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SprinKah

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Posts posted by SprinKah

  1. 10 minutes ago, alepap1995 said:

    i think it had a unique feel to it, 4 shot fast firing riffle(with fire rate mods) plus it staggered enemies so you could fire multiple shots without them retaliating as easily.

    now it's just a slow uninteresting rifle.

    pretty much

  2. Honestly, I have no idea why the devs would do that, the fire rate buff was such a good change to Quartakk, making it not a very insufferable weapon to use.

    I hated how I always miss my next sshot when I hit the mouse button because the it's not ready to fire yet...

    I think if DE wants to keep this fire rate nerf, they should switch Quartakk from Semi-Auto to Auto so that we don't have to deal with keeping tracks of how many seconds we have to count until we can hit the mouse button again, because that's very annoying. Or just switch it back to before, which was way better, the Damage Buff from this update doesn't really compensate for the fire rate nerf in my opinion. 

  3. I agree, I like the new damage buff but man the fire rate reversion is TERRIBLE, it feels so damn bad to use, honestly I don't know why they did that...

    I think if they want to keep the fire rate nerf, they should change Quartakk from Semi Auto to Auto fire so that it's not too iinsufferable when it comes to shooting because I hate the feeling that you can't shoot when you hit your mouse button...

  4. 6 hours ago, TaurusDeRoma said:

    They need time to develop and grow. Even though they are not very developed, cognitively, they are left in the ground to germinate. In my opinion, since we are poisoning the grounds where they are buried, there should be more Expired than the other ghouls (not sure if that is the case). The Ghouls are my favorite Grineer units too, I'm just hoping that the Infested find someway to assimilate them, they really need more units. Maybe there can be a hybrid Ghoul-Infested developed by Dr. Tengus.

    I'm glad you feel the same, I bet the infested will probably be able to find some ways around them naturally, but that's for DE to decide, it would be a pretty nice twist.

    I feel like DE rushed it a bit maybe, because it was right before Christmas, but idunno

  5. 6 hours ago, peterc3 said:

    This would destroy game performance. Notice how in "musou" games like Dynasty Warriors, the graphics are... downgraded. The more things going on, the more that needs to be culled from somewhere else.

    The pods aren't being dropped right before you encounter them, they've been there for a while. You wouldn't be able to see them drop and fight the same ones in any reasonable game session length.

    yeah I suppose I get that...but despite that, how it was in Devstream 101, didn't look like everything was crap, the performance I mean. I think things were quite well, and that was just the dev build, Maybe a bit more than that wouldn't hurt. 

    And yeah, about the pods, I sorta get that, but maybe if it's for something like....indications and such, would be nice, would feel a lot more immersive I'd say. I really want to see them being automatic on their own though, that doesn't need us to step into their vicinity to trigger their burst. 

  6. Ghouls were probably my most anticipated asset when DE introduced them in Tennocon 2017, I really looked forward to them because I'm one big fan of Grineer and their aesthetics, and the Ghouls are just so cool.

    The idea of Shock Troopers capable to overwhelming their opponents with number is quite nice.

    But despite that, after we actually got them though, I do have some problems regarding them, now I know these nitpicks may only be because of my personal preferences but I'd like express them nonetheless.

    I THINK THERE JUST ISN'T ENOUGH GHOULS.  Hear me out

    1) I think we can ALL agree that...the most that we can get out of the Ghouls are from the occasional Ghouls Purge Bounties that pop up from time to time. And if you're REALLY lucky, you get to encounter missions that give you ghouls...2/4 times. 

    I really imagined that we would be able to encounter them a lot and fight them but in the end, not so much.

     

    2) You know, back in devstream 101 when they first showed off gameplay of Ghouls, I really imagined that we'd get that LEVEL OF INTENSITY, that wasn't even a Ghouls Bounty, just some random encounter and already there were so many ghouls that we can fight! There were a lot of aspects in there too that DE, unfortunately, got rid off in the official build.

