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Madotsuki

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Posts posted by Madotsuki

  1. As a primarily solo player:

    Excavation: The enemy spawn rate itself is almost fine (i agree it could be buffed), it's the power carrier spawn rates that are the problem, and the fact that enemies are easily left behind when you move from one extractor to the next, lose aggro and then just sit there taking up the spawn limit. A despawn/teleport system for enemies that're too far away and increase in power carrier spawn rates in solo would fix most of those problems.

    Survival: Same thing as excavation, except instead of power it's oxygen. Since there's no object to protect besides yourself, I'd say the enemy spawn rate should be buffed even more than with Excavation.

    Defense: Rather than just trickle in bit by bit, the spawn rate in solo should be identical to in co-op, BUT the total spawn amount per wave should be lower than co-op. Make the waves short and intense rather than a long drawl.

  2. Making Nitain an uncommon bonus reward from Excavation (like, 20% on rotation B and 35% on rotation Cs maybe) would solve the problem. Having it be entirely restricted to time-limited alerts is just frustrating to the working class and anyone else who has a life.

  3. Everything there is to be said on the subject has probably already been said by this point on this thread, but eh, i'll say my fill anyway. Copy-pasted from my reply on another thread on this topic...

    40 waves of ODD with pilfering swarm Hydroid and desecrating Nekros nets approximately 200 samples without boosters. With 4 people, that's about 800 towards research per hour spent. That doesn't sound too bad, until you compare it to the Hema costs for large clans. The problem isn't really in the OD drop rates, it's in the cost itself, and the fact mutagen can't be obtained reasonably anywhere that's not ODD. You think people would whine nearly as much if Eris dropped mutagen at the same rate other planets drop detonites and fieldrons? Or if infested in general just drop mutagens instead of the other research mats, as logic would dictate?

    The reason why Hema is such a big problem is because, besides the completely absurd resource cost, the only way to get mutagens is to specifically farm for it. ODD is good for nothing except mutagen samples, the vast majority of players aren't going to go out of their way to spend hours grinding there just for one lousy weapon. Low level players won't even FIND mutagens to contribute, and normal players who want to play other missions or Akkad won't pick up random mutagens to contribute neither. The cost itself discourages many players from even trying, or, as I'm sure DE intended, was coerced into forking out plat for it instead.

    My advice? Just pretend Hema doesn't exist. If you've got gear to power-level and enough friends who can be asked, sure, go run ODD every once in a while and bank some exp while you're at it, but otherwise, just do something else. It's just one imaginary gun in a video game, who cares?

    ...inb4 Hema because prerequsite to all future infested research, and future research uses similar costs. I guess we'll just quit then if that's how DE wants to ruin their game >_>

  4. 40 waves of ODD with pilfering swarm Hydroid and desecrating Nekros nets approximately 200 samples without boosters. With 4 people, that's about 800 towards research per hour spent. That doesn't sound too bad, until you compare it to the Hema costs for large clans. The problem isn't really in the OD drop rates, it's in the cost itself, and the fact mutagen can't be obtained reasonably anywhere that's not ODD. You think people would whine nearly as much if Eris dropped mutagen at the same rate other planets drop detonites and fieldrons? Or if infested in general just drop mutagens instead of the other research mats, as logic would dictate?

    The reason why Hema is such a big problem is because, besides the completely absurd resource cost, the only way to get mutagens is to specifically farm for it. ODD is good for nothing except mutagen samples, the vast majority of players aren't going to go out of their way to spend hours grinding there just for one lousy weapon. Low level players won't even FIND mutagens to contribute, and normal players who want to play other missions or Akkad won't pick up random mutagens to contribute neither. The cost itself discourages many players from even trying, or, as I'm sure DE intended, was coerced into forking out plat for it instead.

    My advice? Just pretend Hema doesn't exist. If you've got gear to power-level and enough friends who can be asked, sure, go run ODD every once in a while and bank some exp while you're at it, but otherwise, just do something else. It's just one imaginary gun in a video game, who cares?

    ...inb4 Hema because prerequsite to all future infested research. I guess we'll just quit then if that's how DE wants to ruin their game >_>

  5. Yes, FIX. Not nerf, that'd imply changing something that was intended.

    I've never actually noticed any huge problems with Scorches compared to something like the Napalms. Granted I don't do Sorties and extremely endgame stuff like that (pretty much everything's broken at that level due to scaling anyway), but ludicrous damage aside, I could usually kill them before they did more than a tick of damage... Until I did a crossfire mission with Scorches, and started randomly dying because a Scorch killing a charger on the other side of the hall somehow hit me too. It would be a conservative estimate to say that the Scorches have actual attack ranges THREE TIMES their visual fire range. Even the Scorches' AI don't realize they have that kind of range, in regular missions they always run up to visual range before firing. This on its own would be problematic though not broken, if not for the extreme amounts of damage they also do.

    It shouldn't be hard to fix something like this, so what's the hold up?

