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WarlokLord

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Posts posted by WarlokLord

  1. Its nice to have 'scanning' capabilities to add info on targets to a Codex of sorts. Gives us something more to achieve... a nice supplemental. Its also interesting to note what Modules drop from who. However, this highlights one thing that has changed in Warframe for the worse: static Module drops.

     

    When I first started to play Warframe, maybe around 0.6, lots was in flux. The game was an embryo. Modules of all sorts could and did drop from various enemies all over the system. It was a thrill to find the rarer, more useful "cards", as I often find myself thinking of them.

     

    Now however, this has changed, and the new system eliminates that drop spontanaiety.

     

    Establishing norms and averages for Module drops - by enemy type, level, and location - seems reasonable, but to hard-code those drops such that rarer Modules of any type will NEVER drop in 'X' circumstance is unfair. It also promotes a stale, predictable, uninteresting play experience.

     

    Players should ALWAYS have at least a minimal chance of finding a remarkable Module from an enemy. Maybe 1% of 1%. Having average drops, having the 'common' drop set in stone is fine, but completely disqualifying Modules 'S', 'T' and 'U' from the pool of possibilities is... unfun.

     

    Some people will never play the hardest levels in Warframe. Some people will never therefore have a chance to acquire the rarer, more useful Modules. From the standpoint of the "collect stuff" incentive, this is not the best policy. Newer players especially may be turned off by this. I personally have a few rare Modules (not too many), by virtue of having gotten in on Warframe long ago, and I wonder if that is the sole manner in which I can now claim to have any.

     

    I hope that it is not DE`s evolved stance that one should pay for Module packs if one wants the more spectacular Modules. I`ve deliberately and in good faith contributed more than $150 to this game, but not for the capacity to *purchase* victory, or to put it less confrontationally, to purchase an advantage. I wish to *play* Warframe, to earn those advantages. But I also am confident in my lack of ability to persevere in the toughest of Warframe systems, where enemy levels far outstrip my capacity to defeat them, even had I the rarest of Mods.

     

     

    I believe the best idea is for the Codex to indeed establish the normal drops of Modules from enemies, but still leave open at least a remote chance for a totally random Module drop. If you want a greater chance of finding better Modules, absolutely try tackling harder missions, but if such remains beyond your skill at least one still has **some** chance, however improbable.

  2. Hey Charismo - I`ll have to try a few. I know - great fun when the ability works properly, or is forced (!) to work properly.

     

    I wonder if Shadows *were* the same level as the enemies from which they spawned when Nekros debuted, and whether or not since then Shadows have been changed to be some level lower than... maybe even to be a level determined entirely separately from those enemies. They should be the same level, and they should have that original aggressive A.I..

  3. Well, there *has* been an improvement to the Shadow A.I. since the Alad V debut (maybe just the absence of the Alad V event?), but this merely made the Shadows once again do something... . The Shadows still aren`t what they ought to be, which is as they were at Nekros`s debut.

     

    Dear DE: Shadows were definitely not too powerful!

     

    Thanks to you folks for the backup on Nekros... I love this frame!!! Damn it!

  4. #4 abilities are meant to be powerful. When Nekros first debuted, his Shadow minions were very aggressive. Often you would no sooner spot a Corpus camera, for example, and your minions would be falling over each other to attack it. All of them. I`d like to see a return to that level of aggression.

     

    #4 abilities *should* be great.

     

    As Nekros I DO want to summon my minions and have them do all my fighting for me. Thats the point! 

     

    I think this deserves some extra consideration given that unlike other Warframes` abilities, Shadows Of The Dead relies upon hidden finite numbers to function...

     

    (a Nekros player has to be far more deliberate in his summonings, therefore those that are summoned had damn well better be superlatively useful) 

     

    Right now (version 11.2.1), minions kind of attack enemies. Nowhere near as combat effective as at their debut.

     

    My two cents.

  5. Cwierz and a few others in other threads have an ongoing point. Grineer could use a deflation of their combat performance, and in my opinion the greatest fine tuning to be had - despite the definite not-quite-fair characteristics of napalm shooters - is with their hit rate, referred to as their hitscan ability.

     

    Most evident in higher level missions, when that horde of Grineer *instantaneously* strike you with all their bullets, it can suck. Not suck in a challenging way... suck in an unfair unfun way.