    Like how Augers can close the distance between them and you, popping up in front of your face, occasionally knocking you down (which is really interesting, 37:41 mark in Devstream 101).

     

    3) Right now, the biggest number of Ghouls that we can get out of NORMAL encounter (which in itself, is quite rare, at least for me) is around 4-5 ghouls.  Which really, comparing to how it was in devstream 101, that's a bit...underwhelming. Honestly, you don't even notice them at all. I really don't like to wait for Ghouls Purge Bounties in order to get the most out of the Ghouls, and that's only around 20-40 ghouls average at a time, not to mention the really tedious missions that don't involve Ghouls at all (Finding Cache, defend vault, etc...). Personally, I'd like to see and fight even more Ghouls, a lot more Ghouls...like 40+ Ghouls per normal encounter on the Plains, I'd like to fight way more than 20 ghouls per Ghouls Bounty Burial Ground. 

    And the fact that when you go full squad of 4, you get only 35 ghouls per burial ground, I kinda expected to fight against way more than 35, it ends so fast, sometimes I don't even notice a single one of them before everything is done. 

     

    Changes that I'd love to see made to the Ghouls:

    Spoiler

    - Increase the number of Ghouls spawned per encounter on the Plains. Something like in Devstream 101, Increase in chances of Encounter or BOTH.

    - Maybe when you roam around doing stuff, Ghouls will emerge from certain spots on the Plains and Lotus will call you to it? Like they just automatically rise up on their own and roam around, don't need you to step foot in their vicinity, acting like normal patrolling grineer and such.

    - Drop Pods? DE did state that Ghouls Diapause Bags are planted into the ground via. Orbitally, I'd like to see how it is done, maybe when you're on a certain spot in the plains, you can see some orbital drop pods from afar, dropping down from orbit. 

    Just something more to them would be nice, I'd really like to see them more often and not just in Ghouls Purge Missions, and honestly, I'd like to fight against more than 20 ghouls per Burial Ground, that's just me though. Would also be kinda nice if that amount of ghouls multiplies by 4 if you go with a full squad, that'd be fun because 35 really is quite little for a full party. 

     

    I'd also like to see some changes and buffs to the Ghouls that DE took away from the earlier showoffs, maybe some of these suggestions may sound a bit unreasonable but I'd like DE to further expand on the concept of these Ghouls, I feel like the way they are now? Don't really live up to their supposed concept.

    1) Ghoul Expired:

    - Maybe drop some mines when they die (1-2), right now when they die, the bombs explode but deal no damage whatsoever, that kinda loses the wihole purpose of kamikaze enemy. 

    - I'd really like to see some sorta tackle like how they did in the Ghouls #1 Comic but maybe that's a bit much? It is interesting though. 

    - Maybe make them throw the mines more often and not exclusively when the players are out of reach?

    2) Ghoul Auger:

    - Able to dig and rise up from the ground behind the players or to other random areas, actually ambushing and flanking them, instead of just dig straight forward into our face...

    - Maybe dig and rise up from time to time right from underneath us, knocking us back like how they did in the earlier in Devstream 101 at 37:41?

    - Make the drills have the same damage hitbox like other Ghouls? right now, the hitbox of their drills are really odd and random, don't have a very consistent pattern, sometimes they deal 1-2 dmg per hit, sometimes more. 

     

    I think Ghouls Rictus and Devourer right now are fine on their own.

    3

    I'd really appreciate it if you guys can browse through my proposed changes real quick and give me your thoughts on them, I really just hope that DE hasn't abandoned them like they did on the Executioners (which are quite buggy rn and with some changes said that still haven't made it in), I'd really like DE to expadn more on the Ghouls, maybe add something more to them in the future. Do tell me if anything sounds unreasonable and we'll elborate on them. 

