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Mazikeen

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Posts posted by Mazikeen

  1. Right now, for the sliding attack, the Sparring stances (Grim Fury and Brutal Tide) use either the Fists stances animation (uppercut) or the double kick...

    ryu-shoryukens.gifcammy-jhk.gif

    Obviously, coptering is impossible because of that, so these weapons cannot be used as movement tools...

     

     

     

     

     

    How about keeping the uppercut animation only for Ankyros & Furax, and making the Kogake & Obex able to copter?

    ryu-hurricane-ts.gifchunny-ts-birdkick.gif

  2.  

     

    Or just don't use blade storm when its not needed?

    You don't have to spam it. So don't?

    Its the same with most frames.

    I could spam their 4th ability (or in the case of some 3) but I can also choose not too when its unnecessary.

    Nothings changed. Ash's other abilities are still useful. 

    By contrast I hardly ever use blade storm.

     

    Obviously, it should not be expected that "relaxed" (I do not find any better word) players would understand the point of the OP...

     

    It's just that, for some people, inefficiency is NOT fun. It's fine to have fun using a MK1-Braton on Pluto, to go without mods, etc. But some players find fun in optimization, polishing, call them min-maxers, whatever. In MMOs for instance, it's the kind of people that do some theorycrafting, spend hours to find the best rotation. These kind of people have fun in using whatever mean is the best for any situation.

     

    The issue here, is that Warframe is not suited at all for those players. It's too easy to maximize, and, as soon as you maximize, the game becomes boring. But not using the most efficient tools is even more boring for them.

  3. P4W

    This is a generic issue for most frames, first powers quickly become useless.

    You could even say it's a power efficiency issue: when ultimates cost 25 energy without drawback, they remove the purpose of cheap powers.

    Ash just joined the big family, but, honestly, nothing new or specific here.

  4. ,the only Thing the snipers Need is enough base-critchance to be moddable to 100% crit so their damage is actually consistent, when i take my vectis to the void i can oneshot all those pesky gunners, but once in a bluemoon my critchance Fails me and i suddenly have a very &!$$ed off enemy at half HP with a spooled up gorgon in front of me, if it would always crit that Problem wouldnt be there

     

    Waiting for Vectis Prime...

  5. Why? Why do you keep making sniper riffles unreliable?

     

    Putting a 20-25% crit on them means the crit will be between 20 and 75% depending on the mods. It's ok on weapons like Soma and Grakata, since the high rate of fire will flatten the RNG, but on semi-auto riffles, it makes them unpredictable. Users end up getting crits on basic soldiers and non-crits on heavies (but the same can be said of status and multi-shot, these 3 stats favor heavily automatic riffles).

     

    One of the most important feature of sniper riffles is the "one shot - one kill" ability (as long as possible). Not the "one shot - one kill if you are lucky".

     

    That being said, having a few riffles with 20-30% crit chance is fine for those who like it. Vulkar could be the perfect candidate for that, Grineer weapons seem to often have that "unreliable perk". And then, put a low or a ~40% crit chance on some other riffles, and adjust the damage accordingly.

     

    Or, even better, why not moving the "weak-spot multiplier" into the weapons stats? Right now, all weapons have the same value, but it would be nice to have a high multiplier on marksman weapons, and a low one on spray'n'pray ones. Something like:

    - Automatic riffles: 200% weak-spot damage

    - Semi-auto riffles (Latron, Grinlock, etc.): 250% weak-spot damage

    - Sniper riffles: 300% weak-spot damage

    - Shotguns: 150% weak-spot damage (and buff damage to compensate)

     

    And add mods to improve that stat so that it would open new builds.

