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(XB1)Furious Kaiser

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About (XB1)Furious Kaiser

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  1. Kubrows and kavats work the best alongside a tanky melee oriented playstyle, in my experience. It just so happens that is my favorite way to play, so I have been running a kubrow sidekick for a long time, ever since the pre-universal vacuum days. These days it is more of a tradition/dedication thing to run my kubrow then anything. There are some things I absolutely won't take her on though, such as arbitrations (insta-kill at higher levels, no revive) and Eidolon hunts (100% completely useless). But sorties, 1hr kuva survivals, deep endless relic runs, murmer farming, all game. Sentinals and MOAs are best alongside people that like to stay out of the thick of things and shoot or cast powers a lot. I tend to use them whenever I use Frost for defenses, Helios for new scans, and Djinn for arbies. In the end, play how you want to. You don't need to meta setup to have fun and complete stuff. Unless running meta stuff is your fun. To each their own. That's what is great about this game.
  2. Nekros with a high health/armor, health conversion, and Despoil augment build can be run on the regular frame as Nekros Prime only has more energy and shields over the base frame, and you don't need those with this kinda build. If you go with any build that uses energy more, def run with the Prime. On another note, I collect all the frames, normal and primes, and have a few duplicate primes for builds that have builds that have polarities that clash too much. Frost and Nova spring to mind here for me.
  3. If you get dropped from a mission due to those kinds of circumstances it most likely will end up as a loss. This means you will lose any affinity gained and any loot, such as mods, resources, and credits you picked up. Some things are saved however, such as prime items from relics. If you disconnect from an endless fissure mission (defense, surv, etc) after you have opened a relic, you will eventually get the prime part you acquired in your mail. AFAIK these are the only items that do that. Don't fret over your mission won/fail rating in your profile, if that is what this is about. Play the game enough and it will go down. Everyone has disconnects and quit games due to something as simple as going in with a wrong kit on accident. On the flipside, if you disconnect from a session with friends, if you log back in quick enough (and your spot remains open) the game will prompt with a rejoin once you are back in your orbiter, no matter how deep you were in an endless mission.
  4. Ya, I threw the <Transference/Operator> function onto another button to see if that helped, but I was still getting the error message to pop up. Same error when trying to map <Ability Menu> to the left on me D-pad, but it works on the right..... It is bugged, or at least it is for me. I use melee a LOT in my play style. Here is my custom control scheme: Left Trigger - Aim, takes me out of melee quickly, or moves into block melee combos if held while spamming RB (melee) Right Trigger - Shoot (I used to have it as my melee for full melee mode prior to the rework in the past that got rid of quick melees and full melee mode) Allows me to seemlessly swap between shooting and meleeing on the fly. Works great with CO builds and needing to use a gun to quickly hit enemies with status procs prior to slapping 'em LB - Use abilities, I use it for transference as well, sorta like a 5th ability. Use left and right on the D-pad to select an ability/transference on the fly. I usually swap abilities mid jump / bullet jump to stay mobile and hard to hit. RB - Melee, used to be quick melee prior to that update mention before, but wasn't a bad transition for me once that update hit. D-pad Up - Marker. D-pad Left & Right - Select an ability or transference along the bottom right of screen to be ready to cast. D-pad Down - Gear Wheel, with RB while gear wheel is up to bring up the Emote wheel. A - Jump B - Secondary Shot with guns / Heavy Melee strike X - Reload & Activate Stuff Y - Weapon Swap Left Stick Click - Toggles Sprint Right Stick Click - Hold to Crouch when stationary & Slide when moving (not toggle) This is for normal play, without getting into Archwing, Captura, and Decorator Mode controls. I regularly use my right index finger to shoot and melee while going into "crab claw" mode to my A button to parkour around and let my right middle finger take over shooting/meleeing temporarily during heavy parkour moments, which can be quite often. That all said, with my setup I parkour around like crazy to avoid being shot while keeping my crosshairs on targets as much as possible. They need to flesh out some of the bugs and functions with controllers more now that they want to add more functions with Empyrean (tactical menu).
  5. Agree with you there. And it just loops back around to the exhaustive testing and balancing of all the schools if this were to be implemented. Ya, I was keying in more on the power of Zenurik vs the other schools possible energy gain mechanics. I do like the idea of a much smaller passive, always-on energy gain effect of some kind that can be boosted in some way via operator use. Obviously with flavor pertaining to your chosen school. /shudders @ Gauss 1 spam into walls.... Ya, ideally, IMO, the situation would be to pop to operator form, do a thing once, pop back to warframe, do a thing, get energy. Creates more synergy between operator and Frame.