     

     

  7. 45 minutes ago, (PS4)Chris_Robet said:

    This also feels a bit like the whole going against a solo player amount of enemies instead of a for player group. At the level most vets are at they'd prefer to have more enemies when playing solo but there is such a small spawn limit sometimes...

    exactly, I'd really like to play the plains when DE didn't downscale the amount of enemies spawned....I mean, remember when DE first showed off the Ghouls? Man the number of Ghouls spawned was so awesome, and it wasn't even a Ghouls Purge bounty...

  8. 7 minutes ago, Aeon94 said:

    I think their spawn rate is too low , hope DE increases it to 40 per burial ground ( even if its solo )

    I'd love to be swarmed by modified and weaponized zombies :D

    Ofcourse DE has to get rid of those cold procs from toxic clouds first.

    I wouldn't mind that at all honestly, 40 would be so night solo. the more I play Warframe, the more I got bored of how...inactive some of the combat are....I think I'd prefer it if they keep both the cold proc and increase the spawn number of Ghouls per encounter, keep you on your toe...I mean, in the comic Excalibur was already quite incapacitated after getting a bit of the paralytic blood onto his hand...I'd like to experience that rush....

     

    but ofc, most importantly I would LOVE to have increased number of Ghouls spawned...40 solo....80 full squad I don't care if it sounds a bit much, I'd probably prefer if there's more!

  9. 8 minutes ago, (PS4)Chris_Robet said:

    I'm honestly dissatisfied with his weak they are. I wasn't expecting them to be bullet sponges but a single shot from my Tigris prime could kill 2-3 at a time even in the higher level bounty. Not to even mention the fact that I brought inaros with a pocket sand build.

    They're like the original Vor fight. Cool mechanics but you'll never see them because they instantly die.

    I'm with you, I know we should also consider the weaker players but god damn, they're so easy to kill and fight, they do have some glorious moments but I find myself standing around too often for them to actually stand a chance....man a single Nox is kinda more effective.  then again they're supposed to be Dispensable and expandable enemies that are low cost and weak....so I guess I'm sorta fine with them being a bit weak but their "strength in number" mechanic doesn't really show at all....only like 5 of them spawn per encounters on the plains which is nowhere near Strength in number...

  10. Right off the bat, i just want to say that I really enjoy the ghouls, they're quite fun to play against, despite that, I do have a few problems regarding them...I am aware that these nitpicks might have something to do with my own personal preferences but anyway.

    I think there just isn't enough Ghouls.

     

    The thing is, we can really only encounter a fair number of ghouls if you get lucky in Ghouls Purge Missions from Konzu, if you get lucky and get mission types like Purge Burial Grounds, Assassination and all that but other than that....there really just isn't enough of them.

    Their burial spots are so rare and when we do encounter them, only around 5 of them at most spawn, if you do solo play...and that's that...

    To be honest with you, The Ghouls were probably the content that I looked forward to the most when they first announced them at Tennocon, I imagined we were going to be able to fight them and encounter them a lot but in the end, not so much. 

     

    Changes I'd love to see:

    - Increase the number of Ghouls spawned per encounter on the Plains.

    - Maybe when you roam around doing stuff, Ghouls will emerge from a certain spot on the Plains and Lotus will call you to it? Like they just automatically rise up and roam around, don't need you to step foot in their vicinity, acting like normal patrolling grineer and such.

    - Drop Pods?

    Just something more to them would be nice, I'd really like to see them more often and not just in Ghouls Purge Missions, and honestly, I'd like to fight against more than 20 ghouls per Burial Ground, that's just me though. Would also be kinda nice if that amount of ghouls multiplies by 4 if you go with a full squad, that'd be fun because 35 really is quite little for a full party. 

    What are your thoughts on how they are now? 

     

    I'd also like to see some changes and buffs to the Ghouls that DE took away from the earlier showoffs, maybe some of these suggestions may sound a bit unreasonable but I'd like DE to further expand on the concept of these Ghouls, I feel like the way they are now? Don't really live up to their supposed concept.