  6. This has happened extremely regularly for me on solo excavations, just several minutes go by without a single power carrier. Sometimes there's still a stream of everything else (it was a rift though), sometimes there isn't even that. I've had moments where I just sit there on an empty tile, where maybe one random enemy would bother to pop on by every 30 seconds.

    I think this has something to do with spawn limits. As you finish with an excavator and go to the next, enemies continue to spawn along the path and get left behind, either to lose aggro because you're too far away, or plain can't get to you in the case of elevators. Instead of teleporting up to your surrounding tiles after a while, they stay there taking up spawn count forever.

    A change to the spawn system on Excavation missions would probably solve the problem. If enemies are so far away they lose aggro for maybe around 30 seconds, they either despawn or are teleported to a tile adjacent to the one the player's on. I'm not as sure about whether there's a limit on how many power cells are allowed to exist at a time, but if a power cell is left on the ground for 30 seconds, it should expire and free up a spawn count for a power carrier to show up.

    There's probably better ways to improve the entire mission type like what DE did to Spy, but that'd be the simplest way of patching Excavation to be FUNCTIONAL.

    • Reverted “Removed a dead end from the Corpus Ice Planet Interception tileset to improve enemy spawn flow to the towers” as it resulted in unintentionally breaking Europa Excavation. We will revisit this to ensure the next fix doesn’t have the same outcome as it stopped people from progressing in quests!

    Oh is THAT why my Limbo chassis quest was broken last night >_>

  7. It's not necessarily the damage that's the problem. Take Techs for example, there IS some semblance of a wind-up, and each individual shot's damage would be pretty reasonable... if their LMG didn't have the accuracy of a sniper, meaning every shot connects even at medium-long distances combined with insane firing speed, which lets them shut down 800+ worth of shields within 2 seconds of line of sight, and that's just at around level 30.

    I would put down suggestions for changes that don't involve directly nerfing their damage, but after Casardis' post that'd just be redundant, so I'm just gonna voice my agreement and move on :v

  8. Please don't turn this into something it isn't. Or rather, something it's not supposed to be. I'm not particularly concerned about DE's ability to "fix" the game. I think they definitely have it in them, and this game is very far from "unsalvageable," or "hopeless." Sure, it needs to go through quite a few Overhaul 2.0s before it'll be close to passable, but I think that the community is largely to blame for how long it takes to push beneficial changes through. (Yes, balance this! No, don't balance that! More content! Hold off on content and fix this!) Just look at people starting up "hype trains" left and right before they even have a reason to expect something. 

    I'm not angry with DE. I'm not "tired of their S#&$." Anyone who thinks that they aren't genuinely interested and personally invested in the success of this game is full of it. Even more so if they think that there is some sort of malicious usury going on here. This isn't a conspiracy thread. I am genuinely concerned that they have been reading our feedback, listening to our feedback, and completely misinterpreting which parts of our feedback are flexible and which parts are absolutely essential. I am unsettled by how little communication between separate departments there seems to be (the enemy design team is not the enemy balance team is not the weapon balance team, etc.)

     

    I believe they can sort out the existing issues, provided they knuckle down and take a decisive stance on where they want to go with this game rather than pandering to back-and-forth sects within the community. I know it's sort of dodging your actual question, but I believe that DE will try. I don't think that they're complacent or unconcerned. I think that they are inept, and too hung up on modifying user-generated ideas to feel more "original." I don't want this to be a "bash on DE for not fixing things sooner" thread. I don't want this to be a "OMG DE are so incompetent and lazy" thread. I want this to be a "DE, please show us that you're listening, that you believe us when we say you have a problem, and reach out to us concerning how we can go about fixing it" thread. 

     

    Sorry if I sounded particularly bitter, as I said before it was completely on a whim i even decided to get on the forums or write a reply, so i didn't particularly think that hard before writing. However, you said that DE would "try" to fix the game's serious problems. But seriously...HAVE they? Devs say: "We hate T4 keys", BOOM you get T4 keys now. Devs say "we don't want this game to be a grindfest", BOOM you get exponentially more grind. And other examples.

     

    When I said the game needed a complete reset I was perfectly serious, because as I said before practically every mechanic needed a huge overhaul, equivalent to a complete reset even if it's step by step. Maybe "nothing being salvageable" was an exaggeration, but I suppose that has more to do with what I want the game to be, which is almost the polar opposite of what the game is now, which is ironic because my vision is actually based around players being space ninjas, with evasion and melee systems akin to a simplified DmC, lots of enemy variety and unique challenging bosses (as notionphil said, AI doesn't have to be smart, we just need VARIETY in the tools that the enemies use), weapons that are tiered BUT balanced within their tier and against enemies, stealth that actually works (think Dishonored with parkour instead of teleports), mods being a supportive upgrade system instead of the be-all-end-all, ripping out most rng in the loot system etc. Maybe I'm expecting too much out of an f2p, i dunno, but the point is I had dreams of what WF could become that were smashed with every update. I don't bash on DE for not fixing things sooner, because that implies they'll fix things in the future. I'm simply upset they made all the wrong decisions.