  6. tracert warframe.com

     

    Tracing route to warframe.com [192.184.14.50] over a maximum of 30 hops:

     

      1       1 ms    <1 ms     <1 ms  [masked for forum rules compliance]

      2       5 ms      4 ms       4 ms  tokyo10-n01.flets.2iij.net [210.149.34.82]

      3       5 ms      3 ms       3 ms  TOKYO10-NTTeast0.flets.2iij.net [210.149.34.237]

      4       4 ms      3 ms       3 ms  tky001lip30.iij.net [203.180.20.97]

      5       4 ms      4 ms       4 ms  tky001bb10.IIJ.Net [210.138.115.209]

      6       4 ms      3 ms       4 ms  tky009bf01.IIJ.Net [58.138.80.21]

      7     89 ms    87 ms     87 ms  sea001bf00.IIJ.Net [206.132.169.121]

      8   109 ms   109 ms   108 ms  xe-0-5-0-11.r05.sttlwa01.us.bb.gin.ntt.net [129.250.198.177]

      9   118 ms   101 ms   102 ms  ae-7.r20.sttlwa01.us.bb.gin.ntt.net [129.250.5.46]

     10   105 ms   105 ms      *        ae-5.r21.snjsca04.us.bb.gin.ntt.net [129.250.3.39]

     11       *        108 ms       *        ae-0.r20.snjsca04.us.bb.gin.ntt.net [129.250.2.96]

     12   116 ms   130 ms   117 ms  ae-4.r21.lsanca03.us.bb.gin.ntt.net [129.250.6.10]

     13   122 ms   123 ms   123 ms  ae-2.r05.lsanca03.us.bb.gin.ntt.net [129.250.5.86]

     14   118 ms   116 ms   114 ms  xe-0-2-0-0.r05.lsanca03.us.ce.gin.ntt.net [129.250.200.54]

     15   114 ms   115 ms   112 ms  ae-0-0-laxcs1-8-blacklotus.net [192.184.8.2]

     16       *            *            *        Request timed out.

     17       *            *            *        Request timed out.

     18       *            *            *        Request timed out.

     19       *            *            *        Request timed out.

     20       *            *            *        Request timed out.

     21       *            *            *        Request timed out.

     22       *            *            *        Request timed out.

     23       *            *            *        Request timed out.

     24       *            *            *        Request timed out.

     25       *            *            *        Request timed out.

     26       *            *            *        Request timed out.

     27       *            *            *        Request timed out.

     28       *            *            *        Request timed out.

     29       *            *            *        Request timed out.

     30       *            *            *        Request timed out.

     

    Trace complete.

     

     

     


     

    "Keep your traffic flowing

    DDoS protection for service providers and enterprises"

     

     

     

    Hmm...

  7. I agree with the rest but this bugs me. It would just make some powers useless, not make a challenge. Maybe give them some proc resistance, that would be more interesting than making us not press 3 or 4.

     

    Well, it completely depends on the formula used.
     
    I took the example of a linear "final_duration = initial_duration * (1.3 - level/100)" formula because it's simple. And, it's true, it would make CC useless on level 130+ enemies. Thus, it would only be an issue for infinite modes...
     

    But, as I said, other formulas are possible. You can imagine:

    - A logarithmic formula, where CC only get useless on level 1000 enemies

    - CC always providing at least a basic stun/knockdown, even at 0 duration

    - An hyperbolic formula, where CC never gets useless, but have a min duration (25%, 50%, whatever)

     

    At least, do we agree on the fact that, when all mobs are controlled permanently and unable to fight, whatever the other scalings are, the only difference between a level 1 and a level 1000 enemy will be their armor/health? If we do not agree on that, indeed, this part should be forgotten :)

     

    In the end, let's take the example of a 30 seconds CC. What kind of duration would be acceptable versus level 500? 15 secs ? 7.5 secs? When fighting this kind of enemy, I assume you are using quite a maximized frame, with a lot of power efficiency. Refreshing CCs every 5 seconds would not be impossible. We would just have to refresh them more and more often.

