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African-Sapien616

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Posts posted by African-Sapien616

  1. On 2019-11-02 at 9:45 AM, Neuroszima said:

    Unless you talk about the "align attacks with camera" setting, which is propably what you mean, but it has slightly different consequences than this.
    I'll be honest i utilize this setting rarely when making unstable shots. Before update, it was already non-trivial learning how to end up, for example, throwing the ball in the air, and then jump so that you are prefectly aligned with the ball for unstable opportunity, and additional keypress makes it even more complicated. Most shots don't even need extra "throw me from the back" action, because when bulletjump+jump'ing correctly you already get pretty good spot for smashing the ball. It was more about making a handful of shots that "pro+" level of skill people could achieve with S-throws, and to tighten dribble a bit more. Don't get me wrong, i'm not a pro in lunaro, but intercepting dribble is only a matter of skill, and no amount of extra key inputs can shield you from players that tightly follows you and know what to do.

    Yeah I was talking about the align camera to attacks setting. The slight advantage it gives some players is noticeable in matches when people check the ball and it goes in a direction that physically doesn't make sense. For example a person going away from the opponent's goal drops the ball in front of their current trajectory then turns the camera back, presses S and checks the ball making the ball do a complete 180 on it's former path and unstables into the goal. ( Bascially the ball was first going away from the goal then gets unstabled towards the goal That sh*t is wild and makes no sense in real life physics (Yeah I remember this is a game but still..😜). To a new player, it would appear like the pro they had the unfortunate luck of being matched with is breaking the game. I just got used to it so I learn to play with anticipation with patterns. All I'm saying is, making the setting to be permanently on would only nerf the pro that rely on that setting to score and get around the field. But it would also put everyone on a level playing field. The pros can still do their thing (and they can adapt unlike new players that will just quit after a few tries). It would physically make sense to send the ball in any direction that is within the 120 degree cone in front of your check. (But this isn't a big issue)

     

    On 2019-11-02 at 9:45 AM, Neuroszima said:

    So it is a 0-1 scenario? If one is outnumbered and 3 people follow him, he has to drop this ball and has to not get opportunity to dribble, and they have to pass?
    People don't know how to pass at all, because they don't know there is "R" key for autopass, because it's nowhere in game explained how this works and it extists. The only hint you get this exist is the lunaro keybinding settings, where you can change this to some other key and you Wonder propably what does this setting even mean when you have "Mouse 1" in the first place. People also start the game not even going to practice mode, but it isn't advertised in a game. Even conclave itself isn't advertised in a game, but it was the same as with Trials, which are currently gone, but it's totaly different topic.

     Umm the situation you described is kind of difficult to follow. But what I trying to say is dribbling is an important aspect of the game. It certainly beats throwing the ball up and towards the opponent's zone full power and praying you or your teammate miraculously catch the ball before the other team and manage to score (just throwing minor shade at the noobs😈😁). The current Lunaro (U26) is locking people to release the ball only while on the ground. That kills momentum and makes a person who happens to be outnumbered an easy target for two people that are coming after them while the individual has the ball in their possession. The old ways of dribbling around helped me get around people when my teammate (who was a noob) abandoned me to play against 3 people (matchmaking had us 2v2 until the 3rd person on the other team joined at the last minute). I think I remember winning that match because I was smart but also the ability to dribble gave me some kind of a chance against the odds (keep in mind I was playing with pros but I wasn't a pro myself at the time). But when I do have a teammate, I will pass the ball to them when they are positioned at a good spot and when the opponents are too busy worrying about getting the ball from me (If only they knew to pass instead of throwing the ball very far). 

    On 2019-11-02 at 9:45 AM, Neuroszima said:

    One point above i mentioned check distance was shortened. Some players also noticed that the speed falloff made the check animation start up not instantanieous, but first it has a bit lower speed, it slightly increases, and then slows down. Making it charge, would mean you have to predict where pepole will either land (to check them as they land so they drop the ball), or where the ball will go, making air checks that defenders perform to kick out the unstable ball approaching goal even more of a pain, and you had to start up sometimes even before the unstable attempt was made by the oponent,poening a window for them to pretty much always false an unstable to make it somewhere else. It would be a guessing game sometimes:
    will he do unstable or not? 
    should i start charging check now, or later?

    When I said giving checks a charge, I was thinking something like a power meter of sorts. Like each step the player takes charges the meter a certain amount. Once full, they can check when they need to use it but once used, it drains the power meter so they can spam it. I seen people do 3 checks in a row before without breaks (like no walking animation between each check). Kinda like Gauss' meter, when he running, it charges his battery thing. But the check power meter can only be used once the gauge is full and has a constant recharge rate that is accelerated with movement.  Moving around will cut the recharge down to 2.5 or 3 seconds and remaining stationary will have you wait 4 or 5 seconds after the check. 

