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About MJ12

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  1. No, it would actually be worse if the Hema was good. Right now, the Hema being a dumb prestige weapon is what makes the absurd grind tolerable for everyone who doesn't have it-sure, it's an absurd grind for 3000 mastery rank but it's largely just a mastery rank thing. You get it to show off that you got it, nothing more. If it was Actually Good and had a major part in the endgame meta, it would probably cause more and more rage. Ironically I think this is why whoever is responsible for the Hema grind is getting their way-simply because it's a mediocre weapon (perfectly usable but hardly top tier) nobody really cares enough to make it accessible. People complain about the Hema and they're entirely justified in doing so but it's not something that anyone cares that much about-you're not going to boycott an update simply because it lacks a Hema cost rebalance or something. Because it's basically just a trophy and 3000 mastery points. If the Hema had been actually good, I suspect that there would have been cost rebalances cutting down the absurd research requirements in a month.
  2. There is a significant difference between Liches, Railjack, and Fortuna that has zero relation to the quality of the updates itself which is being ignored, though. Liches and Railjack are both unlocked dozens and dozens of hours into the game, unless you're deliberately trying to rush to the content itself and have friends helping you to achieve that goal. Fortuna was immediately accessible within what, an hour of gameplay? Same with Plains of Eidolon. In other words, Railjack and Liches were not intended to attract massive numbers of new players and therefore their failure to do so is only normal. Railjack wasn't hyped up as something that would bring in new players, it was hyped up as a way to start integrating mid- and late-game systems with each other. Liches were supposed to give veteran players something to do, and that necessarily limits how many players it will actually attract because of its focus on late-game stuff. In 2019, the only things that catered to early-game, newbie players are... The melee rework? I guess? DE's problem has been, and has always been, the F2P problem in a nutshell-you need to keep someone's attention, and get them invested, in the first few hours of the game. The problem is that the first few hours of Warframe are a complete and utter mess. I suspect that if you had one timeline where DE made those first few hours somewhat less of a mess but kept everything else as jank, and another where DE magically fixed every veteran complaint about late game Warframe, they would be making a lot more money and getting a lot more players than in the latter timeline.
  3. Mastery tests are nonsense. In general, they're often bad difficulty because they test obscure and largely optional mechanics you aren't expected to have any understanding of when doing the core gameplay, so the 'difficulty' comes from how they frustrate and impede players, creating friction. And friction in a game experience is generally bad. You want your players engaged, not frustrated banging their heads onto a thing again and again and again. What, exactly, is the 'mastery' you're supposed to achieve here? It's literally a old-style shooter forced stealth section, and the reason those were largely abandoned, made trivial, or turned into mostly glorified QTEs (if you've played All Ghillied Up, you might notice that the only thing you actually have to do to win the mission is listen to MacMillan's instructions and follow his directions) is because they break the flow of the game and make it less fun, because you probably can't be expected to be very familiar with the game's stealth mechanics, or lack thereof. Spy mission are more acrobatic puzzles than stealth . Stealth/alert implementations in Warframe are ridiculously primitive and the information you are given is extremely inadequate for any sort of stealth game. Compare the information Metal Gear Solid 5 or Splinter Cell Blacklist or Deus Ex: Mankind Divided give you (you are always aware if an enemy can see you, you are always aware if you're hidden or not, you know exactly how long it'll take for an enemy to spot you, and in Mankind Divided at least you literally see vision cones on the map) to the information you get in Warframe (you know vaguely which direction enemies are facing, and that's it). Oh yeah and let's not forget-in all of these games, a perfect zero-detections run is an optional challenge, not an expected mandatory mission that locks your progression.
