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xxswatelitexx

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Posts posted by xxswatelitexx

  1. 26 minutes ago, Ionward said:
    •  
    • soloing this feels awful on such a long ship designed with weird, winding pathways, having to run from the front to the back to fix a hull breach is not a fun experience
    • soloing just feels bad in general, enemies hit too hard and there's too many, the controls keep fighting you as you try and roll to match your target. this really should've had NPC crews included on launch
    •  

    They said numerous streams the first version of Railjack is not meant to be solo'd it is released as a co-op mode and will add solo features later.

    Next year they are adding a "Commander" mode where you can have NPC's fill roles. 

    • Like 2
  2. Bug 1: 

    If Player Dies in space- and tries to Revive does not revive.

    Instead body flys off the map and stuck in spectator mode. ( Think of Falling off the map in normal missions but in Space ). The player will be able to see their body distance as a waypoint reaching distances of 20,000+ meters and increasing 150m a second. 

    Guessing the revive has something to do with momentum during revive. 
     

    Bug 2:

    If Host dies and unable to revive, mission cannot be beaten. Quest will  be stuck on "Return to Ship"

    Bug 3:

    In Spectator mode the navigator guns focus based on the spectator camera - so if you spectate the navigator you will see the turrets turning inside the ship and shooting inside the ship

     

     

  3. Repair Feedback:

    • How to repair needs to be more clearly told to the user. 

    I feel Hull breach \ Fire mechanism feels too redundant - they essentially are the same thing but ones on the floor and once in the wall. That pretty much is the only real thing that separates the two in terms of mechanics. 

    Spray -> Foam

    One interesting change would be to change the Spray to Foam ( Stug life ) 

    Foam acts a fire retardant and "temporarily" seals hull breaches - to allow you to put out fires and seal breaches. 
    Then using something similar to the Original Mining Mechanic ( without the shape disappearing ) using a laser to repair to hull breach permanently. 

    Icon switches between Red \ Yellow based on stage of repair. 

    Red = not Sealed

    Yellow = Stealed Temporarily but not Repaired

     

    Exit Mechanic:

    Instead of Requiring everyone to enter ship. Exit mechanic should simply be once mission is complete some one goes to Navigation terminal ( where you choose a mission ) then activate "Exit" this starts a count down timer of 60s to "return to ship" If everyone is on ship it exits immediately. 

    If some one is outside they have 60s to return to the ship. 
    If you don't enter ship within 60s the railjack leaves the area and a "beacon" is left at its place. Allowing the remaining person to leave at anytime via the beacon. 

    • Like 2
  4. New Research the Cubic Diodes and Pustrels should be switched in my opinion.  ( values of Ghost clan ) 
    It seems weird you only need 500 Cubic Diodes but you need 1500 Pustrels for certain items.

    It would be better if it was 1500 Cubic Diodes and 500 Pustrels since Cubic Diodes are a much more common drop. 

     

    • Like 6
  5. The Carrier Damage even at low levels against Max Modded Archwings is pretty nuts.

    Level 15 Ships pretty much shredded our archwings. We were Spamming Amesha bubbles to stay alive. I can't imagine higher level missions going outside would be viable. 

    Recommend changing it from fast perfect aim projectiles to something like a slow tracking stream where players can better dodge shots. Essentially shooting with a 1.5s delay to Archwing path unless player stands still \ close to point of shot for 2s in which case they are likely to take damage.

    Normal Fighter damage seems to be fine.

    • Like 1
  6. Concerns.

    • The Materials floating in space are really hard to see \ notice.

    Would be nice if instead of tiny objects like they are in standard game, instead be large supply crates which blink \ glow when ships are destroyed. 

    • Very little Guidance on how to Repair \ Deal with Breaches \ Fires

    You get thrown into a mission and really there is no explanation on how to repair breaches \ deal with fires. 

    • Internal Ship Layout needs to be more Fluid with multiple paths to reach areas quicker

    One thing is a tad frustrating is the internal ship design - its not a fluid path but more like a giant Z.

