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ikitclaw

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Posts posted by ikitclaw

  1. Do these ships have interiors/are they functional, or are they just aesthetically built?

     

    They do not have interiors. Right now I'm just finishing up the outside, kinda putting off the inside because the grineer tile set is quite detailed, and space engineers cant achieve anything near that detail with interiors at the moment.

     

    Oh and to answer your second question, they are functional.

  2. Wow... I love Space Engineers (though I don't have it) and seeing something recreated like that is just amazing.

     

    If you're hoping for more Warframe-related projects, maybe a Liset or a Corpus ship or a small Fomorian or even a Relay (you could probably pause the videos of Relays moments before being laser'd to get an idea of their appearance) would be a good continuation?

     

    I have a corpus ship built, but I haven't continued with corpus stuff mostly because of the shear scale of corpus ships.

  3. Here are some pics of the ships separately:

     

    A side-back shot of the galleon:

     

    http://cloud-4.steamusercontent.com/ugc/713035001768029916/B9CB2FDE2B398E1083434247044A2372DCED80D5/

     

    My idea of what a grineer corvette type ship would be:

     

    http://cloud-4.steamusercontent.com/ugc/713035001768030692/F0C71BC8CAC6DF5F58EA69B44CE6297A31355466/

     

    A simple grineer fighter. Not my best creation -_-

     

    http://cloud-4.steamusercontent.com/ugc/713035001768032030/11317186F31E29DCE9B97C8969C822AF6E1F969B/

     

    A grineer space station, fun fact you can see these around Saturn.

     

    http://cloud-4.steamusercontent.com/ugc/713035001768031070/962D831DFE33EBFF87C34240DEF3F230CDA65626/

     

    Those are the major creations right now, there is another station piece but it's quite bad.

     

     

     

     

  4. I've returned from fighting vay hek, and all I can say is git gud.

     

    I used both latron prime and soma, most of the time he just glitched out and got stuck in a cave, when he enters his terra frame he died in less than 5 seconds with latron p.

     

    I'd say the only annoying thing about his boss fight is the energy, which is incredibly annoying, and hard to avoid unless you're expecting it the entire fight.

  5. I don't agree at all I think it's fine, why should desecrate also terrify?

     How can you look at desecrate and say its fine? Nekros' identity is just desecrate, thats all hes basically good for, his cc is outclassed, his damage is outclassed, the minions he summons are basically just cannon fodder to draw fire. 

     

    Referring back to op, there is no way to properly fix desecrate without removing it or completely reworking it, since even if the effect of re-rolling drops is nerfed, it will still be nekros' identity.

  6. Unconstructive.

    Actually it is and it happens all the time. Games in the same genre SHOULD be compared to each other. What are you expecting, that games should be compared to games in other genres or never be compared at all?

    tl;dr; I should go. All of the points I mentioned are valid, yet the Citadel Council, oops, I meant the Warframe community is prejudiced and refuses to listen.

     

    What I meant was that mass effect and warframe are vastly different games, the chosen mechanics in warframe help its tone as a fast paced shooter, whereas mass effect, people play mass effect for the story as far as I know, not the gunplay, as it isnt its strongest part. Also many believe the gunplay in the first mass effect to be the weakest of the series.

     

    The rewards, well I agree and disagree with your analysis, I agree that not enough loot is obtainable from the containers and such, but you merely disregard the endless gamemodes, survival, defense, and interception, many do these gamemodes for the rewards throughout the mission, not the rewards at the end. And even then there are stance mods and other rare mods that drop from mobs. The problem between the mass effect style and warframe style is that the number of missions there are are incredibly different, with mass effect you have a story to follow, but with warframe the story is quite sparse, it isnt the main focus, the main focus is the gameplay. To give an overview, its the freedom that warframe gives to the player about what mission to do, players can do any node on a planet an infinite amount of times, in mass effect you only do that mission once, meaning warframe has to balance mission length, and the rewards to a certain degree. (although the dilution of rewards and the rarity of some mods is ridiculous)

     

    The squadmates, you list having the difficulty scale with the number of people in your squad, id like a more indepth explanation of this, is it scaling of level, number of enemies etc... You also say that AI squadmates should be implemented, well I think this is a terrible idea, the very idea of an AI squadmate displeases many people, because of the reasons stated by bobtm, and the coding needed for an appropriate squadmate would be insane, and we already know how good DE is as AI (not good at all, just watch any unaware enemy for an extended period of time).

