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evilkyle24

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Posts posted by evilkyle24

  1. Helminth is a hungry growing boy that manages the ships life support. But he's been in that room for a long time with like two fish and they're his pets, and he's really weak and hungry. He'll even tell you himself and beg you to feed him. Lets try and get a ton of plastids into his room before thanksgiving so he can have a good feast. After all, plastids are a mass of nanite infused tissue.

    82F486D7189E1FEF396BE171E155DD08E71D465F

    I don't have much in there right now but its a work in progress.

  2. 'Farm' Do it ONCE and you have 6-8 runs. 6-8runs is enough for 3-8 good ship strikes. You only need one good strike PER ship. So one 'Farm' run, and continue along for your week just about.

     

    The hell you do, I have to do 3-4 missions just to get enough materials for one run. If it wasn't for that, I'd be ripping up balors right now.

    Isotopes and Cryotic arent my issue, I had plenty when a Balor is in an area with excavation. I ran out of NANO SPORES because they only drop on Saturn, so I didn't have enough, and it takes a LOT of missions to get enough for just ONE.

     

    Also, they need to do something to sweeten the deal, people view them as a chore and are LETTING THEM BLOW UP RELAYS because they're too lazy to go finish one at 5% after they got their million points.

  3. Because I'm made of flesh and it hurts when someone slaps me.

    Thats because you're smacking two solid objects together, that damages them. This isn't whacking two sticks together, you can break anything solid with anything else thats solid. We're wondering why someone who deliberately sets herself on fire hot enough to melt through combot robots and isn't hurt at all by it, in fact she actually takes less damage while on fire, is damaged by standing on a pile of hot ashes.

     

     

    Ember should be completely me immune to fire.  Just the like flame thrower wielding soldiers where during WW1 and WW2.

     

    Are you being sarcastic? Because flamethrower using soldiers arent immune to fire. Firing a flamethrower actually hurts YOU because you're standing so close to burning napalm. Flamethrowers can kill tanks by cooking the crew alive while inside.

     

    I'm really sick of this argument (it shows up in many games as a counter argument to why elemental should still take damage from the same element). It's trite and extremely simplifying.

     

    Actually use some logic and think about why Ember, who can set herself on fire, takes damage from standing on a tiny little pile of dirt that is on fire. She's not made of fire, she's not being hit by fire. She's just touching it and it's burning her, but the fire she ignited herself, that she envelops herself in, doesn't hurt her at all. I can understand a strong fireball smacking her in the head; that probably still hurts. But she still can die from standing on a little spot of fire.

     

    And for others, yes it's a video game, but there is realism, there is practicality, and there are things that just make sense to keep consistent. It's all debatable, so it can't just be countered with "it's a video game." Designers can't say that to each other. They actually have to discuss their choices and reason why it makes sense for the game (contrary to what you might think, no large game is designed by one person. WF is not designed by Scott or Steve in a vacuum).

     

    I'm on the side of making Frost not take shield damage, or at least less shield damage, from it being a little cold, brrrrrrr. He surrounds himself in ice all the time and is fine. If you want to explain it, just say that Frost actually has amazing shields, they're base 300 shields, but he's always so cold that they're lowered to a base of 150. A little more cold isn't going to halve his shields, but it might hurt them a little. For others, it makes sense to halve them.

    I agree totally. Frost uses cold so much that it makes no sense for a little ice to hurt him when he happily throws that sh*t around all the time.

  4. I really like all of these suggestions. However, I have to ask, why the energy drain over time on the team buffs? Rhino's Roar is time limited.

     

    There are no team buffs that drain energy over time in my suggestions. Electrify and Hot Lead drain energy per shot dependent on the weapon. So if nobody fires and there are no enemies nearby, Hot Lead and Electrify don't drain any power. However, once everyone starts shooting, Hot Lead will begin to drain power as it makes their bullets incendiary, and likewise with melee for Electrify.

     

     

    I like the idea of adding some variation in the abilities. Just as long as none are over powered or negate any use of one of the ones we already have.

     

    I was careful to put in drawbacks when I drew up the ideas, we wouldn't want things like Assassinate not having any drawbacks, now would we?

  5. Warframes currently have four slots for four powers. This doesn't lead to much variety when it comes to choosing, though, and most people only use one or two powers out of all of them. I was thinking we need more powers, but keep the four slot configuration.

     

     

    Mag:

     

    Grip. Hold an enemy in a magnetic grasp, suspending them above the ground but immobalizing you as well (Like in an Uber, aka "Channeling"). Steadily drains energy while gripping. Pressing the fire key (Mouse 1) will violently throw the enemy wherever you happen to be looking at the time. This would be meant to take down bosses because of the immobility. Note that the energy drain would be rather fast, and there'd be a start up cost so you couldn't infinigrip with energy siphon. Also, there would be an energy cost to the throw. Having less energy would weaken the throw based on the amount left. The energy drain per second is increased on heavy units, and on boss units. Higher levels increase the force of the throw and decrease the energy drain.

     

     

    Suffocate: Mag begins to crush the target with magnetic force, dealing damage as long as the cast is active. Think of it like a single target crush spaced out over several seconds. This also immobalizes the target. Firing lets him go. This has a much higher energy drain per second than Grip. It deals damage based on unit health. Downside? It has a lesser effect on machines like Jakal, Moa's, and Ospreys. Higher levels increase the damage per second and decrease the energy drain. It drains more energy on bosses and heavy units.

     

    Excalibur:

     

    Dice: Excalibur increases his attack speed and unleashes a massive flurry of melee blows against a single target. This has a rapid energy drain and you cannot move while useing Dice. Normal enemies are immobalized, bosses and heavy units cannot move but can still attack. Higher levels increase the speed of the mele strikes.