     

     

     

    As fatpig84 pointed out, adding other scalings would also require to tweak current ones. Spawn proportions are one. But, if mobs get faster reaction times, if they use their special abilities more and more, I feel damage scaling could also be toned down a bit. That way, with shorter and shorter CCs, enemies get to be a threat more often, but without one-shotting everyone on every hole in the CC loop (or at least later)

  8. Change spawning mechanics.

    By level 30 i should be seeing nothing but napalms, eviserators and bombards.

    That's definitly something that will need tweaks.

    Since ennemies only scale with damage/health, the only other way to make things harder in infinite modes is to change spawn proportions, to stack the hard units.

    But, we saw the consequences on the new infested.

    If base units gets better, if they start to scale in other ways, they can still provide an increasing challenge in later waves. Thus, spawn composition would need to still include them. It could go from 1 ancient for 10 base units to 1 ancient every 3 units (number pulled out of nowhere). Fighting only heavies quickly gets monotonous.

  9. Unless I'm wrong, the long term plan was to have more than 4 abilities to choose from. Things like generic abilities, available to all frames, were talked about a few month ago.

    It might not be soon, but I'd rather have generic abilities than this solution.

    Now, if the DE give up on providing more than 4 abilities per frame... Why not...

  10. I just re-done the prolog with a friend, and noticed lvl 1-3 Grineer infantry was using a lot of pistols. It makes me think about:

    IV - Weapons

    New weapons are continuously added. But enemies do not use them. Grineer, for instance, could make good use of Karak, Grinlok, etc.

    Beside damage, more or less precise weapons can make them easier or harder, depending on context.

  11. Beta used to mean testing for end product. This mean the developer usually already had a pretty solid idea what's the end product going to be. They're just using beta to iron out the bug.

    Nowadays beta is for some developer is like release product. They had no idea where the game heading and just keep on adding new stuff and objective as time go on and profit allowed. In short, beta had set goal to archive and time frame to archive that goal. Launch game just keep on adding new stuff as and when needed.

     

    That used to be the case for software development until 10-15 years ago. Most software were created using a V-cycle style of project management (what you describe). But a big part of the projects were never finished, stopped before the end, or required additional delays and money. (http://en.wikipedia.org/wiki/V-Model). Some games were announced, delayed, stopped, bought by another company, restarted, restopped, etc. (Duke Nukem 3D?). You need to have enough money at the start for this kind of projects (which means a lot of money).

     

    But the software industry has changed a lot since then. Other methodologies appeared, like the agile one (http://en.wikipedia.org/wiki/Agile_software_development). Start with something small which works, get feedback, adjust and add new things, get feedback, adjust, add new things, etc. Loop as long as you want to fund the development or until you are satisfied.

     

    This is pretty much the trend we see with Warframe and a few other games. Beta will stop when there is no more money, or when DE (or maybe us) tell it's not possible to do better.

  12. TO be serious.

     

    I love what they did to the infested. I really hope they add units like the healer, distruptor, and Toxic. To the Greneer and Corpus.

     

     

    Corpus: Shackwave units now give all units around them inate Blast damage.

     

    Sheild ospreys should have there % buffed, buffed. TO 5x more sheilds. 

     

    Corpus Techs: They should give Fire rate speed buffs to all corpus around them. (increases per level)

     

    Greneer:

     

    Greneer Commanders: Give all units Armor buffs, and Damage buffs. 

     

    Seekers: Give units Fire damage.

     

    Regulaters: They should spawn on more maps. :/

    While I agree, some new infested feedback clearly points that the new abilities are overwhelming for some players, even at mid-level.

    And, while infested only appear at mid-level, Grineers and Corpus are encountered at the begining.

    So, giving new abilities could be nice, but only for high level missions (define high level as you want, 25, 35, 45).

  13. If you go at their 'level', any frame not in top 3 armor can be close to 1 shotted, so its actualy a skilled 'on the edge' type of thing.

     

    Though its very hard to draw a line where it is 'hard' and something that is 'challenging', and focus on 'frame setup' will increase massive (like it is already for many T4 OD's).

