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SprinKah

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Posts posted by SprinKah

  1. 37 minutes ago, Hellgate5611 said:

    I hope DE is fixing this, ive also noticed that the info stat lists it with 40 rounds but seems to be bugged. Compared to other incarnon weapons more charges looks about right.

    it really doesn't need more charges imo, the Lex is just dumb broken at this point, with how strong it is I don't think it should even have 20 charges. And with the Bronco being basically a rocket launcher of sort, compared to like...the LATO incarnon, I think 20 shots is reasonable. 

    same with Latron and Strun tbh, I mean, the Paris Incarnon which is a VERY good and balanced Incarnon, only has 20 charges which have to be charged and fired, not even explosion... and then you got the Latron and Strun. 

  2. 10 minutes ago, kyori said:

    Samurai Gara Prime looking good.

    Btw, it is the normal Gara that defeat Sentient in PoE, not the Prime version. 

    I mean, isn't that what they said? They didn't say it was Gara Prime that fell the Sentient, just said that Gara Prime was an orokin relic :V

    • Like 1
  3. 2 hours ago, Voltage said:

    Thank you for the hotfix.

    Any chance we could remove the house system from Armaments? A huge issue with Armaments is the fact there are 3 different options of every weapon except 2 of those options are automatically fodder making 2/3rds of the system rather pointless. Reducing the Armaments pool would make farming them feel better (higher drop chances) and requiring 2 of each to have options to equip them on Front/Side guns wouldn't be as much of a hassle. It would also be much easier for developers to balance or tweak items if necessary.

    *clears throat*

    unknown.png

    792838458225852496.png?v=1

    Did we not learn from the Tenebrous Ephemera?

     

    Also, still no fix for the Codex having bugged enemies which currently do not exist:

    • Axio Engineer - (Doesn't spawn on Neptune Proxima Volatile missions)
    • Deimos Leaper - (Removed from the game since Update: Deimos Arcana)
    • Deimos Swarm Mutalist Moa - (Doesn't spawn in the Cambion Drift)
    • Deimos Swarm Mutalist Moa Eximus - (Doesn't spawn in the Cambion Drift)
    • Orm Basilisk - (Doesn't spawn on Veil Proxima missions)
    • Orm Engineer - (Doesn't spawn on Veil Proxima Volatile missions)
    • Orm Harpi - (Doesn't spawn on Veil Proxima missions)
    • Orm Weaver - (Doesn't spawn on Veil Proxima missions)
    • Vorac Engineer - (Doesn't spawn on Pluto Proxima Volatile missions)

    yknow the "TARO" fighters in Corpus Veil Proximas? They're actually Orm fighters because I scanned pretty much all of them, they have different color schemes (purple) compared to the ACTUAL Taro fighters (yellow-ish) spawned in Venux Proxima. It's just the names that are not right, which is yeah, also a bit of a problem xV

    • Like 1
  4. 3 minutes ago, Zeclem said:

    rage/hunter adrenaline is good on a lot of frames. m4d is good on at most 3. 

    before the changes you could actually use it decently enough with single hit weapons like snipers and bows. now you need to use it with finishers if you wanna get anything out of it at all.

    I did not know that, about the sniper thing, i just assumed they don't deal enough damage to really have an effect in high levels. But hey, benefit of the doubt dude, just wait and see will ya?

    Still, if M4D can make 2-3 warframes more viable, then that's good enough to me. 

  5. 39 minutes ago, Zeclem said:

    if something is only decent on 2-3 frames, its simply not good. nobody is saying that it should be good on everything, but it should be good on a lot more things.

    I honestly...don't see the reason why that should be the case. It's not like it was good for more than a few frames, before all the fixes and changes anyway. I honestly wouldn't consider M4D to be one of those abilities that are....must-haves. Niche mods. Just like how Rage/ Hunter Andrenaline only works well with a number of warframe. 

