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Red_Tesseract

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Posts posted by Red_Tesseract

  1. Possible improvements to Empyrean, in my opinion

    • Adding a HUD element when piloting or using a gun that indicates problems on the ship: flames, breaches, enemies... Right now if you are shooting for example, you have no idea what is happening on the ship, and thus have no idea when your help is needed. Same thing when in archwing, but at least there it makes sense. The lines from Cephalon Cy are often not enough, as he says things in the middle of battle, or sometimes has so many things to say that he either tells you about the problem too late, or you just tune out his (its?) voice. The only hud element is the 1 minute countdown when a major breach happens (which by the way can be confused with the countdown for a crewship reactor to explode if you are invading a crewship).
    • Allowing avionics and intrinsics being changed on the railjack if not in a mission (aka drydock, or the space area when you teleport to your railjack from your orbiter). If not, a player that gets in his/her railjack from the orbiter has to go back to the drydock anyways if wanting to do anything.
    • Improving the Forge visibility. This can be done by either making it clearer that you can interact with it, as you don´t necessarily look down when passing by, or by adding small icons on the map for the different objects of the ship: forge, lateral guns, central guns, archwing slingshot, etc.
    • Better explanation on how to destroy crewships. As of right now I've seen many players try to destroy the crewships by just shooting at them because no real in-game information tells you to do otherwise. This will be solved when content creators start making videos, but the game shouldn't rely on that source of information. Even when you have boarded the crewship, nothing tells you what you can and have to destroy. the reactor is just one more object in the scene, and could be part of the scenery.
    • Improve loot visibility: the loot dropped by enemies in railjack are small blue glows, and small yellow-ish glows. None of these makes it easy to find and pick up against the sky/earth background (I haven't gone further yet), even less so while in combat. I know this is not easy to do while not bombarding the screen with visuals, but right now you have to wait to finish the mission to have a clear view of the drops, and even then it's a chore because there are no visual aids to find where ships were destroyed, and it is not engaging gameplay.

    There are a few more, but this are a few major ones for me so far. The biggest one being the HUD elements, as it would help for better teamwork: right now gunners don't know when they should stop gunning and start taking care of the ship status unless a teammate takes the time to write it in chat (or using the tactical intrinsics, which is Cephalon Cy again).

     

    Thanks for the update, and hope everything goes well on your side,

    Niko aka Red Tesseract.

    • Like 1
  2. It seems to happen only with the Amalgam Moa, who has a phasing ability. My guess is that he can phase way too often and becomes impossible to kill. Mostly every time one of them appears as a Demolyst is a sure loss, unless you catch them very quickly and out of phase. I've had one next to me, Mesa didn't target and tigris didn't do any damage while he was charging.

  3. My submission: the Running Man Shuffle

    It's a hiphop step where you seem to be running without moving from the spot. From resting position one foot and knee go up in the air, then the foot left on the ground will slide back, and then the foot in the air goes back down. Repeat with the other side. Because the MOA doesn't have any arms, the body just wobbles slightly with the movement from side to side. And to emphasize the movement, the knees go higher than they would on a human.

     

    Video (No Sound)

     

  4. Okay. When I wrote this it was more to inform/ask the team about this situation rather than start a debate about melee 3.0 and melee through walls. And I know the changes to melee in general are intentional, I just didn't think the AoE of Zenistar would get affected in the same way.

    However, I was surprised about the changed effect, mostly because the AoE animation still seems to reach all places like it did before, and the 2D or "flat" animation doesn't reflect the 3D behaviour of LoS. So if it is intentional -which I'm still not sure: all of you just gave your opinion, without internal knowledge- then the animation should probably reflect this to avoid confusion.

    And it doesn't help that the small disc can get stuck in any small hole, corner or protrusion, and then gets completely blocked by it.

     

    Again: I don't mind if this change is permanent. I don't mind if it was a mistake due to all the changes. This post was to inform or be informed.

     

    ______________________________________________________________________________________________________________________

    Melee through walls... Is it good that they tried to fix it as it was before? Yes. Did they do it right? I don't know. You don't know. Even DE probably doesn't know. I do believe they have the best intentions and if melee really gets worse they'll do something about it, but until now no one can empiricaly say if it's better or worse. You can have an opinion. Your opinion. But the data will show if they got the result they wanted after players get used to the change.

    Now, on the topic of melee 3.0: I don't know if I'm going to like or not what's coming, neither do you. Wait and see.

  5. So... I don't know if this is supposed to work like this with the changes to melee not going through objects/walls, or is just a consequence of those changes, but this seems to happen now:

    Zenistar's AoE doesn't attacks through walls or objects anymore if the disc doesn't have line of sight. I tested it with walls, columns, and even smaller objects like the little... "handrails"?... around the defense point on Hydron. Always the same result: no damage done if there isn't a line of view.