  4. Yeah see, the problem is that making fighters maneuver really slowly and slow down arbitrarily when turning is going to make them seem incredibly stupid. Half-Life 2, for example, has excellent enemy AI that is capable of intelligently using squad tactics and reacting to various combat situations. Why, then, does nobody really talk about it-and in fact HL2 enemy AI has a reputation for being pretty dumb? Because the Combine are slow enemies with big hitboxes, and therefore seem dumb and slow to react because they move slow so they're easier to hit compared to Gordon Freeman, who runs as fast as a car in any direction. It is unlikely that DE is going to nerf Archwing and Railjack maneuverability significantly, so if the enemy fighters are made to only be fast in straight lines and take slooooow turns, they're just going to seem dumb. Hell, Warframe's AI itself is actually not particularly dumb-but because Tenno are so fast, and Grineer/Corpus are so slow in comparison, they seem incredibly dumb and people keep claiming that some magical AI improvement will suddenly make the game challenging. Same issue-slowing down enemies makes them seem worse, while empowering the player makes the player feel stronger. "Homing shots" and "auto-targeting" are merely different implementations of the same concept-ensuring that a player can get hits in even when their aim is ever so slightly off. The entire point is that at least for a significant number of players, it is recommended to bring weapons with significant aim assist (and notice that 15 degrees in front is much higher than the 3-5 degrees I've been suggesting), despite how ranges in Elite are relatively shorter, speeds relatively slower, and enemies relatively less maneuverable. And most flight sims give you a pretty decent number of homing missiles anyways, which lets guns be inaccurate. But the elephant in the room about any comparisons with Elite is that it's safe to assume that anyone playing Elite is interested in the nitty gritty complexity of a space-sim. In contrast, people who have played Warframe long enough to invest into a Railjack are not going to be inherently interested in complex space-sim mechanics. Railjack itself caters to this, because the Railjack maneuvers ludicrously well compared to ships a tenth its size in most space sims or flight sims, given its ludicrous acceleration, deceleration, and dodge ability. This extreme maneuverability and deliberate "un-flight-sim-ness" is intentional, to boot: Railjack's feel is supposed to be basically "shmup but in 3d" more than "Elite: Dangerous," which means that extremely high player speeds and maneuverability are probably non-negotiable and comparing it to E:D isn't really helpful either. It should be more forgiving, easier to move around, and easier to hit targets than it is in E:D. A capability that would be appreciated by the vast majority of players (who clearly do not like trying to hit fast moving targets at long ranges with slow projectiles) shouldn't be locked behind a mod that takes up a precious mod slot and a bunch of precious mod energy. And a leading crosshair is literally necessary if you want to shoot anything in Railjack that isn't at zero deflection. If you wanted to make aim assist 'optional' and cost damage it would be an infinitely better implementation to make aim assist + a leading crosshair innate, and if you thought you were pro enough, you could equip a Heavy Caliber-equivalent Corrupted Mod that gives you extra damage at the cost of decreasing your aim assist (eventually to nothing when maxed out). I don't think that such an implementation would be helpful because it's also really easy to see this as forcing players to choose between being powerful and not being frustrated (and you generally don't want to do that, because the net result is that many players will choose to frustrate themselves for the power, and now they're still just as powerful but they hate themselves and the game), but it would be healthier than forcing players to grind up a specific mod to even get that capability in the first place, when disproportionately speaking, the people who don't have the mod but are trying to grind it are going to be the people who need the convenience the mod provides the most. Your proposed changes are going to make the Railjack feel slow and lumbering, which isn't really Warframe. People already think the Railjack handles like mud, because they're used to how agile Tenno are and aren't familiar enough with flight sims to realize that the Railjack is basically flying like some combination of HAWX's F-22 with Assistance OFF and a Macross style fighter jet. I don't think that's healthy for Railjack, which should feel a lot more like a natural extension of Warframe than an entirely different game. See, the thing is, most people don't hate Destiny's autoaim, which is part of why Destiny has great gun feel. And I suspect you hate it because you notice the small handful of times it malfunctions more than all the times it makes shooting feel snappier and more responsive. The thing is, a slight degree of projectile homing wouldn't have the same issues as Destiny's autoaim because in the situations where it matters you're not sure if you're going to hit or miss the target anyways and there's generally no mid-space obstacles you specifically want to hit (lol at shooting explosive barrels in Warframe for a reason other than 'because I felt like it').
  5. Look, Magic: the Gathering is one of the most aggressively tested and balanced games out there, with testers and designers who are pretty good at their job. Ask anyone who played M:tG about elks. Or that recent card that they literally had to pre-ban before the release of a new set. Fundamentally, it is very hard for designers to test mechanics without releasing them into the wild and seeing what players do with them, and the less deterministic a game's combat situations are, the less likely you are to be able to catch every major unintended change to the game environment and optimal strategies. Some seemingly innocuous additions to the game can turn balance entirely upside down. How many balance patches and reworks has Overwatch gone through? And that game has extremely constrained damage mechanics, very simplified player abilities and loadouts, and symmetrical teams. Sure, Overwatch is PvP rather than PvE, but likewise Overwatch has a lot more resources put into game balance monitoring, and even so it needs to keep tweaking even pretty core aspects of the game years after launch. Or the Whisper of the Worm, which was added into Destiny 2 in July 17, and lasted in an unchanged state for nearly a year despite how seemingly obvious its balance problem was in hindsight ("so this heavy weapon has extremely high DPS, like most heavy weapons, and also has infinite ammunition as long as you're getting weak point hits on enemies. Wait, aren't all our endgame raids full of damage phases where you have to just throw huge amounts of damage at a very easy to hit weak point on the raid boss? Surely this won't be unbalancing at all lol"). And Bungie have major problems regarding balance, sure, but you can't say that they don't have a lot more fear of power creep and 'breaking the game' than DE does. Fundamentally, balance is hard and the fastest way to fix balance problems is basically to release things into the wild and see what players make of it.
