FrostyNovaPrime
-
Posts
113 -
Joined
-
Last visited
Posts posted by FrostyNovaPrime
-
-
Let's goooooo!
Day 1: Night
SpoilerDay 2: Orbiter
SpoilerLil bit of OC indulgence..
Day 3: Crew
SpoilerAnother reason why Suda is best syndicate
Day 4: Sister(s)
SpoilerDay 6: Riven
SpoilerPersonal take on Samodeus, notorious destroyer of god rolls.
Day 10: Natah
SpoilerMemories long left in the past
Days 11-17: QTCC Week
SpoilerLil homages to each prompt in some sort of vague gesture
Day 21: Cephalon
SpoilerThe best ship companion
Day 30: Operator
SpoilerMy Operator, Kyrie and her main two frames.
- 11
-
- TYPE: In Mission
- DESCRIPTION: Domestik Drones within Corpus Railjack missions instantly kill Clients and/or teleport them back several tiles when destroyed.
-
VISUAL:
- REPRODUCTION: Have the clients stand on a Domestik Drone... and shoot it.
- EXPECTED RESULT: Domestik Drone is destroyed, and possibly drops Repair Kit
- OBSERVED RESULT: Instant DeathTM for clients. Reviving causes player to fall through the map (sometimes causing another instant death) and respawns on board the Railjack or Capital Ship.
- REPRODUCTION RATE: Near 100% - Depending on the client, if they kill a domestik drone via bullet jumping while away from other payers they will not be affected.
- 2
-
So far my experience with DX12 has just been stuttering when I load into a map that has yet to have textures optimized. I'm running with a 1070Ti.
However, last night while I was streaming I did have a complete computer freeze while doing the 2nd Sortie mission on Taveuni/Kuva Fortress. I didn't crash, but I was frozen for a good 2 or so minutes yet luckily (or unluckily?) didn't crash. Audio was perfectly fine, but my video was 100% unresponsive and I couldn't alt-tab/alt-f4. I'm still not sure what caused the freeze, first time streaming the game with DX12, first time on the Kuva Fortress and it's demanding map, or what but restarting the game afterwards had it go back to the intermittent optimization hitches.
-
On 2020-11-19 at 6:39 PM, [DE]Megan said:
-
If you have already reached Rank 30 on your Necramech prior to this update, you will retain the full Mastery Points for it. You are still free to level it to Rank 40 to unlock further Mod slots!
This statement is incredibly misleading if not completely false. I have a level 30 Voidrig Necramech that was maxed prior to Arcana's release. My profile shows that my Voidrig is actually level 32 without any Forma (due to excess Affinity 'leveling' it up post-update) and it has awarded me 6,400 mastery. A friend of mine also has a unforma'd Voidrig at level 37 that net them 7,400 mastery.
https://twitter.com/FrostyNovaPrime/status/1333168866135040003?s=20
-
-
-
Not the best with ink related stuff, so I'm just going to be messing with brushes and effects for my entries :>
Day 1: Mother
SpoilerDay 2: Orokin
SpoilerDay 3: Void
SpoilerDay 4: Flight
SpoilerDay 5: Corpus
SpoilerBaby
Day 6: Stealth
SpoilerDay 7: Warrior
Spoileractually found an "inky" brush that I like so gonna stick with that from now on
Day 8: Deimos
SpoilerVome but as a pretty lady
Day 9-11: Skipped to take a short break
Day 12: Torment
SpoilerDay 13: Sanctuary
SpoilerDay 14: Ostron
SpoilerThe best one.
Day 15+16: Lua/Music
SpoilerDay 17: Swift
SpoilerDay 18: Helminth
SpoilerDay 19: Masterful
SpoilerDay 22: Kuva (Naberus spoilers)
SpoilerDay 28: Time
SpoilerAnd that's all my entries! These prompts were super fun, thanks for organizing everything!
- 9
-
some more art-y goodness
- 3
-
-
The mission pacing was fine before, but now it's even better and more aligned with normal star chart missions which is really good! Boosting does feel like it got the short end of the stick as you cannot get the full benefit of drifting.
On the flip side, once the mission objective(s) are over there's a good 5-10 minutes of complete (and rather awkward) silence as you navigate the map to look for loot asteroids.