    (I'm not saying add a charging up time before a check mechanic. I'm saying add a mechanic that will create a delay between checks kinda like the kicks you can do immediately after a check but in the form of a gauge that needs to be filled to max before each check)

    Also side checks help YOU and NOT me with align attack setting off. I leave mine on cuz it feels weird to play like that on mouse and keyboard for me. I'm used to that feeling with controller. And as far as this setting goes, to me it's there and I choose not to use it (tried it and it doesn't work for my play style). It doesn't have to go away entirely but the advantage it gives player with S throws could be addressed a little. If one was to have the setting on and throw the ball lightly and bullet jump to catch it, the time interval of that is longer compared to the setting turned off and doing the same thing.

    TBH I made this (main) post out of frustration when the bug that sent the ball sideways when trying to dribble straight down seemed like it was addressed by entirely different game mechanics that felt like a nerf to basically everything that made lunaro fun. It went from ball physics is a bit broken (which had me like wtf?) to ALL of Lunaro is broken (like BRUH WTF did you do DE???!!!). 

  2. Before Update 26, Lunaro ball physics were wacky since the chimera update. After Update 26, lunaro is now baby proof. In essence, lunaro needed a band-aid but received a surgery it won't benefit from. When it came out people were making comparisons to Rocket league. So lets do that again.

    When lunaro came out it was fast paced, fun, had interesting mechanics that incorporated style with skill for scoring points but the 50pt cap was kinda high.

    Rocket league also was fast paced, fun and had interesting mechanics that also incorporated style with skill for scoring points.

    IDK how Rocket league is doing today but I would imagine it is still fun and fast paced. It has a learning curve but lunaro did too. 

    Lunaro isn't doing so amazing. Why would you lock people to making their shots from the ground only? You slowed down the pace dramatically that I believe will make the game even more boring meaning even less people will play lunaro. Also why would you deal with self passing like this? Some games are usually 1v1 or 2v1. When one is the only person on their team, who do you expect them to pass the ball to?? When the odds are against someone, the other team is NOT obligated to be honorable and have one person tag out while their teammate is playing against the outnumbered opponent.

    Here is what I would suggest.

    Issue #1: People using a setting to allow them to throw the ball while having their warframe facing in the opposite direction of the camera. This setting allows for some (IMO) incredible shots and maneuvers. For someone like me playing against a person that uses this setting, it's a bit of a challenge but still fun. I work with it without using it myself. My solution is well, the person is trying to score on me, so block their shot or mess their setup for the shot. For a noob, it's overwhelming to even see how fast people can score with that setting. 

    Solution: Make the setting not apply in lunaro. Or prevent the animation from releasing the ball from the arcata a meter or 2 closer to the player that tossed the ball. The gap between the ball and person that uses this setting is shorter than someone who doesn't use this setting and the ball. It's weird to physically have your character check in one direction and send the unstable ball in the opposite or diagonal direction. So for the light throws and checks, make the animation make sense with the direction of motion. 

    Issue #2: Self passing/ Dribbling: I get why some people don't like passing. It can be a liability depending on the skill difference between the teammates. Some people don't know how to pass at all. I personally don't see this as an issue cuz real life sports have an offense and a defense. If the teammates are coordinated, they can be an effective team. When one attacks, the other can defend or be back up just in case the attacker is blocked so they can get around the other team's defense. Dribbling is also a way to get around people when one is outnumbered. 

    Solution: Make the light throws go little farther than what they normally do. That way, any attempts to make the ball an unstable shot has more time to be stopped or prepared for. 1/2 a sec can make a world of difference in a fast paced game mode. 

    Issue #3: Checking/ Slide tackling: Some people spam the hell out of this to stun lock and knock down people.

    Solution: I suggest create a charge up mechanic. After 3 or 4 steps the warframe takes, the check will have a full charge to go a full distance. Player can't check until they walked the 4 steps it takes to recharge their check charge. That way people can't spam it non stop.

    Overall, I appreciate you giving lunaro some attention. But I don't believe that you did a good job of making it a game both new and veteran lunaro players can enjoy. I think it would have been better if the mechanics it has were incorporated into the game play (like dribbling) would prehaps improve people the learning curve a bit. Maybe a little video that shows people doing a dribble on one of the walls in the practice mode and under it, instructions on how to dribble. (jump, tap shot while aiming at the ground in front, bullet jump, and magnetize the ball to catch it). I believe also making sure new players go thru the practice mode before jumping into a match would help people better understand how to play the game. 

  3. As much as I like the relic system, i feel I waste a relic when the reward is not as good as my teammate's reward and I was looking for the reward the came from my teammate's relic. A time or standing investment has went into acquiring the relic and it would be worth that time/ standing spent to acquire the relic if I get to keep the reward from my own relic by default and can claim 1 more reward from my teammates. For instance, my relic gives me a rare piece that I wanted and my teammate's relic gives them a forma bp or something else I could use, then my teammate can keep their piece and get another one of their choosing and I can keep my rare piece and get a forma bp or whatever from their relic (just as an example). This way, every relic opened benefits someone guaranteed and the benefit is not up to chance.

