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WernerShadow

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Posts posted by WernerShadow

  1. Make it 25 hits and it'll work.  2.5, however, is essentially worthless.

     

    it was for simplicity's sake that i used 2.5 you can use any factor you like 25 making the (125 x 25) = 3125  how ever i do think the default should be much lower and rather maxed it can be like 25-30 potential hits

     

    note: one thing how ever some unites do more damage so if the average damage at level 1 is 125 you can take more or less 25 hits or much less than 25. 

     

    ea. lets say a Charger does 110 damage,Leaper 120 and Ancient Disrupter 150 the average damage between them is 126.667 so lets round that off to 127 now the fun part :P

     

    (127 x 25 ) = 3175 

     

    now take that value 

     

    Charger 3175 / 110 = 28 hits

    Leaper 3175 / 120 = 26 hits

    Ancient 3175 / 150 = 21 hits 

     

    as you can see you will take different hits depending on the enemy although i think this is rather fair way to calculate the armor value of IS

  2. after reading most of the comments i think i might have a solution to the IS scaling a rather simple one that would remain fair for the rhino players why not simply put it on a factor based defense

     

     

    (damage x factor) = Damage absorption

     

    ea.

     

    (125 x 2.2) =  275 

     

    125 being the average damage dealt by an enemy at level 1 and the factor being IS multiplier in this case 220%  making you able to take almost 3 hits at level 1

     

    this would scale well all the way where this ability can still be buffed using power mods  for instance intensify's 30% resulting in a 286% or 2.8 multiplier.

     

    As shown this would never be over or under powered as regardless of level you more or less always take 2.5 hits  would also eliminate rhino being scaled to level where as no other frames are

  3. You don't think that's a teensy bit of an overreaction? The only difference is that you have to aim downwards slightly before every self-cast. It's not as if Ash suffers from having to throw it downwards or something; SS already isn't castable in the air anyways.

     

    OT:

    Nah. Ash is the selfish-survival/damage frame, as opposed to something that comes jam-packed with utility or teamwork.

    This would be an interesting change to his current augment, maybe (or perhaps a new augment entirely?), but it's definitely not something that should be part of his core moveset.

     

    I have to Agree with Acos it would kill ash for me too and likely i would stop playing too as it is the ability makes for a neat escape stun for those nasty situations even if like me its modded to have something like 6s duration still helps me a lot 

  4. If that is the weapon to scale ... I actually want it.

    Orokin didn't speak common language so acronym may not work and there is the scythe called Hate now. Love the idea though.

    If that art for the frame make it one of the first things in the topic. You get 10x more support if there are pretty pictures.

    For the Hate weapon. You may want to change fire to blast. Shift more damage to element away from physical.

    Repulsion Blast could be affected by Range to push back further or affect a larger area.

    Orokin Strike: probably needs a name tweak since they are enemies now. Also don't all frames have default energy costs of 25/50/75/100 (except sustained) so this move should probably be 100. I'm not sure how the DoT works, if that is an additional effect it would make a good augment rather than default effect

    We can work on the weapon name any ideas? it just fits with the Lore around the frame and weapon.

    The weapon is to scale more or less the idea or the story is that it was originally a field gun (artillery piece) the fire damage to me makes more sense to me thou explosive damage could work fine.

    I agree overlooked that but more range of the repulsion would be nice but maybe OP a bit as you could endlessly stun lock a room with the right mods.

    I actually don't know about the power costs thing just added them to what i would think is balanced but in the end i am sure the devs decide such things when they like an idea. i don't think the fact they are enemies matter much since the satellite as per my story was made for this frame meaning it keeps access to it but i am open to ideas on the name. 

  5. High Velocity Anti-Armor Tactical Explosive...

     

    HVAATE?

     

    It's spelled 'Orokin' btw.

    For the first part its an acronym so doesn't matter can do it any way i like but for your information Mnr. i can spell its one word note the use of "-" so H.A.T.E is correct maybe learn that then bash my spelling and tell me why you commented to give feed back or bash spelling? 

  6. 2wobrj7.jpg

     

     

    Lore: CREPITUS was designed by the Orokin as a field support during the great war it has many hard hitting abilities for use in open field combat during defense or assault missions. Originally intended to be used against heavy unites in open combat it was later found that its anti armor tactics work well to dispatch massed infantry in a single calculated strike how ever fearing that the power they had unleashed would come back to haunt them the Orokin locked the Crepitus Frame away in a Cryopod where the Lotus later Found him.