- 1
-
13 hours ago, Scruffel said:
However, there is a bit of a thing when it comes to pointing out this stuff in TennoGen, as DE believes that the artists is allowed to dictate the fashion of how the skin works, no matter if it's seen as negative. When the Saryn ION skin was released, people were confused on why it didn't have an Accent channel but a metallic Tertiary one, to the point of reporting it as a bug and requesting for it to be changed. DE simply said, that it was the artist's intention to have it work like that, and it didn't get changed and still isn't. Whether you disagree or not with that is fine, but that kind of just cements the fact that if DE finds it acceptable for the artist to do that (and considering how they put the skin in the game), they will not change it themselves unless the artist's choose so.
Saryn ION is an exception because Yatus specifically requested and excluded the accent channel, which is different from what I'm talking about with tint masking and color application. As far as I've heard, no Tennogen creator has requested to have the tints be intentionally different.
Another example that I have come across with the tinting issue is Baruuk Bedouin by Erneix and Karu. It has the issue Nova Atomica has with the primary (and secondary, but not as extremem) being much lighter than the selected color. Here a light brown is more of a white.
At the same time, his waist fabric is not the same tint as the ribbon on his helmet and waistband despite it all being the tertiary channel. This is more akin to Wisp Delusion's bug.
If you take a look at the model images provided by the creators in the Steam Workshop, you can tell that the tertiary channel is intended to be one homogeneous color.
- 1
-
Some smaller cosmetics haven't properly applied the chosen color, which makes the color on the item either much more de-saturated (like Saita Prime's sleeves) or alter the shade of the color complete (again Saita Prime with darkening the color, but also the Zariman suit making the color super saturated)
These issues pertaining to the Operator suits has been around for a while, and some armor sets also have the issue. Lately, some Warframe skins have received this color-altering treatment, whether intentional or not. I am personally an artist, so some art lingo is
The newest deluxe skin, Nova Atomica, has a primary and tertiary channel that boosts the luminosity while lowering the saturation (overall making the channel look brighter and washed out)
Notice how the last color, a light purple-gray pretty much turns into a pure white on the skin. Her Prime, Default, and Asuri Deluxe do not have this. I don't own any Nova Tennogen, but I assume their colors are in line with the palette as well. Nova Atomica's color channels make it impossible to mix and match with her other cosmetics.
Wisp Delusion, which was released earlier today (April 2 2020), also has this issue but it pertains mostly to her body and not the helmet, making the skin overall look mismatched with itself. This may be just a bug unlike the previous examples though.
You can see how the light gray on her helmet matches the palette, but her body is much lighter and near-white.
I adamantly believe that whatever color we select on the palette should be the color that is applied to the item. The incorrect colors severely limits our creative freedom within our fashion, as well as makes references for fanartists (like myself) much more difficult to read. Whether it's simply a bug or the designer's choice, Nova Atomica, Saita Prime, the Zariman suit and many other items should be brought in line with the rest of the cosmetics in applying the correct color.
- 13
-
-
Very interesting read, but I do have concerns about the end of mission screen and new mastery borders.
People won't admit it but the mission summary is very important and all the information shown is relevant in some way. I would not recommend shoving everything to the bottom (like the abilities screen) in order to have a bright pink Rhino and rainbow vomit Valkyr take up half the screen. Might just be me being nostalgic about the current one, but I feel like that layout could be cleaned up to fit the UI themes and then possibly replace the flying ships with a victorious (or despondent if a mission fail!) diorama of the squad?
As for the mastery borders, they seem to be even harder to tell apart the ranks in that style. The current lotus icons evolve every 3 ranks, which is a great and unique way to show our progression through the ranks. I feel as if with the glyph border MR 2 will be hard to differentiate from MR 20. They also remind me of League of Legends and Overwatch's level borders, which imo shouldn't be used as inspiration. I get that the Lotus is no longer with us after... certain events, but the Lotus symbol is such an integral part of the game that it needs to stay with mastery rank.
- 3
-
-
Might just be me, but I feel like the mastery sigil for MR 28 (and therefore 29/30) is a lot bigger than necessary due to the ring around the main lotus symbol motif.
This is how it looks on my Wisp with the smallest width and height. I like wearing the mastery sigil on my frames as it fits nicely on the many different body types in the game, but outer ring kinda ruins it.
Seeing as the motif is vastly different from the other MRs (as usual), the sigil could at least do without the ring or let us shrink sigils even more than what's already allowed in general.
