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Famecans

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Everything posted by Famecans

  1. Just Voidrig Arquebex, them ignorate damage zone modifier and energy drain. I hate this mode, several times tried this week, some enemies are buggeds invunerability, two deaths you need give up, less reward points, bad penality tath decrease squad team 🤷‍♂️
  2. Get close to enemies to deal damage to stop the insane energy drain, so I get close to enemies to deal damage and this happens, several invulnerable enemies: lost points for the week, I prefer the nectracells percentage
  3. I think that most players who completed this combination of modifiers were on a host that was extremely lazy of enemy spawn rate because on my hardware configuration it is technically exhausting to complete, the spawn rate is unbearable, there are many enemies and many auras at the same time. Note that this combination of modifiers does not work for teamwork as there are no warframe combinations that can ignore these debuffs. Note that all players with this modifier will move away from enemies and teammates to ensure survival through enemy decentralization of targets. Another situation is that apparently some enemies tune permanently invulnerable on Mercy mode within the damage zone, I'm not sure if it's a bug, there are so many negative modifiers without visual indicators that I'd rather give up this week's rewards.🤷‍♂️
  4. Off Topic: I can't see any reflection in the glass, this gives the feeling that there is no glass and the space is not aquatic as there are no bubbles/particles.
  5. Confirmation buttons on user interface in opposite locations from the main action solves this problem
  6. I would love for the companion's bleeding effect to turn into a Conservation drone next to warframe as a sentinel, this would banish the horrible mechanic of fallen companion teleporting to each tileset. So to revive companion, the player can press the recovery key anywhere in the mission, the drone will open the materializer and show the rescued companion with the same cute animation as in Conservation mode❤️
  7. Instantly directs critical chance to secondary weapons:
  8. the best riven mods are "corrupted" with negative stats so the dual contradictory stats mods called corrupted mods are the best modifiers in game
  9. The first mission is Extermination so I'm going with the worst equipment: Saryn / Baza / Hystrix / Dextresa
  10. Forgive me developers but I need to be critical about this change. I think the statistics should be a complete list with groups, while the shooting modes should be statistics tabs. Informative floating balloons make visual and didactic communication less precise, for example, I'm recording a video explanation and I can't point the mouse at the statistics inside the balloon so I'm forced to speak in detail into the microphone to tell which statistical numbers I'm referring to. Informative floating balloons would be a better fit for mods. The mod text area are limited and the player often needs to go on wiki to check for hidden tricks of same mod.
  11. Famecans