  6. I wouldn't say get rid of them, but tweak their spawn system to NOT flipping spawn near the end of waves/objectives/wherever they are useless lol.. that sh*t is pretty annoying, not gonna lie. Completely agree with you on the lens treatment.
  7. Thumbs up for an engaging discussion. You do raise some fair points here, biggest one being accidentally making Zenurik obsolete. I agree that it should have the easiest from of energy generation, such as a constant passive buff, but it shouldn't be both the easiest and the most productive, as that will just keep it as the meta. It will still have it's use as it generates energy all the time, even when no other enemies are around, while the other schools will have to rely on enemies being present, and killed in some fashion, to generate their energy. I still stand that using the operator's abilities in some fashion to prep for energy gain in some way will help keep operator play, even at the small rate that they do with Zenurik today as just poofing, dashing, and disappearing, relevant. Another idea that cropped up just now is to institute it all as a sort of ramping combo system across the board. The more you do X with regards to your chosen school, the more decaying combo meter you get that provides energy at a higher rate, which is capped, obviously.
  8. Just want to add this here. One of the most ultimate, top of the list, #1 objectives in just about every video games is to NOT DIE. When you don't die, you can complete the rest of the objectives. It always gets under my skin whenever dying becomes the strategy forward when there is a clear alternative to NOT dying. I get it, everyone plays how they want to play, but it always makes me feel like it is poor game design when your players will readily commit suicide to get from point A to point B faster or for a shiny. That said, a nice, choke slam or chucking your butt across the room into a wall, and dealing non-lethal damage, would be much cooler after a failed parazon strike then getting Batman v Bane 'd time and time again. Plenty of other ideas/options out there other then committing to suicide to move forward.
  9. My LB is mapped to the <Activate Selected Power> function not the <Ability Menu> function. Every time I try to map <Ability Menu> to my LB I get the error "Cannot rebind Ability Menu to the same button as Focus and Transference" when I do not bind that function (which swaps warframe/operator mode) as I use left and right on the Dpad to select it, like a 5th power per se. THAT is a bug it looks like, and it seems to affect some other buttons as well, like Left on the D-pad. I was able to put <Ability Menu> on my RB for the moment, but that is my melee button, so this isn't gonna work. But using the quick tap for the ability menu button to cast abilities is fine..... until you get to abilities that you need to hold to do things, like Ivara's quiver, or any of the augment mods that change some frames' first ability (e.g. Ember's Fireball). Now to cast the hold ability, I need to hold 2 buttons and remove my right thumb off my right stick, which takes me off from aiming, moving cross hairs to the next target, pointing to my next parkour maneuver target, etc. It literally slows me down. But I am willing to step back and say that it is just me and my familiarity with my custom controls holding me back in that regard. I still stand by my ideas I put forth as worthwhile adjustments for everyone however. All this testing just done and verified in simulacrum in the past half hour since writing this post. P.S. While I appreciate the offer of some PMs and chat's in game on the subject, I would prefer to keep it here and public as I want others to chime in and see what they think on the subject. It's not that I have trouble, it is that I have tested the system extensively and have found problems and issues and am offering suggestions and solutions to (hopefully) help.
  10. Ya, I do kinda agree shooter mains would need something, and would fit in Madurai well. But I am stuck on the finisher idea for Naramon as you get easy finishers using your void dash in operator form with that school. Which reminds me... what are your thoughts on this energy gain for each school being tied to some ability from your operator working with your frame? With Zenny we already have to use void dash to make the energy ring zone.
  11. I completely agree here. Zenurik is very much at the level of vacuum and archwing blink right now. Everyone runs it all the time. Yes, folks swap it out for some niche usage, like eidolon hunts. But guess what? They go right back to Zenurik once the hunt is done. I think tailoring the theme of each school to give back energy in some fashion would be a very neat idea and a good way to change up the current focus school mix. My ideas for the other schools off the top of my head: 1) Madurai - Energy on a heavy melee kill. 2) Naramon - Energy on a finisher/parazon kill. 3) Unairu - Energy regen from damage, like a super boosted rage or hunter adrenaline. 4) Vazarin - Energy from health orb pickup, similar to Equilibrium. 5) Zenurik - Keep it the same, a lot of constant energy over time Now I know some of these would be waaaay too OP if they weren't tested well, or a good alternative is found (Unairu Rage), but these are just to get the ball rolling on the creative process.