    1) Ghoul Expired:

    - Maybe drop some mines when they die (1-2), right now when they die, the bombs explode but deal no damage whatsoever, that kinda loses the wihole purpose of kamikaze enemy. 

    - I'd really like to see some sorta tackle like how they did in the Ghouls #1 Comic but maybe that's a bit much? It is interesting though. 

    - Maybe make them throw the mines more often and not exclusively when the players are out of reach?

    2) Ghoul Auger:

    - Able to dig and rise up from the ground behind the players or to other random areas, actually ambushing and flanking them, instead of just dig straight forward into our face...

    - Maybe dig and rise up from time to time right in front of us, maybe knocking us back like how they did in the earlier devstreams?

    - Make the drills have the same damage hitbox like other Ghouls? right now, the hitbox of their drills are really odd and random, don't have a very consistent pattern, sometimes they deal 1-2 dmg per hit, sometimes more. 

    I think the other Ghouls are fine as they are now. 

  11. Nowadays, I don't find the combat within Warframe to be the biggest selling point anymore, sure it's fun but I find it to be rather...too chaotic and messy at the state of the game, everything is so AoE based yknow, which isn't bad but it sorta pulls you out of the direct combat a lot of the times.

    What really keeps me connected with the game is well, the lore and especially, the factions within the game. My favorite faction that I'm greatly interested in is the GRINEER and just pretty much, everything about the GRINEER intrigues me, I want more of them, I want to see what unexpected and crazy aesthetics that may take up of them and such, they have such great personalities behind their design. 

    that's pretty much it I guess

  12. not a big issue for me, I actually like how they're...stronger and such....the Kuva Grineer dudes disappoint me so much because they're supposed to be the best of the best, personal guards of the TWIN QUEENS right? yet a lot of the Kuva units are much much worse than their other counterparts, the Kuva Lancer for example, don't even do melee bash when you're close. 

  13. 12 minutes ago, N64Gamefreak said:

    Don't put words in my mouth.  Volkeris summed it up well; Littleman88 summed it up better.

    Maybe I should've said, stop expecting to be a completely indestructible god? Personally, I really got tired of being able to just take everything standing still, it's so bloody annoying for me that nothing can really stop me. I imagine that what I said may have been that went through your mind, Volkeris's and Littleman's but how the heck would I be able to know that right? Whatever I guess, you know wassup with you :/

    I literally only died to the Bolkor like once, only because I was moving right under its gun, which  is fair to me. I could always just stare up and take out its gun, I notice that Bolkor's turret has quite slow aiming time. Probably you guys aren't going to believe me for all that I stated and even if I'm right, I don't think you guys will admit it if that's the case, so yeah, I don't know, I know one thing for sure is that I sure have never really had a big problem with them Bolkors. 

    Really just wish there are more enemies in Warframe out there that can give me one heck of a time. Juggernauts for example. 

  14. 2 hours ago, Littleman88 said:

    I expect the ground emplacement Akkad turrets to be quite dangerous.  The Bolkor's isn't even a third the size of the Akkad turrets, is 100% more accurate and 4x as damaging per round.

    "Bit of effort."  Sure.  After I've locked it down with a radial blind and can afford to move predictably for a long enough length of time to get a bead on it, but then why bother?  I'll just wait it out and focus on the ground troops... whom are also blind... and thus just target dummies that sponge ammo.  Oh joy, it's either bounce around in a panic or shut everything down.  Pretty sure it's not good for difficulty to be either 1 or 0 when a Bolkor shows up.

    The only reason this is being defended is for elitist kicks.  "I can do it, so there's no problem."  No, there absolutely is a problem Out of everything else out on the plains, it's a massive difficulty spike when it shows up.  Getting people to move around or take cover, sure, it's good that it does that.  So do mortars.  Being effectively immune to most forms of CC, sure, it's good to have something like that.  Having all this, while on a huge, super tanky vehicle while the weapon itself is little bigger than a Moa, and completely destroying Warframe's in a second of concentrated fire single handedly even in bounty three while said Tenno are dealing with dozens of other little problems on the ground is the problem. 