     

    Offensive Stance: Excalibur enteres an offensive stance, and routs power from his sheilds into his strength enhancers. Melee speed and damage are increased by 15%, but shields are reduced by 30%. Stacks with Dice. There is a small energy cost to initiate and end Offensive Stance. Higher levels increase the speed/damage amp by 5%, and the shield reduction by 3%

     

    Loki:

     

    Backstab: Loki strikes from cloaking, dealing massive damage to a single target based on his remaining energy. All remaining energy is drained. Higher levels increase the damage to energy ratio.

     

    Trip: Upon activation, power attacks are replaced with a trip, knocking the opponant to the ground. This consumes no energy for light units, a small amount of energy for medium units, a moderate amount for heavy units, and a large amount for bosses. Higher levels decrease the energy cost.

     

    Volt:

     

    Electrify: Volt electrifies himself and all nearby allies for a short period of time, causeing melee hits to and from the electrified warframes to cause electrical damage. Every time a melee blow is dealt or recieved, it consumes energy. Attacking enemies are stunned for a brief duration. Higher levels decrease the energy cost and increase the electrical damage.

     

    OR

     

    Leech: Volt impales a single enemy, draining their bioelectricity to fill his energy reserves. The enemy takes heavy damage during the attack. Once the enemy dies, Energy vampire ceases. Consumes no energy to activate, but immobalizes Volt and the victim. Cannot be used on bosses or heavy units. (OPTIONAL: if the ability seems overpowered, perhaps Volt's shields do not recharge during the attack) If Volt's energy reserves fill during Energy Vampire, the ability stops. Cannot be used when energy is more than 25%. Higher levels increase the speed of Energy Vampire.

     

    Unstable Current: Volt saturates his armor with energy, becomeing immobalized. Any enemy that comes within a certain range is heavily damaged by a beam of electricity from Volt. More energy goes to closer and larger enemies. Extra damage to robots. Higher levels increase the damage to energy ratio and increase the range.

     

    Frost:

    Solidify: Frost encases the target ally or enemy in ice. The target is immune to frost damage for the duration of the effect and is paralyzed. The target takes greatly reduced damage if ally, and takes damage over time if an enemy. The target's sheilds are reduced similar to cryo malfunction levels while in Solidify and do not recharge. Heavy units and Boss units can break out of Solidify. Higher levels decrease energy cost and increase damage over time and breakout time, as well as sheild reduction.

     

    Glacier: Frost creates a thick wall of ice. The wall has a limited duration and health. The wall forms perpendicular to frost. Any units cought inside of Glacier are Solidified for three times the current level. Consumes 125 energy. Higher levels increase the health, duration, and size of Glacier. Essentially an alternate ultimate.

     

    Ember:

     

    Hot Lead: While active, adds fire damage to the outgoing ranged attacks of nearby allies and Ember based on their weapons. Drains energy per shot based on the weapon being used. So, for instance, a Braton will have small fire damage added and light energy requirements, while a Snipertron Vandal will have high damage and high energy requirements.

     

    Pyromania: Ember revels in the heat of the moment, gaining increased damage and speed at the cost of shields and an increased energy cost of deactivating Pyromania while on or around fire, including useing fire weapons and abilities. Higher levels increase the shield and energy reduction while increasing the damage and speed gained. Energy is drained while around fire. Being away from fire while Pyromania is active results in a general reduction in Ember's capabilities over time.

     

    Banshee:

     

    Frequency: Banshee emits an ultra-low pitched aura of sound, slowing herself and steadily draining energy, while causeing damage and slow to any enemies around Banshee.  If Banshee's sheilds go down while useing Frequency, Banshee takes damage over time from unsheilded exposure. The closer enemies are to Banshee, the more damage and slow they take. Higher levels increase the slow and damage on enemies, while decreasing the energy drain per second.

     

    Wail: Banshee mimics her namesake, emitting an ear splitting electronic shriek that stuns all enemies in front of her, and causes them to panic. Higher levels increase the volume of Wail, resulting in a larger area and effect. The effect of Wail increases the closer enemies are to Banshee.

     

    Ash:

    Assassinate: Ash strikes with all the energy in his warframe, dealing extreme damage to the targeted enemy. Ash must be invisable to use Assassinate, and it only affects Boss units. The targeted unit is stunned for a few seconds afterwards. Ash will collapse after Assassinate and have downed shields due to no energy left in his Warframe. After an increased delay, when Ash's shields are fully charged he will stand back up.

     

    Blade in the Crowd: Ash kills a lone enemy unit, and assumes its identity. This drains energy over time. If Ash's energy depletes completely, the disguise is lost. If Ash commits any hostile action, he loses the disguise. Stealth KIlls while in disguise do massive damage, but take significantly longer and will be noticed by any watching enemy. This does not work on Boss units. Ash is paralyzed while performing such a stealth kill. If Ash moves too close to another Tenno, the disguise is lost. If ash bumps into an enemy the disguise is lost. Ash cannot sprint while disguised. Higher levels decrease the energy drain of Blade in the Crowd.

     

    Nyx:

     

    Horrify: Nyx conjoures vivid hallucinations in the minds of all nearby enemies. The targeted enemies will panic, flee, and fire randomely. If a Hallucination catches a targeted unit, it will cower in fear for a short period of time, becomeing immobalized. Higher levels increase the range and power of Horrify.

     

    Mindbreaker: Nyx psychically assualts a target unit, consumeing energy over time and causeing them to flail around madly firing in random directions. The enemy takes steady damage over time during MIndbreaker. Nyx is immobalized during Mindbreaker. Normal enemies cannot move during Mindbreaker. Bosses can still move during Mindbreaker, and will slowly advance towards Nyx. Upon reaching Nyx, they will deliver a powerfull melee blow that will knock Nyx down and end Mindbreaker. Higher levels consume less energy per second and do more damage.