     

    14 minutes ago, SaintSigmaX said:

    Nova's Molecular Prime does not scale the way most powers do. It has a 30% base slow, and any additional str you add is converted directly into slow%. e.g. you have 30% base+30% intensify = 60% slow. and it caps at 75% max.

    This is not how the vast majority abilities scale in Warframe. Most abilities scale multiplicatively. so 200%, is 2x whatever the base value is. MFD base value is 65% damage passed on at 100% str. Therefore 200% str would be 65% x 2 = 130%. In order to hit the cap of 150% damage, you have to multiply 65% x 2.31 (231%).

    I don't know how the math works dude, maybe it will work like Nova's Molecular Prime, who knows. 

  6. 5 minutes ago, Pendragon1951 said:

    Unless I'm doing something wrong or don't have her modded correctly Sayrn struggles with anything getting into higher levels, on Hydron for instance first 5 waves ok, but after that she does not clear a room, damage ticks off very very slow,  on the other hand M4D could clear a room of 140's without batting an eye

    i dunno dude, I don't even have Saryn. All I know is every time I see a Saryn in my squad, god knows how she's able to kill 90% of the enemies is...beyond me. 

  7. 8 minutes ago, Pendragon1951 said:

    Well here is maybe the reason, you mark a guy and everyone basically dies around him, who doesn't like an effective nuke:) I'm pretty sure anyone with any sense would have known it would be nerfed, I think the real problem was how hard it was nerfed that's all, personally I had only put it on one Warframe just to test it so not a big investment for me.

    Nukes are...great I guess, it's great to clear rooms but then again...we got Saryn and what not, right? Who does the job soooo much better than M4D, waayy less complicated too. 

    If you ask me, I wish Saryn's ult took as much effort as M4D but alas, it doesn't so in comparison to M4D, it's just so much better, alot of abilities are just a lot better and easier to use than M4D. I guess you're right, it was nerfed a bit hard (most of it was some code fixes tho because no matter how you see it, it really shouldn't have done billions of damage in red crits, math just didnt add up) but even before, it was probably still not as great as an option as a lot of other setups that already existed.

    People say that it's fun sure, probably so yeah but I think most of them would use it for a few solo runs then just go back to old, way better setups anyway. 

  8. 37 minutes ago, Jarriaga said:

    Explain War Cry.

    there are already abilities that I'm also unsure with, I do believe War Cry should not have been the one that got selected. Also Roar. There's a reason why they nerfed those abilities you know, so that there are still reasons to use Rhino and Valkyr. If they didn't tweak the numbers of Roar and War Cry, I doubt we'd see a lot of Rhinos and Valkyrs after, there'd be NO reason to play them, if we're talking about effectiveness. Who would bring Rhino to missions when you can bring let's say...a Saryn that can nuke entire maps (which I think is still a bit iffy...) with Rhino's Roar? YOu can argue that Rhino also has other good abilities but with how things are right now in Warframe, Rhino doesn't bring much to the table. His Iron skin is cool but compared to some other warframes that can go literally invincible and more, it's not THAT good. Also Rhino Stomp, it's great CC but it honestly can be detrimental becasue you'd slow down the pace of the game for your teammates, and you gotta manually kill them because that thing can't kill nothing. 

    Mirage is to a lesser extent, she still has her great skill 1, but if they didn't nerf the numbers on her Eclypse, she'd be VERRRYYY close to be redundant. 

    I strongly believe that they should've used Rhino Charge and Valkyr's paralysis or whatever instead of Roar and War Cry. 

    29 minutes ago, Grav_Starstrider said:

    "not all warframes will offer effective abilities" hear me out though, if the Warframe with a lackluster Helminth offering isn't currently dominating the character-pick meta, they can buff the base abilitiy. Also I said one of their better abilities, not their absolute best ability. But even then, HA, who's going to replace, say, Fire Blast, Miasma, or Crush, with Radial Disarm? Warframes like Nyx and Loki are fun in their own right, but they're a bit far from "competitive". Their helminth offering could just be buffed a bit at base, to make more compelling and competitive Helminth System options, rather than non-options. Player chase is a great thing to allow. If there's a blatant meta (or metas to avoid, anti-metas), then where is the player choice? It's not an interesting option at that point, it's either using the only good option, or intentionally nerfing yourself. Getting them all on something remotely resembling equal footing would be better than leaving trash Helminth Abilities as trash.