    In short, if the whole point is to suppress a player with accurate fire, it doesn't need to be hitting as hard per round as a Bombard's marelok.  Pick two out of three - rate of fire, accuracy, damage per shot.

    It's got all three.  Another poorly designed threat.  No surprise there.

    And again I have to mention: it's odd that more of these things seem to show up in solo than they do in co-op in my experience.  And no, the other people aren't shooting them down.  Not with Soma P's and Tenora's and not while they're dealing with the horde rushing them from all angles with super precise Karak fire and most players can barely handle moving and shooting, let alone bullet jumping and shooting.

    this is very hard to debate with you, clearly your experience with the enemies in the plains is quite different from mine.

    I literally stand still a few times when a Bolkor flies in, only really getting somewhat mowed down when I'm right underneath it, which is fair, because again, it pushes you to actually move around.

    I'm not sure how a Master ike you, would be having problems with the enemies in the Plains, I sure do not have a problem with them. The accuracy of the Tusk Grineer in the plains is like so weird, especially the Tusk Heavy Gunners, they switch to their....flag cannon when we get far away from them, and they shoot at us, which is really weird that their shots always land like...2m in front of you, never really hittign anything. as for the Tusk Troopers with karaks and the same goes for a few other ranged tusk infantries. Thei accuracy is god damn weird in the plains, I assume the problem lies with the fluctuating ground levels in the Plains that messes with their weapons' accuracy. A lot of the time I just stand right in front of their Karaks and they can barely get 5 consistent shots on me. Their Karaks aren't even that powerful like the Frontier Elite Lancers', they deal the same amount of damage as the Tusk Lancers' Hind but only in full auto and not in burst. I tested it in the Simulacrum. 

    So yeah, The Bolkors and Grineer Tusk dudes have never been a problem to me. I don't know how to prove this to you but the Bolkors aren't really that accurate if you stand far away from them, they're FAR from aimbot that way. Only stupids would get close to them right under their gun without even trying to disable it. But hey, who am I to judge if you may or may not just suck at it somehow, I am not saying you are, I'm just saying that that might be the case and it's impossible for me to prove anythign like that. I don't know how good you are at the game (this game isn't very skill-oriented anyway) but considering you're a Master, should at least have quite reasonable loadouts that can deal with at least one Bolkor, I know I can and you probably can too, maybe you just aint trying hard enough, that's also a possible case. 

    Stop expecting everything to just be laid out for you on a silver platter or something, I don't know if that's what you want or not but it's a possible case but yeah, just in case that's what you're expecting out of Warframe, an effortless shooter where you are an unstoppable god or something, which for me has gotten really old and bland after all the time that I have played Warframe, killing enemies over and over again with absolute ease, it's boring. But hey that's just me. 

    In my opinion, I here hope that DE won't just keep turning everything into bloody fodders just because some people cant handle being knocked down a few times here and there. Like the Flameblades,they removed their stun on hits, which is quite sad for me because it sorta made me feel like I have to be wary of my surroundings. 

  15. 36 minutes ago, N64Gamefreak said:

    I hate DE for making Bolkors as powerful as they are.

    why not? they are special giant ships designed for troop transport, the least they can do is withstand some damage and deal some damage. Really should stop expecting to one shot through every single thing.

  16. 5 minutes ago, Darkfire249 said:

    I actually did not know that. Thank you. I suppose I'm just irritated because the Bolkors are the one thing that I can't seem to tackle with my usual loadout. Sorties go fine, the normal grineer units on the Plains go down with little trouble, but the Bolkors.... I've had nothing but trouble with them.