    Having more paths like Service tunnels that directly go from Navigation to Cargo bay by jumping through a hole would help a lot in fluid movement throughout the ship. A few times I have gotten lost in the ship from going from point A to B. 

    • Hitbox for Ships is really Wonky

    Numerous times I have shot enemy ships and no damage registers, when I completely miss damage registers. 

     

    • Like 4
  7. Bug 1: [ RANK A CRITICAL BUG ] 

    If Host Dies in space- and tries to Revive does not revive.

    Instead body flys off the map and stuck in spectator mode. ( Think of Falling off the map in normal missions but in Space ) 
     

    Bug 2:

    In Spectator mode the naviagator guns focus based on the spectator camera - so if you spectate the navigator you will see the turrets turning inside the ship and shooting inside the ship

    Bug 3: [ RANK S CRITICAL BUG ] 

    If Host dies and unable to revive, mission cannot be beaten. Will be stuck on "Return to Ship"

    Bug 4 \ Balance Issue: 

    Damage values for Enemy ships are pretty nuts when damaging high level archwings even at level 15 enemies. 

     

     

  8. 21 hours ago, Aldrr said:

    Another thing to consider with the "support" role (assuming we're talking about a 1 helm / 2 gunners / 1 support setup):

    You are not only putting out fires / fixing hull breaches / crafting ammo -- you have the only role that does not have you "glued" to a console. In case the ship gets boarded (or a different ship needs boarding), you are the first in line who can go for it in a snap, as everyone else is either on the guns or at the helm.

    If it's too much, then 1 helm / 1 gunner / 2 support to split the action. One of you can even fly archwing so the Railjack doesn't get swarmed by smaller craft.

    There's plenty of action to go around, at least, that's the impression I got.

     

    In the 1 hour stream how often did Rebecca got boarded? Even though her team fought multiple cruisers?
    What did Megan and Trevor do besides put out fires in the 1 hour stream? 

    So - yes your role is literally putting out fires and crafting ammo. Cause boarding is as rare as a T3 drop in PoE. 

     

      

    On 2019-12-10 at 3:25 PM, DrakeWurrum said:

    This is already something that we'll be able to do. You're suggesting that we be FORCED into doing that, so that if we run out of ammo... we're out? That sounds less fun.

    It would seem there are 3 other things written below that. I think you ran out the ability to read the other 2 options of also getting ammo.

    • Board other ships and steal their Ammo
    • Find Ammo from Destroyed Ships
    • Or Order a Resupply ship to gain ammo

    Maybe its me but it seems that is quite a few options of obtaining ammo. 

  9. The Main Concerns I have with Emperyion ( Full Disclosure I have Railjack unlocked )

    • No one is going to firefight - cause why run around squashing fires when you can shoot and kill things.
    • Flying your ship to get materials to make ammo is one a word - horrific. 

    Scotty: We need MooJoo for to make missiles captain!
    Captain: Ok let me just roam around space picking up materials while all these guys try to kill us. Does anyone see any MooJoo?

    • Manual labor like - "crafting ammo" is not going to be fun for the person who has to do it. Due to poor travel design and essentially being a glorified secretary space ninja.

    Suggestions:

    Remove General Firefighting on damage ( random fires don't appear )

    Instead fires only appear when a major system is damaged. For example the Propulsion system takes heavy damage fires appear and ship speed slows down. The fire needs to be extinguished and systems repaired ( console hacking ) + common resources ( Ferrite \ alloy \ Nanospores ) from host. 

    Remove Ammo Crafting

    Instead of crafting Ammo - you have different options

    1. You load up on Ammo in the Dry Dock - preloading your ship before you leave

    2. You steal Ammo Crates from Enemy Ships you board. These are essentially "Large Crates" inside the ship you board that you have to interact with. You find them around the ship steal them to replenish ammo of your Railjack. 

    3. You Order a Resupply Ship - every time you kill enemies - Friendly Faction Influence Increases - you can spend influence on ordering a Resupply ship. The Resupply ship will appear on the edge of the map ( will give you the location ahead of time before it appears ) takes 30 seconds after being called. You need to reach the location before the enemy and gather as many supplies as you can. 

