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coldForce3000

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Posts posted by coldForce3000

  1. Paraphrasing from support ticket (ID: #1748903).

    Missed a jump while traversing Ropalolyst map; switched to operator to try to void dash back to safety but fell into the abyss along with my warframe. Cut to black, fade back inside a yellow door room. Could open all chests, got scans of new enemies inside, opened two special lockers that granted new Captura scenes. However, this was a locked yellow door room; i hadn't unlocked it, never had been inside it before, and was unable to actually leave it, forcing a mission abort. At end of mission, i still had the scans of the new enemies, and may still have the new Captura scenes (haven't checked for those).

    Screenshots of the inside of the room are included in the support ticket. Not entirely sure which part of the map I actually fell off of, but if I can find it again I'll screenshot it and update this thread.

  2. Personally the charge trigger type makes no sense to me with respect to the Ogris and negatively contributes to the feel of the weapon. Charge makes sense on the Opticor: it's a huge laser, you want to charge it up before obliterating enemies. Charge makes sense on bows: You need to pull the arrow back before firing. Ogris on the other hand is a rocket launcher. To my knowledge, the charge does, effectively, nothing useful and makes no sense. It does not:

    1. Lock on to enemies by charging.
    2. Increase rocket flight speed by charging. (aka bows)
    3. Increase rocket damage by charging. (aka bows, Opticor)
    4. Increase number of rockets fired by charging (aka Angstrum)

    The only thing it does is mean that you fire the rocket, at minimum, 0.3 seconds later than when you pressed the trigger.

    For me, that means that if I bullet jump up and then try to nuke enemies below me, the rocket doesn't fire at all when I press the firing button, or if I hold it without releasing, or even if I just click it quickly.

    While midair, I have to hold it down, let it charge fully, then release again... meaning that I'm no longer high in the air and am now falling back down towards the enemies I'm launching the rocket at... and I really don't want to be close to them because self damage.

    This may only be an issue for my relatively mobile, airborne playstyle, but I thought I'd at least throw that perspective out there. I personally want it to fire as soon as the trigger's pulled, because that's when I'm at the optimal angle and range to hit my targets. The mandatory delay imposed by the charge trigger type means I often miss my shot entirely, have to reload and try again, or accidentally blow myself up when I aim glide into a pillar the rocket would have avoided had it fired when I hit the relevant button.

  3. Dev have mentioned a few times on recent devstreams that they're reworking wall-running to some degree. While that's happening, I'd like to request a re-introduction of vaulting (which was removed in Parkour 2.0) at the same time. I don't know if it's permanently gone, making a return at some point, or just not high-priority, but there are several common aspects of levels (Grineer Ship corridors with waist-height walls, every Corpus mission with railings) that I think were originally designed with vaulting in mind and that jumping over is a bit awkward. If vaulting were to be re-introduced, it would also be nice for it to be more directional/follow the direction of aim, aka:

    1. Vault over a waist-high wall while looking straight ahead: warframe pivots over the wall one-handed with no loss of momentum
    2. Vault over a waist high-wall while looking up: warframe swings over the wall and up into the air
    3. Vault over a railing while looking down: warframe pivots over the wall one-handed and throws self downwards
    4. Aim-glide towards a mid-air beam and vault: warframe pivots over beam and continue onwards
    5. Approach waist-high wall from an angle and vault: warframe smoothly pivots over the wall one-handed at the same angle (it's not locked into 90-degree vaulting anymore)

    Again, don't know if vaulting is simply not practical to re-introduce, but I think it'd make the movement system even more fun than it already is!😄

    Thoughts?

  4. Should be better than impact status since you would be able to use things like Covert Lethality with it.

    As far as I'm concerned, the damage itself is just fine, i just don't like the status effect when adding blast for 100% status with corrosive.

  5. Just my ideas on making blast damage/procs a bit more worthwhile:

    Currently, blast procs ragdoll any and all enemies off into the sunset. While enjoyable, this means you must then also travel off into the sunset to actually find and kill them, rinse and repeat. Personally, I don't think this effect works that well with either melee or ranged weapons (enemies fly out of melee range or get knocked down and out of your crosshairs.) My suggested changes:

    Blast procs act more along the lines of a flashbang, inflicting shellshock on enemies rather than knockback. Essentially, blast procs would keep their current range, but act as a tiny Radial Blind instead. Lethal blast procs/damage would still ragdoll relevant dead enemies.