    You never know dude, I'm just saying, I think it's better to not risk warframes becoming redundant with those choices. You're right, POTENTIALLY not a lot of players would probably touch Radial Disarm that much but it's still an option, it's still an ability that Loki's quite known for, I think it's best to not leave things to chances. Plus it's not like they're ever gonna do it, DE said they will never use ultimate abilities for Helminth, and rightfully so I believe. 

    Though if you ask me, a lot of lesser abilities can potentially be fixed with augments, and with multiple augments you can really do a lot of creative and interesting things, so I'd say eventhough in hindsight, a lot of abilities like Decoy and what not can look pretty useless, there are augments that can make them pretty damn decent options. You can argue that "Oh but I don't want to use an augment to make an ability decent", honestly I'd rather have augments, as a mean to offer players A LOT of different directions you can alter your ability with, than simply one-directional buffs that you can't do much with. Augments fix a lot of issues with the lesser Helminth abilities, while they won't exactly be better options than let's say...Roar or Helminth Strength or whatever, they're not NOT viable. There are a lot of augments for lack luster abilities out there that would honestly work REALLY well with other warframes, no need to do much about the base abilities.

    In terms of buffing the base abilities? Yeah I agree DE could do more with some of Helminth's more lackluster abilities like Decoy, and what not. But I'd rather they buff those abilities to give them synergy for their respective warframes, than some number changes that affect everything. It'd make abilties that would get instantly replaced (like Spectral Scream, Decoy, Mesa's 1, etc..) not SO replaceable. SOmething like...make Decoy gives Loki's evasion or something like that idunno. Related to all this I dunno but yeah thtat's sth...

    My brain is kinda melted rn so I hope what I replied to you with reflects what you wrote to me...

  9. 1 minute ago, Pendragon1951 said:

    I believe the majority of players are too busy killing to really sit there and mark a specific enemy, before the nerf I simply marked any target hit them with my stropha and the rest died and that was great because you didn't have to sit there and try the find the biggest target

    people asked for it so what are they supposed to do, M4D was never THAT crazy of a thing to begin with, nerfs or buffs aside I never understood why people are so invested in it, who cares if it gets nerfed, not like most players are going to use the damn thing anyway because there are so many better options. But people care so much about ti for some reason and well...here we are. 

  10. Just now, Grav_Starstrider said:

    ALL OF THIS!!! Ability disposition is SO needlessly complex. Make Decoy or Mind Control actually worth using, or give us one of their better abilities, rather than just nerfing the "only good abilities" and giving them "dispositions".

    YOu gotta understand, they're only using abilities that would not take away a warframe's signature-ness. If you take Loki's radial disarm away from Loki for Helminth, who in god's name would ever play Loki again. 

    I think we all should just accept the fact that not all warframes will offer effective abilities, because with so many factors involved, that's impossible. I certainly wouldn't want DE to use Loki's invisibility or whatever good ability he has for other warframes because again, that would practically delete him out of the game. You may not be ok witht aht but a lot of people do. 

  11. 4 minutes ago, Arsonistic said:

    Does this mean that it scales up to the 150% cap with Ability Strength? I.e: 231% Strength will make you reach the cap?

    I don't think you will need that much. There are already a lot of warframe abilities with capped  %. Like Nova's Molecular Prime for example, you only need like...25% of sth power strength to reach the 75% slow cap. Adding more strength won't do anything more. 

    Here's hoping but I doubt they're going to make it too unreasonable. 