    So what does these changes do? It removes the Glorified Ninja Secretary role and makes all roles action related. So everyone is engaged in something meaningful.

    • Like 1
  10. 23 hours ago, EclipsedHusky said:

    So, Steve said something along the lines of "Even new players with Archwing / archgun can join in." 

    This has me curious if I even need to build my own rail jack? Can I just hop in, join other players, get mats, level up my skills etc without ever doing the RailJack quest line?

    No you don't need to own your own railjack to join Railjack missions there will be an option to Join Railjack Crews ( People hosting Railjack missions ) 

    But you might have trouble with Kuva Litch missions if you don't own your own Railjack since the Railjack would be required to board Kuva Litch ships.

  11. Video of it.

    https://streamable.com/72uq8

     

    If you have an Eidolon at night ( don't kill it ) - move far off the map where it is not tracked. Doesn't matter if it despawns just shouldn't be near it. Let it become day.

    [ You are the Client ]

    Leave Squad. 

    [ You are now the Host ] 

    Then Eidolon Remains roaming around the map during morning times. 

  12. Bugs

    [ Host and Client ]

    Doors to Deck 12 - get stuck either on trying to enter Deck 12 or Trying to Leave Deck 12 

    Specific to Leaving Deck 12

    Dropping and Picking up Thermia while "Loading" to Orb Valis leaving Deck 12 has higher chance to cause Load to Fail and doors not to open

    [ Client Specific Bugs ]

    Ice on Vents not shown - extremely common - but shiny highlight shows when "ice is removed" 

    No Damage shown \ No Damage being Done in Phase 2 when attacking Fire Zones. 

    This is most likely due to Desync where Client has not registered Hitbox is Available to damage. But can still be damaged with a High Punch Through weapon. ( So many people may not be aware the bug exists due to Punch Through ) 

    Super Throw ( Phase 2 Specific ) - The throwing arc is no longer available if client trys to throw - they throw thermia into the sky at an accelerated rate even if aiming straight - will be thrown up instead. Seems to happen if Client has picked up Thermia while in Archwing.  So when throwing it on Foot results in super throw. 

     

    [ Balance Issue ]

    Too many Thermia Bots spawn too close to Exploiter in Solo play allowing almost instant cooling. Nearby Thermia bots should be nerfed ( one by the mountain spawn ) and increase thermia bots at further spawn areas. 

  13. If after an endless wave you pick your reward and host decides to leave, it will cause a host migration after host migration the relic screen can permanently be stuck.

    In the image below you will notice there are 3 players ( all 3 have loaded in ) but only 2 players are displayed on right side. 

    You will also notice the 15s timer has finished and no timer now remains.

    We simply sat for 60s to see if it would change nothing happened.

    After 15s were over though we were no longer were able to change our relics even though the screen was stuck in this state.

    Ox9XysR.jpg

  14. 14 hours ago, GruntBlender said:

    There are heat panels on Profit Taker?

    There are - they just aren't functional just a cosmetic thing you can see near the top of its head

    18 hours ago, Voltage said:

    Maybe this is an unpopular opinion, but I think the Profit Taker is very well designed and the Exploiter/3rd Orb/Ropalolyst/future bosses need to learn from this boss fight. It encourages coordination, it rewards you for your skill/knowledge/efficiency, and it's the most fun fight for me personally. It also doesn't have poor rewards as it is the best Vox Solaris reputation farm and the best Credits farm provided you can be faster than the Exploiter Orb/Index. "It's drawn out unless you are OP" is essentially "This fight is bad when you are not geared for it". If you put it that way, it makes perfect sense.

    The only piece of criticism I have with the Profit Taker are the first 3 stages and the exclusive mods found there. Those stages are laborious and not very engaging.

    It is quite an unpopular opinion - While you still see people queing for Tridolon hunts - almost no one attempts profit taker. For past few days I have been trying my squad generally was only 2 and if lucky 3 people ( including me ).

    Also exploiter Orb gives gives nearly 20k vox compared to profit taker which was around 10k.