     

    Believe me i WAS passionate about the game and what it could become. And regardless of how much I tell myself this game is dead and i should put it all behind me, I know i STILL cling on to fantasies that DE would miraculously turn this game around some day even though i shouldn't. I spent hours upon hours writing concept threads for mechanic overhauls and enemy/boss additions and overhauls, i wrote huge suggestion PMs based on forum suggestions and my own to Rebecca almost twice a month, I was a bloody warlord for a Moon Clan for crying out loud, AND won a livestream lottery at one point so i don't even have plat problems for the most part. And I still quit, because i was just that disappointed. Now I'm just glad that everyone else's optimism is dropping, in a sort of "that's what you get" kind of feeling towards DE I suppose.

     

    So this is my take on the topic you want this thread to be about. I don't think DE are or have been listening, and even if they have it's only to what they want to hear and not what they need to hear. The only times when DE have admitted to the existence of problems is when the playerbase made huge angry fusses about it, such as when DE claimed the damage and armor system was working as intended which drew huge fire from the forums, and even then they decide to go their own way with solving the problems which usually end with screwing things up worse, it's like they never even did research on the forums considering the large amounts of good suggestions there were. They're not going to reach out to us concerning how they're going to fix things, never have never will. It's always "IT'S GONNA BE A SURPRISE GUYS", or an announcement about "this is how it's gonna be, deal with it" when the work is already pretty much done and set in stone, rendering feedback pointless. They even contradict themselves repeatedly, and are terrified of even letting players know their bloody drop rates, in a game that they themselves made entirely focused on loot farming! And in the end, your thread will have educated players on the core problems of WF's development or made them feel satisfied that someone else felt the same way they did and voiced their concerns for them, but it'll change nothing.

     

    Take from what I said what you will, I'll be taking my leave now.

  9. Man it's been months since i quit Warframe, didn't even bother checking the forums. Finally got so bored i decided to check tonight, and lo and behold, what a wonderful surprise: the playerbase is finally sick of DE's sh*t.

     

    I've waited a long time for this really. Been disillusioned for a LONG time, possibly all the way from update 10 (or whenever the Gradivus Event was, that was the biggest turning point for me), yet whenever i read the forums, for every post about how many problems WF has, are several replies about how OP is a whiner and how betas can't be complained about; for every post suggesting detailed solutions to everything, are several replies saying DE is perfect and has everything covered, stfu and "play" (read "grind"). Even when it's not fanboy replies people were still somehow generally optimistic. You have no idea how happy it makes me to see a majority of people actually getting sick of DE's self-contradicting tooting of their own horn, though ultimately it accomplishes nothing, as OP and everyone else has seen from the latest livestream. Still rather disturbed to see the pallete sharing thread still on front page of GD after over half a year at almost 50 pages o_O

     

    IMHO at this point WF is so rotten to the core that barely anything short of a complete system reset would save it. Melee mechanics are crap (melee 2.0 was mods. how utterly surprising.), stealth mechanics are nigh non-existent, RNG is still rampant, way too many redundant weapons, bosses are lame, enemies are cheap and uninteresting, the entire upgrade system is RNG-based and relies on cash shop items that rarely appear for free, player agency is minimal beyond "get mods to sprint faster", the list goes on and on. I can barely even see any salvageable content from the current system beyond ART ASSETS and the bare fundamentals.

     

    So, honest question to you all. Do any of you think, and i don't mean just hope but actually believe, that DE will sort out all of their mistakes at ANY point in the future? Can any of you actually trust DE to listen to players, understand and implement their suggestions properly anymore? Just genuinely curious.

  10. To be honest with you i just want to wait longer to see where this all goes so i won't judge the game simply because a lot of the stuff in the game is being revamped and added to make it stand on its own. Im a realistic person..i wont judge it yet..you dont know if invasion and the lore right now ties into what the writers want to do. Hell they could be trolling us and further down the road we find out something we thought we knew but wasnt the case. As of right now everything is speculation.

     

    As for enemies..DE already said most of the enemies in the game were placeholders and that they would get their own designs down the road. Theres also a new faction coming this year so more enemies will be introduced. I will agree that i would like to see prime weapons and frames have more differentiation between them and their counterparts but for the most part i believe weapons that come out are fantastic.

     

    I agree debating instead of acting stupid is a lot better but i have to ask...if you think so poorly of warframe and doesnt meet your expectations although i dont agree you should be judging it as hard as you are yet....why do you continue to play if your emotionally detached?

    Oh but that's just it. For the most part I actually have quit. However, I'm still a Warlord of one of the Moon Clans on WF (yeah, shocking considering how bitter i am now) and I do check up on the game every once in awhile, mostly for administration purposes, and because of several friends that I've met here on the game. I check the forums on occasion, mostly when i'm bored, to keep updated on new content. Plus, sometimes I do find a rather interesting thread on Fan Concepts if i'm lucky.