     

    Vauban:

     

    Hijack: Vauban scrambles the security systems, causeing all turrets to fight for random factions and doors to slam shut on enemies for a limited time. This must be performed near a console. Higher levels increase the duration and number of rooms affected.

     

    Explosive: Vauban loads an incindiary explosive into his gun, causeing the next shot fired to explode and light enemies around the target on fire. Higher levels increase the power of the explosive. Vabaun can cast this mutliple times to load his gun with more explosives.

     

    Saryn:
     

    Infest: Saryn injectes the target with a parasite that rapidly develops into a biological explosive. The target unit will quickly mutate and charge into the largest group of enemies nearby, at which point it will explode and shower acid on them. If it dies, it still explodes. If there are no enemies nearby, the infested will charge the Tenno.

     

    Contaminate: Saryn sprays toxic fungal spores around her, which after a few seconds mature and emit poisonous clouds. The spores can be killed with sustained fire, and actual fire quickly destroyes them. The poison does not affect Saryn but slows down fellow warframes. Enemies entering the area take steady damage and are slowed by potent nuerotoxins. Higher levels increase the radius and power of the ability.

     

    Rhino:

    Berzerk: Rhino charges forwards with no regard for his own safety, taking and dealing increased damage and gaining increased movement speed. Killing enough enemies will activate Bloodlust, resulting in Rhino rapidly recovering health and shield upon landing a melee kill, but otherwise not recharging his shields. Rhino cannot use ranged weapons while in Berzerk or in Bloodlust. If Rino does not kill any enemies for a duration while in Bloodlust, Bloodlust is lost. Higher levels

    decrease the amount of enemies required for Bloodlust and increase its duration. They also increase the negative and positives effects of Berzerk.

     

    Smash: Rhino charges up a heavy melee blow that deals 500% of normal melee damage. Normal units take massive damage and are usually crushed and die immediately, heavy units are sent flying if not outright killed, and Bosses are knocked down. If Rhino continues to melee after smashing an enemy, the next blows will have reduced power but the same effect.. Consumes 75 energy on the first strike, and 25 energy for subsiquent strikes. Higher levels increase the damage and force of Rhino's blows and decrease the energy cost by 5 for the first strike.

     

    Trinity:

     

    Reroute: Trinity channels life energy from a targeted enemy into a targeted ally or herself. She is immobalized during Reroute, as are the enemy and the warframe in question. Bosses are not immobalized, merely slowed, and will have the same reaction to Reroute as they do to Mindbreaker. Trinity cannot Reroute into herself. Higher levels increase the speed of the reroute and increase its range. Trinity loses energy over time during Reroute.

     

    Sacrifice: Trinity uses some of her own life energy to overcharge the target, dealing heavy damage to enemies (too much life for their bodies to handle) and overhelaing allies. Higher levels decrease the amount of damage Trinity takes and increase the life given.

     

    What do you guys think? Feedback appreciated.

  6. Gravity core malfunction seems very interesting. Perhaps it could stack with the other gravity mods, so we have low gravity malfunctions or high gravity malfunctions, or possibly randomely shifting gravity malfunctions. So we get gently pulled towards the walls, or brutally slammed into the ceiling.

  7. To answer to all of these

    Also, cold damage mods - cold damage does 200% damage to shields.

    Thank you, I didn't know that. I also do not have a cold damage mod and have had my sights set on one for a while now.

     

    No. You must be new here. They seem strong, wait 2 days and they'll be a joke. Besides, nerfing is almost never the answer to perceived imbalances.

    I'm to the fight on Vey Hek (Who's weapon has been nerfed twice). I have crafted Paris, Orthos, Dual Ethers, and Kunai are being fabricated now. The issue I think I'm having is that I'm  a MAG, and at rank 30 my main concerns have been staying alive by making my shield cap ridiculously high to compensate for my lack of health and offensive abilities. Also, Shield Polarize wouldn't work well once I'm out of power.

     

    once you level up a bit and get some better mods you wil easilly kill the bosses you listed.

     

    I don't think it is a good idea it  will just take time away from the DE for making better mods or content.

    The only thing I can level up at this point is Orthos. My Paris one shots most enemies now.Had I found some nuerodes despite a week plus of grinding for them, I'd be polarized. Vey Hek is not  an easy boss, he uses a weapon that has been nerfed twice and people are calling for a thrid because it does more damage than Nef Anyo's rifle at mid range. It takes half an hour, tops, to make a new mod once the games bare-bones software is in place.

     

    First going against a boss with melee is a something you prob (often) shouldnt do unless you feel derpy and/or are able to take it down with you melee weapon also the Paris is a support weapon, not really meant to take down bosses with (sure with the right mods you can take down bosses too but that applys to almost all weapons).

    tl:dr get your self some good mods and use something else than melee and/or paris against Bosses

    The Dual Ethers worked quite well against staggerable bosses, stunlocking them easily. Of course, against non-staggerable bosses it was still effective but you'd take damage. Kunai are a good anti boss weapon due to the continuous fire the offer with a large ammo reserve and high damage, and I'm building them now.

     

    Biggest thing is it seems like he's just waay undergeared/lvl'ed/modded.  Join groups, it is after all what the group finder option is there so you can play a coop game... Cooperatively.  Run some other stuff to get some more/better mods, fuse them, and play online with other people.

    Level 30 mag with 700 shields, 75% serration, 45% stormbringer, 15% hellfire paris, my only weak spot is Orthos at this point and I'm working on making it stronger.

  8. Yeah, the room damage idea I had needs some serious rework. It'd be pretty irritating to have a hole open up right beneath your feet and be instantly killed by a ship firing.