     

    We do respect the combat uniqueness of Grineer forces, but one thinks that a tweak of some sort that makes it **possible** to dodge/avoid being struck by everything from everyone would be appreciated. Overall Grineer do seem kind of Over-Powered...

  6. Please do not "give with one hand, while the other taketh away"... .

     

    I like new room types. I like variations to keep stuff fresh. But *removing* room patterns goes against the grain of variety. Why not keep both/all? I`d think the best of all worlds would be to continue adding to & expanding the terrain, not to swap it out for surrogates.

     

    Some of the old tilesets I miss.

  7. Protip: Don't down Alad, or Zanooker will just revive him to full shields. It's simply best to just down Alad's shields (which will down Zanuka's), and then focus on Banuka.

     

    So basically, make sure Alad doesn't have shields.

     

    Thats interesting. I didn`t know they rose or fell in tandem, or otherwise had a relative link between them. Will try this de-shielding tactic.

  8. Could we get a few more ammo drops and/or the capacity to actually damage the Zanucka creature in some way? Not a fan of invincibility mechanics.

     

    The last run at this guy lasted about 45 minutes, and everyone ran out of ammo. Since intense firefights require you to move (stand still and die...), regenerative gear is problematic to use. Alad can be defeated, but I would counsel a tweak here or there.

  9. I *would* like to see stagger effects imparted to enemies by striking them in "critical spots". Maybe not on all enemies even of 'X' type, but occassionally. Obviously, these spots would take skill to strike, and then applying such effects only from melee strikes (pain).

     

    All real-time player controllable though. I`d agree with Boomstick720 on that.

  10. Hmmm.

     

    I make my case particularly concerning melee combat, then today try an Infested Exterminate mission 12-15 on Telesto in Saturn. Melee was quite effective (and fun(!)). I don`t know if the old stun/interrupt was in effect (scratch head voice), but the combat flowed favourably. Seemed to be quite different from my other previous experiences in Jupiter. A patch comes out, but no mention of any melee adjustments. I wonder if maybe there was some difference in difficulty in the new Jupiter Corpus tilesets compared to regular Saturn, or... what... (grin partly dumbly).

     

    Maybe I will definitely have to attempt a Mobile Defense against Infested and see how that plays out. Cold necromantic talons crossed.

  11. Thanks for replying folks. I`m still torn about this new system. Honestly its got to be the new face of melee that really curdles my bladder (is that a saying?). I`ve begged off playing right now, just logging in for the login rewards. One of my small/tiny group`s recent discoveries was just how much fun a Defense or Mobile Defense mission can be against Infested. There was plenty of carnage - non-stop glorious carnage - going on with those missions. You would blast away with weapons, use a few abilities, and periodically enter maniacal frenzies of crazed melee attacking in between reloads, taking down swathes of enemies. The exploding entities and the Ancients demanded care & attention when they came out, and by fight`s end you felt like you had waded out of some brutal trench amidst fallen armies. Great times. Challenging too.

     

    With this new melee system I get cut down almost faster than I cut down a single Dog. I don`t even want to try a Defense or Mobile Defense mission now. Obnoxiously hard i.e. impossible are the words that come to mind, knowing how melee now (does not) work.

     

    Aure7: I`m not sure... I can only testify as to my own experiences, usually with two-handed weapons. Before melee was valid as a combat option, now it is a sure path to death.

  12. I find myself disliking the new face of combat in Warframe. I understand the impetus of the designers in trying to shake up typical elemental builds, but in striving to add depth to the gameplay they have made it colossally more difficult, unfairly discriminatory towards certain player choices, and indeed less deep.

     

    First let me simply recap what I have posted elsewhere. Melee is now terrible. No general interrupt/stun means the prospect of melee is something only fools engage in if they still have ammo for their guns. Hand-to-hand`ing even just a single Infested Dog (creatures described in the Lexicon as creatures with "weak" attacks) now rips you a new one. Hordes? Forget it. To be honest, Warframe was never X-Com, and to think that it was belies & betrays the point that the straightforward melee system WORKED. It was FUN. It was actually EFFECTIVE. In an effort to make the game more difficult (are you kidding me?!?...), DE, you have made the game less fun.

     

    Version 11 melee sucks. Apologies for bluntness.