    If this is a feature and is meant to work this way now I would still want a confirmation if possible, thanks :)

    If not... well, you are now aware of this "quirk" 😛 

     

    With regards, Red Tesseract.

  6. Hi Guys!!

    This is what i've seen recently in the trade chat: "WTS 1000p for 5´9 dollars, go to this webpage" written always by the same guy. Of course i know it's a scam (and even if it's not, it goes against warframes policies and is unfair to them after they created such a great game). What i would like to do is to repport it somehow to DE, but i don't know how to do this.

     

    *Edit: Removed the name and image, as advised.

  7. 8 minutes ago, Fiftycentis said:

    i agree that getting knockbacked in a corridor can be istant death if you are a squishy frame, but still, it's the only way with ancient grab that they can hope to kill us

    That was the point i was trying to make: knock back isn't and shouldn't be the only way to kill us. For example the leech/parasitc eximus are a very efficient way to make us harmless and defenseless (at least in regard of powers, not weapons), but it just makes the game harder, it doesn't remove the fun out of it. The knockback is just a: "you can't do anything, just hope you don't die" kind of situation, specially when it was already difficult for you to avoid that situation by itself if there are lots of enemies trying to knock you down.
    There are a lot of different options: slows, snares and temporal disarm for example are all better than the knockdown because you still have something to do: attacking or moving, but slowly, attacking but you cannot move, or moving but you cannot attack (at least until you change weapons or something). This doesn't make you powerless, it makes you think what is the best you can do in any one of those situations, unlike the knockdown.

     

    16 minutes ago, Fiftycentis said:

    really? they are the only orange enemy and are easy to see, imo leaper and runner are more hard to distinguish

    they all have different colors, but it's hard to see them because they are small

    In the case of the volatile runners it wasn't because they are not easy to distinguish, but more because of the complete different mechanic they have, they should have a look that fits it. The animation is also similar tho the leapers jump. They should have a unique feeling.

    On the crawlers part, again, I know that they have different colors, and they are not very impactful, that's why their changes are less important. But you should still feel a "this one is going to blow up" feeling with the toxic crawlers, for example, or make their colors easier to distinguish (green and yellow are similar, and the blues too).

     

    31 minutes ago, wanderere said:

    I reckon it sucks how rarely you see the juggernauts or maybe have like baby juggers that arent quite so gnarly yet.

    I agree, but at the same time making them appear too often could make some missions quite more difficult, specially on higher levels. For example, on a defense mission you cannot stop killing the enemies or they will destroy the objective. But if you kill them the juggernaut spawns, and he deals a lot of damage and could possibly one-shot the objective. It's something to be considered, though.

    On the other hand, baby juggers could be an option, but i was trying not to add new kinds of enemies, just improve the existing ones.

  8. First of all, let me get one thing out of the way: I am not complaining. I love this game, have been playing it for a long time and will continue doing so. This is not meant to be a "rant", but more of a constructive set of ideas that DE can (or not) use if they want, even if I think they may have thought about this already.

    Second: please forgive me if I make any mistakes, english is not my mother tongue and it's more noticeable when I try to talk a bit more technical.

     

    Problems with Infested:

    • Lack of Variety: The infested have a lack of variety in their appearances. This is just a visual/artistic problem, i am not talking about their abilities here, but it is a problem that can change how you play the game.
      Let me explain: you have enemies that do completely different things but look exactly the same except maybe for some change in colors. This prevents you from making informed decisions on who to kill first and why, or on who to avoid and why.

      Yes, I am aware that grineer and corpus have more or less the same problem, but here is the thing: grineers are clones, and corpus crew are robots, so to and extent this makes sense, and even their important units are usually recognisable from each other. For example: heavy gunners and bombards, or nullifiers with their backpacks, and the other corpus members thanks to their very distinguishable colors.

      But on the other hand, infested are supposed to be a faction where the creatures are growing uncontrolably, even more so the ancients ("age and feeding have made them stonger"), and right now you don't get that feeling when playing against them, specially the ancients.
       
    • Knockback: In my opinion this is a problem of the game in general and not the infested themselves, but for the moment I only have ideas for improving the infested. Knockback is a mechanic of the game and I understand why it exists, as sometimes you need to stop the warframes/players and CC them so that the enemies are able to deal some damage, but the current knockback is not fun for anyone: it prevents you from doing ANYTHING. And there are a lot of enemies that knock you down, specially when you start getting levels higher than 30-ish where those enemies start spawning quite more often. And if you add the arson eximus that can spawn in any faction, the problem gets even worse.