     

    Thoughts?

  6. The main point of this thread is to have a discussion/make suggestions about what major content would be nice for DE to focus their attention on post-Fortuna/Railjack.

    Main areas that I would personally expect to be on the board would be:

    1) Tau system

    2) Another big open-world

    I'm completely fine with #1. On the other hand, I personally would prefer if any open worlds after Fortuna get put on the back burner. The reason for that is that Warframe's open worlds are huge, cool, full of stuff to do... and take forever to make. If we continue to push for an open world on every single planetary body, there won't be any players left for the fifth one because everyone will be bored waiting for it to come out.

    Personally, my suggestion for DE's focus post-Fortuna/Railjack would be the Nemesis system. I'd actually consider that to be the most important system they could possibly add to the game. Reasoning behind this is that what I, at least, want out of the game, is challenging and rewarding opponents to keep fighting against. Not the simulated opponents of the Sanctuary, and not the 3 missions of high-level opponents from sorties. Rather, the kind of opponents that make even the most hardened veterans run for the exits.

    What I'm suggesting is that the Nemesis system either be integrated with or take some cues from the assassin/hit squad system. One of the major system bosses, like Nef Anyo or Sargus Ruk, etc, takes personal notice of you and your actions and begins to directly interfere with your missions. Anywhere. At anytime. Not just spawning one Zenuka hunter, or the Grustrag Three. They come at you full force. You are playing Hydron and Corrupted Vor sends about 30 level 130 Corrupted Bombards to kill you. You're in the middle of an Eidolon hunt and because you made Hek mad, he calls in a favor from Tyl Regor and drops off about 50 level 110 Manics onto the plains. This would take the assassin system from the mildly insulting "you sent one weak robot to kill me" to "Oh. I'm finally being taken seriously. They are ACTUALLY trying to kill me." Which would be fun, I think. Especially if your Nemesis proceeds to up the ante every time their squads are defeated. Having enemies that scale with or even outscale us would be a great reason to constantly get stronger and keep playing.

    *Note: I'm not suggesting that the Nemesis start by dropping level 130 bombards on a MR 1. Unless of course they happen to be at Hydron with 3 MR 25s...in which case, *Your actions have consequences.* 😄

    Thoughts?

  7. To make it clear if I haven't already, I enjoy Conclave. This is true, whether or not the rest of the community enjoys it.

    With that in mind, let's address the general issues raised:

    1) "Conclave has issues" / "I don't like current Conclave" - I can see where you're coming from. However, not liking something does not mean that you should prevent other people from enjoying it. Even if adding rewards to Conclave does not make you interested in playing it, it may, at best, make other people interested in playing it. At worst, everyone still doesn't care. That's either a net positive or net neutral outcome. I presume no one has an issue with other people enjoying something they don't? (I'll get to the issue of being forced to play something you don't want to shortly.)

    2) "Adding Forma/other high-powered rewards to Conclave will force people to play a mode they don't like." -Let me propose a compromise. Make every Forma/Argon Crystal/etc sold by Teshin cost 125k standing. Why? Conclave standing cap per day is 15k. That way, normal players will take a minimum of 9 days to earn one fully-built Forma. Based on the three 1v1 Lunaro games I played this past week, that'll be about 1-2 hours of Conclave per day, for 9 days in a row. For players who have already reached max rank in Conclave. Even players capable of achieving all their weekly milestones (and thus, per the wiki, earning an extra 50k standing upon completion of all milestones) will take several days to get a full Forma by playing Conclave. The only exception can happen once every two weeks, wherein some overzealous player manages to complete a full 15k standing and all their weekly milestones right before the weekly reset, then repeat right afterwards. May I remind everyone that the PvE processes vary from doing Gifts of the Lotus and getting a full Forma inside ten minutes, to doing a sortie and getting one inside an hour, to building one and having to wait one day. Setting pre-built Forma standing costs to 125k unequivocally makes getting Forma from Conclave a slower and worse experience than getting it from PvE activities in every way. Please tell me this appeases those who don't want to be forced to play Conclave?

