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TuxedoCatfish

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Posts posted by TuxedoCatfish

  1. Please reconsider the Banshee change. This is going to cripple Savage Silence-based stealth leveling, which was a massive quality of life improvement over Sanctuary Onslaught / Hydron; it would be awful to have to go back.

    e: unless it doesn't apply to Eximus units, but even then, I don't really care for the precedent this sets. can you not instead fix the Thrax units that are causing all these problems?

    • Like 31
  2. Do the changes to LoS calculations affect Combustion Beam? It sounds like they should (since it had a very similar problem to Mag, in terms of grouped/ragdolled enemies blocking LoS to other enemies and making it far less effective than it "should" be) but I don't want to assume that two similar effects actually use the same logic under the hood.

  3. Two years later and this bug is worse than ever. It used to only happen occasionally, now I can barely remember the last time someone actually loaded into the normal spawn point in my dojo.

  4. There is literally no situation where I ever want my own abilities to interrupt or prevent me from starting another animation. Please let us disable auto-block completely, including after quick melee.

  5. Archwing enemies used to come with a little red indicator showing their distance from you in meters. This was extremely valuable and useful, since otherwise everything is too tiny and distant to tell how far away it is unless it's right on top of you.

    Unfortunately, these indicators no longer appear on normal enemies:

    Rasu5ML.png

    Strangely, they do still appear on mission objectives, and occasionally the UI gets scrambled and they re-appear on some enemies (but not all of them). I'm not sure exactly how to reproduce this but will update if I figure it out.

  6. Gauss is extremely disappointing, and in particular, two things about his first ability:

    First, it drastically limits your turn rate. This is "realistic" but it's pretty much the single worst thing you can do to a movement ability. It's impractical for the vast majority of maps. It completely rules out hairpin turns and other tests of precision. It feels awful and mushy. It's also completely contrary to every other powerful mobility option in Warframe.

    Second, all of Gauss's extra momentum disappears the moment the ability ends. This isn't as bad as the first point -- for any momentum-based system, the ideal is that the player should be able to retain or cancel it at will, since mandatory momentum is arguably even worse than losing it. But, for example, if Gauss activates his 1 and then jumps, it seems fairly obvious that he should keep moving forward at high speed. Instead, he instantly slows down to normal jump velocity.

    I really hate how the majority of modern video games handle movement. There's this tendency to try and simulate real life physics rather than emphasizing player freedom; a tendency to restrict mouse-look or turn rate when the player is going fast; a tendency to minimize the rewards of precision if the game is multi-platform (e.g. for both PC and console.)

    One of the biggest selling points for Warframe is that, up until now, the devs seemed to understand the importance of these things (unsurprisingly for a bunch of former Unreal Tournament developers, of course). Warframe's movement is amazing, and generally the only real limit on the player's ability to change direction as they're navigating an environment is their own ability to react and orient themselves.

    Gauss, however, seems to have inherited none of that wisdom. Please consider letting him turn like a regular Warframe while sprinting, and if possible find some way to allow his speed and momentum to interact with the parkour system. (Allowing him to jump, land, and continue without cancelling the sprint effect would be a good start.)

    • Like 5
  7. Now that the game has 2-factor authentication, please consider adding a "remember password" checkbox.

    Or at the very least, make Warframe grab focus on launch so you don't type your password, hit enter, only to realize that you've just typed your Warframe password into Discord and have to replace it with a new one.

  8. 28 minutes ago, [DE]Rebecca said:
    • Jupiter / Gas City Remaster - visuals and level design.
      •     Emphasis on Parkour, more environment destruction, ambient enemies and more mysteries within for people who explore. 

    This is everything I've ever wanted from Warframe level design, so I'm very glad to hear it.

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