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mindlord0013

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Posts posted by mindlord0013

  1. Aside from the somewhat misleading and clickbait-esque title and description, yes. The bot does have a problem in that it doesn't understand context.You said a word or two that's on it's no-go list, which would probably if it could take context into account.

  2. As long as they don't half-&#! the implementation I think it will be great. It will be nice to have some more interesting AI and enemy variants, and it also adds to your personal story. In the devstream they mentioned Damage 3.0 and acknowledged issues of infinite scaling enemy armour, health and damage. They seem to recognise that most of the difficulty of the game at higher levels comes from enemies 1 shotting you and being giant sponges, which is superficial difficulty.

  3. 5 hours ago, FatsackTony said:

    Maybe they could make desecrate like a corpse explosion.  Where when you desecrate it, along with the small increase in loot/health/energy drops, it does a small aoe blast, gas, or toxin damage, and/or creates a small aoe slow trap like the infested moa's orange floor spit goo stuff.

    I actually quite like that idea. Shift the current Despoil effect to be a part of Desecrate by default. It improves his usability and frees up a mod spot. Then rework his Despoil to make desecrated corpses explode with ~200 Gas damage, with a 100% chance for a proc. That Gas damage could be effected by power strength, and be made up of 50% Toxin damage. So each corpse will deal 200 Gas damage, + 50 initial Toxin damage, + 1125 Toxin damage over 8 seconds.

  4. Let's be totally honest here: Desecrate and Pilfering Swarm are fairly unhealthy gameplay elements, especially Desecrate before the rework. The passions of all the people in the thread here prove that. People are complaining that it's now less effective, and should be changed to be as effective as before. People on the other side are saying, "well, at least now you're actually able to play the game". I'll be the first to admit that the RNG in Warframe is a little on the harsh side of things. Any gameplay mechanic designed to alleviate that fact will therefore become a mandatory part of high-level and min-maxed play. It therefore doesn't surprise me that any perceived (or actual) nerf or attempted removal of these looting abilities causes people to take up arms - despite the fact it's probably better for the metagame if they were removed completely.

    For the record, I'm of the opinion that IF we absolutely must have them as a part of the game then they should be in a way that leads to a healthy metagame. The changes to Desecrate fairly achieves this, as it encourages players to be more active and play the game. After all, it's better than playing the loot tables.

  5. Warframe community: DE plz change Nekros' Desecrate to a toggle in an area around him, it will make him more playable and less unhealthy overall.

    Also Warframe Community, after DE announces those exact changes: Why would you do this to us? It's going to ruin Desecrate! There is so much unhealthy gameplay elements with the proposed changes and it will get me less loot. He will now be impossible to build properly, and there are too many necessary mods for him to have. Plus, now I can't gain energy passively! RIP Nekros 2016.

    Damned if you do, damned if you don't. Sometimes there is no winning with people. How about we suggest tweaks after it's been released, instead of jumping on it before we know all the exact details of this change?

  6. Depends how you use them, if you're using them to reduce RSI from ability and click spam in PvE elements I would say that's probably okay. If you're using them to auto-farm or to gain an advantage in PvP, that's probably not cool.

    Here's the text from the EULA covering this subject:

    Quote

    You agree that you will not, under any circumstances:

    f.      use cheats, automation software (bots), hacks, mods or any other unauthorized third-party software, tools or content designed to modify the Software, the Service or the Game experience;

    It basically says don't use anything that changes the game experience. The wording has a bit of grey area, but I interpret it to mean gaining a distinct, unfair, or unintended advantage. If you're trying to prevent an injury or hardware breaking from overuse from an action you would probably be doing anyway, that seems reasonable.

  7. A time-themed frame is a popular concept. I think your concept is waaaaaay too overpowered. For starters, he has average armour, but some of the highest health and the highest shields in the game, plus above average energy. Don't even get me started on the abilities. too powerful doesn't even begin to describe it.

  8. 11 minutes ago, -Judgment- said:

    1.Sentients and tenno are mortal foes.

    2. She has the capacity to betray us.

    3. Show me a reason other then loot lore wise that we follow her out of loyalty. Show me a reference not your so called words and insults.

    4. Don't insult my intelligence.

    1. Sentients and the Orokin are mortal foes, the Tenno and Warframes were designed to turn the tide of the war. Tenno were nothing but disposable pawns to the Orokin.

    2. Any leader has the capacity to betray their followers. Lotus has shown multiple times that she will betray everyone BUT the Tenno, as the Tenno are the only thing she truly cares about.

    3. Lotus is currently the only one with the knowledge of how to defeat the Sentients, and she is the only one with the organisational skills and compassion to guide the Tenno to bringing balance to the star system.

