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MuhhhhKuh

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Posts posted by MuhhhhKuh

  1. The changes looks nice, hope we will feel a change :)

     

    At least the problem is, even with real rng you can get a bad or good luck streak, thats the nature of rng, no one realy can tell without see the background for each drop, but at least if i will be able to get hammershot now, i'll be fine :D

     

    (but i'm for an additional token system, that one will get a token for every mission one have finished (for each mission type its own token) if one have 25 of each (or maybe more if it is a real rare one like sure footed or similar), one coul by a blueprint for this mod, and will be able to craft this mod for also many resources, it should be expensive (maybe 20 of 4 rare resources) but a gurantee if one want to get a rare mod.)

  2. If Shockwave moa starts to charge for his shockwave attack and one ragdoll it during this time, the moa collapses but the attack itself is continued. Tested with mags pull (see short youtube video). Also testet with kokage, there the same effect is visible. If one kill them, the attack will not continue.

     

     

    If one try to push them with sonic boom from banshee, the moa is only pushed back some meters from her, but neither collapsed nor abord his attack, it is pushed some meters backwards on 1 leg and continuing his attack.

     

    http://www.bilder-upload.eu/show.php?file=613c82-1383361502.gif

     

    If one tries to knock him down with a melee jump attack, there is no reaction from the moa, it continues his attack as if nothing has happened.

     

    I think the bahavior from banshee and melee jump attack is ok, but from ragdoll it looks wrong, pls have a look at it :)

    (all tested with me as host, more times)

  3. Question 1: Will the sentinel Djinn get a rework? atm his unique skill fatal attraction is not realy usefull in comparrison to other sentinel skills.

     

    Question 2: some streams ago you mentioned the possibility to give clans a feature to buff their members, is it still in progress or removed or what is your plan therefore?

     

    Question 3: also some streams ago (at least imy brain remember something like that) it was mentioned to make a visual for those weapons that were forma-ted several times, it's of corse nothing important but how is the plan there?

     

    Question 4: is there a plan to approve the ingame hud? especially the shield / HP amount of your comrades, also the possibility to use your inventory during the HP bars of your team is enabled.

    Also the text of the lotus should not cloak your chat window or the teams status bar.

  4. Usually stealth is practically the best solution for this problem. Otherwise, you have to go Rhino (with power efficiency mods) to clean up most of the mission. This is just my own ideals in my own missions.

    ever tried to go stealth in a survival? ^^ (and also im no friend of invisible the whole time ^^)

     

     

    As for other nightmare modes, like Vampire, health will go back when you kill enemies. This, however, becomes so difficult because shield and energy will not regenerate with enemy kills. But if it would, everyone could just spam all their abilities like there's no tomorrow and never run out of energy with lots of enemies around.

    Energy should not regenerate with enemy kills, this would be easier then without it ^^

     

     

    But in fact these are the most exciting missions when you have to be very agile and careful unless you fighting with infested on which this debuff does not change much. I actually love this debuff that gives you a good chalenge to go naked against the army.

     

     

    But in fact I'd love the challenges to be adjustable and all this would increase the drop table attractiveness.

     

    P.S.Just noticed that having lvl 10 grants me Novice display status on forum. Nice.

    yes it is challangig i like this too, for example a defense with a frost to have the possibility to survive,

    but during a survival mission against grineer it is nearly impossible to avoid damage because they spawn everywhere and bullets are hitscan.

    My No1 Warframe is Mag, and even with max defense build with HP and Armor mods, she is down faster then you can even dodge.

  5. Yes it is challanging, but it is nearly impossible to survive a survival mission with this nigthmare debuff.

    All Warframes then rhino will die realy fast without a possibility to react for incoming damage.

     

    Tried it with frost or volt but after 3-5 min there are so many enemies that ther is no way to survive this.

     

    in comparrison to the other nigthmare debuffs this is way to hard. I would like to see that the no shield and no energy is split into its own or maybe overwork the no shield condition.

     

    (for example you start with 0 shields, and each time you kill an enemie your shield regenerate for a small ammount, and is lost over time like with the HP debuff)

     

    What do think regarding this, or have you any other tactic for survival nigthmare against corpus or grineer?

  6. i have build most of the sentinels except deathcube.

     

    the price is expensive yes, but i could live with it because so this one stay a bit more unique.

     

    Also since you can change weapons on sentinels, the weapon should have no influence on his usability.