    Let me be clear: The point of my suggestion is not to turn Conclave into a loot cave. It's not to supplant traditional methods of gaining resources, or to force people to play Conclave when they don't want to, or to fix Conclave's gameplay mechanics. Very simply, it's to take Conclave and, for the minimum amount of development work possible, make it worthwhile to PvE players who are interested in playing Conclave. Whether it takes 2 days or a full year to be able to earn a PvE-worthwhile reward from Conclave doesn't matter. The only thing that matters is that the potential exists.

    (Although, not having the only reward for having played Annihilation for a full year be one single Forma would be kinda nice.)

  8. This is also something that could probably be tested pretty easily and save a lot of development time. DE would just announce at a Devstream that Teshin has new rewards for the next two weeks, and see if Conclave got a player base boost across those two weeks. If it did, excellent: that would mean that DE's time wouldn't be wasted if it implemented some of the other modes people want like Frame Fighter or hoverboard racing. If not, if no one cares, then there's likely no point in any further work on current or potential PvP modes.

  9. 12 hours ago, Thrymm said:

    Forma are PvE content.  Frames and their polarities are watered down for PvP, the newer players literally can't even fill the points they've got in a PvP environment due to all the restricted mods.

    There are piles of PvP only mods.  They even tried letting them be used in PvE, it didn't draw people to the conclave.  None are overly powerful, and they can't be because any power at all in this game overpowers the warframes that players have and completely destroys the PvP balance--we had that once, a half dozen Lokis running around trying to hit each other once with an Acrid.

    They made new modes, that didn't draw people to the conclave.  They made cosmetics and rewards, that didn't draw people in either---and the conclave skins aren't even half bad, either, but you don't see them because nobody is doing that hell to get them.

    This is entirely correct. However, I'd draw a different conclusion from that. And that would be because this:

     

    12 hours ago, Thrymm said:

    the number of people that currently PvP are the actual number that want to do it

    isn't quite accurate. Siiiiince I, the author of this thread, am not myself a PvP-centric player. The vast majority of my 664 hours in Warframe (prob more accurate than the 1064 hours Steam displays XD) have all been in PvE content. I wouldn't say I'd played more than 10 hours of PvP total, and 5 hours is probably more accurate. Now, to be fair, with that low of a PvP playtime, I'm sure I'm unaware of game-breaking bugs and tryhards and all of the things that make PvP a giant mess. Regardless, it also demonstrates that PvP vets aren't the only people who want to play PvP. There exist people like me who are PvE-centric, but would like to be able to jump into PvP occasionally and get PvE-usable stuff. Possibly only one, but in a near 40-million person playerbase, I highly doubt that I'm unique.

    That's kind of the point of my post, although I don't think I articulated it well or fully formulated it the first time around.

    1) In terms of rewards that are worthwhile to PvP-centric players, PvP is perfectly fine. If the only thing you do in Warframe is play PvP, you don't need forma. You don't care about argon crystals or Kuva or anything else like that. All you need is a full loadout, one of the starter frames, and the Conclave-specific mods that you can get from Teshin. That's it.

    2) In terms of rewards that are worthwhile to someone looking to get to MR 25 by playing only PvP, PvP is completely useless. Personally I'm fine with that and do not want that changed. Warframe is a PvE-centric game and there's nothing wrong with the levelling path being through PvE.

    3) In terms of rewards that are worthwhile to a PvE-centric player who'd like to spend the time in between Cetus nights playing Lunaro or Annihilation, PvP is completely useless. That's what I'd like changed. PvP doesn't need to make its mods PvE-viable, nor should it. It just needs to allow people the freedom to get PvE-useful stuff from it instead of PvP-useful stuff. That way you can have your hardcore PvP players get their mods and sigils, and your casual drop-in, drop-out PvE-centric players not feel like they completely wasted their time. That's why I'm suggesting Forma/Argon crystals/kuva etc. Being able to guarantee getting rare resources for whatever weapon I want to build right now or Forma for whatever frame I want to forma right now would be valuable to me, at least, never stop being valuable to me, and make Conclave worth dropping into for me.