     

    The new elemental damage system now demands additional slots for actual effect, and the bonus to chance therefrom is minimal. Even if the chances are dramatically increased, you have now made all weaponry that much weaker by forcing the dedication of yet another slot to basic performance of other modules; are the enemies that much weaker to  compensate? I do not believe they are.

     

    Automatically combining my elemental choices to create other effects? I would definitely have preferred that simply new elemental modules be introduced (i.e. Magnetic, Blast, etc.) that maintain player choice over those effects in a most straightforward manner. Auto-combining now deprives us of potentially appealing mixes.

     

    And finally - despite adjusted values on a per-weapon basis - I wonder if tagging elemental effects to chance-per-shot may still discriminate quite substantially against slower single-shot weapons: the rapid-fire guns could now possess a supreme advantage over any others.

     

    When I first played Warframe (version .6?) it took me a while to clue into the melee aspect of things. Melee couldn`t win the game for you, but it certainly had its place. I learned to trust it over time, discovering how effective and how fun it really was. Version 11 has totally removed that. And the elemental system seems to be introducing a level of if not unfairness then... statistical nitpickery. 

     

    I`ve put in over 1000 hours in this game. I wonder how many more I`ll put in with this damage system. I find myself not liking it... at the very least not the melee. Perhaps the melee is poisoning me towards everything else? Could be...

  13. I have come to the conclusion that melee is now worthless - no inherent stun/interrupt capability means you are absolutely better off maintaining range and using guns. Which is a grand shame, because of all the games that have incorporated both - melee and ballistics - Warframe was one where both were fun.

     

    Now you are a fool to indulge in melee. You`ll get hammered to pieces and be lucky to take one enemy down before you yourself go down. It is frustrating & sad in light of how things were.

  14. Nope - new melee system sucks. Engage a single low-level Corpus Trooper (rifleman) with my melee attacks and he kills me. He`s not even primed for close quarters! We need stun/interrupt. If someone out there claims this game is too easy, or in particular melee combat is too easy, let them toggle a more difficult option to the On position.

     

    NOT.

     

    FUN.

  15. Elemental mods still increase damage on every hit. On your weapon stats i believe "STATUS" is the chance for the effects to happen.

     

    Roger that.

     

    And I agree with your 'rpg' assessment Gorzagorz - definitely a step away from playability towards number-playing.

  16. I sent Scott a tweet about the problem, and asked if they would check it out when they get back in the office. He replied back today with a "yep," so there's that.

     

    Thanks heaps Charismo.

    I noticed something in my last mission (Corpus ship cleansing): I tried to Soul Punch an Ancient, and I could not. The game kept telling me it was an "invalid target". So if an enemy is an invalid target for Soul Punch, perhaps it is invalid for other circumstances as well. That is to say, there is some ongoing error with the game identifying 'legal' enemies.

  17. Hmmm. Are elemental effects worth the consumption of an additional slot? I have some elemental mods equipped, and with the new system I see infrequent, very inconsequential elemental activity. Perhaps my mods just aren`t ranked up enough?

     

    I still find myself not having fun with this new melee system.

  18. It seems to me a tougher Stalker is indeed a response to maxxed squads of 4 testifying to the ease with which they could kill him. This response penalizes those who are not in maxxed squads of 4.

     

    Maybe multiple Stalker types could be introduced, offering random varieties of Stalker that may or may not be so damn difficult. Tough, sure, but I think Azira properly characterized the new incarnation in the previous post.

  19. Ummm.

     

    I don`t think I enjoy new melee mechanics. Melee used to be fun in that you could lose yourself (i.e. berserk) against lesser masses of foes by virtue of a stumble/stun effect imparted by a sufficiently powerful weapon against lesser foes. The Lore description of Infested 'Dogs' says they are a "weak" enemy... as of the V11 patch I have died numerous times to them, in circumstances where I never would have previously. I think restoring some measure of that stun/interrupt to lesser opponents would be fine. The stickiness of a melee attacker compounds that circumstance, and to my mind seems like an ability/capacity better left to superior opponents rather than to "weak" ones.

     

    Some people have posted here and there that "melee is useless", perhaps presumably in the context of higher level missions. Right now I am forced to concur with that sentiment in a broad, general V11 sense. Not prior to V11, but post, yes. I definitely can`t see more intense Defense or Mobile Defense missions being possible with gimped melee in effect.

    Still getting used to ballistic mechanics.

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