  12. 10 hours ago, (PS4)ElectricOmega96 said:

    If they are gonna remove the jackal from Venus, how will the post Venus players be affected when the Mercury junction Requirements change? Will they have to do the junction again but not have to do all the missions on Mercury?

    yknow, maybe they're gonna do the same thing like Jupiter tileset, where there're gonna be higher lvl mission nodes pass the original boss node. 

  13. Can we get Blast knock down effect back please!

    It's not the same issue as Impact because it's not a built-in damage type, you gotta build for it which makes Blast optional.

    Blast was a really useful elemental combo for a lot of weapons, especially launchers, the accuracy decrease effect that it has now doesn't do anything at all and it's kinda useless. 

  14. It's been a while and I still wish the constant shield-regeneration aspect of Corpus shield gate to be removed. 

    If you ask me why I still wish for it. It's explained by this short video below.

    Spoiler

    Before Corpus shield-gate, spawning these particular sets of NPCs would make for a very balanced fire-fight, one side would triumph over the other depends on the AI behaviors of each.  

    Now, no matter what happens, Corpus side would ALWAYS prevail because of their shield regeneration, constantly zero-ing out whatever damage the Grineer side inflicts.

     

    Corpus already has Shield Ospreys to give Corpus pretty much endless amount of shield gating and shield regeneration already so I think removing built-in shield regen of Corpus shield gate won't really change much. In the end, the whole stopping lethal damage is the main working-horse of Corpus shield gate anyway.

    Plus, with armor-scaling nerfed on Grineer, even without shield gate, Corpus's already pretty on par with Grineer in terms of durability anyway, even without shield-gate. Corpus's also generally a way more annoying faction to face against, that deal a lot more damage than most Grineer enemies. They don't particularly need shield-gate anymore in my opinion, or at least as effective as it is currentlly.

    Just removing the constant shield-regeneration aspect would really solve the remaining kinks that I find about Corpus shield-gate and would make Corpus a lot more well-rounded faction.

    Perhaps a tiny bit nit-picky but I personally care a lot about the aspect of the game shown in the short video I posted above, I weighed the pros and cons, I believe it wouldn't really affect much of anything if my suggestion comes to pass and in turn, increase the enjoyment I have with the game greatly. I'm a big fan of going into Invasion missions to just observe the NPCs' behaviors and the entirety of Corpus shield gate, especially the constant shield-regen aspect of it, takes it all away. It's a niche pass-time but it's there. 

    • Like 2
  15. 9 minutes ago, 0_The_F00l said:

    Yes , but too many variables in squad setup , needed to minimize as many variables as possible.

    Emphasis was on pacing and speed.

    I dunno, it know it needed some...stream-lining. Now it feels like you don't even have to do anything. If I have to compare, I would very much prefer the pacing and speed of Railjack to be...slower, than what it is right now. 

    20 minutes ago, 0_The_F00l said:

    Even then , its not much of a challenge , just longer.

    Yeah who am I kidding, there's really no challenge.

    At least playing solo, it forces you to actually move around more. 

  16. Just now, 0_The_F00l said:

    I feel its slower than before with my topped vidar engines , conic nozzle and ion burn.

    Honestly I don't know about you, I feel way faster than before. Sure you had more..."stamina" to do more boosting but the normal speed was way sloweer, plus, it took a long time to charge a mega-boost so it all felt slow to me. Honestly I'm glad that we don't have as much stamina as before. Railjack is a huge-ass ship it doesn't feel right at all to be able to just dodge left and right and crazy. 

    2 hours ago, 0_The_F00l said:

    Observe the consideration of SOLO, and yes i am mentioning these numbers solo.

    Observe the statement of you NOT SOLO .

    Have managed to complete veil missions with bonus objectives in under 5 minutes with competent parties in line with your own observations,

    Also yes, I know those were probably SOLO numbers.

    But I have to say, solo isn't really the intention of Railjack, co-op is and I feel like the difference between playing Railjack SOLO and playing Railjack with ONE extra person is ENORMOUS.

