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Vorcov

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Posts posted by Vorcov

  1. 37 minutes ago, Hixlysss said:

    I have 2 final suggestions

    In addition to those, I'd love to be able to heal by sending a tentacle out to an ally. Even though we can now maneuver in Undertow, the 75% range reduction really hurt the augment mod I find. At least with the tentacle, we'd still be able to heal allies from approximately the former distance we could :( If we had those 3 things, I'd grab the prime access without any hesitation. I liked my full-size pool for healing, but it has been replaced with a kiddie pool.

  2. So I was about to get a new build made for a Warframe which involved the use of a different polarity Aura Mod, and I was wondering why I couldn't choose to have a Forma only apply to one of the Configs. I searched quickly on the forums and found this:

    In there, this comment from Bibliothekar stood out to me:

    "A way this could work: When you forma a frame or a weapon, you can select if you want to forma all three loadouts at once or each one individually. So for a frame, you could select to forma the Aura slot for each loadout individually, but keep all other slots the same. But having to use 3 Forma (1 for each loadout) ... no, no way."

     

    I believe this would be a great quality of life option for people experimenting with different builds. Rather than having to either build another Warframe for a new build, or having to constantly Forma the Aura slot each time you want to build differently, the suggestion started by Superdoo would alleviate this.

  3. So a lot has been covered already in the previous 33 pages, and quite a bit of it is what I was already feeling. To toss in what I feel for Hydroid:

     

    Passive

    • I very rarely use this, but it's nice to be able to spawn one if you're out of energy. Perhaps this could be a low percentage chance on a regular melee attack as well? I feel a lot of people don't use this, or just completely forget about it in the heat of battle.

     

    Tempest Barrage

    • I have always thought of this as a cool ability with nice visuals, but I very rarely use it. I never personally found it strong enough to use.

     

    Tidal Surge

    • Always loved this ability, glad to see it has remained intact. I have seen some ideas of it being merged with Undertow, and I think that would be awesome, but that would mean significant Dev time to create a new ability to take its place.

     

    Undertow

    • The undocumented range reduction (from 18m to 4m?) has hit my play style pretty hard. Curative Undertow is now much less effective (which was quite good for the Defection mission type). I noticed something was off when using it, as I wasn't able to heal other Warframes from the same range I used to be able to. I got caught up in the fun of being able to drag enemies into the puddle that I didn't think too much into it at first. I imagine this was done due to the fact that we can now pull enemies inside, but the amount it has been reduced by hurts the ability quite a bit.
    • Could we perhaps latch onto allies to heal them from outside the puddle range, if its range will not be either reverted or increased from its current size?
    • I absolutely love the new textures for this, they are quite beautiful.
    • I love the damage buff that this has been given. I've seen a lot of people complaining that it's still not strong enough, but nevertheless it still does a lot more than it used to. Previously, it was really only viable to detain enemies until being ready to dispatch of them in another way (other team members with more powerful Warframes, weapons etc.).
    • I love being able to move without exiting the puddle, albeit very slowly without dumping energy into 2.
    • Casting other abilities while in the puddle form is quite cool, however I feel that the costs should be reduced slightly when you are in this form. I think this was mentioned somewhere already, but I agree complete with it.

     

    Tentacle Swarm:

    • Though this also received a hefty range reduction (from 20m to somewhere between 5-10m?), this didn't bother me too much, the reason being that before the rework, I had often seen a tentacle spawn on a ceiling or somewhere off by itself, just flailing around like one of those advertising tube men.
    • I really enjoyed seeing the Kraken head pop out of the ground, but I was a bit disappointed that it didn't do anything other that pop up for a moment, then disappear. I like what has been said before, that it could perhaps gobble up an enemy and maybe deal heavy damage to them.
    • As this can now be cast while in Undertow, I think it could be cool to become the Kraken head itself, and be able to draw in enemies to deal heavy damage to them. Note that I think this should only occur if you're in Undertow, and if you break out of it, it would just resume as it does when cast from outside Undertow.
    • I saw an interesting idea that this could become Hydroid's "effigy". If the Kraken head remained in place and would gobble up enemies, perhaps this could work out. The only thing I'd be concerned about, is that it would be another source of energy drain.
    • Regarding all the people who have trouble hitting the enemies as they are being flailed around, I saw what I found to be a very cool idea at one point in the forums here that stated that perhaps the base of the tentacle could be shot & hit by allies, and the damage would be inflicted on the enemy held by it. I personally never had a problem hitting the flailing enemies, but I see this as a way that you could make both sides happy.

     

    I always enjoyed Hydroid, and I purchased him shortly after he was released (I first started playing mid-February 2014, but stopped for ~2 years due to lots of work, buying a house etc.). I loved everything about his functional design, and he is quite fun to play as. When I started playing on Xbox One with one of my friends recently, I purchased him there as well.

     

    Tl;dr: Overall, I like where he is headed, but the range reduction for Undertow hurts the ability and its augment mod unnecessarily.