     

    To address the PvP gameplay issues:

    Having Teshin give PvE-centric players a PvE-useful reward isn't just to fix the current Conclave modes.

    Pretty sure there have been a few threads about Frame Fighter and people who would like that added to the game.

    Mild spoilers below:

    Spoiler

    Pretty sure there have been a few threads about Komi and people who would like that added as well.

    Personally, I'd love to see a Hoverboard racing mode added as well.

    The general idea behind these, I think, being that people could casually play them, maybe at relays and hubs and such, maybe getting Conclave repuation in the process.

    Which is all well and good... but if Conclave rewards don't get updated to add something that the vast majority of Warframe's players, who as detailed in comments above, are PvE-centric, find useful for their PvE-centric gameplay, then all the work and development time put into those new modes will go to the wayside. Thus, Forma.

  10. 4 minutes ago, NullSaint said:

    You forgot one other reason: some people don't like RPG PvP, and don't want to do Conclave nonsense.

    Fair enough. However, I also still doubt that anyone would play a PvE activity with the kind of rewards Conclave gives. Adding an actually worthwhile resource to Conclave will let DE and everyone see clearly how many people in community just actually don't care. And if the vast majority of people wouldn't play it no matter what Teshin offered, then it really is dead. It's not clear right now though because of its current lack of good rewards. Again, I don't see a downside to giving Teshin rare resources as offerings.

  11. 6 hours ago, Sibernetika said:

    Look I love conclave, but the majority of the players don't play it, so the only ones we can really play against is the ones with cheese builds and the ones that can go in 1 vs 6 and kill everyone, it gets so bad that one has to think their is some form of lowkey bot or macro helping out 

    To be clear, my suggestion isn't meant to fix mechanical or balance issues with Conclave. Nor is it going to create a *in Ordis' voice* Magical situation where Conclave is suddenly the go-to mode of everybody. There are a lot of people who don't care, and that's fine.

    However, thought experiment for anyone reading this: take the game mode you play the most, and lock it to Conclave rewards or the equivalent. Aka, a ton of mods that are only usable in that particular game mode. Access to three Warframes that you probably already have. A bunch of weapon skins. And no real resource or credit or endo gain. Would you play that game mode as much as you do now? I doubt it.

    I think that there are a significant number of people who would like to play Conclave but don't. Not because they hate PvP, but because they don't get anything meaningful for playing PvP. Adding rare resources to Teshin's offerings may well attract them to play at least occasionally, thus increasing the PvP concurrent playerbase and possibly diluting the cheesers and macro users.

    Even if the only people who end up playing Conclave are the people who still play it in its current state, adding rare resources gives them something worthwhile to consistently spend their standing on. I may be wrong, but I don't see a downside to giving Teshin pre-built Forma/Argon Crystals/Endo/etc as offerings. In the worst case, no one new plays and longtime players get more options for spending standing. Seriously, is there a likely scenario in which this would be worse than the current Conclave situation?

  12. To be fair: if the only thing that would get people to play Conclave is Teshin offering an entire expansion, then PvP is deader than a MR 1 Tenno walking into a triple Nullifier bubble populated with Juggernauts, Battalysts, and Eximus Manics.

     

    If that's the case I give up.

     

    I hope that's not the case. XD

  13. 1) I'm aware that Forma's require 24 hours to build (I mentioned it when discussing Forma blueprints.) However, I don't believe fully-built Forma being a Conclave offering would invalidate building them from blueprints at all. Reason being: 15k standing cap per day. If pre-built forma cost 10k standing, you can get 1-2 forma per day; if they cost 25k, you can only get one every 1-2 days. Writing that out, 25k for a pre-built Forma sounds more reasonable than 10k. Taking that as the assumed cost, that's not enough to satisfy someone who needs 6 Forma right now. And if you were already content with getting Forma from Relics/Market, then Conclave Forma doesn't change that at all. It should only affect people who want to play Conclave, but can't justify doing so because of the low reward.