  6. You say giving Railjack aim assist would make it 'much more arcadey' but that just means it would fit Warframe better than the current system, which is the worst parts of arcadey flight-sims (long TTKs on enemies, slow projectiles, a complete lack of the realistic informational and targeting aids an advanced combat platform would have) and the worst parts of realistic ones (extremely low accuracy, long engagement ranges, large battlespaces) combined. Talking about Elite Dangerous is interesting because my experience with it, way back when, was that gimballed weapons (i.e. weapons with aim assist) were generally considered ideal, with fixed weapons being only recommended for people who were really good at aiming or if you were hunting really slow targets. And my experience is that typical engagement ranges in Elite were actually not as great as typical engagement ranges in Railjack, which seems to have engagement ranges a lot closer to War Thunder, which, again, basically gives you super-rapid fire automatic shotguns as common anti-fighter weapons. Also, Elite Dangerous is a space sim, while Railjack is part of a pretty fast-paced arcadey game. What's appropriate for E:D may not be appropriate for Railjack, and even if you prefer the former gamestyle to something that's faster-paced that doesn't mean it's inherently also a better fit for Warframe. Remember that Railjack itself is accessed through a significant amount of short-range shooter gameplay, it can't and shouldn't assume or expect that Railjack pilots and gunners will be extremely good at space sim style combat. You point out that only running Amesha gives you what you think should be the right challenge, but Amesha's slowdown, even while leveling, is pretty significant-l1 Warding Grace plus a regular Morphic Transformer gets you a 36% slowdown. You're not really thinking through the second order effects of slowing enemies down that significantly. Such a change would either significantly reduce the pace of the game or force DE to shrink the size of the maps significantly to compensate. I don't think either option is desirable enough. Again, a few degrees' worth of aim assist on guns by default would greatly reduce the frustration factor of Railjack (and Archwing, for that matter) engagements with negligible impact on other systems by reducing TTKs in non-ideal situations while not making enemies instantly evaporate in zero-deflection engagements. And such an adjustment would help players feel comfortable, rather than making them feel coddled. Halo, Destiny, and other Bungie FPSes tend to have a significant amount of always-on autoaim, and for the most part people don't actually notice the moderate aim adjustments, they just feel the gunplay in those games is incredibly tight and that weapons are easy to use and snappy. And people often don't even realize Destiny and Halo have massive aim assist implemented behind the scenes until they start diving into super-in-depth dissections of core game mechanics. They just feel like shooting in the game is really fun for some reason.
  7. Empyrean enemies have extremely high times to kill, engagement ranges are pretty long and speeds are high, enemies are maneuverable, and weapons are not that accurate. DE might want a bit of a new start, but that new start should be enabling players to feel skillful. And right now, Railjack just makes a lot of things feel pretty bad. Sure, the handling of the ship is great and when you're actually getting head-on engagements things feel pretty good, but anything other than that just feels mediocre. Enemies are spongy as hell, even though they dodge around wildly and therefore getting hits on them is hard. Railjack guns just feel wildly underpowered because of the combination of low accuracy + high TTKs thanks to the refusal to implement any sort of autoaim, which is why so many people just give up, abandon their Railjack, and Amesha + Cyngas their way to victory by slowing enemies down into stationary targets and emptying stacking debuffs into them. It is very difficult to do any sort of stylish combat with any sort of reliability, so the best way to fight is, again, crippling enemies into irrelevance while emptying stacking debuffs into them. Like, if you want to compare Railjack/Archwing to anything as an ideal it'd be the modern-arcadey sort of flight sims like Ace Combat mixed in with Zone of the Enders for Archwing engagements. Both games are extremely, extremely focused on lock-on systems. Ace Combat's main weapon is a fire and forget missile that can lock onto anything fairly fast in a very generous cone and you get dozens of for free, with the gun as strictly a backup/style/humiliation weapon. Zone of the Enders is built around a powerful free lock-on system that lets you concentrate on actually flying rather than trying to aim your ranged and melee attacks. Armored Core, which isn't free-space but has similar extremely fast movement, also gives you generous lock-on boxes with some good fire control systems literally letting you lock onto and get hits on an enemy as long as you can vaguely put them into a box half the size of your entire field of vision. And hell, most flight sims give you extremely fast TTKs on enemies when you get hits on them, extremely low numbers of enemies you need to deal with, and guns with a lot more rate of fire. The F-86 in War Thunder, as a random example, puts out 60 rounds a second between its half-dozen machine-guns and a relatively small number of hits can kill an enemy (and as a PvP game you only need a handful of kills). Meanwhile your default Apocs in Warframe fire slower-moving projectiles than the ~1000 m/s bullets put out by machine guns, except they also only shoot 8 shots a second, less than 1/7th of what a F-86's guns put out. If DE wants to instead give us massive cannon arrays (which means that if you can get a good head-on pass, you'll instantly destroy whatever you fire at) to actually make hitting targets easier if they're not moving straight forward or away, they can do that I guess. But it would be significantly unhealthier for game balance than simply giving everyone some decent amounts of aim assist.