    Just a thought. 

  4. 23 hours ago, megamino said:

    Well which one you want? A really stale and agile kavat or you can get another kavat with mod slot and of course you have to forma it. That's the rule for warframe as long as i play. and putting a same forma state for khora and kavat are worthless and sometimes you will get stuck to either change the khora build or kavat build because of same polarity state and let get this straight, there are some polarity that the companion only have but warframe not. I think it's 1' (i don't know but the symbol is similar to that) and how you will forma it? Dunno but your opinion is not good for me.

    Most pet mods and warframe mods share similar polarities. Both health mods have vazarin (D symbol) and strength/ damage mods have madurai (v symbol). These mods usually are the ones that take the most mod capacity so polarities that match the symbol on the mods, would be favorable. That's just my thought process. Put the forma on Khora and that same polarity will transfer over to venari. you can pick where it goes.

  5. I just don't get why venari has to be forma'd separately. Doesn't the cat hit rank 0 when Khora is at 0 after the first forma? If not why the 2 separate entity treatment? We can't use venari with any other warframe so why invest forma into both the cat and the frame when you get them both by building one of them? Wouldn't it make sense and save people forma if both venari and khora had one forma split between the 2 of them? Like put formas on Khora and Venari will have the same polarity or something in an empty spot or something. I'm just saying, optimizing Khora and venari seems extremely tedious.

  6. you know that screen where teshin is in the center talking about how lunaro is "not for blood but for glory," and the 2 teams are knelt facing each other? Well ever since update 22.8.0 this screen is now black and there is no teshin talking. Please fix this 

  7. 18 hours ago, (PS4)WhiteStrike_PT said:

    What do you mean? What happened to Lunaro?

    They destroyed movement upon releasing PoE then fixed those bugs and prevented bullet jump animation break by checking (the tackle) or slapping (basically hitting the ball with the arcata while it isn't in your possession)

  8. I'm not gonna lie. I don't like change. And I hate how lunaro is after PoE. Restore it back. The bullet jump animation break check is the competitive edge that gave me against players that play with the attack alignment with mouse off setting.   

  9. 21 hours ago, NightBlitz said:

     fang and fang P arent the only dual daggers fyi,  the others are the ether daggers and Okina

    tho all dual daggers are rather.. underwhelming

    Lol I forgot about okina. I typed dual daggers in the market and fang was all I got. I remembered the ether daggers but didn't mention them because they are unobtainable unless you had their bp before they got removed.

  10. There is only fang and fang prime in dual dagger category. I hope POE has zaws that can be dual daggers. Also buff the fang prime a little bit to 40 base damage and its non-prime counterpart to 32 damage. They don't have to be those numbers and stats either. Buff their supplemental stats like status chance something above 20% or crit chance to anything greater than 15%. Give them something that will get people to want to get them or use them again.

  11. Could you change his passive ability to something that boosts loot drops?

    Ex: Passive : Loot Pirate: Kills and loot crates have an extra 50% chance to drop loot.

    And if you would make his tentacle swarm feed the kraken the enemies that are caught and they take extra damage (finisher dmg maybe?). 

  12. I was playing lunaro on invite only with a friend who was hosting and he randomly got this bug that wouldn't let him pick up the ball mid game. This bug appeared a long while ago but had been fixed and now it's back. Please fix again

    Also host migrations give me a black screen which crash the game in lunaro whether invite only or public. (I can't speak for other conclave modes)

  13. 8 hours ago, Cmdr-A said:

    No, the aklex is fine as it is. The fact you're firing ".50 cal" bullets from each gun in one hand is going to be considerable kickback. Even firing one with both hands stabalizing is still one heck of force to be reckoned with. Also, considering the strength of the gun as is being one of the most powerful crit dmg / dmg pistols in the game, it'd be broken to have lowered recoil all things considered. There are such things called as tradeoffs. You have the massive dmg to begin with, you trade off with recoil.

    yeah but your frame has 2 hands. When one hand fires, why does the other hand feel the recoil when holding the twin that hasn't fired yet? Thats what doesn't make sense to me. 

    Edit: You make a fair point tho. Its kinda like borderlands 2 weapons. High dmg usually comes with high recoil.

  14. There is too much kick with the Aklex prime compared to lex prime. The lex prime has less recoil than the aklex prime. But other weapons like the vasto have higher recoil with single variants compared to the dual wield variants. Besides the shots being fired are alternating from one gun then the other. The recoil should only be felt from the gun that fired not both. 

    To other players: What do you think about the Aklex prime's recoil?

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