     

    Sprinting, as stated above, your thoughts on sprinting arent exactly accurate. Also increasing the base sprint multiplier is a terrible idea, it would unbalance every warframe's speed, with what you're suggesting a frost would be as fast as a loki, while a loki would be so fast, he'd probably be able to glitch through the geometry! The only way your idea would work is by halving your suggested figures, and removing all movement based mods.

     

    Vehicle combat, it is not a thing in warframe, archwing is just a gamemode, I do not consider it a vehicle, atleast until they implement a transition option from normal gameplay to archwing gameplay, which is an incredible amount of work.

     

    Ammo from mass effect make sense because all weapons are energy based, where as a huge portion in warframe are slug based, also warframe's ammo systsem is meant to balance certain weapons, such as the penta, which only takes sniper ammo (a small lore inconsistency, a new ammo type named explosives would fix this) meaning you cant fire randomly and always have full ammo, the system as it is, is fine, it could use a few tweaks here and there. Also there are many other systems that would be worse than the one currently in warframe.

     

    Items gear, leveling and scaling! boy what a huge thing to tackle. Ok the mod system in warframe is meant to allow people to choose how they want to customize a weapon or warframe, which playstyle they want to adhere to, for frames, right now its good in this department, the system allows someone to mod maybe a mesa for duration, and focus on her 2nd and 3rd abilities, or mod her for power and efficiency for her ult, the only problem with it in relation to frames, is that there are many useless mods, such as most of the stamina based mods, the solution would be to simply buff or change them so then they would actually be included. A utility slot, would help with this, giving players extra options. Something else that would help the system is if the mods in relation to power strength had the ability to scale with enemy level. (but scale is a vast and hard to tackle problem) The mod system in relation to weapons, now that, really the only difference between builds for people would be the elemental combinations, and maybe the build on a few weapons, depending on if people have the mods, or they dont want to lose accuracy. Now leveling, with the current star chart there is almost no path to see or follow, its only until new players fight vor, and get the navs that they then realize how the system works, yes it needs an overall, the previous once was quite good, it had connections between every planet, it gave a sense of progress, but also gave players freedom of choice, as one planet could branch to two others, the solution to this is actually in the works, DE have said that they want to go back to something similar to the previous star chart. Ok now scaling, oh god, now scaling, theres right now theres three different types, theres linear scaling, used in defense, survival and interception mission, where as time and waves progress the enemies get harder. Theres conclave scaling, which ive only seen on some of the bosses and assassins, (even then Im not 100% sure the assassins use it) all this scaling does is increase the damage and hp of the boss, which is bad, since all it does is if the player is a veteran, it just lengthens the fight, probably by a few seconds. The third kind of scaling is the star chart scaling, having the enemies at higher levels on certain planets, (really got to fix that star chart DE) the level range is told to the player, so they can make their own choice of whether or not to tackle the high leveled enemies or go back and grind a bit more. Its this type of scaling that gives warframe, some very different difficulty levels. from a veteran's perspective  the early levels are where you go to test newly crafted weapons, because it gives an idea of how it will perform in general, this level range would span mercury, earth, venus, mars and saturn, and later phobos. then there's the middle ground, where if the weapon is high tier it will destroy the mobs, this level range is to see if weapons will either be able to go well into a T4 void endless mission, or if its just not enough, the planets for this range are neptune early on, pluto, ceres, the derelicts, and ultimately void T4. Now the high ground, this is usually either well into a T3 or 4 endless mission, or the raid, this range is incredibly stupid, it requires god like weapons to maybe kill something, and the main way people get through it are through extreme CC from warframe abilities. I dont have a good idea of how to properly fix the scaling in warframe, for the most part it is fine, but the "end game" is quite crazy.

     

     

     

    Also do not throw away my first comment, it was to simply tell you that others will most likely reply without first taking your points into consideration.

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