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Koldraxon-732

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Posts posted by Koldraxon-732

  1. Archwing's version of Capture is the Rush and Pursuit modes; Rush against Corpus freighters and destroy them, or Pursue a Grineer Courier and take down it's defenses before capturing it in a frantic mini-defense situation.

    However, I admit the other, more static modes could do with some renovation when Railjack enters the field - irreversibly altering everything from how you spawn into the mission (having the Railjack to return to via Archwing, mid-mission, using the Plains charges, though deployment and extraction are free) to how you deal with an open-ground Assassination target like Vay Hek in his Terra Frame (bombard it with the Railjack's weapons), though I may be thinking too far forward right now.

    Spoiler

    Though such vast changes may take time and may not be applied to all missions and modes, exempting the unique Archwing-instead-of-Landing-Craft sequences (i.e: you can't revisit the ship via Archwing on any tileset involving lots of indoor spaces, like a Corpus/Grineer/Orokin/Infested/Sentient ship/station/base or during missions that are meant to be fast and simple - such as Exterminate, Capture, Rescue, Spy, or Hijack (since that one's exit sequence requires the Landing Craft, though Archwings could descend to have the Warframes depart in a fashion which would unnervingly reflect the Sentient Fighters' vertical arrival and departure sequences) to name a variety).

    DE could and should involve the Railjack ship(s) in open Archwing zones and involve them as the Mobile Defense target in cases where, say, Ordis has marked some areas you need to get to so he can intercept transmissions, send misinformation, discreetly send off volatile information (such as what Ballas did during the Old War), and other things as his reasons for us running these errands. In effect, the mission type turns from Mobile Defense to Escort.

    As for Interception, the mission should play instead as an actual interception task - where you stop something more than just words. The mission starts with you deploying from your Landing Crafts or arriving aboard Railjack to find an enemy ship (of any faction; Grineer, Corpus, Corrupted, Infested (and Sentient when New War begins) ) bombarding, broadcasting, or doing -something- that isn't a good thing. You board it, take it's defenses down and go to the reactor to run the Magnetic sabotage before escaping and allowing the Railjack to rips apart the vessel.

    Nutshell-versions:

    Spoiler

    -Mobile Defense turns into Escorting the Railjack while Ordis finds random information/stuff which yields literally random loot, ranging from blueprints to Archweapon parts to a banquet of credits.

    -Interception turns into following an enemy ship, boarding it, EMPing it via Reactor Sabotage, exposing it's main reactor, then fleeing before/as your Railjack gunner dooms that ship for a wonderful explosion. Could also involve Exterminate, Mobile Defense, Spy, Capture, Rescue gametypes aswell for unpredictability and more importantly as side-objectives, giving you a bit of a moral dilemma.

  2. Once you complete The Second Dream, after completion of the Uranus to Neptune junction, then the goal might be clearer. 

    And yes, you'll have to build/acquire new things and level them, all of them. Sure, some may not be your thing, but once they're levelled to 30 you can dispose of them as the Mastery Fodder they are, however things that require Gilding (such as Zaws, Kitguns, and Moa Companions) need to be levelled twice.

  3. Not to mention with the Kitguns and Moa companions both being eligible for gilding coming with Fortuna, the fact that 'Ungilded items do not give Mastery' needs to be made as obvious as possible to new and experienced Tenno because I wasn't aware that was the case for some time.

  4. 7 minutes ago, Makuta_Nazo said:

    I think it depends on the location. While I don't know for certain, it seems like Steve was hinting at sectors off the rails and such, that regular arch missions will remain the same, but special dark sector missions, and MAYBE tau will involve the railjack.

    Let's hope DE manages to fit the Railjack onto most missions, exempting Void Tower, Indoor (like the Uranus, Grineer Asteroid Base, Corpus Gas Giant City, and so on), and 'fortified location' missions like the Kuva Fort or Jupiter.

  5.  

    While I understand your opinion on Chroma, you must remember how he is capable of wielding these elements. His pelt's a Sentient Fragment. A Conculyst if I were to speculate from the little wing stubs behind the shoulders on the pelt itself.

    1: Chroma's Scream benefitting allies like that is a good idea, but it could be locked behind the Conclave augment Chroma has for it's PVE function (charge up and 'spit' breath onto an ally to give elemental damage bonus to their attacks) to give it a reason to be used.

    2: In my opinion, Elemental Ward feels like half of an ability. Chroma needs a way to sustain himself to sustain the team to sustain himself.

    3: Basically what you're saying is collapse both Scorn and Fury into, literal, Scorn and Fury; providing both buffs at a slightly higher amount. I don't think this would suffice though, but I like the premise.