  12. Changing how we access the alternate gear with fishing and hunting as well as accessing the tactical menu while in railjack missions is a huge pain in the butt for us gamepad users (Xbox One w/ regular controller here) I personally use a custom control setup that utilizes the left and right d-pad to swap skills/transference and left bumper to activate selected skills/transference. This setup allows me to ready up any skill I need and I can cast on the fly while parkouring like a madlad and hit with targeted skills where I need them to. Having to add in an additional function to a single button press is neigh impossible for me (and many others I am sure) right now. Putting the fishing and hunting gear on the ability menu was a huge mistake. The ability menu literally slows us down to cast any ability. Try taking your thumb off the right stick (which you aim with) and hit an enemy with a targeted spell (like Ember's Fireball) while in midair after a bullet jump. Good luck. Forcing us to have the ability menu mapped to a single button for something we do not do 99% of the time is a waste of a button on an already limited control surface. Currently, we have to swap out a button to make this work whenever we go into railjack, go fishing, or go hunting (vets do that stuff too, for nightwave objectives) and that process takes time, and isn't smooth. I propose 3 solutions/ideas to help alleviate these issues: 1) A list of saved controller maps/setups that we have access to right from the pause menu. Sort of like loadouts, but for controls. Pause, select "Controller Maps", Scroll and select the one you need. Done. This way will keep what has already been done with regards to the ability and tactical menu, and allows us a way to tailor our controls quickly and easily to the situation at hand. 2) Add a Left Bumper (Xbox) / L1 (PS) function to the gear wheel, opposite the emote wheel, for alternate gear attached to fishing, hunting, and the tactical menu during railjack missions. The function will activate whatever menu that is tied to the given situation. Have a fishing spear equipped? Bait menu. Dart rifle? Calls and scents menu. In a railjack mission? Tactical menu. 3) This one is an option idea solely for the tactical menu: add it to holding the back button / select button (map button), similar to how we pull up the big map with the cursor on the PoE and Orb Vallis. Been with Warframe a long time. Hope these ideas spark some good QoL changes with Empyrean. Love ya guys. Kaiser
  13. I have strong sentiments about this topic as well. Was about to post up my own topic till I found this, so I will add my thoughts here. Changing how we access the alternate gear with fishing and hunting as well as accessing the tactical menu while in railjack missions is a huge pain in the butt for us gamepad users (Xbox One w/ regular controller here) I personally use a custom control setup that utilizes the left and right d-pad to swap skills/transference and left bumper to activate selected skills/transference. This setup allows me to ready up any skill I need and I can cast on the fly while parkouring like a madlad and hit with targeted skills where I need them to. Having to add in an additional function to a single button press is neigh impossible for me (and many others I am sure) right now. Putting the fishing and hunting gear on the ability menu was a huge mistake. The ability menu literally slows us down to cast any ability. Try taking your thumb off the right stick (which you aim with) and hit an enemy with a targeted spell (like Ember's Fireball) while in midair after a bullet jump. Good luck. Forcing us to have the ability menu mapped to a single button for something we do not do 99% of the time is a waste of a button on an already limited control surface. Currently, we have to swap out a button to make this work whenever we go into railjack, go fishing, or go hunting (vets do that stuff too, for nightwave objectives) and that process takes time, and isn't smooth. I propose 3 solutions/ideas to help alleviate these issues: 1) A list of saved controller maps/setups that we have access to right from the pause menu. Sort of like loadouts, but for controls. Pause, select "Controller Maps", Scroll and select the one you need. Done. This way will keep what has already been done with regards to the ability and tactical menu, and allows us a way to tailor our controls quickly and easily to the situation at hand. 2) Add a Left Bumper (Xbox) / L1 (PS) function to the gear wheel, opposite the emote wheel, for alternate gear attached to fishing, hunting, and the tactical menu during railjack missions. The function will activate whatever menu that is tied to the given situation. Have a fishing spear equipped? Bait menu. Dart rifle? Calls and scents menu. In a railjack mission? Tactical menu. 3) This one is an option idea solely for the tactical menu: add it to holding the back button / select button (map button), similar to how we pull up the big map with the cursor on the PoE and Orb Vallis. Been with Warframe a long time. Hope these ideas spark some good QoL changes with Empyrean. Love ya guys. Kaiser EDIT: Adding: While I am aware this is in the PC feedback forum and I play only on the Xbox, these controller streamlining issues are problems across all platforms as far as I can tell.
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