     

    The Tenno are more like a race than a cult. Lotus looks human, but its strongly hinted she's an AI. We never actually see what any Tenno look like, though they're though to be human as well, one thing stood out to me. Look at their feet. After all, the forerunners looked like humans when they were in full armor, but remove the helmet and you see they are nothing alike. Especially with the whole Clan thing, they appear to be more like a race.

     

    Hacking: Yeah, I played Dues Ex: HR recently, and I just noticed a few similarities. You're right about troll players, I can see some jackass flooding a room full of his teammates with Nuerotoxin just to be evil.

  9. The current boss shield recharge is ridiculous. Their shield will often recharge fully between the strikes of a slower melee weapon like Orthos, and it makes the Paris worthless against them due to the fact that by the time you get off a second fully charged shot, their shields are back. This is irritating on bosses like Sgt. Nef Anyo, because unless you have an electrical mod on your weapon he will simply cloak and walk away, while his shields recharge fully in about 2 seconds.

     

    This is downright stupid on bosses like Vey Hek, because they cannot be stunned or staggered, their shields will recharge while a single person is reloading, making one person boss fights literally impossible. Add that to Vey's damn near invincible level of health and his ridiculous damage output (he uses his shotgun at long range and clips out 100 shield, but that's another post).

     

    The overall effect is that these bosses have better shields than any Tenno, and the reason is simple: There is no mod to reduce the recharge delay, only to increase its speed. That's a problem. I don't care if my shield recharges 50 a second if it takes 5 seconds to start recharging, I'd gladly trade that for a 15-shield per second with a 1 second delay.

     

    Nef Anyo in particular is made a ridiculous boss by this feature. If you have, say, Dual Ethers with Shocking Touch, this guy is a pushover, often being stunlocked so thoroughly that he doesn't get a single hit off and  barely manages to cloak. However, if you DON'T have a fast weapon with shocking touch, say, Orthos,  he is just annoying and impossible to kill. He does a laughable amount of damage, that sniper rifle takes out 200 shields but he has to charge for 5 seconds and wont shoot for another 20, so he cannot kill you. Worse, his AI doesn't even recognize you at long range, so he just stands there periodically cloaking. You run up and start hitting him with Orthos and he'll just cloak and run before his shield is at 50%, resulting in his shield recharging in two seconds while you're locked in the middle of an animation. This happens with ANY boss programmed to take cover when low on shields. You'll be in the middle of an animation for a hit and they move barely out of reach, resulting in their shield fully recharging.

     

    So please, nerf their recharge delay. It doesn't make the fights harder, just more stupid and longer.

  10. The Infestation's only real problem is their over-abundance of stun/stagger - every single enemy has it in some form and can make fighting them incredibly frustrating and unfun. Ancients only compound this problem with their multitude of other tricks - sliding toward you in mid attack animation, being practically immune to cloaking, and the ability to hit you, guaranteed, if you're in range.

     

    I'm all for a challenge, and certainly I wouldn't say they need 'nerfing' per se. All that's really needed is to tone done their ability to take control from you.

     

    That said, the Grineer are *far* worse. Between Rollers and Scorpions (who really have not been fixed) it's difficult to bring myself to face Grineer at all these days.

    I coulnd't agree more about the infestation.

     

    I disagree with you on the Grineer, the rollers are annoying, but very uncommon. I've only ever seen three. Scorpions are more common but they rarely use their grapple hook, preferring to just run at you with their swords. They're also pretty squishy and as a fury dual ether user I find them pushovers. Its the heavy units fisty slamy thing that pisses me off.

  11. Sorry, but this is COMPLETELY a learn to play issue. Plenty of players deal with it just fine, therefore it is not bad design, but, rather, that you are not skilled enough (yet) to deal with it. Keep trying, practice makes perfect.

    There is no SKILL involved with the infested. You just slide-slash everywhere. Of course, get hit once and you're stunlocked to death.

  12. Infested is by far the most frustrating and least fun faction to fight. Their entire challenge resides in stuns and removing entire game mechanics (disruptors).

    Overview of units:

    Chargers- come in large numbers, each single attack can stagger a player midmelee, has a very vague headbox.

    Runners- come in large numbers, and getting hit by one will quite inevitably lead to the entire pack surrounding you and detonating as you recover. I get the entire "punishing players for making mistakes" thing, but generally, you design these things to punish players for the initial mistake, you don't punish them for being punished for the initial mistake.

    Leapers- Actually play fair in theory, big windup is a very obvious warning, but in practise is often unavoidable anyway when you're getting stunned by the others.

    Crawlers- Don't do much, but are nice touches to surprise players

    Ancients in general- Bullet sponges, staggering tentacle attacks are annoying, knockdown tentacle attacks are complete bs, often setting you up for chain knockdowns when multiple ancients are present (which they often are). Extra points if one of them is a disruptor.

    Healers- Decently designed apart from the above flaws that ancients in general have.

    Disruptors- Absolutely the worst thing in the game. 1 single attack from them will drain ALL your shields AND energy (or knock you down and THEN drain your energy/shields). It's complete overkill for such a small mistake, and especially unreasonable in higher difficulties where there's a lot of disruptors.

    Toxics- Okay, I guess.

     

    Now put this in a game alongside factions like the Corpus, and you can easily see why my Corpus kills is about twice as much as my infestation kills.

    I couldn't agree more, the disruptors are @(*()$ bullS#&$. One hit and your shields are gone? Overpowered. Every attack the infested do is a knockdown or a stagger, and you are quickly stunlocked by even a small number of them.

    The toxics are somewhat OP because they hit your health directly, and when combined with their "Knock you on your &#!" moves, you can be killed in a single hit from one.

     

    The infested are the only thing worse than the loot system.

  13. Cryo: All cold damage gets a buff. so everything frost does gets buffed.

    Self Destruct: True. or the timer needs to start after the fight... or something to keep it from being stupid.

