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Koldraxon-732

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Posts posted by Koldraxon-732

  1. Necraweb grenade also locks you out of melee on Voidrig. Only fix is to use Guard Mode to force it to change weapons, which dismisses the grenade but you're still locked out of melee. I do wonder how this was missed during testing but either way I hope it gets fixed ASAP.

    In the meantime, avoid using the ability or use Bonewidow until it's fixed - that's the most I can suggest.

    • Like 1
  2. 5 minutes ago, Void2258 said:

    So no fixes for Netracells and they remain horrible for at least a couple weeks then?

    DE'll have a clearer response on how they'd like to fix it in this month's Devstream.

    At the moment last I heard they're planning to release a variant of the mode for just Shards or something - which won't really fix the fact that anything but the highest-rarity Arcanes in there are easily acquired from literally all the other activities, thus making their presence in Netracells merely bloatware if not redundant.

    Assuming that is their only possible response, I think we'd be forced between 'Shard Netracell' (which is roughly their idea from all I'm aware of; just two runs available a week, with guaranteed shard; one of those runs equating to two normal Netracell runs, meaning you can run only three Netracells if you do two of this), or Netracell as-is.

    From my viewpoint the easiest way DE can fix Netracells' RNG is by stripping out the Silver/Gold Arcanes that can be earned from reputation, Evil Book, or Octopede.

    Which is something I really don't expect them to do (but really~ want them to!) because of how Warframe's RNG is naturally as notorious.

    TL_DR for DE:
    A fast way to fix Netracells: remove silver/gold Arcanes from Netracell loot table.
    This would alleviate much of the RNG-based concerns about the mode, which is the main cause for concern.

    • Like 6
  3. I personally am against the idea of throwing new players who have no idea how the game works in the deepest end possible like this. Especially without a specialised quest to catch them up and drill in each gameplay element they will be unlocking. I like the idea on the grounds that people who played on one platform can use this to get to speed on this platform, but unlocking all the rewards? I don't think that far is necessary for what you want to do - which is get newer people faster access to the content they yearn to experience.

    Here is my proposal: Drifter's Path.

    Proposal's baseline:
    Teshin's Cave + random gear + rental assets to act as a 'Drifter Path'.
    This would skip having to force-unlock quests linked to getting to Whispers by providing a literal backdoor to entering any quest.

    Tempestarii, or a Void-addled Railjack, would include an out-of-place fully-suited Drifter as a temporary crewmate to repair any damage acrrued.
    The Archwing would be an unmodded default one, along with related weapons.
    Snake, the unmoddable mech from Heart of Deimos, will stand in for the lack of your own.

    These will serve in lieu of any un-owned requisites.

    This route will be free, but require you to complete Duviri Paradox, which last I checked was available after Vor's Prize.

    This would allow you to go into any quest with randomised gear from Teshin's Cave, Transfer out into Drifter with the Lotus Hand, and use their Sirocco.
    You'd obtain the Quest's intended rewards. Secondary completion via the other Path will result in a large stockpile of resources as loot, rather than just a Riven.

    Some quest elements may benefit from additional Drifter dialogue to smooth this feature over, or be locked behind other quests you can access via this alternative route:

    Second Dream, Heart of Deimos, New War.
    Completing Second Dream would be required for Operator customisation. Heart of Deimos to acquaint yourself with the Entrati. New War for obvious reasons.
    These three are all you'd need to do in the Drifter Path to get to Whispers. Of course, there's one small drawback of this route:
    Drifter Path starts you in Teshin's Cave, meaning your gear is randomised, and the provided Mech and Railjack are unmoddable.
     You'd also be Drifter with Sirocco.

     

    • Like 3
  4. 41 minutes ago, Arc_Xeno_JDSH said:

    Please revert the change to Necramech controls binding the aim-down-sights with hovering on PC, its still an absolutely horrible thing that needs to be undone.

    Or rather, why -can't- we edit our own keybinds for Necramechs?