    Like I said, I was playing with 2 other dudes playing with each other, they were FLYYYYINNNNNG through everything in a span of 2-3 minutes, The moment we warped into the mission, we have 78 fighters and ZAPPED, suddenly all 7 gone, then 1-2 seconds later... 15, 27 fighters gone, etc... everything just disappeared...Granted he was using bloody Void Hole which is SUCH a cheese. 

    Crewships warped in, they just moved between them, charge, poof, one after another, crewships just drop, couldn't even do ANYTHING. Even if they were competant....I think what they're doing isn't anything special...

    2 hours ago, 0_The_F00l said:

    Heres some things to add:

    Enemy spawn rate and quantity increases with the number of players,

    More competent players will take out enemies faster,

    less time needed for forging if engineer knows what they are doing,

    Additional bonus objectives can be done in parallel when another person present.

    Average mentioned with different weapons , cryophon is the guilty party for maximum time needed, carcinnox can make quick work of fighters.

    Hazards can be managed by one other person as well,

    I also pick up most loot and not rush missions - could probably halve the time needed if i just cheese it with Void hole.

     

    I suppose I wouldn't mind spawn rate but then again, the problem with Void Hole still remains....I think they need to add a CAP on the number of enemies it affects because seriously, increasing the number of fighters won't really change anything if Void Hole is used. 

    I feel like hazards are pretty much non-existant now, they literally do much to NOTHING to the ship. 6060hp -> 5300hp is NOTHING, fighters barely does anything to Railjack. taking 50% shield means nothing as well. I think the fire hazard affects the most but still not enough (also I'm pretty sure fire hazard is bugged, it doesn't deal damage to Railjack at all, it does nothing.)

    I really wish that DE could increase the difficulty of dealing with hazards, maybe make it so that hazards work like Mining in PoE and Orb Vallis. where there are multiple spots that you have to point and click and stuff but of course, they are not scatted around the ship like before. 

    Like yknow, a hull-breach has 4 points you have to "click-and-hold" fix. Now that there is only ONE instance of each hazard, it's not unreasonable to make a them at least a bit harder and more challenging to repair...

    Also I really wouldn't mind having multiple hazard instances and higher chance of hazardsz appearing back. That would give at least one person who has nothing to do SOMETHING to do. 

    So yeah I agree with you there on the fact that DE should really scale up the difficulty of Railjack with more players...though It probably requires a lot more than what you suggested in order for co-op Railjack to feel like it requires ANY SEMBLANCE of effort to be put in.

    If you don't play Railjack SOLO, there isn't really any challenge as of right now. 

  17. On 2020-05-02 at 2:57 PM, 0_The_F00l said:

    Overall mission completion times for me havent changed much ,

    15 to 20 minutes for Veil ,

    12 to 15 minutes for saturn,

    10 minutes or so for earth.

     

    Really need to change the effective speed of the railjack.

    Effective speed is fine with Railjack right now imo. In the end it's still a giant ship. 

     

    About the mission completion time for Railjack, I seriously do not know how it took you THAT long, even if it's just solo. 

    I was just in a mission, with 2 guys they were able to stroll through ALL FIGHTERS and CREWSHIPS in 3 minutes TOPS.

    I couldn't do anything, couldn't even get a single bullet or rocket or anything onto the fodder fighters and crewships, had to go to the 3rd objective myself.

    That took 1-2 minutes tops.

     

  18. 5 minutes ago, GPrime96 said:

    Good luck for them to do that before they get one shot

    honestly it's pretty low hurdle at this point, everything is super easy to deal with it's not really fair to say that 😕

    But they do manage to do it... when they actually WANT to attempt and deploy the bomb, which is pretty speedy. 

    And when the bomb's set, It's the fact that it forces you to stand up, move and actually spend several seconds or so to look for the bomb and defuse it before it gives you a guaranteed catastrophic failure.

    Which takes like....quite a long time, Idk how long but it takes around 30s> or so for the bomb to explode so, plenty of time.