    4: The Effigy is literally a lobotomized Conculyst, visually reconfigured as to be irrecognizable and incompatible with it's kin for the sake of Chroma's safety; perhaps giving it a passive ability to follow Chroma like a Specter might give it utility, and then that Augment which is 'go here' for the Pelt could give Chroma more dominion over it?

    Chroma Revisit; see this once you've read the OP and my response to the OP's suggestions before reading.

    Spoiler

    Premise: 
    Chroma's pelt is Sentient in origin, and so he must be capable of enduring the Sentient onslaught first and last in order to support the squad. These changes may seem small by contrast to others, but it means less work for DE in the long run, meaning this may be a more viable approach they may take to the Sentient Hunter.

    Passive: Sentient Adaptation.

    While pelt is equipped, gain stacking resistances to 1 damage type and become immune to that type's proc until another damage type surpasses it.

    Spectral Scream:

    -Tap to scream at the enemy, causing them to be stunned and exposed to elemental damage which is multiplied from all sources.

    -Hold to enter/exit Spectral Scream:

    --Weapon fire key causes Chroma to exhale his currently chosen element. Has Condition Overload built into it and damage increases as long as Chroma is dealing damage via a combo counter which will degrade when damage isn't being dealt (the lifespan of this combo counter can be increased by duration mods).

    --Tapping will scream again, like before. The 'stun scream' duration increases with duration and strength mods.

    --Aimgliding is infinite and unaffected by gravity, but sustaining it beyond the natural duration will drain Chroma's energy to keep the wings active.

    --Melee key will buffet the enemy, knocking them back, down, and ragdolling them at 10 energy per buffet.

    Elemental Ward:

    -Recasting while active increases range and heals Chroma and his allies.
    -Allies who leave Elemental Ward and Vex Armor’s auras gradually lose the buffs, instead of losing them abruptly. This would give duration Chroma builds a secondary reason to build for duration, or another reason for the Everlasting Ward augment’s use; a choice.

    -Holding will cause Chroma to swap to the next element, and his energy colour can be customized on all 4 elements, however Chroma will be self-nullified, and all energy spent will be refunded; abilities will not work for a second.

    Vex Armor:

    -Recasting increases the maximum buff and refreshes shields. If shields are maxed, double them; trying to re-double shields is impossible.

    -If Chroma takes no damage during the time this ability was active, the energy spent on it is refunded.

    Pelt:

    -Hold to deploy as before.

    -Chroma cannot enter Spectral Scream's weapon mode while the pelt is deployed, and will not change element until the pelt is reunited with him.

    -Tap to cause it to scream. Screams from the pelt are free, but have a small cooldown. This is replaced with the 'go here' command augment.

    -Using Elemental Switch will not affect Chroma himself while the Pelt is deployed; the pelt instead changes element.

    -Pelt damage ramps up as it receives damage.

    -Hold, or interact with pelt, to retrieve.

     

     

  6. 1 minute ago, Makuta_Nazo said:

    We need more support for the archwings.

    True, Railjack would raise the requests for Archweapon parts to be re-added to random drops from Archwing and Railjack missions while keeping their ability to be bought at Syndicates. Not to mention, Void Fissures in space

    I do wonder how the Railjack would play out in non-Railjack-enabled missions though; would we enter/exit missions via Archwing, with the Railjack being visible in the skybox being a sneaky Ordis?

  7. @(PS4)Equinox21697, I don't see it as 'another landing craft' because of the fact that it levels up and can be used as an actual combat vehicle, many have however already begun to call concerns as to it's fate being that of Archwing's; I among another many would rather that Archwing and RailJack not suffer the fate of being ignored (like Conclave).

    As for @Makuta_Nazo, I don't think the Railjack will dock with the Orbiter; I suspect it'll have it's own introductory Quest and could rely on a massive Clan Foundry (or otherwise Void logic, since Orokin Tower ships are actually smaller in real space than in the Void) to explain how it's built so quickly in our own Foundries on the Orbiter (since the Orbiter's just crafting a beacon for that particular Railship which is being built in the Clan Foundry). Perhaps Dojos will get a 'parking lot' tile for parking our Railships in future?

    As for interior spaces, Railjack isn't really intended to serve as actual housing - more as a 'combat segment' to the Orbiter without risking the Orbiter itself. Though I wonder how the Orbiter and it's Landing Craft travel, more importantly how the Warframe gets to the rotating door and is exhumed from the Landing Craft. I'm also curious as to how or where we would keep our Railships (since they're literally mini Sol Rails jammed onto ships).