    On the same note why can't we customize our Archguns' appearance in the 'heavy weapon' and 'Necramech gun' slots?

    • Like 3
  5. Loading screens still contain the old elemental damage tips, which will confuse people as to whether, say, toxin is meant to bypass shields or not because a Tenno Councillor said so in a loading screen, or UI says the same thing. Something must be done.

    Either A:
    DE reintroduces some of the old elemental status effects so the advice from the Tenno Councilors remain accurate, except of course at some sort of reduced effectiveness?
    Example: Viral, which used to bypass shields directly, before the damage revisit, would instead bypass at a 5% bleedthrough per proc.

    Or B:
    DE removes the no-longer-consistent tips, but keep them to the side in case they want to return them.

    Tangential bug:
    Moa default legs seem to have the wrong mesh on them.

  6. My opinion of OP's revisit:
    The passive: Extra credits should be a side-effect of killing enemies under the effect of the chosen element rather than being purely a passive.
    Spectral Scream: The only difference my rendition of this idea has from yours is that it doesn't have the alt-fire-to-change-element.
    Vex Armor/Elemental Ward: These are both 'flick on and ignore until recast' buffs.
    Effigy: I like the idea of making the Effigy a duration-based thing, but my ideal is that it would be like Khora's Venari - a permanent pet.

    To that end, I wrote up my own suggestion on Twitter. I'll repost it here.

    I did make a few before, but considering, say, Hildryn, Khora, and other multi-role-capable frames (like Ivara and Octavia)...

    Yeah, Chroma needs help.

    And (to me) this, is how. Open spoiler to see my vision for Chroma, hunter of Sentients (I mean, his normal pelt -is- visibly Sentient, and he has a crude form of Adaptation built in as Ward and Vex - plus the colour-to-element factor that's also visible on Sentients).

    Spoiler


    ESJKk9qX0AAlkaf?format=png&name=medium
    Elaboration/simplification:
    Passive renamed to Chromatic Pelt.

    Spectral Scream is Exalted flamer now, but like a certain new primary, it allows you to grab objective items/pickups and doesn't stop you from doing things. Alt-fire changes energy colour to a mix of your other chosen colours and the element (fire/cold/electricity/toxin). Animation resorts to Void Beam without the Pelt.

    Elemental Ward | Vex Armor | Spectral Hymn (drain-heal, functions like a slower, more intense version of Hildryn's shield drain) are all usable in any mission. Hymn is disabled without the Pelt.

    Spectral Shout is the new 3rd ability, and gives Chroma a proper means to keep the crowd still so he can cook them with Spectral Scream or utter a Hymn.

    Effigy flies around Chroma until stopped with the Specter 'guard this spot' prompt, and it only costs energy to summon the Effigy (and tell it to go 'attack this' with the Guided Effigy augment). New Strange is the new swap-to ability that gives Chroma a new way to embody what he is, and change up the way people can utilize him so that he becomes more than the 'Vex/Ward punching bag' he is right now.

     

  7. If I recall there actually is a mod that rarely drops that triggers an electric shock in enemies that hit you, I forgot which one it was but it's a gold one.

    If we're devoting more slots exclusively to certain mods regardless of what it is, there'll be the everlasting problem of 'how do I make room in my build to fit maxed versions of these?!' like with anything that isn't Paracesis or a Kuva weapon - even with Aura mod slots and Stance mod slots for Frames and Melees, ranged weapons are left out of the extra room for modding gang.

  8. Ever since Cetus / Plains of Eidolon and Fortuna / Orb Vallis happened, Sorties have been left out of the 'reward per objective/mission' equation.

    I remember suggesting that the Sortie loot-table be set up to trigger:
    Bronze quality on first mission - complete that, get bronze-quality loot.
    Silver quality on second mission - silver-quality loot.
    Gold quality on third...

    You get the idea. This would make Sortie running a lot more rewarding - like with the Bounties.

    What would add to the rewarding factor to me would be a new reward, which could also drop from Arbitrations, Anomaly, Junctions, and other particularly tedious missions:
    A Foundry version of the Empyrean/Drydock Salvage repair drone.