     

    And the thing is for me that while I practically despise Warframe in its current form, I'm still attached to the original concept of the game (at least as advertised when I joined during Closed Beta), which is "A third-person shooter featuring Space Ninjas, with randomly generated environments, interesting gun and swordplay, optional stealth and parkour elements". There's just something about the potential in that concept that I saw that makes me linger around no matter how frustrated i get, it's weird.

  11. *snip*

    I won't go into detail here regarding your concepts of re-making the mini-bosses, though I'm glad to see SOMEONE on these forums coming up with overhaul/re-work concepts for enemies. Every time i read the Fan Concepts forum it's just a bunch of stupid warframe concepts to fulfill power fantasies, ugh.

     

    However I think mini-bosses should be a part of each planet. Basically, each planet should have its own story-line, its own tileset with unique mechanics, some unique enemies not found on other planets, its own mini-boss that can randomly appear (sans Mercury and Venus), its own boss, etc. The Stalker should be the only "universal" mini-boss that can appear anywhere. None of this $&*&*#(%& invasion BS that does nothing but add more farm into the game and ruin the faction balance. For example, Harvesters can be the mini-boss of Jupiter, basically prototypes of the actual Zanuka. G3 can be the mini-boss of Uranus, experiment subjects of Regor's research that made them ultra violent but gave them special abilities.

     

    As for the movement-based evasion you were talking about at the end, simply having Grineers aim slower (they still have aimbot, but aim at where you were 0.5 seconds ago) would do wonders for making the combat meatier. It's not that difficult to implement, it's just about whether DE will actually do it instead of pumping out more primes to grind.

     

    Oh and: https://forums.warframe.com/index.php?/topic/156074-stalker-20-an-overhaul-to-the-random-gearcheck-that-it-has-devolved-to/ An overhaul concept for the Stalker, if you're interested.

  12. I agree with you about the aggressiveness from some people here on the forums.

     

    As for the G3 issue..im saying he/she shouldnt just come on and complain but provide adequate feedback about his issue along with more detail about what he is going through. I read his comment and honestly feel like the way he is stating his problem sounds like a little girl.

     

    As for being a DE, thats you're opinion and you're entitled to it but i feel like they are tackling things that need to be tackled right now which is the melee issue and adding substance and lore into the game. Right now that is the number one prime issue because right now were doing missions without a purpose. That is the biggest issue because Warframe doesnt stand out as anything right now. You can only focus on so much without compromising the integrity of what content you put out. So while you have your opinion i have to disagree.

    Though even from a lore standpoint DE still appears to have no idea what they're doing. The Tenno started out as this ancient dying race who fights to save their surviving brethren from the hands of the Grineer, who want to destroy them, and the Corpus, who want to dissect/study/sell them. Then the Tenno became these self-proclaimed "keepers of balance" who "keeps balance" by slaughtering all non-Tenno indescriminately. And now with the Invasions the Tenno have become nothing more than mere mercenaries working for the highest bidder. It's like the Tenno just keep sinking lower and lower.

     

    As for focus, sure Melee is something that should be focused on, but to me, considering what a mess Mods and Damage 2.0 have been (at least IMO), it's going to be another disgrace. More to the point, instead of focusing on weapon balancing and introducing weapons with unique features, or giving us enemies that are interesting to fight against without being unfair, or even just giving us more environment diversity by implementing one unique tileset for each planet, DE so far has done nothing but pump out shovelware weapons that are nothing more than re-skins of existing weapons with either minor sidegraded stats or outright better stats than old guns, and messing with the UI which barely anyone was really complaining about anyway. And pumping out more primes to further loot dilution of course. The only new enemies they added are half-assed "leaders" that are just regular enemies with irritating abilities tacked on (mobile snowglobes, auto-disruption, Sargas Ruk boss-level fire burst, non-stop shield super regen etc.). Harvester is just a friggin' Zanuka. G3 from what I hear is essentially three Stalkers. The only redeeming feature released lately has been the Hyena Pack, and even that surely can be improved upon.

     

    I could go on and on about every and any aspect of Warframe that I don't find up to snuff, but I won't. Regardless, it's all opinions and I don't expect people to agree, I've mostly let go of my emotional attachment to the game at this point since I know WF will never be the game I want it to be. I'm just glad we could have a civilised debate really.

  13. *snip*

    That is true, but my point was that it is natural for people to express opinions both positive and negative on the forums, and it is also natural that people agree or disagree with these statements, but currently there are many "white knights" that will aggressively assault any negative opinion against the development team on the forums without giving any reason other than "I have no problems with it so the problem does not exist, you're just stupid". It's like saying "I'm not blind, so blindness must not exist, if you claim to be blind you're just stupid and don't understand, stop complaining about being blind and start seeing again".