    Ship Under Attack: I think your idea is a bit overkill. these are suppose to modify the environments, not kill the progress of the mission...

    Over Oxygenation:Ember does because because all fire damage is increased. extending AoE's might be a good idea, but otherwise i don't want one envi mod to have completely outshine the others in terms of how it boosts an element. adding abilities to melee might be too much... though, its a fun idea.

    Irradiation: Saryn should be as i don't think that she should be immune to "radiation." she does not use radiation. she is poison. and there is a poison type mod here. a radiation type frame would be immune.

    EMP: That is a good idea. I don't want a warframe specific buff for any of these, but rather a buff to anything that uses electricity/magnetics. there already is a buff to magnetic damage which only the mag frame can take advantage. I might need to find a place for volt. also all the others, like tryn and vaub, might need something.

    Ship Wide Lockdown:idk about the venting the air thing... but the special units are cool. i got a list of idea for units almost as detailed as this list of environmental ideas.

    Merchant Ship:I thought of this cause i think that with all the bad things that can happen it would be a good idea to give the tenno some random reward they can work for. something extra that can come up and it actually makes it feel like DE loves us. =]

    Gravity Malfunction:based on your idea here, i added the extra grav mod. i didn't add anything about aiming, but then that got me thinking about what another person said about night vision and i made the idea about smoke/fog. also, the valley i live in is full of smoke from a nearby fire as i type this.... =[

    Computer Virus: This was another persons idea that i revamped. making it mess with the lights too is good. i'll add that. all sentinels (including the dethcube) will randomly shut down. haha. making the shield drones shield tenno would be pretty funny!

    Battle Ravaged:i think your getting excited here. idk if the tenno care that a ship is about to crash into a civilian colony. and i was thinking that the ship was more adrift than hurdling towards a planet... also about the planet maps? i do agree that the rescue missions might be bit odd, but maybe it was part of the escape plan? anyway, this would be the most intensive envi mod as it would require the most reword of a tile set. why would the captive be wearing a pressure suit?

    Hull Breach:I was thinking that the warframes were bad &#! enough that they remained standing, but its hard. i see the whole delay on health. maybe i add that to the list...

    Lockdown: this was thought up of the idea that normal enemies would continue to flood in during a boss fight. i don't like that they can't. it makes no sense and then most bosses are damage sponges and having normal enemies would require us to think more about it. maybe solos don't need extra enemies, but team fights for sure do!

    Neural Toxin: i think that its part of the game that some things have an advantage you were not expecting. besides, the virus knocks out all AI's...

    Explosive Barrels:mag pull is a great idea. added!

    Toxic Barrels: same as above

    Slime Barrels:idk about making them flamable... but i ll think about it.

     

    Cryo: Thanks for pointing that out, I didn't make the connection.

     

    Self Destruct: The timer could start after the fight to make it less irritating, good idea. Doesn't make sense for the ship to be Self Destructing whilst a VIP was onboard.

     

    Ship Under Attack: The blasts would have to have safe zones, such as it cannot blow a security panel and leave you stuck in the room. I could see how the doors locking and the panel breaking would be a problem. How about a lightshow of the ships firing at each other when you look out of windows, or weapons bays on the ship where you can see the guns fire? Sabotaging the reactor should also have an impact, such as your ships guns no longer firing while the ship begins to either take more damage because its sheilds are down, or it stops taking damage because the enemy is fleeing/ignoring the now exploding ship.

     

    Over Oxygenation: Yes, I can see how the exploding guns would be a problem. I still think explosions should have a larger AOE. More oxygen=more fire.

     

    Irradiation: You're right on that, rads don't really count as poison so much as harmful evolution.

     

    Ship Wide Lockdown: I'd love to see the list of specials, I think our current "Heavy Units" Are cheap. They're all basically the same and even have the same melee (The irritating fist slam).

     

    Neural Toxin: THIS is what Saryn should be immune to, not the rads. As I said, that girl is poison, and it wouldn't make much sense for a poison user to be affected by her own poison (Though I'm sure if a snake bit itself it would suffer the effects of the poison).

     

    Coolent Pipes: Perhaps frost could manipulate this like Volt manipulates the electrical lines. He can channel the excess cold but if he doesn't do it fast enough it gets through his insulation and freezes him.

     

    Plasma Line: I would say that Ember should also be able to mess with this, but plasma isn't fire. Nothing close.

     

    Electrical Line: I came up with the idea based on how you see heroes using more energy than they can really handle, and how sometimes you'll also see electrokinesis users grabbing a live wire and sending out a bolt of lightning to hit people.

     

    All the Barrels: It would be nice if Mag had an ability where she could magnetize two things and pull them together, instead of just yanking things towards herself. Pushing would be nice too.

     

    Hacking in General: Perhaps when hacking you could also pull up a map of nearby rooms, and have the effect happen THERE (Boss rooms should be immune to external hacks, so you cant just lock him in a no atmos room and wait). Perhaps on Corpus ships you could also look through the cameras from a terminal to see how many people are in the room. You can do a lot whilst hacking the system. Perhaps volt could also send a charge through the system to make a few things explode in the room targeted, or remotely booby trap a terminal so that it shocks the next user (Including himself) to prevent the alarm from being raised?

     

    Battle Ravaged: The crew member would be in a pressure suit because the ship is really messed up (Reactor offline or leaking, hull breached, air system no longer working, etc.) to give him a better chance of survival. I do see your point of why the ship would more probably be drifting. The "Impacting a civilian colony" thing fits more with self destruct missions. Also, the Grineer are stated as being oppressive, and the Tenno might be here to stop their reign of terror. The Corpus are a CULT with a presumably brutal indoctrination. The Tenno are probably in the Sol System to stop these guys.