      With the infested this happens when a lot of ancients and moas are spawning at the same time, being able to just keeping you knocked down, unless you play with invulnerability like Rhino, Wukong or Valkyr, restricting your choices.
      I know blocking with melee can prevent some of this knockbacks, but again this would restrict your choices to just melee. The other ones can be avoided jumping around, and in my opinion those are less of a problem, because Warframe is supposed to be a very active and "parkour-like" game, but when you have shockwave after shockwave in confined places you still get knocked down, as you have to touch the ground at some point.

     

    Solutions: I know these are not simple, and require a lot of work, but they are meant to be solutions on the long term, not so much on the short term.

    • Variety: It sounds easy, but isn't: adding different aspects to the infested, to achieve the same we already have with the boiler and the brood mother. They have distinctive powers with distinctive aspects. You see them, you know what they are and can now take a decision if you want to kill them or not based on that information. The ones I think need this change are (from most important to less important):

      Ancients: All of them: healer, toxic and disruptor. They need to be distinct, and if possible represent their powers. The toxic ancient could have a bigger back, with spore-releasing fungus on the back, the healer could look thinner and the disruptor bulkier, for example. The specifics are not so important as long as you can distinguish between them quite easily, not like now where the biggest clue is usually the toxic aura of the toxic ancient (yes, they have different tentacles colors, but when surrounded by an aura, it's quite difficult to see).
      Volatile runner: To make them distinct from the leapers, or just from the infested in general because they are the only ones to suicide themselves. One idea would be keeping the same creature but adding an infested tumor on his back similar to the ones in the hive sabotages. This would make them recognisable while giving a reason why they explode, and allowing to add a little color change on that tumor when they are charging the explosion.
      Crawlers: These are less important because of their little impact, but at least being able to tell the toxic and maybe the electric appart would be nice to know when you have to avoid AoEs.

       
    • Knockback: This comes back to making the ancients unique and more consistent with their powers. The moas in my opinion need less of a change because they are already quite unique, but the knockdown should still be taken care of in one way or another in the future to not have players feeling "i can't do anythig".

      Toxic Ancient: This is the one that doesn't need to change that much, because dragging the enemy close to get them in the toxic cloud makes a lot of sense, i would only make it that the dragging goes a little faster, buy you are still able to shoot and attack while being dragged.
      Ancient Healer: They shouldn't be dragging the enemies to them, to just get killed at the end of the knockdown. They are the healers and protectors, and should feel like it. They could for example make a slime-ish area around them that slows the warframes that are inside of it, making it more difficult to get to them and kill them, but that could be a bit too similar to the tar mutalist moa. I would also make the aura they grant to their allies easier to see, a bit more like the disruptor's aura.
      Ancient Disruptor: These are a bit more difficult to get in the right spot and not make them too powerful, because a slight change may just make it impossible to even use abilities when around them. One idea could be that they have projectile attacks that steals energy, but then remove their magnetic proc. Another one would be to make each attack grant a temporal debuff to power stength, but then reducing the buff they grant to their allies. This is more a question of testing and balance, but i would remove their grappling hook/knockback and add an ability in the same general idea of "anti-powers ancient".

     

    These are my ideas, based on my opinion. I would love to hear what other players think about this, just don't be an a**hole critizicing just for the sake of it without explaining why you disagree, thanks.

     

    tldr: Make ancients unique from each other, both in aspect and powers. This would already improve the infested by a lot.

     

    Thanks for reading, and big thanks to DE for making this game.
    Signed: Niko, alias Red_Tesseract.

  9. Name: Gazeuse
    Faction: Grineer
    Grip: Whip
    Brief Description: "Grineer engineers were able to trap some of the hazardous gases from the gas giants like Jupiter and confine it into the extremity of this metallic chain whip in order to swing it against their enemies. Still unstable, the gas ball will pulse like it's breathing, and is likely to expand when moving at high velocity."

     

     The ball will only get very big on finishers, or the last hit from a combo, when pulsing it only grows a little. The yellow parts of the handle and the ball are supposed to be in a color similar to the grakata and/or buzlok.


    Image:
     
    5G5Dnby.jpg

     

  10. Hey Andraco!!

    If you're still recruiting for your clan, I might be interested :P

    I'm only Rank 3, and kind of new in the tenno community (learning along the way) but i realized that making a clan by yourself is quite difficult, so...

     

    IGN: Red_Tesseract

     

    Looking forward to your answer!!

  11. Hi Xer0!!

    I don't know if you still have place in your clan, but I might be interested :P

    I'm Rank 3 only, and quite new at this (just figuring it out) but i realized that making a clan by yourself is quite difficult, so...

     

    FYI: I live in Spain (for the time zone), speak french, spanish, english and a bit of dutch, can use teamspeak or Skype, and I'm 22.

    I've also been quite active for the last few weeks, and plan on being more or less regular.

     

    IGN: Red_Tesseract

     

    Looking forward to your answer!!

     

    Ps- I can't always use TS or Skype because my internet isn't always the best.

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