     

    In the same way on this thread, OP has a problem with the G3 in that they appear non-stop and his lower level frames are unable to defeat them, and are consequently locked by the Grustrag Bolts which are stupidly overpriced in terms of materials, and is thus dissuaded from continuing to play. Fan boys simply tell him to "shut up and go farm instead of crying on the forums". THAT is the problem with the community.

     

    I never said that Beta was not a legit excuse for inadequate content, though even as an excuse it has a limit to what CAN be excused. For me, there are many things that have just been ignored for so long that just saying "it's Beta" can no longer justify them, though that is not quite the case here. In terms of the G3, it is ACCEPTABLE that DE hasn't gotten the balance right yet as it is freshly released content that's only been out for about a week, but that is also EXACTLY WHY now is the time for those who aren't satisfied with the G3 to speak up so that DE will hopefully listen to their feedback and adjust the G3 in a way that makes more people happy. This is why the OP is correct in expressing his frustration with the G3, since without complaints, how can DE ever improve?

     

    As for "people don't know how hard it is to be a dev", while I personally don't know how to code, at least in my honest opinion I do think that I would make better decisions than everyone at DE combined, possibly excluding the art team in terms of aesthetic direction, I simply cannot execute these opinions. And my personal reason for disliking DE is actually not due to their coding ability, as it's been shown that they ARE in fact capable of coding adequate content; but due to their tendency to make the absolute worst decisions i have ever seen, and at most only slap a band-aid on it when people complain. Of course, this is all subjective, and unless I learn to code or find someone who CAN code to execute my own version of Warframe, it'd be impossible to objectively judge whether I am a better game developer than DE.

  14. You're right. I wish the community was more like you. I also agree that warframe is falling. It rarely takes consideration of its community, in my opinion. " You cant please everyone" You can sure as hell as give them a reason as to not complain. WF... Its a shame to see it like this. And not to mention its community

    The community's changed. A lot of the better people have left now, and most of those who remain (at least those active on the forums) are fan boys who make it their duty to defend every decision DE makes.

     

    Warframe's such a grind-based game now that people start sub-consciously thinking of it as a duty/job/chore than a game for entertainment. When people complain, they simply tell the complainers to shut up and go back to "play" as if it's something the complainer MUST deal with anyway regardless whether they're enjoying themselves or not, when in reality the whole point of complaining on the forums about these things is that the complainer is upset by something and no longer wants to play because of it.

     

    It's funny that fanboys often use the "it's beta" excuse to justify something not being up to par, then when someone actually gives feedback, which is the point of having a beta in the first place, the fanboys will just scream "SHUT UP NOOB YOU DON'T UNDERSTAND". Hell, the point of there BEING a forum in the first place is for people to give feedback, negative, positive and otherwise, yet the moment someone starts a thread that's not singing praise to the devs on high the white knights swarm in to shut it down. Hilarious really when you get used to it.

  15. Cant just quit.. Im hunter, and prime member.. I've literally given an arm and a leg to this game..

    Yeah but it's a GAME. If it's deviated from your interests and the game becomes more of a chore/work than actually being fun, then the logical answer is to stop playing, instead of wasting more time, emotion and effort into it. See it as a failed investment if anything, and learn to be more careful with putting money into betas that could change design direction at any second.

     

    You're not obligated to "play" warframe just because you put money into it. What's lost is lost, the important part is not losing more. Do you REALLY think that, looking at the direction WF is currently going, you'll still enjoy spending time in this game in the foreseeable future?

     

    If nothing else, just stop playing until they actually fix the G3, if they ever do anything about it. Better than just getting mad about it.

  16. I've never actually fought G3 (I'm against the implementation of invasions so i don't play them anyway, and f*** the Brakk and Detron, shovelware weapons all of them), so i don't know about how "overpowered" they are, though considering the new Hyena Pack (lol auto-disruption on proximity) I can imagine the BS levels on them.

     

    I have read about the whole "limiter" thing they stick on frames if they lose, and I know for a fact that that is $&*&*#(%& and annoying. Having to do a bonus mission after losing to the Harvester is one thing, making a frame useless until an expensive "antidote" can be crafted is another entirely. If anything, the limiter needs to expire on its own after at most 12 hours, and the materials required to create the antidote (which can be used if you don't want to wait) needs to be drastically reduced to common and uncommon mats and the time should be no more than several minutes to craft. And of course, the G3 "mark for death" should be erased after an encounter with them, regardless of win/loss, until it's triggered again to prevent these kinds of "constant appearance" from happening.

     

    But to be honest, I don't see anything being changed ever about this. DE is infamously stubborn on the implementation of stupid stuff and will never remove or follow-up anything in a significant way after implementation, at most throwing a band-aid on it and calling it a day. If it gets too frustrating, just quit the game, there are better things to do i'm sure.

  17. Cm4Gujq.jpg

    (This is a Work In Progress. More enemy concepts, as well as images, will be coming later.)