  9. 7 minutes ago, WaifuIsLaifu said:

    this is my build, it's based around melee only, with zenurik and rage + life strike giving you insane amounts of survivability

     

     

    I think that Steel Fiber is a superior choice to Vigor, since you end up losing about 2100 effective health (4400 effective health if it's a maxed Steel Fiber and Armoured agility vs. Vigour). I also don't think you need Quick Thinking, since Inaros has a unique passive that gives him a chance to self-revive even in solo play (assuming you're messing around so much that you actually go down, which has never happened to me since I got Inaros to Rank 30 - I've even AFK'd for a minute or two without going down). I would say that Efficiency is almost wasted on him if you're running Rage, and you're better off getting some power strength on him instead. That's just my opinion though, you can play him however you feel is best. :)

  10. to3SHJI.jpg

    You can replace the Blind Rage with Intensify, and use non-primed Continuity if you don't have it or enough room for it. I wouldn't recommend using a Blind Rage above Rank 5, as the Power Efficiency begins to be a bit too hard to manage at that point. Though I haven't done it yet myself, I would definitely use Corrosive Projection over Energy Siphon in all circumstances. You REALLY don't need more energy generation with a Rage mod equipped.

    I would also highly recommend a melee weapon with Life Strike, which is a great way to recover your health in a reliable manner. This build has quickly become my favourite Warframe, and normally I'm more of a fan of stealth and being as small a target as possible (Loki is/was my all-time favourite). Inaros has a great mix of crowd control, survivability, and self-heals that make him fun and easy to use, and godly in the hands of skilled player (fitting, thanks to his in-game lore).

    I use Steel Fiber and Vitality because they are fairly essential on him, especially since he uses health as a resource and possesses no shields whatsoever. Armoured Agility is for that small Armour boost, and also the movement speed bonus which is handy since he does well in close quarters combat while wielding a melee weapon that has Life strike equipped. Rage is to keep your Energy topped up, while Flow gives a somewhat needed boost to Power Capacity. These combined let you spam your 1st for the nice CC and minor healing, your 2nd for a larger heal and creating minions, 3rd for Darude mode (and some nice AoE CC), and the offensive side of your 4th (strong heal and CC). Primed Continuity fits well, as Duration benefits all your abilities quite strongly. Stretch is handy for CC'ing and leeching health off more enemies (thereby improving ability efficiency). I chose Blind Rage over Intensify because your Energy is usually full thanks to Rage, and the extra strength is generally handy for creating more powerful heals and damage.

  11. To fit with the Ancient Egyptian theme, Tipedo and by extension the Lesion share a similar aesthetic to Ancient Egyptian pole-arms. There currently isn't a sword the curves forward like the khopesh does. Sadly, there isn't a "crook and flail" currently (though I imagine it could be a dual swords or dual daggers weapon) which would be handy to channel your inner Osiris. You could go for a Karyst, though it isn't suited for non-stealth gameplay. The only other weapon I could recommend is the Magistar with a bronze colour scheme, as Ancient Egytians did use maces.

  12. > We've had a lot of feedback about STAMINA and how it's needlessly restricting player's movements and melee, so we're removing it entirely and introducing a new awesome movement system.

    > We've had a lot of feedback about ENERGY and how players feel like they either have too much or none at all, so we're removing it entirely and implementing a cooldown system instead.

    > We've had a lot of feedback about SHIELDS and how they're not as important as health and how almost every Warframe is better off with more health, so we're removing it entirely and buffing the health and armor values of the most affected Warframes.

    > We've had a lot of feedback about HEALTH and how it's preventing players from staying alive and having an enjoyable experience at higher levels, so we're removing it entirely and replacing it with a timer system which will result in a mission fail if it expires.

  13. 1 minute ago, Acreox said:

    Thanks for all the tips and submissions!

     @Buff00n, I'm interested to see how far you'll go since it was just a rough version :o Think you can make it look more runic and somewhat even (the first line's thickness as opposed to the upside down 'v').While making it look more runic, I suppose the 100% perfect sameness of width will be lost, but yeah, if its possible :D

    Thanks, @mindlord0013, I'll use your step by step if it comes down to the worst case scenario where I'll have to use my sub-par artistic skills ;_;

    Hey, I think my skills are sub-par too. It just takes practice and some tutorials which really cater to your learning style.

  14. Doing it in white can be a problem, because it glows much brighter. I suggest using muted colours of what you intend to use. I would also use a larger canvas when working on it, and scale it down as the very last step (in most cases).

    Here's what I would suggest from your current stage:

    1. In a free, good quality image editor (I use Krita or PAINT.net) open the image. Upscale it to 512 x 512 pixels, and redo the main shape in the higher quality.
    2. layer the image, with white parts on the top layer and the black as a background (to delete later), with a few layers in between.
    3. Two layers underneath the white, use a bright red with ~35% transparency to give the red glow effect. (Experiment with transparency settings on a mock-up using the preset "glow" effect, and an in-game screenshot.)
    4. Between the red glow and white layer, do an outline of the white shapes with black. (not too thick)
    5. Change the white to a muted light grey, otherwise it will glow too much. To give an impression of depth, use a slightly darker shade and go over the inside border of the white shapes without painting over into the black border.
    6. If you want it to look like marbled stone, create a new layer on top and use a very light grey or blue to create splotches. Experiment with layer transparency until it becomes a subtle detail.
    7. Keep doing small adjustments until you're happy. Once you're happy, scale it back down to to 128 x 128, delete the black layer, and save as png.
       
      Spoiler

      Here's an example of how my own clan emblem turned out. Notice how bright it is, even though we used muted colours. Finer details will be lost unless you use darker colours than you expect to use. Trust me, the mock-up and "glow" effect will help you with this.
      txyQWz2.jpg

       

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