    Spoiler

    Such a thing would cut down the cost of crafting items, and would allow lower-MR Tenno to catch up and not be weighed down by the plat prices on everything.

     

  9. I have a feeling you're planning to use Hunter Adrenaline (or Rage) and Life Strike together, but that's probably just me thinking of how I normally set up my Exalted-melee-frames.

    That said, what @NinjaZeku shared about where it can drop would translate to 'it drops far more easily in Orb Vallis'. I personally either use Life Strike, or ensure the 'frame has other ways to get the health back - like Inaros, Nidus, Grendel, or Revenant for example having their own ways to self-heal.

  10. I've been experiencing a slight inconvenience with Nikanas and two-hande Nikanas, as well as a small number of weapons.

    Some of the stances behave oddly - the animations or attack moves feel misplaced (i.e: Nikana blind justice stance quick-strike idle, but is the -very- slow twirl with an upward cut on moving, which really breaks the stance flow due to how hideously slow it is, or 2h Katanas' wise razor having the twirl-strike as the idle attack rather than on the move-forward which would've visually made sense) in some cases.

    Though that's just how I feel. Also, hammers no longer have the ability to do that distance-closing charge-spin we see Baliffs and Wolf of Saturn Six do.
    Thirdly, throwing melee weapons should have the throwing attack be a toggle enabled by using the reload key on melee weapons unless that is reserved for the replacement for channeling that is yet to be implemented.

    Modular weapon tangent:

    Spoiler

    Speaking of weapons, though this is a tangent, I would like to see more modular weapon parts with Grineer, Corpus, Sentient, Tenno, and Orokin/Prime styles - basing them on or splicing them from exiting weapons (i.e: Broken War mounted on the end of a staff to make a hybrid polearm, or added to a shield). The idea for modularizing existing weapons (i.e: Zoren) is based on the mention of the idea of modularizing Archwings- which would not only make weapons more cosmetically varied, but also more personal.

     

  11. A suggestion for your suggestion on buffing Archwings:
    -Make the AW and it's weapons' stats scale with their Intrinsic level(s) and use that to scale 'effectiveness' on enemies in Railjack, even when dropping the Archgun in on foot in a station. This stat scaling can then be adapted to be just a bit lower than the least damaging weapon on the Railjack.
    -Archwing speed should have a loose 'cap', allowing you to 'break' the speed limit (speed scales over time while moving in a given direction, because space - only happens when boost/AW-sprint is on) and properly pursue enemy fighters.
    -Archmelees should have at least the same range as a Galatine, if not more. Attacks should stall enemy ships.

    A suggestion for enemies:
    -How about adding normal AW enemies in when a capital ship, command/missile silo/hangar base (or equivalent) is present, and have their deaths count to fighter kills?
    -Enemies not killed when departing an exploding Crew or capital ship would attempt to evacuate the Crewship and become normal AW enemies, if they reach the exit.

  12. This happened when the Railjack I was a squadmember of decided to ram into it, and caused it to vanish.

    It might be linked with the Asteroid Base and 'intro cinematic' used in normal Asteroid Base missions causing it to delete when you enter it, or anything like that?

  13. Aside from other bugs, there's at least three I must report. If they've already been reported, then this post is obsolete.

    Double-check the title.

    This issue may also exist on PS4/XB1/Steam controllers, but if it's somehow not an issue on any of the aforementioned, then a fix can be pulled from the code used to bind the Railjack keys properly from there - though I believe that I doubt it's that simple to do.

    The issues specific to this post (or not, depending on what happens):

    1: Controller keybinding (general):
    -The controller's user cannot bind -any- key to -any- slot. Most visible when you look at the 'Ability menu' (activated by Right-bumper on Xbox controllers), the only binds it has are for powers and Focus, and you can't add any others to it due to it not listing them.
    -Railjack specific issue: This prevents me from adding the Tactical Menu without sacrificing functionality of the Overlay Map!