     

    Crepitus retains his access to the Orokin gear and utility's it once had as the Orokin saw no need to revoke the access since the threat was sealed away...

     

    Ability 1: Concussion Grenade  CREPITUS throws a grenade that puts out a massive wave of orikin energy damaging enemy unites in range  100 / 250 / 350 / 500 impact damage radius 1.5 / 2 / 2.5 meters 

    §  Damage is affected by Power Strength.

     

    Ability 2: Repulsion Blast: CREPITUS releases energy stored in the frame to knock back and stun enemy’s for 2 / 3 / 4 sec  energy cost 50

     

    Stun duration is affected by Power Duration

     

    Ability 3: Chain Reaction CREPITUS buffs himself and allies to turn any weapon into a delectating  AoE  weapon AoE radius 1.5 / 2 / 2.5 meters damage reduction on AoE 60% / 50% / 40% of weapon damage 

     

    §  Damage is affected by Power Strength.

     

    Ability 4: Orikin Strike: CREPITUS Drops a Strike marker that calls in a Orikin Tactical Missile from the void satellite to release a massive blow to enemy’s   inflicts 750 / 1000 / 1500 / 2000 damage with 100% for 25% radiation damage beacon lasts 15 / 20 / 25 sec or 2 strikes in a radius of 5 / 8 / 10 meters 

     

    §  Damage is affected by Power Strength.

     

    H.A.V.O.C (Heavy Anti Vehicle Ordinance Cannon)<- thanks to Lightsmith for the name

    Lore: Originally an Orikin Artillery piece that was later remodelled for hand held warframe combat with unexpected results as the High velocity armour piercing incendiary rounds had great effectiveness.

     

    Stats:

    ·         150 Puncture damage

    ·         150 Explosive damage

    ·         firing rate 0.400 rounds/sec

    ·         Accuracy 100.0

    ·         AoE 2 meter radius

    ·         Delay between rounds 1.5 sec

    ·         Status chance 15%

    ·         Crit chance 10%

    ·         Crit multiplier 2.0x

    ·         Reload 3.0s

    ·          Magazine size 5 rounds/mag

    ·         Max ammo 30 Rounds

    ·         Projectile speed 100ms/s

     

    Alternate idea for the frame and Ult ability

     

    sqjqqe.jpg

     

    Ability 4: CREPITUS Powers Up his stabilizers that allow him to use the Power full Electron plasma cannon on his back

    inflicts 750 / 1000 / 1500 / 2000 damage in an AoE of 2.5 / 3 / 3.5 meters CREPITUS stays in this mode able to walk slowly and aim the cannon he gets a total of 2 shots with it energy and does not regen in this mode

     

    Damage is affected by Power Strength.

  7. idea is acctually pretty neat, for ulti i would love to see this concept it reminds me of fear 3 (worst game i know), and scales on the level of enemy and would make it all ready a suitable end game frame with proper build, would you say it would be acceptable for 4th and 3rd to work as combo ? body snatch and discuise

     

    level 135 corrupted bombards ftw xDDD

     

    Edit: re-read 3rd skill

     

    you know your right make 3de skill locked unless you are in a host that would justify the one hit KO ofc the skill would not work on boss fights

  8. Lore: Dolus comes from the ancient tenno clan of body snatchers masters in all arts of disguise and deception arts long ago banished by all tenno with honor.

     

    Appearance:  Concept art to come later if this idea doesnt suck

     

    Abilities:  1ste "Execution"  Dolus misleads his enemy's by giving them false instructions using a commanders voice painting a target enemy as a traitor  max rank 5 enemy's can be painted at a time they are take 25% extra damage while painted duration of skill  10/15/20 sec 25 energy.

     

    2de "False alarm" Dolus puts a false alarm ping on the point he aims causing enemy's to hunt near that location ping lasts 8/10/15 sec 50.

     

    Abilities: 3de while in possession of a host Dolus has the option on assassinate a single target this kills the host being possessed and the target costs no energy but ability is locked when not in a host

     

    4th skill/ultimate Ambush of the faceless Dolus jumps inside the enemy's body and keeps control until the enemy is killed no time limit on this only affected by strength mods that add some damage as the enemy loses 20% of its potency 120 energy energy does not regen while in the host.