    So it has nothing going for it besides being annoying fight almost no one does due to terrible design. 

     

    The fight is like eating an Anchovy, Spam, Pizza with Casu marzu cheese

    I am sure there is some one in the world enjoys it, but vast majority of humanity doesn't.

  15. The problem with Profit Taker in my opinion it is a long drawn out repetitive fight unless you have extremely OP build.

    The issue is the boss really doesn't changes and uses annoying mechanics repeatedly.

    Suggested Changes

    1. Every time you knock down the profit taker shields it gains a a new elemental weakness. So first time it is only weak to 1 element, 2nd time it is weak to 2 elements, 3rd time it is weak to 3 elements.

    2. Profit Taker shields Maximum Shield Health Decreases by 25% each time a shield is removed

    This is would help decrease the excessive grind - without needing to change the reward pool.

     

    Rework Suggestion

    Or if you want to go the Extra Mile

    Phase 1:. Profit taker can take any damage type - but only heat panels can be attacked at in the beginning. Once heat panels are desyroyed it loses 25% of its hp.

    Phase 2: Once heat panels are destroyed - Profit taker is temporarily stunned. Hyenas and Spider bots are released  as long as these are around Profit taker takes the time to heal it self. Once all the enemies spawned by profit taker is killed, it goes back to phase 1 ( heat panels are repaired one by one -  based on time - so faster you kill less heat panels are restored

    Phase 3: Once Heat panels are destroyed a 2nd time, Profit taker teleports to a random specified ( one of 3 possible spots location ) Count down clock begins and turns on its adaptive armor and heads for Fortuna. It is now only weak to 3 elements which rotate every 20s.

    Players need to destroy profit taker before it reaches fortuna where it will explode and destroy the colony. 

    • Like 1
  16. 3 minutes ago, Loza03 said:

    Combo duration is only as important as you make it now though. It has no affect on base damage, it only affects light attacks when modded for.

    It's not like 2.0, where combo was everything.

    Heavy attacks consume combo though. So you want to mix in heavy attacks with light attacks especially on stronger enemies 

  17. On 2019-11-02 at 11:08 PM, (PS4)Jedi_Arts_ said:

    But I feel strongly that the Pressure Point additive formula was a mistake. Condition Overload has been such an important mod to the game because of the Build Framework that it provided for status based Melee weapons. It could be said that Condition Overload was the Blood Rush of status builds. It was able to do this because of the fact that it applied damage on a separate multiplicative modifier.

    This is the same reason why Blood Rush provides a good build framework for critical Weapons. The Critical Damage applies on a separate multiplicative modifier. Condition Overload (and status Melee Weapons by extension) can't compete with Blood Rush if the math applies dramatically differently. We don't need to go back to a situation where Status-Based melee weapons are bad again.

    Status based weapons were overpowering Crit. 

    Status ( especially corrosive ) reduces armor or Slash which completely bypasses armor.

    Crit while it had large numbers was reduced by armor and required time to build up. Most status weapons especially with primed fury were able to apply multiple status effect near instantly to easily get that burst damage.

    So Crit still requires slow build up

    While Status now is more early bursts 

  18. Combo Duration feels like a mandatory mod slot equip especially because it is so low.
    I have a feeling Combo Duration was balanced by testing it for Single Player - but in mutiplayer environment where your team is killing enemies left and right sometimes getting to an enemy in time isn't possible with the default value.

    Right now it feels like if I get knocked down my combo just disappears by the time I get back up. .

  19. On 2019-11-02 at 1:02 PM, Nephalem said:

    I like how the mentioned spin will remain the same and instead they nerfed the mod itself.Gota hand it to DE,every mainline patch they do they have to F up something.

    Welp,in short spin is dead.

    They buffed combo multiplier heavily. Before it took like 1 minute to reach 3x  now it takes like 10s.

    The problem is people complaining only are looking at single numbers, but not all the changes combined.

    It sure isn't as powerful as before - but now it is actually balanced to its intended purpose as a gap closer and combo multiplier.

    So heavy attacks can focus more on single target damage.

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