    Onos buff

    I hope DE has a trick for these last incarnons in some future update as I found them both relatively weak and clumsy, I'm going to do my last test on Buses with green shards, I hope to find some trick. Ruvok has 3 evolutions focused on heavy slam, the last evolution has all options for heavy slam but heavy slam not work well in some tilesets. Note: I have at least 5 formas in each one weapon🤷‍♂️
  12. Agree, It's a great suggestion but I'm not going to use this mechanic because sometimes I put form on both warframes. I don't have multiple pieces/wepons/melees/equipment with equal stats but I do have some tenet weapons and kitguns for each type of elemental damage.
  13. I don't have problems with any archon but I have problems with those weird sentients who have beer glasses on their waist, it's very difficult to destroy beer glasses especially when you don't have the right weapon to get through the trick🤷‍♂️
  14. Zariman extraction is a roulette of bugs so I like it when the host forces the extraction or waits for team. When I'm the host I force everyone to extract with me because I've already received several social toxicities when my migration fails, so I just wait for someone from the team to join me to force the extraction of all players, I only use the extract button if host is not me. The extraction of all the tilesets is very strange, while it is beautiful it is also ugly thematically. Basically, the doors with the warframe slot are visibly exposed during extraction, giving the feeling of tenno technology and intelligent practicality, but it is ugly for the game universe as no enemy is seeing the invasive tenno technology awaiting warframes inside the ship. I think that all extraction tilesets should be automatic where the player waits for the timer to run out to solo extract but this needs some adjustments. there should be 2 indestructible tenno artillery, maybe two exodampers to defend the extraction of any enemy level hordes, it is ugly to wait in the zariman's elevator or enter the cetus gate and realize that there is nothing defending the extraction point. I know that flying balloons is Cetus technology against invaders but the gate seems so unprotected, the enemies that approach it run away in fear, it's strange, something should defend the gates and any enemy should approach it to fight. On Zariman we have enemies aiming on elevator door without reacting to gunfire, its strange. DE could improve this puting thematic exodampers in any extraction, this helps beginning players to extract, this polishe thematic on this tilesets with tecnology tenno, all enemies on extraction tileset are atracted to hit exodampers and exodumpers kill them quickly. 👍
  15. Infested corpus tilesets need a review, the latest release of infested tilesets is in the orokins railjack bonus vaults, they are large and very nice clear tilesets.
  16. Spoiler👍 I just thought it would be interesting to share
  17. Agree. I would love to remove these things from warframes and weapons. DE changed the colors and icons of the conduits due to the mess and similarity with the demolisher marker, now we have this yellow focus marker in all the missions radars, focus Lenses need to go.
  18. @CrownOfShadows You cannot see the loadout available to team so you must accept the player's choice or it will become a anti-game soon. Note that the player cannot always choose the best frame and weapon, so if community starts to give up stationary players, the game will become more frustrating, it will be difficult to player change loadouts without executing a single mission.
  19. I think it's a purposeful change because disruption is too hectic for standard players, if it's a change it's nice but it shouldn't affect the spawning of the enemy from the disruption key.
  20. Thoughts: Apparently the game uses a graphics system with individual shaders for each tileset, sometimes I get the impression that there are also individual settings for each three-dimensional object. This complicates the adjustment work, it seems to me to be manual and long work. I'm not sure but I think the old "Volumetric Lighting" is in conflict with "Volumetric Fog Quality" as both options cannot be deactivated in some tilesets, it is possible to see that the helminth tileset is forcing volumetric lighting. I am extremely critical of the use of volumetric lighting and bloom in most games, as bloom should be used to correct the lack of standard light trails from graphics engines while volumetric lighting should be used to highlight false light trails near light spots. light or emissive textures. The problem is that most games use bloom to light the scene and use volumetric lighting to fill environments with smoke in order to increase the perception of depth of field, these things generate a dark atmosphere that at first glance is beautiful but if It takes away from visual comfort and hinders gameplay in hectic matches. The use of bloom and volumetric lighting needs to be extremely careful. I feel that the tileset shader must be standardized to the same development rules with minimum and maximum distance for contact shadows, minimum and maximum luminosity for spots, minimum and maximum vfx for each object, etc., this will limit developers from creating visual inconsistencies and will define the game's graphical polish signature. The only things that should change different types of atmosphere or different types of visual appearances for three-dimensional objects are the "colors of light spots and emissive textures", "maximum and minimum intensity of these light spots and emissive textures" and the "maximum limit and minimum number of textures and VFX filters", which are applicable to any scene, texture or three-dimensional object. The distance of the contact shadows are visibly distorted in the Khal's camp navigator tileset, basically it is possible to see trails of sunlight entering the three-dimensional corners of the navigator tileset. I noticed that sometimes the light spots from the sculptures were crossing multiple walls, I tried to reproduce it in the video but unfortunately it stopped happening. There are many old objects and materials that are not updated for the new shading system and one of these most visible objects are glassware. The most beautiful glass material in the game was on Gara's delux and Gara Prime's pieces, however this material underwent a small change in this latest update, it is not reflecting most of the light spots in the environment, but it is still visually beautiful. The Gara Delux and Gara Prime glass has the following configurations: *Active global environment reflection; *Maximum FOV distortion of the reflection of the global environment to imitates glass refraction (thanks to deves for teaching me this trick); *Rough texture or normal mapping to define grooves and highlight edges; *Multicolor material mapping that I can't visually identify how it works. *You may need to have real-time reflection reactivated to reflect ambient light spots again. The game has strange performance changes depending on the tileset, the simple act of walking through an open door in the dojo precisely changes the frames per second. My system config is mobile Intel i5 Gen12; DDR5 8gb; NVME Gen4; RTX30 SE 4gb. I'm sure there are players with more modest configurations so this isn't a hardware incompatibility issue. I have constant crashing problems where the game simply closes and generates the error to be sent to the DE, this crash happens when loading players or specific clicks on the menu which apparently do not require significant texture loading, for example, sometimes the simple act Pressing the exit menu button freezes the game and closes the executable. Sometimes I have the feeling that the power mode has been changed because the system deactivates the main video and reactivates it again before the game freezes and closes, I have already carried out artifact and hardware processing tests and I am playing other games, there are no hardware failures. Thanks for reading👍
  21. The sand/snow is actively transparent and has no specular texture. The specular texture would highlight specific grains/flakes and volumes related to the lighting and shadows of objects close to the same line of sight, this texture can be a procedural material. This is the same notorious detail/issue present in the new fluffy kubrow coats. I'm extremely critical of volumetric lighting and bloom, most games use this exaggeratedly. There are many outdated objects in the game but the new shader is much more pleasant.
  22. Vitreum skin has an upside-down grip only on Noctua: And also has the eye face hidden in the Grimoire holster:
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