    Well... With infinite modes, every frame will always end up one shot at some point. I'm pretty sure most players meet both the challenging, the hard, and the too hard spots in the same session. These modes are impossible to balance.

    As for the line-up requirements, it triggers a few questions: Should all frames have an equal power? Should they be all usable for everything (no specializations)? Frame balance is a different debate.

     

    I like the ideas though, as long its more 'obvious' at what point they start to gain power (faster cast or more restistance).

    What do you mean by "obvious"? Most suggestions use some continuous scaling, like damage (but with min or max for some of them).

    I can only imagine a slight visual difference when gaining a new ability.

  14. Right now, when enemies level up, they only gain higher damage, armor, health, shield.

    Don't you think we can suggest some more interesting ways?

    I-A - Ability availability

    Some enemies have several abilities. For instance, Ancient Healers have a healing pulse and a damage reduction aura. For a player who encounter them for the first time, it can be a real pain.

    Maybe they could only have the healing pulse at the beginning, and get their damage reduction aura later (derelict level, ~25).

    I-B Ability frequency

    Regarding cooldowns, I think the best example is the "infamous" Mutalist Osprey:

    In its first version, it could use the poisonous charge every 4 seconds. It has been nerfed to every 8 seconds.

    How about a long cooldown on abilities for low level enemies, and a shorter and shorter one as level goes up?

    It could apply to Eximi: slower rate of leeching at low level, etc.

    II - Speed

    In U14, base speed of infested has been boosted. Some players can now be easily swarmed, chargers coming in melee range quicker than they can eliminate them. On the opposite, veterans have no problem to deal with infested when boosted by a min-power strength M Prime (+30% speed).

    Maybe the infested speed could scale with level (old speed at low level, current speed at level 30-40, etc.)

    To a lesser extent, it could also apply to Grineers and Corpus (but in a tighter range): When we run past them, they need some time to turn around and aim... Higher speed could reduce that time, give them a shorter window out of cover, etc. But a too high speed for these faction could make them ridiculous.

    III – CC duration

    - New players do not have rare mods (great decision to add damaged mods BTW)

    - Not all players use potatoes

    - With overstacked power duration/efficiency, veterans can perma-CC all enemies, annihilating all challenge

    To have some kind of challenge at higher level, enemies need to be able to fight back...

    Maybe enemies could get an increasing resistance to debuffs past level X (30?), and a vulnerability to them before.

    For instance, if we make it a linear decrease (to keep it simple, other formulas are possible):

    Level 0: +30% CC duration vulnerability

    Level 30: +0% CC duration (current duration)

    Level 60: -30% CC duration resistance

    Your ideas? :)

  15. I thought there already was a difficulty option in the game. Its called nightmare mode. There are also further difficulty setters though theyre more like dark souls in the sense that you can artificially make the game easier or harder on yourself. What Im getting at is intentionally gimping yourself by using less effective mods on weapons and warframes.

     

    Many people might think thats silly but it more of an old school attitude toward difficulty. Years ago when I mastered the original X-com I felt like the game just couldnt get any harder. Then I realized I can just limit myself to one base on one continent. This same kind of thinking is why challenge runs are so popular in Dark souls. Level 1, no upgrades, or specific styles of fighting are all popular challenges in that game.

     

    If people want the game to be harder they have the ability to challenge themselves by taking substandard equipment into missions, running it solo, limiting ones self to specific fighting styles or weaponry thats considered subpar. There really is a lot an individual player can do to derive greater challenge from the game without having an actual higher difficulty setting.

     

    Indeed, that's old school :)

     

    I would just like to point out something regarding this recurrent idea of self-gimping for challenge:

     

    Warframe chose the MMORPG style of progression. Player level, gain power, polish their equipment. Power and collection are the main aims for a lot of people.

     

    Thus, many people are expecting MMORPG style of challenge:

    - Almost impossible without good gear

    - Defined by the developers

    - No way to cheese it out (except for exploits that are often quickly fixed)

     

    The paradox in Warframe, contrary to most MMORPG, is that there is no content for polished equipment. DE decided to distribute formas like candies. That makes them part of player progression, but using them makes the game boring. Players are punished for playing the game the way DE orients it.