  8. Like a moving, mini Dojo? I would like that concept, especially considering the Sigma-series Interceptor Railjack is but an interceptor, and other (potentially bigger) variants will be coming with or after Railjack deploys potentially having room for player quarters or some other utilities.

    Steve did say that soloing with it is being considered or being leaned to as a possibility.

    I am in favour of giving the Railjacks the purpose of being a collaborative mid-ground between the familiar Dojo and Orbiter environments in the form of being able to have a mini-Clan with a Captain and Crew be able to place decorations and maybe even have a customizable room for each crew-member, if the room even exists on such a small ship.

    This would mean the Railjack would be visitable much like the Dojo for the Captain and Crew, but they won't be able to fly the ship without sending a message to the Captain and the Captain saying yes.

    I do also like the idea of decorations being given ownership factors, but the Captain should be given total jurisdiction over their ship.

  9. I think this generally happens because the location he spawns into is deemed 'out of bounds' which causes a virtual headache and then locks him into a loop. If DE was to 'teach' Specters/Warframes and Companions the ability to parkour then this could be fixed to a degree but even then the AI would need some more creative innovations - like the AI featured in DOOM 2016.

    In short, though, ensure the location he spawns in is a room you know you can beat him in.

  10. You will find a lot of things that will fill your niche - be it Warframe, fashion, weapon choice, best character, gametype, Quest, or bit of Lore that you found most fascinating.

    The Second Dream and onward, in terms of Quests, are big spoilers because, ages ago before Update 18 came out, revives could only happen 4 times per Warframe per day and we didn't know what we are.

    When Second Dream came out, some seethed at what they beheld - the truth - and went back to sleep, but others accepted or even embraced it.

    The lore part, if you haven't gotten to it, starts seeping into the game directly starting with The New Strange, though there's also the Cephalon Fragments and bits of lore hidden in various Codex entries aswell.

    Unlike pretty much any other free-to-play title, the premium currency can be traded, and you will find yourself developing a habit of fetching fish, relics, mods and Prime parts and occasionally seeing if anyone wants one of all of those for a negotiated price.

    Edit: Other than that, do not be afraid to communicate or even add any of us that are on the same platform as you if you need backup or general help.

  11. It would be nice if our Operators could get the old Focus powers reinstated, even if it means they only have one pulse or are slightly altered for the sake of balance and keeping Warframes relevant. In this spoiler is an expansion of this as an idea for Focus 2.75, if DE would be willing to make that a thing.
    For example:

    Spoiler

     

    The idea here is to reintegrate the Focus School-specific abilities as a second ability rather than an ult, leaving room for the Tenno to have two more powers, which I will mention after the other Schools. However, everything is subject to change by DE's perspective.

    Naramon.
    -The Confusion cone blast effect would instead make enemies ignore the Tenno. Enemies not affected by the effect will still attack the Tenno and their allies, which causes the affected ones to react randomly (fleeing, shooting everywhere, or otherwise becoming alerted again). This ability only fires once per use.
    -Void Blast's confusion effect is swapped out for this, and Void Blasting unalerted enemies exposes them to Finisher attacks from your Warframe.
    -Naramon Warframes and Tenno are less easy to detect or hit for enemies (enemy weapons have a higher chance of missing, like Stormtroopers).
    -Hacking detection takes longer for Naramon users.

    Madurai.
    -The Void laser would come from your hand, and when maxed, would also buff Void Beam to outclass every Amp by introducing an Exalted Amp that fits in the Amp slot, which can be used by any school. It's invisible, and only the energy colour can be customized; it also deals scaling damage which scales off of enemy resistances which works on a combo counter; the longer the beam deals damage, the more damage the beam deals; if it stops dealing damage, then the damage stacks begin to drain quickly.
    -Void blast sets enemies on fire and causes them to take more damage from Warframes.
    -Madurai Warframes and Tenno reload or recharge weapons faster.
    -Increased overall damage on alert enemies.

    Unairu.
    -Petrifying gaze becomes a medusa-like effect where the Tenno has lensflare eyes, whatever enemies see the Tenno immediately go blind and open to finishers.
    -Void Beam and Amps have a slow effect that, when allowed to proc, petrify enemies - including Sentients.
    -Holding Void Blast causes the Tenno to create a weaker version of a Tectonic wall.
    -Void Blast also includes rock shrapnel, dealing physical damage types in addition to Void.
    -Unairu Warframes have a slightly superior damage resistance in general.