     

    We should really have a brainstorming session together.

  14. Slendy is good but he doesn't quite fit the bill for this...

    Here's the thing: Space is dark

    It is dark and cold and lonely

    No-one can hear you scream

     

    We need something more terrifying than Slenderman.

    Something worse.

    Not infested....

    Other.

     

    Since space is dark our opponent should be dark. It should be a shadow when you aren't shining a light on it, in which case it slowly stalks you through the ship, killing you if it catches you. If you look at it, it stops but the shadow deepens. After a short delay (Gets shorter every time you look at him with a light) he solidifies and rushes you, resulting in a pell-nell scatter run through the ship screaming bloody murder.

     

    Lotus should also comment:
    "Strange... the power systems are offline...."

    "Oh my god... ABORT MISSION! ABORT MISSION! GET OUT OF THERE NOW!!!"

    "Tenno, RUN! It's behind you!"

    "We need the data on this ship, it could tell us more about whatever has been attacking agents of late."

    "Forget the data, get to extraction now!!!"

  15.  How would you feel if a million bronies stood up against you and demanded a my little pony themed sentinel? I know i wouldnt. You cant just pick  your personal favorites. The best thing to do is just leave the internet out of it. If you like it, then go be with it but dont bring that crap here with you.

    There's probably a mod for that.

  16. Enemies with ice attacks that slow us down just like we slow them down.

     

    Enemies that deploy bubble shields that allows them to freely move in and out, but does not allow players to pass.

     

    More gun fire.

    NOT more gun fire. Grineer already lay down enough bullet storms.

     

    Not really a fan of these. Constantly coming across these kinds of things is just annoying because its just waiting. Waiting for smoke to clear like every room?. Nothing fun about that. One thing that slows people down for sure though is enemies. And what would be cool is blockades. Like if the grineer have been waiting ahwhile and were expecting you, they have a makeshift barricade or even like 4 Shield Lancers just in a line covering the doorway, with backup taking pot shots at you. Its a challenge and gives exp/possible loot for your work.

     

    And please no to flashbangs. They're just frustrating and can easily get you killed. Think of the psychosis gun in Perfect Dark. That thing was nothing but annoying. They also wouldnt make sense because tenno dont even see naturally. Cameras and laser wires are moderately annoying. But only moderately because theres plenty you can do to disable them and continue on your way. The only really annoying part is getting stuck in them and really bad spammy camera placement. But thats something that can change if brought to light with DE.

     

     

    Blockades are excellent ideas. Currently the only thing those sheildy bastards do is half-assdley stand in front of people and charge you head on. A sheild wall would be great to fight against. Perhaps a Riot-Controll grineer? Uses a big sheild and a stun baton?

     

  17.  

    Cryo Leak

    Ice all over the place (like it is already). All units run speed is slowed 5%. Melee is 10% slower (including charge time). weapon swap and reload is slower. All freeze damage +50%. Stamina recharge rate -20%. Air ducts and pipe leaks are pouring out a blue vapor like mist that is super cold. Units that step into mist are slowed by 60% for 3 seconds and take some cold damage. Units on the ice have a hard time moving (slipping a lot). Starting to move is very slow and stoping takes a long time (will probably slide off the ice before stopping).

    Frost is immune.

    can't happen on "outdoor" maps

    Lotus informs: The ships Cryo chambers have malfunctioned. You'll feel a bit sluggish.

     

    Self Destruct

    Panels all over are occasionally discharging for a second, causing 1 second (and not longer) stun and minor electricity damage. All electricity damage is increased 50%. 20-30 minute timer is in place. (cinematic of ship exploding if timer counts all the way down).

    Volt is immune (maybe gets energy).

    Having Lightning rod reduces damage, 

    Lotus informs: The ship is going to self destruct. You need to do this fast, and keep clear of energy overloads.

     

    Ship is Under Attack

    random fires all over the place, corpses in random locations. Random atmosphere leak in random location in the room occasionally and self seal after 30 seconds. breach causes a slight drag on all units (like Vauban's vortex) that are near. some tremors causing all units to chance a stumble.

    Rhino does not stumble

    Lotus informs:Stay on your toes, the ship is getting bombarded with enemy fire.

     

    Over Oxygenation

    Colors are saturated. All fire damage is increased 50%. stamina max +20%. stamina recharge rate +20%.

    Ember does not take increased damage from fire.

    Lotus informs: Take a deep breath, Tenno. And steer clear of fires!

     

    Engine Ion Leak

    All units with shields (if any) start at full and have a 1% reduction applied every 12 seconds (5% in one minute) to a cap of 50% in 10 minutes. Sheild recharge rate -20%.

    Lotus informs: The ships engines are having issues. Mind your shields.

     

    Radiation Leak

    Corpses in random locations. When a unit looses shields, they are instantly "irradiated" for 30 seconds at 1 health per second. Units without shields are only irradiated once. edges of screen blink red while irradiated (like when poisoned by a toxic). A radiation based frame would be immune. 

    Lotus informs: The ship is radiated. don't loose your shields, even for a moment!

     

    Electro Magnetic Pulse

    Max energy is reduced 20%. energy pickups give 20, instead of 25. Energy siphon is reduced to 1 every 3 seconds. Magnetic damage +50%. Occasionally, a "wave" of energy (looks like volts shield) passes through the ship, causing robotics to be stunned for a second, panels to over load causing electricity damage and stuns nearby units. HUDs are distorted for one second (like with disruptor hit).

    Mag and Volt are immune.

    Lotus informs: I'm detecting a lot of EM. you'll need to find extra power for this mission.

     

    Ship Wide Lock Down

    Every room of the ship is locked and must be hacked to be opened independently from the last room. Enemies are always looking for Tenno. (should not happen in single player)

    Lotus informs: There are other Tenno aboard, and have already been spotted. you'll need to do this room by room.