     

    But that does not invalidates the point of the OP (casual and new players) nor yours (old style). It's just a different view of the same thing.

  16. i think it has already been said that a difficulty setting will be added

     

    easy gets reduced exp

     

    normal gets normal exp

     

    hard gets bonus exp

     

    Weird idea. Hard mode should be for the best loadouts, the already maxed weapons and frames... What is the point of additional XP when everything is already maxed? But, in the end, in Warframe, adding a "difficulty VS reward" system that works will be a serious challenge.

     

    Then, it will be hard to tune correctly any difficulty setting without addressing the powercreep tendency of the game. If you plan the hard difficulty for an potato'ed-8 forma'ed boltor prime (which the OP seems to like so much), there won't be a lot of choices... If you tuned it for a potato'ed braton prime, many weapons will make this hard mode a joke.

     

    The crowd controls might also need some tweaking. For an organized team, what is the difference between a level 1 and a level 1000 enemy? The health/armor. Just because it will be disarmed+slowed by 75%, fighting his friends, trapped in a vortex or whatever. Their damage, their powers, their IA are all pointless.

     

    And we can continue for a long time like that. There are many things to fix before even thinking about new difficulty settings.

  17. That's what Quick Thinking is for.

    + the Flow gives you a lot time at 2 Health, and because of Rage your energy will be full by the time you hit those 2.

     

    P.S.: I agree tho, a little more spamability might do you good. How about you drop Continuity for Vitality. With your current build, you won't get far beyond the 30 minutes mark, since you'll just be one hit fodder once the Blessing wears off.

     

    Angstrum.

     

    With no or few damage mods, due to the charge mechanism, you can shoot at your feet and control the amount of damage you receive, while being in a safe place.

     

    Not really fun, since you need to go far from the heat a few seconds every ~30 seconds.

  18. What is your opinion on damage that bypasses shields?

     

    I'm perfectly fine with them, as long as they are punishment for mistakes.

     

    I liked the pre-nerf Mutalist Ospreys. Players who were constantly running took no damage, players who were too bad at moving paid the price of their mistake, cash. Fair.

     

    But slash procs are a punishment for bad luck. Since Grineers use spray'n'pray weapons, there are always a few lost bullets, even while dodging, taking cover, etc. Ok, you could argue that the mistake is to not P4W from another room... Why not...

     

     

    How do you feel about Ordis’ chatty demeanor?

     

    I like it. But the Grineer radio is a bit too much frequent.

     

     

    What’s your opinion on the new UI?

     

    Somehow, I like it, but the ease of use (mainly mods and navigation to a lesser extent) has been greatly reduced.

     

    With a thousand mods, it was already a mess before, but now it's barely usable.

  19. Due to the way link mods work:

    - If you use a tank frame, you'll get a nice tank with you.

    - If you use a squishy frame, you'll get a squishy kubrow.

    Kubrow damage is higher, but with a higher breakdown time due to melee and target switching. The further you stay from your targets, the less damage your kubrow will do.

    In the end, a kubrow is really good for melee oriented builds like Valkyr. But for mages and snipers, sentinels can be better.

  20. True, Renewal's true worth is best outside of battle. I guess the only reasonable buff required would be an increase of healing.

     

    But any thoughts on the specific role Oberon is suppose to play in Warframe?

    I think of a paladin as both a protector of the weak and an avenger of the innocent.

    In Oberon's case, I partially feel the avenging part, but not the protection one at all.

    When an Oberon joins a team, I've never felt like "Cool, it will be safer, we now have the protection of a paladin!". Never. Do you?

    Any damaging power can do the trick to represent the incarnation of the avenger (even if I secretly dream of a less bland mechanic).

    But I feel the biggest improvement could be in providing Oberon a way to protect fellow Tennos during combat.

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