  19. Overall, I wouldn't mind seeing hazards appear more frequently and be more harmful than what you guys made it. They seem kinda....non-existent and VERY negligible most of the time. It really does make the....atmosphere of battle in Railjack a lot more faded than it used to be. It doesn't feel as intense as before. 

    To extend on my thoughts on the enemy fighters' difficulty to fight. Despite the fact that I'd love for them to be harder foes to face against. I wouldn't mind you guys giving us Railjack levels that go beyond lvl 45 or so.

    Because that's the highest level Railjack enemies can get to in normal Railjack missions. Scarlet Spear is an exception where they can go up to lvl 135. I'd love to fight against that PERSONALLY. 

  20. While I think the "only one hazard" thing is rather fine on its own. I've played around 3-4 RJ matches SOLO so far and I sincerely feel like you guys should make the single hazards even MORE harmful to the Railjack.

    1) Increase the Revolite Cost? I noticed that the revolite cost only increase by like...5 revolite to remove a hazard, which makes it like 25 rev to do so. Which is barely ANYTHING. Increase it way more, considering how rare and easy it is to remove hazards. Make it....35 or even 50 or something. 

    2) Make HAZARDS a bit trickier to remove? Now that hazards only appear ONE of each type and very rarely at that, I think it's reasonable to make removing hazards a lot tougher. Here are a few suggestions i have in mind:

    - You have to do the "removing process" (holding down M1 and release at the check mark) multiple times in order to remove a hazard (maybe 3-4 times)

    - A single hazard has MULTIPLE little spots that you have to remove, just like how mining in Orb Vallis and PoE are like. It's not spread out throughout the RJ ship like before so it's better.

    2) HULLBREACH honestly should take away more HP than what it is right now. a single hullbreach only bring your max RJ health from 6060 -> around 5400 or so which is honestly really nothing for how tanky Railjack is. It'd be very nice imo to make Hull breach takes away at least 50% or so of your total RJ's HP. 6060HP -> 3030HP when there's a hull breach would be great. AGAIN, considering how rare and easy it is to remove hazards, I think it's reasonable.

    3) FIRE HAZARD deals higher and faster damage over time ? Right now it deals like 10 or so dmg to shield and 1 dmg to health per tick with maxed out Armor of your RJ, I think it should be more harmful than that. AGAIN, removing hazards is so fast and easy...and they're very rare so I think it's reasonable. 

    4) Make enemy fighters tougher but not as tough as before? Enemy Fighters take like...2-3 shots, occasionally only 1 to kill at like level 35. I dunno about this, some would call this a good thing, others would call this otherwise. I think it's fair to compensate for how squishy they are now and how TANKY our Railjack still is. 

    - Increase projectile speed of some enemy fighters' weapons. 

    - Make them fly faster and dodge more frequently perhaps.

    - They could use a bit of a damage boost imo. considering how squishy they are now and how TANKY our Railjack still is. 

    5) I sincerely think that the HEALTH REGENERATION of Railjack should be decreased a lot more than how it is now. It regens HP so fast that sometimes it really doesn't matter if you stand still and let enemy fighters shoot at you, you lose a few dozens HP, then it all gets regenerated back in split seconds. 

    6) ELECTRICAL HAZARD perhaps disables abilities, slow down your RJ's speed, if it hasn't already. I don't know much about what the Electrical hazard does currently, I haven't had it occured yet.

    7) Make Grineer boarding parties attempt BOMB DEPLOYMENT more frequently when they board the ship, I know they can do that. 

    PERSONALLY I think the bomb deployment that Grineer boarding party does is a GREAT "event-ish" scenario, really makes you have to go and look for them to deal with. The problem is how rare they do it. It's like....1 out of 10 times that occurs when a boarding party is onboard. 

    Sentient boarding parties have their jamming drones, which they immediately deploy whenever they got onboard of Railjack, Grineer boarding party should be like that too. 