     

    Merchant Ship

    This ship has 2 times drop of all resources and credits. Consequently, all enemies have increased level (standard level x 1.5 or something mildly significant)

    Lotus informs: Take everything from this ship! We'll need it.

     

    Gravity Plate Malfunction

    The artificial gravity is malfunctioning. Canisters are floating, slowly spinning in place. Jump duration is increased 200% (3x jump height, and 3x range jump kicking), Wall running uses 1/3 stamina. Excalibur's and Vauban's jump really shine here! 

    can't happen on planet maps. 

    Lotus informs: The gravity plating on this ship is not working properly. remember your zero-g training.

     

    Computer Virus

    All AI units (osprey, MOA, grinders, etc.) attack anyone and sentinel shuts down randomly for a few seconds. Rooms randomly lockdown and unlock. laser doors and turrets randomly activate/deactivate. elevators randomly move. Hacks are tougher.

    Lotus informs: Our enemies are attacking this location remotely, stay sharp and be ready for anything!

     

    Battle Ravaged

    Much of the ship is falling apart. What was an easily navigated tile is now wreckage with coolant lines leaking (being frosted), plasma lines spouting (fire damage), and electrical lines shorting (electricity damage). Occasionally debris falls from the ceiling. power is on but only enough for life support and doors. no alarms can be triggered.

    Lotus informs: This place is falling apart. watch out for hazards. anything can break here.

     

    ---On Trigger Events---

    These would happen when a corpus crewmen or grineer soldier hit a button, some destructible is destroyed (i.e. a window), a trap is triggered by a Tenno, or the Tenno hacks to make it happen....

     

    Hual Breach

    When a window is broken (and all windows should be breakable), a decompression sequence starts (this is already in the game, but only one window can break). a lockdown starts and the breach is sealed automatically in 10 seconds (it just makes sense!). Players still need to hack to reopen the room. During the time the atmosphere is escaping, all units take health damage at 5 health per second (bypasses shields). also, any loose items are sucked to the location (like Vauban's vortex) and all units stumble. can't happen on planet maps. 

     

    Alarm

    Anytime the enemies are alerted to the presents of Tenno, the player may attempt to hack a REALLY hard cypher (12+hex's to hack). This will cause the enemies to return to normal alert mode (unalerted), and not respawn.

     

    Lockdown

    Players can start a lockdown on their own by performing a REALLY hard hack (12+hex's to hack).

     

    Low Gravity

    Players can shut down the gravity amps for a short duration (1 minute) by performing a hard hack (8+hex's to hack), causeing the Low gravity effects listed above for a single room.

     

    Neural Toxin

    Upon Corpus or Grineer activation, toxic chemicals are pumped into the room. All bio form units take poison damage. It is stopped with a hack. Does not happen more than twice a mission. Saryn and toxic ancients/crawlers are immune.

    Lotus informs in a strangely creepy yet familiar female voice: Studies find that test subjects did not perform well when put in a room with deadly neural toxin. Saryn is immune to the poison

     

    ---Destructables---

    Cryo Pipe Burst

    Upon being hit with enough damage, a pipe with coolant or cryo fluids bursts and sprays an area. anything in the area takes frost damage and the effect. Automatic safeties activate in 10 seconds, stopping the hazard. Frost is immune to the damage. 

     

    Plasma Conduit Cut

    Upon being hit with enough damage, a conduit with plasma bursts and spouts plasma in the area. anything in the area takes fire damage. Automatic safeties activate in 10 seconds, stopping the hazard. Ember is immune to the damage. 

     

    Electrical Line Severed

    Upon being hit with enough damage, a conduit with electricity running through it is severed. anything in the area takes electricity damage and the tenno HUD is distorted. Automatic safeties activate in 10 seconds, stopping the hazard. Volt is immune to the damage. 

    Explosive Barrels(Yes, these are already in the game, but lets face it, they are virtually ignored.)

    Explosive Barrels are set throughout the maps and indicated as such with red labeling. they increase in damage with level as well as armor. The number of yellow stripes indicates its explosive yield. Embur takes 50% less damage. 

    Toxic Barrels

    Green Barrels throughout the level will leak toxic gasses upon being hit with enough damage. the number of blue stripes indicates the toxicity level. Saryn is immune to the poison

    Slime Barrels

    Gray like barrels will spill a slime on the floor that will greatly slow the movement speed of anyone who steps in the goo.

     

    Thoughts?

     

    Cryo: Currently cryo levels are irritating because the enemy isnt affected too. Your idea is an excellent one because it is both balanced and it makes sense. However, I think that Frost should be even stronger here.

     

    Self Destruct: The idea makes much more sense than the current "Fire everywhere" Idea. It would also add much more pressure to the mission. However, this one SHOULD NOT happen on boss missions because of the length of your average boss fight.

     

    Ship Under Attack: Good idea, but lets expand on that a little more. The rooms shouldn't just breach, there should be some effects. A big explosion that throws everyone back wards from it and leaves a large hole in the floor (Falling in just teleports you to its edge like a normal fall). That breach cannot be closed and the door must be hacked open to leave and enter, both times resulting in the other room temporarily losing atmosphere. Otherwise, people are stumbled and some lights explode, ceiling panels fall, etc.

     

    Over Oxygenation: Interesting but there should be a penalty on fire. It shouldn't just do more damage, using a fire weapon should cause a fire blast around the offender that does minor damage and staggers. Since you have more stamina, you could just use your melee weapons, which are not affected. Also, exploding barrels and grenades should have a much bigger AOE. Ember should also get a little extra amp.

     

    Ion Leak: Excellent.