  4. Another problem with pricing from that site, is that you can get discounts for platinum on PC from the daily login. Console only has discounts on what is in the in-game market (Xbox One at least, though I would imagine PS4 is the same). Like Sean said:

    12 minutes ago, Sean said:

    Warframe.Market needs a substantial update to really be of any use for console players

    I feel like it would have to be a separate market based around the price of platinum on consoles.

  5. 24 minutes ago, [DE]Megan said:

     

    • Fixed being able to re-run an Alert/Sortie/Syndicate mission again right after completing it. It’s also worth noting that rewards would not be given out twice in this situation.

    Does this mean I can no longer select one of the three Sortie missions in order to help out random players? :\

  6. First time I see something like this happen, but when joining a mission (selected Earth > Lith), I heard the sound of a failed mission, and then the UI broke. I could only access the chat, nothing else was functional (Esc etc.). Doesn't look like I left the orbiter (never got to the loading screen for entering a game).

    Steps to Reproduce:

    1. Have users in a game with an objective that can be easily failed.

    2. Sync with users to join them as they fail the mission.

     

    Note step 2 will likely require specific timing. Good luck, QA :)

     

    http://imgur.com/CbzfoP8

  7. I'll have to dust off Zephyr and try out this Firenado thing...

    And agreed, it would take quite a lot of testing to hammer out all the bugs if any of this is implemented one day.

     

    Also, this would be amazing to watch happen:

    9 minutes ago, INight00 said:

    Imagine this:

    A Zephyr, Saryn, a Ember and a Trinity in a squad... because of public matchmaking. Since all abilities interact with each other...

    Zephyr will spawn tornadoes that will take on heat damage from WoF- Ember, becoming firenadoes, Saryn jumps in the middle of the map because she is hungry for death and uses Miasma which then toxins the tornadoes and Ember, so now both deal gas damage, Trinity who is standing around watching the enemy being poisoned map wide uses blessing because an ancient slapped her with get Heat and Toxin resistance, just in time since there is a toxic ancient in the area ready to scream green at her... you get the point. But it would be quite hectic with all the combinations. Its long-term change I would like to see, certainly opens up a lot of possibilities...

    Hectic indeed, but most definitely fun. Perhaps one day :)

  8. For a while now, I have been speaking with one of my friends about features we think would be entertaining to have in the game. I fully realize that this idea in particular would require significant dev time, but perhaps something nice to have down the road at some point.

     

    A couple of quick examples from what we spoke about:

    Having Nidus' Ravenous take on elemental abilities from other frames (think Ember shooting a Fireball into one of the dancing tentacle pillar things, then it shoots fire periodically).

    Similar to the last, but having Frost's Snow Globe take on elemental abilities from other frames (think Volt lacing the shield with electricity, so it has a chance to proc on enemies entering/exiting it).

    As with the others, Zephyr's Tornado taking on elemental abilities (think Ember, Frost, Volt, and Saryn adding their respective damage types to them).

     

    Not a fully developed suggestion as I've only mentioned a couple of ideas we spoke about, but what are your thoughts on this? Bad idea? Perhaps these should be in augment mods rather than just fully integrated? Any interesting combinations that immediately came to your mind?

  9. For Larva D, one of my friends mentioned that he'd love to have something quite similar to what you have suggested. Instead of just pulling in by itself, he thought it should only pull in more enemies as you kill the ones already trapped, so that it wouldn't just become a gigantic ball of enemies.

    As for what I'd pick personally: DDBE

    E because I want to see maggots flying into enemy faces :P

  10. Something I found cool - I played a long time ago and when I picked it back up, I had Jupiter and some other planets unlocked, but not the planets leading up to it in the current star map layout. Made for some easy leveling of new frames and weapons with my friends, compared to Earth and its surrounding planets. I was there before the ship as well ^_^

  11. Below pulled from Wikipedia, but it's something I've seen in QA a couple of times over the years across various projects:
     

    "255 is a special number in some tasks having to do with computing. This is the maximum value representable by an eight-digit binary number, and therefore the maximum representable by an unsigned 8-bit byte (the most common size of byte, also called an octet), the smallest common variable size used in high level programming languages (bit being smaller, but rarely used for value storage). The range is 0 to 255, which is 256 total values."

     

    Also, I remember having some fun in StarCraft: Brood War and getting a Protoss Carrier up to 255 kills, where it would stop counting.

  12. Aww man, I missed this while I was there. Would have loved to give it a try. After watching just the first few seconds though, I wouldn't want to be able to just bullet jump around. I'd want similar movement to what the AI currently has. And of course, if it is to be implemented one day, have the option to enable or disable player-controlled Stalkers.

  13. I did not have the option to open a bug in the console section, however I've added the tag for Xbox One here. If this bug is not transferred by selecting the Xbox One tag, could someone move it to the correct area please? Thanks in advance.

     

    A trivial issue, but I've noticed that the client cannot see the host's orbiter moving on Xbox One during the loading screens.

    - Does not occur for PC.

    - Do not own a PS4 to test it on.

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