-
The Ludoplex cannot be placed anywhere on the floor in the newly remodeled areas of the orbiter. It has to be floating midair above the area or on the wall by a good it in order to not be blocked.
adjusting the angle doesn't seem to work either
The specific corner I'm trying to place it next to the incubator has also been bugged for at least a year, ever since the ludoplex came out and I originally tried placing it there. Nothing can be placed on the floor in that specific area.
-
-
Some melee issues:
Titania cannot use her Diwata in Razorwing unless you enter melee mode and use heavy attack.
Similarly, exiting archwing on the Plains/Orb Vallis has to use melee mode + heavy attack. Simply pressing e/melee doesn't work.
-
I seriously love the stance changes. Going between combos is very fluid and lots of fun.
However, it seems that some combos got nerfed with the changes. I'm mainly talking about August Maestro from Tempo Royale. The combo used to be the block combo, granted a lot of momentum and a slam attack at the end. Melee phase 2 swapped it with Resplendent Calma, becoming the basic neutral combo and taking away that large leap and slam. Calma is fine as the new block combo/gap closer, but Maestro should be the forward block and have it's leap/slam restored.
-
I'm going to be very honest... I don't have many good things to say about Grendel.
The only thing I enjoyed was the way his challenges were designed, but that opens another can of worms about how mods severely dampen the difficulty of the game.
So.... the big boi:
- The energy drain scaling on Devour is very bad. He'd be a great rage candidate if holding more than 5 enemies completely eats through your energy bar faster than you can get hit. Devouring enemies also animation locks you, which makes you stop everything until you devour all 12 enemies that get in range at time of cast.
- Obtaining the Nourish buffs is slow and RNG as to which you get first. It should grant all 3 buffs on a single cast, maybe also increase the heal amount as well.
- Regurgitate doesn't do anything useful from what I can tell. Damage did not seem to be all that great and hitbox is bad when aiming at other enemies.
- Pulverize is uncontrollable and incredibly frustrating with the external physics control/momentum. It may be fun while rolling down the Plains or Vallis, but using it in regular missions are just unbearable. Only thing I can say is remove the momentum and give us full control.
- Overall his sounds also make me very nauseous.
- 1
-
Liches
Overall I find the Kuva Liches really fun and don't really mind the grinds as they are very straight forward. Two aspects I'd probably like to see some changes for are the Murmurs and how the Lich is generated.
-
Murmur grinding is very... long, to say the least. I feel that with how you can confront your Lich in a trial & error sorts, you can figure out the code without needing all 3 murmurs. If a confrontation has a successful requiem, I feel that the murmur for it should already be unlocked. Also, the rate at which you gain murmur progress could also scale with either a) unlocking other murmurs or b) having you Lich rank up (as a way to say "hurry up") - Some of the frame progenitors don't make a whole lot of sense. Why does Atlas give a toxin bonus instead of impact? Same goes for Oberon (also toxin) when all his abilities deal radiation damage... yet doesn't grant a radiation bonus.
- To help ease the RNG aspect for the kuva weapon the Lich has, a similar system to the frames dictating the bonus would work. Killing with a primary grants a primary kuva weapon, pistol for pistol, etc. If the Larvling is killed by a frame ability then the weapon can be rolled from the entire pool.
EDIT: This was typed up legit right before 26.0.4 so uh... ignore the murmur gain point LOL
Parazon
The animations are really cool, but the camera's broken or they just flat out don't work. More indication as to being able to execute Mercy would be helpful besides just a dagger above their head, which is hard to see (especially for RG colorblind) and barely noticeable when nuking an entire room.
Kuva Weapons
Like I said above, the Lich's weapon should be generated by the way they were killed a la frame progenitors. Some of the weapons that had pre-existing variants for the Kuva enemies (Kohm, Drakgoon for example) could also function like those counter parts. The Kuva Drakgoon would be much more interesting if it was automatic like the kuva heavy gunner's weapon.
-
-
I know another one of my posts is at the top of this page, but some more illustrations i've done since then :3c
- 3
-
- 6
-
Official Tennotober 2023 Megathread!
in Contests
Posted · Edited by FrostyNovaPrime
Day 1 - Portal
Day 4 - Crystal
Day 10 - Orowyrm
Day 21 - Assassin
Day 31 - Faceless