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Ravenlight

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Posts posted by Ravenlight

  1. - Fixed excessive lag and desyncs occurring when playing multiple missions in a row.

    - Fixed unresponsive black screen appearing at end of mission, also a message is now displayed if unexpected delays occur when returning to main menu.

     

    YES!

     

    - Fixed Team Heal unintentionally reviving downed players.

    - Fixed Team Heal/Ammo/Shield/Energy drops permanently remaining on client, also removed collision from them and fixed missing effects.

     

    AWWWWW...

  2. I try to communicate how long I want to say at the beginning of a Survival map. Either everyone is okay with it and expects to stay X minutes, or they have other ideas and we can work out how long we stay by majority vote.

     

    Another good tactic is to go to Recruiting and get a party together. This is especially useful for high level/very long Survival runs as you have the chance to make sure everyone is equipped to handle the mission.

  3. I think this is a great idea. Even if it was just a color selector for the crosshair, I'd be happy. The default white has a habit of blending into the action sometimes. Gimme a high-contrast option.

  4. It would be nice if the Recruiting channel was moderated as effectively as the Region channel.

     

    Today a few people were chatting in Recruiting and making it difficult to parse that channel for people hosting/joining games. Several people politely (I was amazed) asked them to take it to Region or PMs and were met with verbal abuse from the offending parties.

     

    Normally people recruiting in Region are kicked for repeat offenses. It would be cool if an eye was kept on Recruiting as well.

  5. The Napalm guys is SOMETIMES going into a kneeling position before firing, but not always. I hoped this was a way to predict he is about to shoot, but nope. But I agree, there should be a visual indicator of them about to fire, and an actual reload animation.

     

    Also, could we possibly ask for a rework of the Napalm effects? There's some issues I have with the current ones:

    1. Projectile. It should be something that can be easily seen coming even through particle effects and fire sprites. Maybe even possible to shoot it down with precise gunfire.

    2. Impact effect. It doesn't show how big the blast is, you get hurt outside of the visual area.

    3. Lingering effect is too opaque, hard to see anything if several Napalm hit the same area. You can't see what's going on on the other side of the firewall.

    All good points. I especially agree with the first since the flame effect obscures the position of the projectile. Sometimes I'm able to dodge it, sometimes I'm not. I love the idea about shooting it down.

  6. Siding with the Corpus throughout the event made me notice one thing: The Grineer Napalm is seemingly able to fire a flame butt the instant his AOE knockdown animation ends. I think this behavior is mostly okay since one should avoid getting close to heavies. However, there's very little visual feedback to suggest that the Napalm actually fired a round. It looks like he stomps and instantly there's a flame butt.

     

    I think adding a *slight* delay between the stomp and firing and a better visual effect on the Napalm's weapon would improve this enemy significantly.

  7. I love everything else about the Ignis except this one little detail! It would be cool if the flame effect on the Ignis was made more transparent. As it stands now, anyone using an Ignis can (unintentionally) annoyingly obscure targets for the rest of the team.

     

    I like the effect the Embolist uses as it can actually be changed to any color, unlike the Ignis where many darker colors just turn bright white.

  8. I like the idea of minibosses to spice Survival level up. I'd take that idea further and make it into a random event. Give events a small chance to occur every X minutes.

     

    • Random set of rooms enter Lockdown: Each individual room must be separately unlocked.
    • Miniboss spawn: Spawn a group of enemies 10 levels above the current average enemy level.
    • Different enemy faction: A small, non-respawning group of a different faction rolls in causing chaos and infighting.
    • Something hilarious: Every spawn for the next 60 seconds is a rollermine, someone left the Desert Skate pen unlocked, Lotus accidentally teleports in a cryopod, next air canister opened drops a bunch of credits for some reason, opening lockers releases a bunch of oxygen, etc.
    • Hull breach: 10% of the remaining oxygen is depleted and all enemies lose their shields/some health.
    • Tactical retreat: All enemies attempt to move to and defend a specific tile for a short duration.

     

    These are just a few dumb examples but they'd add some more flavor to what's a pretty straightforward mission right now.

  9. Adapt? Learn? Profit?

    Thank you for your response. How do you propose to adapt to a radical FOV change beyond the player's control? I'd also be grateful if you could give an example of what can be learned from this situation other than to just quit games with Volt teammates.

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