    2) Speaking of rewards: A Forma for an hour of play wherein you get minimal credits/resources/mods/etc seems perfectly reasonable to me. Sorties usually take less than an hour and can yield better or equivalent rewards to the ones I detailed. Eidolons are pretty much guaranteed to take less time (since night in Cetus is only 50 minutes) and yield better rewards. Conclave isn't nearly as hard in terms of mechanics; however, being PvP, it's also likely to be more salt-inducing and therefore I think the high tier reward would be justified.

    3) I'd argue that a lot of people don't like Conclave specifically because they have no worthwhile, resource-based reason to play Conclave. If fighting Eidolons only rewarded you with Eidolon Articulas, no one would play that either. Admittedly, not wanting to play PvP is perfectly fine if you don't find it fun; however, there is some part of the community that likes PvP and another part that is tolerant enough of PvP that they'd play it if rewarded properly. (Personally, I'd like to at least get one full 6-man game of Lunaro sometime.)

    4) Given how easy it is to acquire Forma  via PvE if you want 16 thousand of them, I think it's a relatively non-divisive reward to let people earn one a day through Conclave. I mean, seriously, why would anyone care if other people could get 0.5-1 Forma by playing an hour of Conclave and they couldn't because they don't like Conclave?

  14. Make one of Teshin's offerings fully built Forma and have it cost 10 to 25k standing.

    Now to the reasoning behind this:

    Conclave is well known to not be played. I think there are two core reasons for this.

    a) Everyone knows that everyone else knows that no one else plays it.
    Personally, I would definitely play Lunaro at least weekly if I thought there would be other people playing.
    However, every time I try to queue for it, no one shows up, and I go do something else.
    The good news is that this is completely a perception problem.
    If everyone thought that everyone else was playing Lunaro, there'd be plenty of people playing it all the time.

    b) Conclave rewards are not worth the time investment.
    Anything that is desirable in Conclave, such as Mesa's augment or the Excalibur/Mag/Volt Warframes, can be easily achieved by doing something else.
    (For instance: beat up Vor to get Mag; join a clan to get Volt; beat up Tyl Regor and/or have picked Excalibur at the start of the game to get Excalibur.)
    Effectively, there's no real value to Conclave standing.
    The amount of resources you get is just not enough, the mods are almost all Conclave-specific, and the skins, while they may be nice, aren't worth the time investment (at least personally.)

    Now. How could DE guarantee that Conclave would be played by everyone?
    Elementary, my dear Watson. Give Teshin at least one offering that literally every player in the game is guaranteed to want, preferably on a regular basis.
    Examples would be 100 million credits, 200 million Endo, Legendary Cores, Excalibur Primes, Lanka Rivens, and the Railjack expansion.
    If any of the above could be purchased from Teshin for Conclave standing, I guarantee you you'd have several hundred thousand Tenno playing Conclave right now.
    Any argument about whether Conclaves modes are the best PvP game modes ever made would instantly be forgotten in the mad rush for loot.
    Seriously, I'm sure people would literally do nothing but play level 100 Sortie Uranus Sharkwing survival for some of the above rewards; please, concede that any Conclave mode is at least two orders of magnitude more fun than that.
    (Before anyone has a panic attack, I don't think that particular mode exists. Yet. :D)

    Alright, so now we have a baseline for what would guarantee that people play Conclave: offerings on the level of Lanka rivens.
    For obvious reasons, however, that would be a tad impractical. I mean, now Conclave standing would absolutely have worth, but it would have a liiiiiitttle bit too much worth. Needs to be tuned down a bit.

    There are a few lower level offerings that I think would give Conclave standing enough worth that people would not just play it, but expect other people to be playing as well, the same way people expect there to be other people looking for public groups for Hydron.


    The best offering for this, in my opinion, would be fully built Forma costing 10-25k standing. There are a few reasons for it being fully built Forma in particular.
    1) Forma blueprints are pretty easy to guarantee getting at any level of play, simply by publicly queueing for relics. On the other hand, fully built Forma are pretty hard to guarantee getting without plat, and getting Forma from blueprints requires a 1-day build without plat.
    2) LITERALLY EVERYONE needs forma at some point if they want any hope of fully utilizing all 8 slots on most weapons and Warframes. Given that new mods, weapons, and Warframes are also constantly added to the game, I'd argue that one can never have too much Forma.
    3) Most other rewards simply don't combine the widespread usefulness and relatively low plat value (important so that this doesn't cut into people supporting the game) like Forma does.