    2: Stacked function button(s) (Railjack):
    -The key for Railjack 'dodge' moves and 'blink' does not function, and only works for descending.

    3: un-rebind-able keys (controller, Railjack):
    -Left-bumper/crouch on Railjack controls is supposed to govern pilot abilities (strafing, 'sliding' ). It is actually bound to 'bank left' by default and this overrides any controls to descend or use those moves. Rebinding is not possible, as it throws a 'used in melee stance' exception.
    -A/lump is meant to have the Railjack ascend. It cannot be rebound (gives 'used for melee stance' as an excuse), and is entirely unresponsive to input.

    To reproduce these issues:
    1: Check options, controller keybinds, 'ability menu' and the lack of keybinding options you will discover when searching the interface with a controller.
    2: Fly a Railjack and attempt to tap the left bumper while thinking it will either allow you to dodge in the direction of your choosing, have you blink, or make you descend.
    3: Check options, controller keybinds, 'Railjack', and attempt to rebind the A/jump key and the Left-bumper/crouch keys.

  14. Possible names:

    Spoiler

    -Sword of the Faithful
    Reasoning: It cuts through the Void, and those aboard may have faith in -something-.
    -Golden Wrath: Part 2
    Reasoning: Lore.
    -Repast
    Reasoning: AKA 'The Old War: Part 2'
    -Trail
    Reasoning: hypothetically, the ship leaves a trail in it's wake.

    I -could- just call it 'The Flying Slingshot' or something rather WHAT IS THIS? but I'd rather not be stuck with a name I'd want to change which requires :platinum: to change it.

  15. 19 hours ago, NightmareT12 said:

    Who also needs to be converted to PBR. Mainly there's around 10 base Warframes (as well as their helmets and Immortal Skins) that need said conversion still, which is an ongoing process. Primes all use PBR already though! 🙂

    Normal Stalker and his weapons, among -a lot- of things, are also in dear need of PBR.

    Burston/Latron series (normal and Prime) need some visual help aswell, because their age is now showing artistically.

  16. In my opinion most Warframes should be allowed to hold their weapon while casting -some- abilities, like when Revenant's using his dance or Nekros desecrates - let that bug stay.

    As for the 'head fixed in one direction', that happens to -all- Warframes, and seems to occur when you open the pause menu and then close it, like the head forgets where the perspective/camera is and looks in one direction.

    As for stances, while using a lot of melee stances - though this is most visible on any which do full-spins and twirls etc..., the head seems to forget that the neck is not able to rotate a full flawless 360 degrees.

  17. I agree that the Profit-Taker's theme has outlived it's stay on the login screen, but here's a novel idea:
    Every login/update screen theme tune should be made available to choose in the settings, except whenever the theme audibly changes.

    Imagine being able to open the launcher, and select what tunes would play when the update's going/done and when you're at the login screen.

    I would like that.

    • Like 1
  18. Long rambling that may go on a bit of a tangent or something:

    Spoiler

     

    I can imagine this being a Railjack-enabled mission type where you can invade the same enemy ship frequently, but each subsequent invasion becomes increasingly risky until Ordis simply states that Landing Craft and Archwings cannot be used in the area until the [security feature: Grineer deathzone (see Kuva Fort supply delivery route explanation by Ordis) or Corpus sensor grid (lots of detection lasers that trigger death from ship guns upon contact) ] is disabled via a Spy/Sabotage/Mobile Defense/Interception/Capture mission, or a Clan Railjack lays siege to it.

    The Railjack's involvement only really occurs when the ship improves it's defenses due to frequent Tenno attacks. These upgrades may vary wildly, and can just vary from 'lethal security escort' (Eximus everywhere, Bursas everywhere, Raptors everywhere, and mecha-driving-Crewmembers with dual Supra, a hex-Angstrum shoulder-mounted turret, and a Snipetron over the other - except they're split up like minibosses, and all the rest of the ship is crammed full of proxies) in Corpus terms to the external anti-Tenno security features.