    (also i think the the poson darts does a good damage, and i have played him all the way till level 30 and he has killed a lot of (weak) enemies (no potato). Many enemies stand if they shoot, so it is able to hit them. (but maybe a bit of more accuracy and shoot with the movement direction would be nice)

     

    the problem i have that it has no real use regarding the other sentinels.

     

    Deathcube: high damage 1 target attack

    Ghost: make the user invisible, nice for short breaks or reloding

    Wyrm: nice fast aoe stun with good range (could be used every 15 sec / range 10 m)

    Carrier: no attack but nice effect for collecting mats

     

    And what would you say to djiins ability? half the day the ability is loading and whats its effect?

    can be used every 30 sec, has a 5 sec charge time where he attract a lot of enemy fire and often dies.

    If he suvive he does 150 dmg over 4 ticks (so around 4 sec) where the enemy is stunned. Range 5m.

     

    All in all i would prever Wyrm over Djinn because both go to the same direction with their ability: to stun the enemy (this litte damage could be ignored i think)

     

    What im missing for this sentinel is something that make him unique, atm its for his effect similar to wyrm, but outclassed by him.

    i expect from this sentinel something like that it pulls enemies (maybe because of the german desription, it is told that it pulls enemies close towards the sentinel.)

     

    Maybe one could realize it a bit different, the Djinn mark the closest target, and all enemies around it (maybe 10m) were pulled to this target.)

  7. Am i the only one to have crushed my keyboard (well i didn't do it but you understand the expression) because of these Flux Rifle corpus dudes ?

     

    Grineer scorcers do high DPS but have limited range

    Heavy Grineer gunners do high DPS but have spinup time

     

    Those Corpus flux rifle guys have none of those, way too much range for way too much DPS with no telegraphing of any kind.

    Am i the only one to think theyr weapon should have at least one weakness, eighter about telegraphing or range or anything that doesen't make them shoot and kill you from the other side of the frickin room as soon as the door opens ?

    they are strong regarding damage yes, but they are easy to stagger, and easy to kill due to their low HP. and they have a middle range. Grineer have similar unit (flamethrower, but he has bit more aoe and def.)

  8. Supporting the Corpus and losing doesn't equate to trying to preserve neutrality. Choosing a side is stepping out of neutrality.

    hmm maybe a sort of, but to support a weaker nation to keep up with a stronger, not to surpass them, isnt this what tenno were for?

    Strengthen the weak and weaken the strongest.

    If one side is much weaker then another you have to support them to keep the balance. Maybe neutrality was the wrong word in my post before :)

     

    Edit: its hard to describe such things in a foreign language properly ^^

  9. Since when does war end in 'well, at least you tried' trophies? They shouldn't lose and still get what they want. That's just not how things like this work. I'd actually prefer that the losing side get's nothing, but that wouldn't work with this community. 

    good that you dont make the rules :D

     

    also i dont see the problem to get the weapon you need, if you win its easy, you get your reward for the faction you support.

    if the side that you choose loose (let me call this side corpus atm ^^) then the lotus could give you some reward for trying to preserve neutrality, and this reward could be the weapon for the faction you support (not the complete potatoed weapon, but the blueprint)

  10. https://forums.warfr...emma/?p=1462753

     

    i like the idea of this, to change the tier 3 reward (100 missions done)

     

    • IF the Corpus win:
    • And you supported them: The ferocious DETRON hand-cannon. The Detron will be super-charged along with a new weapon slot!
    • You did not support them: A BRAKK blueprint stolen from a Grineer datacenter.

     

    • IF the Grineer win:
    •  And you supported them: The semi-automatic BRAKK hand-cannon. It comes super-charged and with a weapon slot included!
    • You did not support them: A DETRON blueprint, reverse-engineered by the Lotus.

    This would guarantee that you get the weapon from the faction you want and you support. What did you think?

  11. https://forums.warframe.com/index.php?/topic/122841-update-1050-the-gradivus-dilemma/?p=1462753

     

    i like the idea of this, to change the tier 3 reward (100 missions done)

     

    • IF the Corpus win:
    • And you supported them: The ferocious DETRON hand-cannon. The Detron will be super-charged along with a new weapon slot!
    • You did not support them: A BRAKK blueprint stolen from a Grineer datacenter.

     

    • IF the Grineer win:
    •  And you supported them: The semi-automatic BRAKK hand-cannon. It comes super-charged and with a weapon slot included!
    • You did not support them: A DETRON blueprint, reverse-engineered by the Lotus.

    This would guarantee that you get the weapon from the faction you want and you support. What did you think?