    In my own experience, I solo the highest bounty a lot on my own, I am quite well equipped after all, it's...a reasonable ease...for me. The Bolkor they don't appear as much as the Firbolgs in my opinion. I've never had trouble spotting them, if there's a sound of ship flying in, you just turn around looking for them, it's not even a problem that they have relatively same engine sound I have no idea why some of the dudes above is complaining about it, you just hear and you look, it's simple as that. The Bolkor's turret don't get a hit on me a lot, only when I get close to it...like right below it or something. Personally I think that's reasonable, it punishes you for being reckless, they really do have crappy aim from afar in my experience. Bolkors and Firbolgs are all the same, they are quite hard to take down even with a powerful weapon, excluding a few others. 

  17. 3 minutes ago, Littleman88 said:

    And very, very small.  So unless One shuts down all other Grineer units with CC and then gets good at aim glide - from a safe distance - this is an unreasonable argument to make.  If it takes someone to shut down the entire enemy force to deal with a single turret in a very focused manner, it's simply too powerful.

    n-no...I never had a problem at all taking down it....it never gets a hit on me if I stand afar....I HONESTLY have no idea how to reply to you about this man...I mean, it is quite reasonable considering Condor's guns are explosive laser shots which deal quit hefty damage. What you expected a big gun such as Bolkor's mounted lmg or wahtever to deal crappy grakata dmg and crappy aim? Cmon man, have a bit of effort in shooting it down or something jeez...

  18. 3 minutes ago, Darkfire249 said:

    So the rest of us are supposed to deal with an absolutely broken gunship, which causes a vast majority of my deaths on Plains, because you don't want a "boring game"? It's entirely possible your game is broken if you're able to dodge the Bolkor's fire by just "moving around". The ONLY method I've ever found for avoiding their gunfire is to hide behind a rock, which of course isn't an option when you have to defend a point or clear out a group of enemies or find caches while running solo.

    the gun is vulnerable you know...

  19. 4 hours ago, Volkeris said:

    Can the Bolkor accuracy PLEASE be reduced? 'Cause by the time I notice one shooting at me, it's already too late, especially playing with squishier frames. What even makes matters worse is that they have the exact same sounds of the Firbolgs, so I have no warning about impending doom. It's even a bigger problem that they can spawn in groups of 2-3, especially since I mostly play solo.

    god dammit, why not just remove everything and make the game dead easy.

    I'm sorry if I sounded rude but I'm getting really pissed off because of all this. So many enemies that I liek and are actually challenging to fight against get thrown down to the ground. Look at the Manic, I used to have quite a lot of fun dodging his attacks, evading and such, he was so fast and so hard hitting and spawn quite reasonably too. Now? They're like a myth, a relic from the past, almost not even in the game anymore....when they do show up they're even worse than god damn Butchers. 2 hits cant even get past 300 shield, constantly glitching, halting in place...Might as well just remove him from the game. 

    MANIC was a real foe, but then crybabies had to go in a screw him up, reducing him into some...ghostly fodder, a joke. I know not everyone is all mighty and well-equipped like I am, who is quite a vet but darn, he's so unreasonably weak now I don't even feel anything anymore hearing him making his signature introduction scream, not even a little flinch. And hear this, DE kept the juggernaut the same, kept Bursas mostly the same, which are pretty big threats especially juggy, Bursas have things like crazy CC abilities, pretty annoying on their own, but they nerfed Manic to the ground, the hell is with that. 

    I suppose yes, players have different preferences regarding having fun in warframe. But jeez people can't seem to handle a bit of challenge and keep dying and keep complaining, slowly making the game so god damn bland to play. 

    Personally, I think the Bolkor is fine, they don't spawn that much at all what are you talking about, i've NEVER seen them spawn in a group of 3-4 at the same time before, maybe I just didn't notice or anything but yeah.

    Also, you know, you can SHOOT the turret right? The turret isn't that tanky you shoot it and that's it, it retreats itself momentarily. Also, it has lame accuracy from afar, only get really crazy if you get close. I play mostly Solo too so I'd know. 

    In my own preferences, I'd not mind tasting defeat once in a while, it just makes the game more thrilling for me than just a mindless ability spam, laying waste at everything in your path without a single bit of effort. 

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