     

    any ideas bad idea this one?

     excuse any spelling or writing mistakes please

  9. i have looked up and down the forums for some one with this problem don't see any one else here is what happens the game takes ages to load a map now and when it finally does the performance drops to lag city here is what i have  tried so far i dropped my settings to as low as they can go indeed this made the maps not load at all and the game then freezes putting them back to medium setting makes it load the map  after ages of waiting but as mentioned super performance hit and after closing warframe out of frustration i have to go kill the engin in task manager as it doesn't shutdown

     

    my Rig is a follows I5 quad core 4 Gig ram 2gig graphics memory intel and im running windows 8

     

    this was working just fine before the arch update if any further info is needed please inform me and i will do my best to provide any i can

  10. I have a few bugs i never had before 

    *My warframe now has client side lag regardless of graphics settings

    *my system is MSI Laptop I5-4200m 4gigs DDR3 ram 1TB HHD and intel HD 4600 graphics card with Windows 8 use to run warframe just fine on medium settings with no lag what so ever

    *going on multiplayer/public match making now slows down my loading to around 5 min solo makes it better no sure if its the loading screen with 4 ships or just the animated loading screen in general 

    *game crashes or stops responding also a new issue i never had before and i dont think i am alone with this one but doesn't give an option to send a crash report 

     please feel free to request any other information you may need

  11. I always see negative feed back or problems but never what was done right and what is great i love the new update's idea i like where the developers are taking warframe i personally will buy platinum as often as i can in the hopes that the game will never die and the developers will always have pay to keep the good work going sure there are hiccups but no one is perfect but this game is dam near perfect no other game offers you the same content and nice fresh new updates on a regular basis keep up the good work  

  12. There is a simple solution to this problem not true open world but the illusion would be there simply make every planet one entity divide it into cells that have door ways you transition through so only one cell is loaded at a time with random events you can activate say a pod falling from the sky would mark a defense mission you can activate it by stepping into the circle like we do now and so on for the rest of the missions

     

    Second option is to do micro updates hide bits if completed code and updates in regular updates say 100 MB for the next year or 2 update the engine to handle open world  but leave the code inactive for the time then simply later do a binary code update to complete the posses as for 4 years hardly they have tons of tile sets all they need do is this use the city maps they have now like when fighting ruk  and then use the open maps i have seen in some alerts the ones with lush forest and so on to fill in the gaps 

     

    there is an issue with vaults now but i think a simple solution to that would to hide vault entrances on every planet would make it interesting to find them also would not be level bound but rather an interface pops up where you pick a key to use and this takes you to a T1-4 

     

    Next the derilic missions would be a non issue as the tenno Dojos are a space station so the ships can stay in space and as they are ships they can stay small single cell areas

  13. I really like the aura ideas makes him much better for team play and solo play.  may I suggest he gets a bit of base stat buffs to the tune of armor? whenever I think of "paladin" I think of a armored warrior and Oberon now has less than most warframes.

     

    I too thought about the armor and then realized one thing armor will mean less speed now i was thinking more speed so you can run in and save your fellow tenno like a true paladin hero and if he had an armor buff that would result in more armor/defense  

  14. Good some one that grasp what Oberons role was suppose to be we had an in dept discussion today while leveling mine and we had a few ideas that we think a paladin should be one like one of the other posters stated Smite needs work our idea was that it should work more like Novas antimatter drop but no control and or charge simply AoE small damage 300 maxed or there abouts and should proc fire maybe or some element we then thought maybe renewal should be ability 2 with a timer instead of a full heal ends deal and ability 3 should be  a armor buff something like 20/40/60 armor and 2%/6%/10% less proc damage then his final ability thou not bad might have more sense to be something like an attack buff like 5%/10%/15% attack speed and 5%/10%/15% damage these abilitys should not give a super buff but rather last longer almost like an Aura   

  15. Having now leveled my Oberon here are a few things i was thinking might give him more of a paladin feel the first skill should have more of a light ball much like novas Antimatter drop but with no control or charge potential but a fire proc as to give that cleansing feel to replace the first ability the second ability should be replaced with Renewal and the 3de ability should be a Party armor buff like giving the whole party say 100 armor and 50% less damage from procs  the final ability i personally think is just fine as it is this would give Oberon the feel i believe was intended please not the stats i give was with fully modded frames so i would think it would scale something like 10 armor 2%/30 armor 10%/50 armor 20% with times being around 25/35/40 seconds i did keep in mind game balance and not some one hit kill everything wonder

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