  12. In all cases Fatal attraction should be to the left or above thumper. That is, if you want to see it activate first.

    It was established quite some time ago that Sentinels do have a hierarchy in which they prioritize certain precepts.

    Top, Left = Slot #1

    Top, Right = Slot #2

    Bottom, Left = Slot #3

    Bottom, Right = Slot #4

    So if you want Fatal Attraction to have priority ahead of Thumper you must put it before.

    (This used to be obvious in the older UI, but I don't think the hierarchy is shown anymore in the new UI)

    Now if you've "programmed" your sentinel correctly and noticed it's still not activating then there's some sort of glitch for sure. (Mods like Coolant Leak have been reported to cause the Deth Machine to not fire for prolonged periods of time, etc.)

    I do agree that Fatal Attraction is a bit sporadic. Djinn sometimes charges Fatal Attraction when no enemies are in site, etc.

    6ce4ab55dc7cf66bd25df9179ad649c6.jpg

     

    i think in the marked area the priority of the skills is listed, it changes if you change the skill slots.

     

    But also for me Fatal Atraction has stopped working, i hope they will increase the usability of this sentinel.

  13. for its big aoe, compared to other 25energy skills, it does way too much damage. edit: not to mention it's armor ignore.

    pull should be pulling enemy towards mag, preferably up to mag so we can melee, spray the floor. if it doesnt pull towards the caster, why is it called pull and not "fling around"

    ragdoll is fine, but only if it's not as unpredictable as now and if it, again, pulled instead of just fling them around, commonly upwards.

     

    i too think the damage is too high atm, maybe it should be designed like shootguns damage, the further afar an enemy is, the less damage is dealt.

    maybe till 5 m 300 damage then % reduced till minimum of 50 damage at 20m or above.

     

    i like would like to see a final pull version that lifts the enemies into the air like now, but the enemies should hit the ground 2-3 meters in front of mag. 

    But if this is what is intended by DE, they should set the damage as a whole to only 50 again, or 300 not armor ignore damage, otherwise its even more overpowered.

  14. i would like that the animation is removed, but the rest could stay as it is, otherway it is only used to rush even more through the maps than it is done now ^^

     

    Edit: would be nice if one would have the possebility to charge an melee attack and during the charge one could teleport to the enemy to hit him with the charge.

     

    Edit 2: or maybe let the animation (maybe a shorter version) and add a debuff to the enemy you have teleportet to, that armor is halved or damage is doubled or whatever

  15. its already known, look into the wiki, (if you have the patience to look into the wiki and search the comments with content :)) then this is a problem that affects Fortitude and sure footed, if you are the host all works, but if you are the client the knock down resistence will not work. Hope they fix this with the next bigger update. 

  16. befor you're sad that noone answer you, i write something :D

     

    It would be nice to have something more unique for every warframe then her skills.

     

    I have played Mass Effect 3 multiplayer before i have startet to play warframe, and i realy like the difference in all chars this game has to offer. I would be glad if some ideas would be implemented into warframe.

     

    But for your idea with those passive skills i think it is not bad at all, but dont know if this would satisfy everyone, and balancing is hard to realice (only compare your idea for volt an exalibur, volt is in great advance with this passiv skill [but maybe it would make volt comparble to other frames :D]

     

    So i like to expand your idea a bit :

     

    Get more choices to choose from, maybe 3 passive skilltrees.

     

    1st tree: for all frames the same (maybe add additional mod slots, more block damage reduction or something else)

    2nd tree: Every warframe should set to 1 of 3 groups, for example fast, slow and ranged (or something else, its only an example). Group "fast" would have other options then those in group "slow" or "ranged".

    some ideas:

    (fast: faster stand up after knock down / more speed / passive chance to evade an attack and only get half damage in this case))

    (slow: knock down resistence / damage reduction / shorter shield recharge delay)

    (ranged: chance to immobilize enemies on weapon hit , chance to become invisible after getting hit, chance to cast somthing like decoy on hit)

    3rd tree: thats unique for each frame, maybe add your skills here :)

     

    all passive boosts should be added before the mod caculation, so they should not insane high, but would scale well with better mods.

     

    each level up gives 1 point for skilltree (so max 30). Depending on how many passive would be available at all, the costs for the skills should set that around the half of those skills can be used at the same time. (the more points in one tree, the better the buffs, the more expansive the costs.)

     

    only some ideas, but i doubt that DE would change the overall design in their frames and weapons (maybe even most players dont want this, i dont know), but to think about it is always nice :)

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