    Another scenario is that if the ship reveals to be carrying something important - like a massive cache of (stolen?) Distilled Kuva - then the Sentients launch a strike force at it, meaning you are forced to do the mission very quickly and have to race against the Sentients, who would be doing your usual objectives, while you are trying to make the ship give up the access code to the Kuva stash so you can make it eject the stash to your Landing Craft (or Railjack) to keep it out of Sentient limbs.

    Or Infested. Or a rival faction invasion.

    However, with so many possibilities, I would imagine this would be like an experimental 'open-interior' zone, with a fixed ship layout (windowed corridors only face out at certain areas, and so on; everything tries to be accurate to the ship's design, and the hull is visible from some areas) with limited space for randomization (again, limited to interior spaces that would make sense and make it look like there's more that isn't shown, unlike the current system which has doors which almost line up from opposite sides of the map, but no connection).

     

    It would be crazy to pull off, but it would be great if it worked - would allow for all those different mission nodes on ships to be given additional missions to pick from, so you could spawn into one, then go to another and then be instanced into a present squad (via a lift or large doorway - borrowing from Fortuna and Cetus) and help them finish the mission to benefit you both.

     

    This could actually start off as a recurring event, under the name 'Operation: Capital Catastrophe', with a simple description of 'Wreck the ship.'

    • Like 2
  19. I agree with the notion to add a 'taxi' to the 'town' spaces (Clan Dojo included). Could be put at a floating hologram of Ordis in a corner or at a conveniently placed transport.

    Additionally, I would like different loading screens, and a revision of the 'arrival/departure' cinematics, including the Extraction Rooms across (most, if not all) tilesets. This includes a new loading screen for returning and departing from the Orbiter.

  20. Account mergers? Maybe, but only regarding inventory sharing between own accounts (which DE hinted at, which is what DE technically does when they do an 'account transfer' across platforms - this would save people like me, too, a lot of time when trying to get our console-side accounts up-to-scratch).

    Builds all being the same all the time? Not always possible; hotfixes and certification processes will prevent this.

    As well as the companies owning the other platforms having complex wording, constraints, and other unwritten rules aside from the cert process denying DE from making Warframe across all platforms rely on a singular version. Not to mention Panic Button are compressing it for Nintendo Switch, so there's already code inconsistencies there.

    In a nutshell, the best you or I can hope for is a button saying 'link account' to the other platforms, allowing you to use your PC (or chosen platform you linked, which would be a 1-time action) as the 'main' for all others to base their inventories and progression on, so that if you do go on another platform, everything from your 'main' platform of play is available.

    The first caveat is that nothing you owned that you carried over thanks to the inventory merger, not even the plat, can be traded. This would save having to carefully sift through and delete items from people's inventories who've crossed to or from another platform which would've given them a monetary advantage.

    The second is that if PC/platform is a build ahead, it cannot update the inventory of the platforms that are behind to reflect any changes done to it until they are updated to a build that allows for another inventory sharing phase.

  21. While I would be overjoyed if Chroma's passive was moved to be a chargeup version of his second ability (i.e: hold 2 to swap elements, draining energy to restore any missing health/shields as it happens) so his passive could be replaced with Adaptation, DE hasn't gotten around to the Chroma rework they said they would be doing.

    Others have already provided their advice, but for your information: Secondary energy colour DOES NOT affect element. If it did, you'd get radiation, corrosive, etc...
    Would like that, actually...

    Tangential stuff related to what I'd wish DE did to fix Chroma:
    Warning: What you are going to read if you open this spoiler will be my vision for Chroma, based on what is already known about him.

    Spoiler

    The full revisit/rework:

    Spoiler

    1: Changed passive to Adaptation, or otherwise add Adaptation to it with a 'higher resistance to selected element'.
    1a: Alter Chroma's 2nd power to have a channeling variant that costs 75 energy total which restores health and shields while cycling to the next element selected via the 'alt-power' selection system that was introduced with Ivara, Vauban's revisit, etc...