     

    Well I originally planned to just give up on writing these concept threads considering no one ever reads them anyway, but after reading this thread: https://forums.warframe.com/index.php?/topic/178662-infested-20-new-units-and-improvements-to-old-ones-wip/ I was inspired to write again, especially since school has restarted and I have idle time on my laptop again between (and during) classes.

     

     

    I’ll be writing about the Infested this time. They’ve always been an under-developed faction compared to Grineer and Corpus, and now they’ve been ripped off the star map in favor of annoying-&#! “invasions”. But this thread isn’t to complain about how stupid the invasions currently are, it is to complain about how little variety the Infested possess despite being one of the most malleable factions that should allow for boundless creativity considering they’re biological with the potential for wild mutations.

     

     

    Once again, before I begin, I’ll re-state my method of enemy classification.

    Units are classified into one of 3 categories:

    Basic: Typical cannon fodder, such as Lancers. They’re not meant to be threatening except in large numbers, and are supposed to be curb-stomp fuel.

    Advanced: Tougher and less common enemies, such as Shield Lancers. Can actually be dangerous when combined with other advanced units and supported by basic grunts.

    Elite: Toughest of mooks, few but powerful, such as Heavies. Meant to be an actual threat even on their own, and particularly lethal when supported by each other and lesser enemies.

     

     

    Also, in this concept we are starting COMPLETELY fresh, nothing from the current state of the Infested is kept unless stated otherwise. If an enemy is not mentioned here, that means it’s removed.

     

    Now, let’s begin~

     

     

    Basic

    Runners (Chargers 2.0, just re-named)

     

    Appearance: The most standard of Infested infantry. Instead of the current dog-like Grineer Chargers (those will be applied elsewhere), Runners are upright bipedal Corpus personnel that are mildly infested.

     

    Attributes: They have no abilities other than running towards players and using weak claw attacks. Weak both in terms of durability and attack power, they make up for it by swarming en masse. Basically, fast-dumb zombies.

     

     

    Walkers

     

    Appearance/Attributes: Grineer version of Runners. Due to the body armor, they move slower, but can take a greater beating and dish out more damage if they do manage to smack you.

     

    Variants: There are two less common variants, Noxious and Nauseous, that either have a toxic cloud around them (cloud disperses when they die) or sprays paralyzing goo at close range respectively.

     

     

    Fliers

     

    Appearance/Attributes: Flying bat-like creatures that resemble Infested Ospreys, but has become more flesh than robot. They have long thorny tails, which they can use to fling piercing thorns at targets (albeit at a slow fire rate). The most common ranged unit of the Infested, they’re frail but agile.

     

     

    Crawlers

     

    Appearance/Attributes: Runners and Walkers with their lower bodies destroyed. Can be created by blasting the legs off of Runners and Walkers, and can spawn on their own (though uncommon). There are Fast and Slow Crawlers, depending on whether they were a Runner or Walker. Slow Crawlers have the same variants as Walkers.

     

     

    Infestlings

     

    Appearance: The small fungus-like growths found on infested ships, but with small spidery legs for mobility. Tiny (slightly larger than Latchers) and EXTREMELY frail (dies in one hit to about anything), they appear in large swarms of up to 15 at a time and can travel on walls and cielings (thankfully they don’t move too fast).

     

    Attributes: Their only attack is to jump on to players and bite, dealing insignificant damage over time. However, each latched on Infestling will slow the target down by 5%, with up to 10 latched on at the same time. When at least 3 are latched on, the player won’t be able to roll or sprint, and instead will attempt to shake the Infestlings off (you’ll need to buttonmash). Fortunately Infestlings will die immediately after being shook/rolled off. Other players can also shoot them off for you. Basically, imagine Swarmers from Dead Space, with less damage.

     

    Advanced

    Cysts (Runners 2.0, just re-named)

     

    Appearance: The evolution of Runners. Heavily Infested Corpus Crewmen, with large pustules growing out of the side of their necks, heavily disfiguring their upper body. They move at about the same speed as Runners and are about as durable.

     

    Attributes: Instead of meleeing, Cysts will instead detonate themselves, dealing significant damage in an area and knockdown/stagger (depending on distance from explosion). To prevent cheap deaths, Cysts release a loud distinct sound and a second-long animation before detonation, giving players a chance to dodgeroll out of there even if one sneaked up behind them.

     

    The pustules take 400% damage and if the killing blow lands on the pustule they’ll explode anyway. Landing the killing blow on other parts of the body will not detonate it instantly, though it’ll still explode on its own after a few seconds of death, giving players ample time to get away from it.

     

    Note that the explosion from Runners CAN do damage to other Infested, as well as stagger/knockdown basic units, giving them a strategic purpose for smart players.

     

    Variants: There is a less common Noxious variety that will also leave a toxic cloud behind after detonation.

     

     

    Hounds

     

    Appearance: Visually, they’re the currently existing Grineer Chargers, but their mechanics work differently.