    Vazarin.
    -Healing tides will knock back the enemy, and leave a patch of healing ground that lasts for a short time.
    -Void Beam and Amps heal allies, your Warframe, Sentinel, and companions, in addition to harming enemies.
    -Void Blast causes enemies to occasionally 'bleed' health orbs.
    -Vazarin Warframes have more health, and regenerate health when in unalerted situations.

    Zenurik.
    -Lifting waves will act more like a controlled version of Titania's 'no gravity for you' button, where enemies float but can't go above (or below) a fixed height from the ground.
    -Void Beam and Amps cost less to use.
    -Warframes can gain energy from being fired at with Void Beam and Amps from Zenurik users.
    -Zenurik Warframes generate energy based on how often they kill.

    New powers.
    -Invade; certain enemies can be hijacked. Hijacked enemies' weapons will deal damage based on the other enemy's stats. Other enemies won't notice you since they'd see you as a friendly. Hijacked enemies will slowly die out from being aggressively subjugated.
    -Mastery; for [Mastery Rank] seconds, your Operator begins to act by themselves while they - AKA you - also control the Warframe. Once the time's up, they get dragged back in.

     

     

  12. I believe Umbras should remain as-are, with their weapon of choice providing the desired secondary passive as is the case with Skiajati providing invsibility on stealth finishers.

    Not to mention, I wouldn't be the only one wondering how each Umbra would interact with one another because of how they are.

    Unless the Umbra Aura gives twice the capacity and twice the benefit which would be the same as a polarized normal aura and double that for Umbras, and fits their function.
    Example: Umbral Charge, provides [superior to common version] damage boost (and (though this is to be debated and should not be implemented if Umbra Forma is considered) discounts Umbra mod capacity for every Umbra mod equipped, up to 4 capacity shaved off every Umbra mod slotted on the Warframe, and that includes the aura, though this special effect only applies on non-Umbras). 

  13. 23 minutes ago, zzzNitro said:

    ...Is headcanon, we have had so much time to think and imagine about every small piece of lore that for some the story will always be less than it could've been.

    This is true to the point of people having already abandoned Warframe over the fact that the Tenno -are- the Zariman 10-0 survivors (the children). I know one such, and no matter what DE does (be it The Sacrifice and the revelation of Umbra, and all Umbras, and by extension perhaps Stalker, were and are top-rank Dax caught snooping by Ballas, and turned into Warframes for his own twisted schemes, or Fortuna, or RailJack), their headcanon and nostalgia prevent them from finding any way of incorporating the actual lore, or coming back for that matter. A shame, really. 

    While the OP makes a case where the stereotypes have surfaced, they have forgotten that Chains of Harrow is just another Frame-quest, and so it obviously won't stand up to any expectations... except for The Father or whatever literal Void Demon happens to prefer calling the Tenno 'Kiddo' visiting at random, but that's not the point.

    The Sacrifice brings things back full-circle, to the Warframes. Umbra's 2nd ability is also capable of stripping Sentients of their resistances, making the Operator mostly redundant besides Kuva Siphons and Eidolon Fragment hunts or the occasional instance where invulnerability is required to hack a terminal or rezz a downed person.

    In addition, Umbra refuses to let himself or his favourite Nikana be sold, to the disdain and amusement of many.

  14. The animations already exist, it's just that the sheer size of the weapons are bigger than Galatine, meaning parkour is out of the question unless you somehow fit the Archwing on your back and reconfigure it to lighten the weight of said weapon. However I can see a Corpus beam cannon that charges up and then lets out a massive beam which melts everything and leaves patches of smoldering fire everywhere else being a thing using the Archwing primary animations.

    Main challenge is keeping the weapon's proportions around Arca Plasmor, Opticor, and Galatine Prime's sizes, and ensuring future weapons share the same general size for consistency.

  15. We'll have to wait 'til [PH]Vlad-Revenant is released with his Sentient shotgun and 2-handed mockery of War Katana before we can make our own wallpapers via Captura as available footage is not of best quality.

  16. This should be free as to incentivize people to come back and do more than just farm Forma, credits, Focus xp, and resources. The challenges could give a choice of a Reactor, Catalyst, or consumable Focus booster, in exchange for helping low-MR players progress through the Star Chart, for example. 

    Furthermore, as @Aisu9 said, Darvo, Clem and the Syndicates need some love (no, not -that- kind; more like something to reward being loyal to a Syndicate for a period of time; like login rewards, but locked behind challenge missions which would essentially function as private Sorties with the reward being a bunch of Relics, a lot of Syndicate rep, or something else from a choice of 3 rewards per successful 'gauntlet' completion).

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