    2: Turn Spectral Scream into an Exalted weapon that adapts it's elemental damage based on enemy stats, showing all 4 base elements as separate attack modes, not unlike Hildryn's 1.
    2a: Replace melee with a 'wing buffet' - the same one his pelt uses - while Spectral Screaming is active.
    2b: Reloading Spectral Scream is possible, refreshing the 'magazine' to full and skipping the recharge phase. Doing this drains a fixed amount of energy, and includes the stunning scream the pelt does. Enemies killed whilst stunned drop more credits.

    3: Chroma's 2nd ability has a channeling state where it swaps to another element. Sustaining this costs nothing, but the initial cast is 75 energy. While channeled, it would cycle through energy colours like those videos where the colour changes over time through the rainbow, hence, Chroma. The element-changing effect has a cooloff period that, if recasted during it without casting any other abilities, costs nothing but swaps back to the first element.

    4: Vex Armour stacks it's maximum limit and maximum damage negation every time it is refreshed with incrementally higher costs.

    5: Chroma's Effigy will follow him, and can be told to stay still like how you could order Specters to stay; the augment removes this in exchange for 'free roam control' over the pelt.
    5a: Alternative ability: While Effigy is active, Chroma's Spectral Scream transforms into twin smaller firebeams-from-hands with both hands splayed and forward, borrowing animations from Void Beams from Operators, and he cannot scream or flap wings because his pelt isn't on him.
    5b: Alternative Ult: An alternative ult which would be part of his kit would be a energy-draining ability which, whenever he aimglides, he aimglides forever and is unaffected by gravity; the wings would show and the pelt stays on. Using his revised 1st ability and it's sub-abilities cost nothing. This allows Chroma to be the half-Sentient Dragonframe he was designed to be.
    5c: Chroma's Adaptation and Element-swapping skills are rendered unavailable while the pelt is not on him. His element would default to fire, but his pelt would wildly swap between all elements based on enemy weaknesses, changing colours like some kind of murder-raving machine.

    The simple version:
    But really, all I'd want DE to change for Chroma at the least is:
    -His 1 being an Exalted weapon, with the flap and roar as additional attacks.
    -Adaptation built into his 3.

     

  22. I've been adapting to melee 2.9r for some time now, but I would like a few more options that one that just adds a second melee button (which is useless in my current opinion):

    -Reintroduce the Melee 2.0 hold-to-swap-to-melee, as an option. Removing this option was pointless unless there's some kind of plan to bring Archguns into the arsenal, bypassing the gear item it requires to summon it. Just using the melee key to equip the melee feels a little weird without a sped-up equip animation. 
    --Speaking of Archguns, I would like to see a change to gear disability. The wheel should still be available, and only, say, the scanner items, glyphs, and Archgun gear items should be available. Disabling the gear wheel also disables emotes, restricting communication in scenarios where they would've been useful.

    -Please add a second option to the toggle where you can make the 'shoot' key/button melee where it reverts the blocking changes to 2.0's blocking mechanics (revert angle, disable auto-blocking, shoot key in melee causes you to block). Not considering this solution will be detrimental to those who like to use their melee's stances without having to get internally confused with constantly aiming with a gun - it feels wrong and looks weird to aim with a gun while doing melee block-based combos.

    -Reintroduce an option to use quick-melee (1st moveset of the weapon).

    -Any chance we could use ground melee in Sky-Archwing to some extent?

    • Like 1
  23. I've found a bug like this with all sorts of melees, but it's occurrence is rare to nonexistent, and I haven't encountered this bug before.

    I would mark it down as latency-related, but it could be something else like the weapon 'forgetting' to use the disappear no-visible-holster animation.

  24. In my opinion we should be given a way to customize how we present our Profile Diorama, showing a specific Warframe and Operator as the 'main page' but when you select 'loadout', which would be a new tab to the right, it would show their currently equipped Warframe and all their weapons floating next to it, as well as the Operator - would allow us to show off our weapon fashion aswell.

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