     

    Attributes: Hounds ALWAYS spawn in packs of 5-10. Faster and more agile (think the new Hyenas, though not QUITE as fast) with moderate durability, they deal significant damage with each melee strike and attack quickly.

    Besides regular claw swipes, they can wall-jump, strafe-jump, pounce as a heavier strike (has a tell animation) and will also actively attempt to surround the target.

     

    Unlike regular Infested, Hound packs share a strong Hive Mind-link, so if one is alerted, the rest of the pack will be too, and they will notice if a pack member is stealth-killed (even if the kill was out of their sight), becoming “alarmed” and will actively search nearby for enemies, though they won’t automatically know where you are. They also howl in unison if one of them spots a target before engaging in combat, which can alert other nearby Infested.

     

     

    Spasms (Leapers 2.0)

     

    Appearance: Infested Corpus Crewmen fused with robotic parts, with Infested Moa-like legs, electric sparks coursing over their bodies and looking like they have a constant seizure.

     

    Attributes: Due to integration with the robotics, Spasms have gained the power of electricity. They move extremely fast, are decently durable due to the robotic parts acting as armor, and have both close and long ranged attacks.

     

    For melee, they can overcharge their bodies with electricity (tell animation: stands still and seizures harder as the electric sparks grow stronger and cover them) before leaping forward at a target with lightning speed and heavy impact, both knocking down and proccing Shock on hit.

     

    As a ranged attack, they can shoot streams of electricity over mid-distance, akin to the Synapse (the gun comes from researching Spasms), weak but hard to dodge.

     

    AI-wise they tend to sprint around long-mid range of the players, stopping only to attack.

     

     

    Golems

     

    Appearance: An evolved Walker in advanced stages of Infestation. Bigger and bulkier, they resemble incredibly muscled humanoids with two oversized arms. Slightly faster than Walkers, but MUCH more durable.

     

    Attributes: Besides basic melee attacks (which can stagger and deal massive damage), they can also ground-smash with both arms to create a frontal knockdown shockwave (can be jumped), and charge at players to run them over. Note that they have very little turning ability mid-charge, and CAN charge into bottomless pits, so in the right circumstances players can play matador to dispatch one easily. Golems also push aside other Infested in the way while charging, doing no damage but staggering them.

     

    Variants: Bloated (evolved from Nauseous Walkers), which are, well, bloated Golems (think L4D Boomers). Can spew paralyzing goo along with all abilities listed above, and will explode into a puddle of goop that stays on the ground temporarily, significantly slowing any player that’s walking on it.

     

    Toxic (evolved from Noxious Walkers), which are, well, toxic Golems. Surrounded by a toxic cloud at all times (this cloud stays for awhile even after the Golem’s death), and can lob toxic bio-grenades which also explode into toxic clouds, as well as all attributes of regular Golems.

     

    Elite

    Ancient Alpha

     

    Appearance: Hounds that have survived and evolved. Looks like a larger, meaner version of normal Hounds. Imagine the current Phorid with a little bit of a makeover. They don’t spawn individually, and instead have a chance to spawn in addition to a Hound pack.

     

    Attributes: On top of all abilities of normal Hounds, the howl of Ancient Alphas have buffing properties, increasing the damage and speed of the Hounds within its pack (regardless of distance due to their Hive Mind-link), though not itself (It already naturally has better damage and speed).

    While its howl cannot buff itself, if all members of its pack dies except the Alpha, it will become enraged, which in turns buffs its already superior damage and speed.

     

     

    Ancient Trauma (Disruptor 2.0)

     

    Appearance: The next stage of evolution for Spasms. The base is the same as current Disruptors, but green parts become more dark blue. More glowing red veins, and some robotic parts infused into it. Looks a little more Corpus. Like Spasms, their body flows with electric sparks, but the seizures resulting from it is mostly controlled. Mostly.

     

    Attributes: Traumas are aptly named, because they are what you’ll experience after fighting one for the first few times. Unlike Spasms, they don’t always move around at lightning speed, though they’re still decently fast. They retain the Spasm’s Lightning Beam, and can now shoot while moving. They also get regular melee attacks, swinging with their large arm to swat foes away.

     

    What REALLY makes them dangerous is their Overcharge Mode. When activating Overcharge, they make a similar animation to the Spasm before they leap, but instead of discharging the power immediately for an attack, retains it for longer use.

     

    When in Overcharge, they regain the Spasm’s lightning speed. Besides the Leap (now stronger due to the big arm), they can zoom in for a melee combo (each strike staggers to keep the target from escaping, so roll back before the first hit lands. It’s a 3-hit combo that ends with the Trauma smashing the target into the ground, and will immediately zoom back away after combo ends, so it won’t chain hit forever).

     

    Upon ending Overcharge (which lasts about 20 seconds), Traumas release the electricity in an AoE Discharge around themselves, which can deal heavy damage and knockback players caught in it. The AoE isn’t that large though.

