support and also other players). beside that, testing in a life environment, e.g. SP circuit, with a full team (which, btw would also be a nice option for 'simulate' in the simulacrum) is often a burden to this team too - and since most people would do such testing in public match making, asking them to understand that extra burden is a bit too much to ask imo. also, the circuit itself is a bit of a bad testing ground per se since we hardly ever get the loadout we desire ^^) tl;dr: the change to the options in the simulacrum should include (for what comes to my mind atm at least): increased selectable enemy level (best would be if we actually can test against the level cap of 9999 - really, i mean it ^^) an increased number of enemies spawnable (whatever you think the 'usual' player computer could handle or whatever the max. amount in missions would be at the same time) an option that enemies will be respawned without us running to the console every time - that really would help for testing everything that involes stack-building an option to simulate a team of 4 (3 extra players) without the need to them being there - that should include all the parameter changes (optionable would be nice though) that comes with an increase of players like number of spawning or the increase of the enemy strengh like we have in 'certain' missions. if anyone else can think of other things, please post them ^^)
  14. thats the statement they should tattoo on the back of their hands, so they always see it whenever start using their keybord... seriously, i sometimes doubt they even HAVE any QA at DE.
  15. indeed my thoughts on this. it would also be nice if the window to use it would be a little bit longer since some weapons are rather slow and the time a melee animation is still playing when you see the opportunity for the heavy attack arises, will goes from that 2,5 - 3 sec window... or to say it more simple: in about 2 from 10 cases when i try using it with a heavy melee weapon, i miss the windows and waste my combo counter because of it - would be even more if i wouldn't manage to 'break off' the heavy attack in time (by rolling or blocking) when i see it won't start in time. an exception might be when using the one mod that gives you attack-window every 7 hits but even there it's kinda tricky at times with slow swinging sticks to get it done in time... oh yes, and using heavy slams are even worse: the time you need to get into the air high enough and then slam down will almost always end in you, wasting the combo counter... kinda sad since i like the slams more than the 'normal' heavy attacks.
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