     

    Irradiation: Saryn shouldn't be affected by the rads, that girl is poison. I would suggest that units without shields be slowed because of the radiation, due to the fact that their armor somehow makes up for the lack of shielding but cannot totally protect them. Actually, Saryn's poison should be MORE effective in this environment, but also more unpredictable, ex. having varying damage, randomly confusing enemies, etc.

     

    EMP: Great idea here. I love the concept of "WAVE!" *Massive wave of energy and exploding power conduits*. Wonderful. Perhaps the wave somehow empowers Volt and Mag for a few seconds.

     

    Ship Wide Lockdown: At first I though this would be brutally unfair, then I realized locked rooms prevents reinforcements. You only have to deal with one room at a time, but running is harder. Another suggestion: Every so often a special unit attacks, who can open doors to catch fleeing Tenno. Also, enemies should be able to vent the air from the room at a terminal and you must hack it back in.

     

    Merchant Ship: YES. @(*()$... YES.

     

    Gravity Malfunction: Interesting but perhaps there should be a possibility of INCREASED gravity with the opposite effects, and the bonus of it knockdowns being more brutal. As for low-G, aiming should be harder because of the recoil in a low gravity environment.

     

    Computer Virus: Excellent idea, maybe have the lights go out occasionally as it messes up the power supply. Also, the Dethcube should be randomly shut down as well. Shield drones cant fight anything, so how about they randomly latch a shield to someone and then suicide bomb them?

     

    Battle Ravaged: Wonderful. I love the idea of picking through a derelict looking for its data cores, but rescue missions should be disabled and captives should be wearing pressure suits. Also, the dialog for a sabotage mission should be changed to something along the lines of "We have to destroy the reactor and blow up the ship before it impacts a civilian colony" or some such.

     

    Hull Breach: The direct health damage should be delayed. Computer virus should also cause the vents to have to be hacked manually. Your health should only start dropping after a few seconds because your shields still hold some air in. Enemies near the breach should be pulled out and Tenno should be knocked down if near it.

     

    Alarm: Very nice, would help with the "SPESS NINJA" feel if you could end the alert.

     

    Lockdown: Interesting and a good idea, I could see Tenno locking themselves in a room with a heavy unit so they could take him down without interference

     

    Low Gravity: Great idea for those big open areas inside Grineer ships and the Corpus factory rooms.

     

    Neural Toxin; Would be irritating but thanks to the limit of twice, a good feature. Could be disasterous in a fight with the Moas though. Perhaps it should take a few seconds to begin working to give you a bit of breathing room (heh heh)?

     

    Coolent Pipes: Great Idea here.

     

    Plasma Lines: Again, Wonderfull.

     

    Electrical Line: Volt should get a buff to his next ability but if he doesn't use it in the next 10 seconds he takes damage from the overload.

     

    Explosive Barrels: Nice idea with the scaling, currently these things are laughable later on. Perhaps let Mag pull them?

     

    Toxic Barrels: Again, Mag should be able to pull it.

     

    Slime Barrels: Same, mag can pull. Perhaps make these freeze the feet of anyone standing on them to the floor during a cryo level or a frost blast, stunning them for a few seconds? Also, it should be flammable so if it touches a fire the whole thing should go up

     

    Wonderful ideas all, they would make the game so much more immersive.

  18. I like the concept of synergy. I have fast hands, shouldn't that affect my shooting speed? My gun shoots ice, shouldn't that bypass shields?

     

    Wonderful idea, especially with how you would be assembling your loadout "like a jigsaw puzzle"

  19. They are not compensating for all the stuff they are adding into the RNG. THAT is where my frustration is. Things that used to be obtainable in a week are now taking much much longer. The more they add to the RNG, the longer the grind and the more frustrated the player gets. I've tried just telling myself that I'm just going through a bad luck spree. No longer do I feel this way. I am now starting to feel as if getting new things will be torture and nothing but frustration. Two or Three months ago, getting a new frame would not take more then a week of continous grinding. Now it is taking more then a month. If DE really wants to keep their player base, they need to do some serious reworking of the RNG. Right now Warframe is more frustration then it is fun. I know I am not the only one who feels this way. I shouldn't feel like getting a new frame is impossible.

    Thats a fact right there. I think they should have, for bosses at least, a guaranteed drop of at least part of the schematic. It would end the times where you grind Jackal for a week (When he isn't falling into the floor, but thats another thread) and the only thing you get is 89 plastids. Bosses and heavy units should have better drop rates. This might be a little extreme, but I think a boss that drops componants for a warframe should have a  100% Chance of dropping a schematic. Vor does, in my experience. But Jackal has like a 1% chance of dropping ANYTHING. The only thing I got apart from 89 plastids was a goddamn energy orb.

     

    The problem with RNG is that true randomness is prone to streaks. This results in one person getting NO drops for a week while another gets a drop every other kill. There should be seperate probabilities for the main things in the system. You should ALWAYS get at least one ferrite drop when going through a mission in mercury, for instance.

  20. Grineer seem to me like the main issue of the game. They seem to be the most powerful faction as well, since they probably have the ability to clone.

    Infested are more like a little ''side role'' to me.

    But of course, they should make the infested look more powerful.

    Leapers die when they leap against a wall, runners are suicide bomber, charger are little harmless and squishy doggies, crawler are nothing but decoration and ancients are getting an overwork, so they'll probably do good.

    There are still 4 to go though.

     The infested are NOT weak. Two ancients can stun-lock you quite effectively and a single toxic ancient can kill you very fast with his poison. The infested don't need an amp to their power, they need a re-spec. The main problem with them is they all stagger you and there is no way to counter stagger. Once two of them are on you, you're dead if you get caught. Chargers are NOT harmless, a good swipe downs 50 shield and stuns you for a few seconds, allowing the rest of the horde to catch you and its game over.

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