    To answer the question of how is this a reasonable thing for Teshin to sell, I'd like to point out that other syndicates sell high-level guns, mods that significantly increase the power and utility of Warframes and weapons, and generally offer things that could be considered *more* valuable than Forma.
    Not to mention that syndicate rep can be gained passively by simply wearing their sigil while playing any PvE mission.
    In comparison, playing Conclave means that you are strictly unable to gain Endo/mods/credits/resources in anywhere near the same quantities that you do in typical PvE content.
    Given the time that playing Conclave requires (~10 minutes per Lunaro game, I think), having Teshin reward fully built Forma per hour of Conclave gameplay seems completely reasonable.

    Therefore, I'd like to suggest that fully built Forma be added to Teshin's offerings, either at the lowest level of standing, or the second lowest, to make it a reasonably achievable reward and give people an actual reason to play Conclave.

    Other notes on this subject:
    Teshin could sell other useful/rare resources for Conclave standing as well. For instance: Orokin Catalyst/Reactor blueprints (50-75k standing), fully built potatoes (100k-125k standing), 6000 Kuva (50k standing), Argon crystals (5k-10k standing), and so on and so forth.
    (We all know he has tons for Kuva lying around for... reasons. He should share.)

    Adding guaranteed resources to Conclave offerings should avoid the bugaboo of locking high-powered rewards behind PvP.
    People who only want to play PvE should experience no change in their play. Forma/etc would still be gained normally; this would just add a different path to gaining resources.

    All the work that DE put into Conclave wouldn't go to waste and we'd have more stuff to do while we wait for Fortuna.
    Also I think this would be a pretty easy thing to do in terms of development time; I mean, the dude already sells Exilus Adapter blueprints. Adding Forma should be straightforward.

    Thanks for reading this very long post! Thoughts?

  15. Railjack looks really fun and I'm super excited for it. However, I also wanted to leave some feedback regarding the way the mission ended.

    Background: at the end of the TennoCon Railjack mission, [DE]Megan ran to the airlock once [DE]Rebecca knocked out the Corpus ship.
    Upon the airlock being reached, it appeared that everyone cut to a cool cinematic of the Railjack warping off into infinity.
    I understand that the mode is still under development, and that that might even have been a special ending specifically for TennoCon, rather than how missions are planned to end.
    For purposes of this feedback post, however, I'll assume that's how Railjack missions are intended to end.

    What I don't like about the end of mission cinematic:
    The cinematic was cool for the demo; however, it breaks the immersion that was previously held up to that point.
    It felt like all [DE]Megan had to do was just leave the ship and the mission would have immediately ended; even if her squadmates were busy putting out fires on the Railjack or having an Archwing dance party.
    It broke the concept of seamless transitions; again, completely fine for the demo, but personally not desirable for the released version.

    My ideal end of mission: Require everyone who isn't both downed and unrevivable to make it back inside the Railjack first.
    Then, require a manual warp out of the sector; a large red button on the engineering console saying "WARP" or its Tenno equivalent would work.
    Nuances to the warp: shields, weapons, and normal engines are all de-powered during warping. Damage can interrupt the warp or, if there's too much, even cause the mission to fail.
    Thus, we don't simply fight to the target, infiltrate it, blow it up, and leave immediately. We still have to shake/kill any pursuing fighters.
    We still need to get a safe distance away from the exploding capital ship before it goes critical; leaving us the option to watch detonate from a safe distance, or, if it's a really big reactor, maybe have a timer where if we don't extract before it explodes the mission fails.
    Then, when we do extract, there's no cutscene. It looks just like transitioning from the surface of Venus to orbit, except this time it's from orbit to the Void.
    Once in the Void or wherever we sent the Railjack, the squad can get ready for the next mission, select another ship in a new sector, and punch back into battle.
    That should provide a pretty seamless experience.