    Traumas also have an electric aura around themselves at all times, which arc electricity at very close players, proccing Shock. All attacks dealt during Overcharge will Disrupt the player. While disrupted, the victim’s screen is fuzzled up, abilities are disabled (energy isn’t drained), shields are drained, and the controls are REVERSED (left is right, front is back, jump is crouch, fire is aim, etc.).

     

    AI-wise, Traumas are very defensive, opting to stay just in lightning range when out of Overcharge, and zoom around using hit-and-run tactics when in Overcharge.

     

     

    Ancient Plague (Healers 2.0)

     

    Appearance: Mostly same as current Ancient Healers, but with some Grineer armor parts. Decent speed and durability.

     

    Attributes: The healer of the Infested, they’re not the best at offense, but they provide dangerous support to other units, making them indirectly lethal. They are the only Infested to have natural self-regeneration, slowly healing themselves over-time.

     

    Plagues can throw a special kind of Healing Spore Cluster that latches onto surfaces, other Infested and even players. These Clusters create Cursed Grounds around itself, areas that provide EXTREMELY rapid healing to any Infested within them. If the Cluster lands on an Infested or a player, it turns them into essentially mobile healing areas for other Infested. Unless you have high enough damage to one-shot the enemies, trying to out-DPS the healing becomes very difficult, especially since Cursed Grounds heals by PERCENTAGE, not by blunt value, so tougher enemies actually heal faster to match.

     

    Thankfully, Clusters can be destroyed prematurely with damage, but can’t be rolled off if latched to a player. Clusters also expire on their own after 10 seconds, though the Plague can throw another one every 3 seconds. Plagues can’t be healed by Cursed Grounds neither, whether it be their own or a different Plague’s.

     

    Aside from the Spore Clusters, Plagues can only use basic melee swipes, and tends to keep their distance. Upon death, Plagues also generate temporary Cursed Grounds around their corpse.

     

     

    Ancient Skull

     

    Appearance: Very advanced Infested entities that barely even resemble people. The appear as large squid-like creatures with heavy exoskeleton armoring the front, like a shield. 4 large tentacles protrude from below, ending in what used to be hands and feet, as well as some smaller tentacles. Behind the front exoskeleton is a large brain and a mess of Infested flesh. Skulls also levitate a few inches above the ground, though can’t actually fly high.

     

    Attributes: Skulls are the most advanced in terms of intelligence, surpassing even humans in gaining psychic abilities, which keeps them afloat. Their exoskeleton armor on the front is completely impenetrable, though in turn their back is completely undefended. They are very fragile, long as you can get behind them. Thankfully, Skulls move slowly, including turning, so it’s not too hard to outrun their turning given no other distractions. However, there’s a catch.

    Most of the time, Skulls have a Psychic Barrier around themselves, protecting against attacks from all directions. Bullets and other projectiles that hit the Barrier are instantly stopped, infused with energy to become Psychic Bolts, and launched back at the aggressor. Melee attacks are bounced back, sending the attacker sprawling backwards.

    The Barrier goes down temporarily when it uses Brain Pulse, where it focuses its psychic energy into a forward pulse attack. On hit, it knocks back players and drains a chunk of their energy. Dodge it however and you’re presented with a chance to take the Skull down.

     

    Physically, they can only swipe at players with their 4 major tentacles for quick but low damage.

  18. Oh it's been so long since there's been a good enemy concept thread, with IMAGES no less! Bravo!

     

    I really like some of these enemy concepts as well as overhauls, though I'd like to make additional changes (as I always do with enemy/boss concept ideas). However this time there's just so much to say that simply writing a reply won't be enough :/ That's why I'm planning to write my own Infested overhaul thread, and hope it gets some attention like yours :0 I'll post the link for you when it's ready.

     

    I will give some simple feedback on a few of the enemies though.

     

    I would prefer if instead of a ground unit like Asilid, the basic Infested ranged unit would be flying bat-like creatures with barbed tails that fling thorns at the player. Good mobility, and better attack angles. They'd also be less outright irritating for players as things like Asilid would repeatedly have walls of meatshields due to other ground Infested. Plus it adds a little visual variety, Asilids would just look like yet another Charger to the player.

     

    I don't like the Cordyceps, mostly because I have my own plan for an Infested buff unit (It's related to my own Phorid overhaul concept). Plus, Cordycepped enemies become nothing more but spongier, which...isn't that engaging.

     

    The way Regulators work is that they "motivate" Grineers with messages from their leaders. How would that work for the Infested? They're zombies, they can't be motivated by ideologies or something. It'd be better if the whole "buff aura" thing was added to the Ancient Healer instead of having the Drifters.

  19. That is a different paragraph...

     

    New paragraph = new topic. 

    Well there wasn't any extra spacing between the enemies line and the "they were called Tenno" line, so it's not obvious that it's a new paragraph, at least from the screenshot. Not like there were words after the Tenno line neither :/ But i suppose that isn't the point here.

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