     

    All in all, I think the Railjack Revisited Part 1 so far is....negligible, It looks a lot better than what I saw during the PTS from partners' gameplay. But I think we should increase the team-play and coordination incentive. I've only done solo so far and it's honestly so easy, there's really no point in going with a team. 

    Unless going with a team makes the mission scales up to, depending on how many players there are. I don't know if that's a thing but I think it'd be a rather nice thing to incentivise teamplay, to some degree. It's still too easy in my opinion.  

    • Like 1
  21. 5 hours ago, xcrimsonlegendx said:

    I'm actually glad to see a lot of the old enemy models being replaced, some of the original ones are seriously outdated. Especially the infested. I'd rather they use the new style and so some classic box-head variants for nostalgia's sake over just keeping the old models.

    It's not much about...nostalgia. Sure it's a bit of it but it's more like...the box head has become the image of the main Corpus's fighting force. It's palstered everywhere, old codex diorammas, Invasion UIs, nightwave cutscenes, Prime trailers, game trailers, EVERY WHERE! Even John Prodman still has his box helmet.

    It's not really outdated at all, if you compare it with the new helmets released for Orb Vallis Terra Corpus...there's kinda the same amoutn of detail, just in a different shape. PBR is already applied to the boxy crewmen's helmet. It's more for...consistency's sake. I like the new Corpus helmets as much as the next guy, but if the Corpus's boxy helmet is getting replaced with new ones in the supposed MAIN TILESET of the Corpus faction...it'd be a bit weird, over time, people would probably start asking....WHO ARE THESE CORPUS DUDES WITH BOXY HELMETS in like....Warframe-related images and videos and such. Surely you understand.

    It's like...replacing the normal Grineer lancesr that wear their iconic mask, that has been around in every warframe trailer, cover art, comics, art, etc... ENTIRELY with...idk, some weird variant that resembles NOTHING like them. 

    Spoiler

    Elite Lancer | WARFRAME Wiki | Fandom

    You really shouldn't mess with these things that have been around Warframe for ages, unless DE has a way to complete replace every existing assets and such with new Corpus and Grineer visuals, it's gonna create a mess in aesthetics...

    For years and years since the start of the game, Corpus has always had their boxy helmets, Grineer has always had their masks as the representation of their armor...if they're going to change all that, people are gonna eventually get confused looking at the new and old assets, asking..."so are these dudes with boxy helmet Corpus or are THESE dudes with pointy helmet Corpus???"

    I wouldn't have minded if they just upgraded the overall quality of the boxy helmet (which isn't even that bad, compared to the new helmet designs) and keep the same, shape language of the Corpus's helmet that we're familiar with. Sure some may or may not like the shape language of it, EVEN I am not a fan of it but it doesn't matter, it's been the whole aesthetic of the Corpus since the beginning.

    I feel the new helmets should only stick to specialized Corpus enemy variants that are planet-specific and not for a tileset as wide-spread as the Corpus ship (Same with Galleon and Asteroid). 

  22. 5 hours ago, Steel_Rook said:

    This I have no ideological disagreements with. It makes sense that Corpus and Grineer forces would have a more general expeditionary or space ship Corps each, making up the "generic" versions of that faction - the kind which would show up on any planet when we attack the ships in orbit. I just want that force to have a name prefix as well, rather than being "adjectiveless." Even if it's something as simple as Obelisk Corpus and Galleon Grineer.

    I suppose I don't entirely disagree with your view. All in all, I don't mind it too much, I guess I just hope that DE would at least, eventually, come down fully with it. 

    But yknow, I hope DE would at LEAST, keep the same color schemes, unique and iconic to both factions after all this. 

    And still, about the new Corpus helmet....Personally, it'll take some time for me at least, to probably get used to it. With the OG boxy helmet is plastered everywhere already, it has become iconic to the Corpus, it'd be weird seeing it replaced entirely. Maybe it doesn't matter that much but it'd be very...uncanny, at least to me

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