    My ideal failed mission: Having a cinematic like the one shown at TennoCon does make sense for failed missions: everyone's out of revives, or we flew in a straight line in front of a Formorian, or something along those lines.
    If that happens, a cinematic where Ordis teleports everyone back on board, and then emergency warps out much faster than normal while complaining about our ineptitude seems reasonable.
    Everyone would still end up onboard the Railjack in the void, but there'd be a cooldown on punching into a new sector while Ordis repairs the damage down by the emergency warp; say, five minutes or so.

    Unrelated note and probably something super hard to make reasonably, but would also be super cool: Can we have space-to-ground combat please?
    It'd be like assaulting the Death Star, if the Death Star was Phobos.

    Thanks to DE for the incredible demo and all the passion they show for this game! (Honestly I think I'll play Railjack a bunch even if none of these suggestions are taken.)

    Thoughts?

  16. Since Melee 3.0 is under discussion, I thought I'd post some ideas I had for melee/hybrid mechanics (and also a couple weapons I remembered that i wanted). These aren't necessarily tied to Melee 3.0, they're just things that I think would be cool.

    1) Combo counter is based on hitting/missing attacks. Time plays no part.

        Effectively, hits get built up the same way they do now. Losing the combo can happen in a couple ways, either by missing too many attacks, or by getting knocked down (thereby turning Scorpions into their Mortal Kombat variant.) Mods like Body Count would allow more missed attacks.

        Notes: Body-Count type mods would probably only need a few ranks, since being able to miss 6-8 attacks seems excessive. Also, to keep people from missing 5 attacks with press of 'E' while using dual daggers, one button press should correspond to one potential miss.

        Something that would also be fun to go with this is a universal combo counter, combining primaries, secondaries, and melee. Might open up some fun opportunities with Dual Wraith Vipers and an Opticor. (Of course, any blood-rush-type mods for primaries/secondaries would have to be tuned down, and primaries/secondaries probably wouldn't scale as fast as melee would.)

    2) Being able to equip three Primaries/Secondaries/Melee. It's not super useful and would probably be a massive pain to implement, but carrying the Nikana, Dragon Nikana, and Nikana Prime all at the same time sounds fun. Or three Opticors. That too. Or SIX Grakata. No reloading.

    3) A fist weapon that procs blast/slash in a giant column in front of it, One-Punch Man style. (Bonus points if it doesn't actually hurt anything right in front of it when doing so.)

    4) Make-your-own stances. This falls into the category of SUPER useful but probably very hard to implement smoothly in terms of animations. Effectively, each stance no longer has defining combos; rather, each has a number of combos that each user can set up; along with different damage mulitpliers and min/max numbers of steps in each combo. So if Person A and Person B both have Iron Phoenix equipped on their Skana, A may have it set up to do nothing but 'cut left', 'cut right', while B may just have spins all over their combos. If they used Crimson Dervish instead, for example, they might be able to tack on some 3X multipliers, but might have to add more combo steps leading up to said multiplier. That should let minmaxers get their damage efficiently and people who like extra flair to add it.

        Something that would also be fun to go with this is one-to-one attack speed for fist weapons. Aka, the faster you mash the 'E' button or whatever else it's bound to, the faster you "MUDA MUDA". Attack speed in this case would just set the cap of maximum attacks/sec, since people would prob bind melee to their mousewheel in that case. (Not sure it's a good idea, would prob lead to carpal tunnel, but could be pretty funny.)

    5.) An umbrella weapon. Preferably one similar to Resh's Umbrella character's. To summarize the weapon(s) (they can be dual wielded as shown below), they are a combination umbrella, sword, shield, plasma rifle/cannon, and hookshot. Quite overpowered. Probably won't happen but I'm asking for it anyway :D.

     

    Anyways, th-th-th-that's all, folks! Thoughts?

  17. No idea how long this bug has been around, but it's kinda funny.

    Steps to recreate bug:

    1. Unequip any weapons in the melee slot for Ash.

    2. Go into mission/simulacrum.

    3. Use Blade Storm.

    4. Don't use any of your weapons after having used Blade Storm.

    5. Teleport to an enemy.

    6. Press your melee key.

    Enjoy the default sword finisher animation!

    (Btw, you do actually do a tiny amount of damage. You can eventually kill an enemy this way.)

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