  8. Yes. Catchmoon's damage was untouched. It was just given extreme damage falloff, making it basically a dedicated short-range backup gun. Nah, self-damage is in the game because DE's prior games all had explosive self-damage, they didn't really consider the scaling aspects, and whenever people bring up the issues with self-damage we get a bunch of self-damagers going "lol it's fine, you just need to git gud" which means that DE nowadays basically tries to make self-damage impossible without actually removing self-damage. It's actually kind of funny.
  9. The Archwing buff intrinsics don't have their improvements displayed on the Armory screen, which should probably be fixed. It should be possible to see what your bonuses are in that screen for better build optimization. If Vigilant Archwing works the same way other percentage bonuses do, they stack additively to mods that increase Archwing defenses and level-up bonuses. And health and shield get +200% increases as you level your Archwing up. So on a r30 Archwing, you should have 330% base health and 330% base shields instead of 300% base health and 300% base shields (in other words, a net 10% increase).
  10. I don't think Empyrean fighters are too fast. I think that they move too erratically for combat to be really viable outside of forcing head-on (or to a much lesser degree, head-to-tail) engagements or very close ranges (or Amesha's mass slow). The old Archwing meta was 'stay in one spot while you shoot wildly,' so Railjack having huge issues with aiming isn't actually weird. Again, my solution is simple and I've been advocating for it for literal years. Give us actual, innate, aim assist in Archwing and Railjack. Now that everything's a projectile, it might well be easier to do it, by adding a minor amount of homing capability to every single Archwing/Railjack weapon, rather than funky stuff with aim magnetism or hitbox fiddling or whatever. Alternatively, you could implement an Armored Core style lockon box, or Project Nimbus style manual target lockon, or... something. Just give players a system where they can focus on something other than narrow, tunnel-visioned shooting so that they can play the game as intended.
  11. The Arca Plasmor 'nerf' was because its hitbox was inadvertently allowing it to hit headshots all the time, and with a relatively crit-focused weapon this meant that its DPS was literally much higher than expected. So it's arguably a bugfix rather than a nerf. The Catchmoon ate a nerf because it was a ludicrously powerful gun that could manage a ~100% critical chance, and even there its nerf means little if you just use it as a Call of Duty-style shotgun instead of sniping with it. I'm pretty sure the Shedu doesn't have that sort of lolstats and the 'crit-focused explosive weapons inadvertently deal quad damage all the time' bug was fixed way back.
  12. While we're at it maybe Railjack Battle Avionics should be an alternative ground support tool. If only because it would be hilarious to suddenly drop 50 homing missiles onto a battlefield because you have Seeker Swarm equipped.
  13. Yeah but in Archwing you have hands and feet, you have melee weapons, and therefore perhaps you shouldn't compare it with Ace Combat but rather Zone of the Enders. All the current flight model needs is a complete removal of collision damage and maybe an acrobatics function where you can latch onto/push off of debris. Restoring the failed experiment of experimental flight isn't a great idea.
  14. I agree, which is why I said NPC crews can't come fast enough.
  15. IME it's not actually crashing, it's just that people are not pubbing Railjack, which I can't blame them for because being able to trust your squadmates is pretty critical at this junction. NPC crewmembers can't come fast enough tbh.
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