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Famecans

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Everything posted by Famecans

  1. Hi, I'm the annoying guy. Why is the game code so messed up? Heavy Attack and Amar's Mod were released "BEFORE" the release of Kullervo so why isn't Kullervo heir to the code for these mechanics? Why isn't the Kullervo Skill 1 code a legacy code mechanic? I know there are no hidden mod slots dedicated to developers, wowo this is a skill and not a melee action bla bla bla... for me Kullervo Skill 1 only triggers critical chance to mechanics that we already had in the game before, Heavy Attack and Amar's Teleport already existed in the game before Kullervo so why did you create a new "Skill" with codes similar to mechanics that were already coded in the game? The mess here is that Kullervo skill 1 doesn't work with Tennokai because Kullervo skill 1 is not same action like heavy attak but interact with mods of heavy attacks on melee?!?!?! Always like this, all of them, Mesa, Atlas, Khora, have technical problems, poorly described synergies so we have Kullervo,new frame pseudo exalted with new issues. Thanks for reading.
  2. You have 400 thousand kills with excalibur, awesome. Exalted blade is a slow attack with projectile path, have a AoE but is limited compared to other AoE skills so 400 thousand kills is a very large number for Excalibur. I have 600 thousand kills with Atlas but Landslide has a much larger hitting area than Excalibur. Atlas Landslide has 1 second of invulnerability(also fails like Excalibur), it is an obvious mechanic as Atlas is inevitably forced to touch enemies face to face like Excalibur skill 1 2 and 3. I agree with the topic focus, for me Excalibur is a frame completely focused on short-range attacks, Exalted is a AoE but is slow with projectle path, for me Excalibur necessarily needs evasion or endurance survival skills as it is constantly in close proximity to enemys.
  3. Famecans

    Soma riven

    it probably works well only in gauss / harrow / garuda / chroma. -45% reload will put the cooldown between 5 and 6 seconds. If I'm not mistaken this weapon empties the magazine in less than 10~15 seconds so you will always have a 5 second window to hide from enemies. It's a good riven but it's mandatory to use a frame for quick reloading
  4. I want to hit the nullifier node but it's not always in front of the bubble so the logic of hitting the nullifier bubble node doesn't work logically.
  5. خانه حراج بهترین راه حل است👍
  6. Protea is based on Voidrig (this information is false)
  7. I'm imagining how selfish it is to ignore all that work from the art development team who spent days of work modeling and texturing artistically huge virtual environments that can be completely bypassed by a ridiculous teleport button in the user interface. That's why most of the bosses are boring, there is no mandatory appreciation, there are no mandatory tasks or rewards when appreciating the environments, this has accustomed many players to lazy actions which devalue the "Play" factor. Wow, I can destroy profit-taker in less than 60 seconds... This makes me insignificant and bored with the action of playing, the artistic and technical commitment does not exist as everything can be ignored due to timed delays.
  8. Thoughts. 1st. For me trading chat is is a boss fight, communicative hell with loading screen disputes, sometimes a single trade can cost you two to four loading screens. 2nd. Requiring all game content to be handed over as a guaranteed reward in some missions minutes devalues the progression of any game. 3rd. If you are chained to playing real life it is fair to recognize that you must use real life resources to buy your entertainment in virtual life. 4th. If you are chained to having fun in the virtual world, it is fair to recognize that you must waste time in the virtual world to ensure entertainment to your real life. Good luck!!!
  9. Full Green. *2 shards to more corrosive procs. *3 shards to more damage on enemies with toxin or corrosive procs. *3 shards to more damage on enemies with electric procs. Note: I'm not sure if this is useful for level cap; I'm not a player who emphasizes level cap; I'm not a main lavos; I don't know if the mixed damage increase (electric; radiation; toxin) works multiplicatively; in this case the ideal would be a shard of each color to increase skill damage. (shard tests required, pls DE reduct helminth bile costs)
  10. If I'm not mistaken, builds focused on primary weapons can improve Gauss top speed with Bronco Finisher Augment + BO incarnon + Arcane Crescendo to maintain top speed for rest of the mission.
  11. Dude, I'm not talking about "abilities" I'm not talking about "precept mods", I'm talking about "companion action mode". Kubrows and Kavats cannot be evasive as there is no attack mod to remove while Sentinels have attack mods that take up slots. Kavats have attack mods as [Sharpened Claus] that increase attacking chance
  12. Dude, why don't ephemeral syandana armor pieces and cosmetics have a disappearing effect when aiming by default?!?!?! If this is coded in each piece of armor ephemera, just create a script to search and add a new line of code to all pieces of armor ephemera?!?!?!
  13. I don't know what you're talking about. You are probably referring to the shield regeneration precept mods. The topic talks about action modes for AI and not mods for slots. I understand, but this makes the mechanics confusing for the description because precept mods are intended for skills and not for attack/action modes. In kubrows and kavats the companion's action is not a skill but rather a common instinct, this could be ordered in real time by the player/warframe through mods similar to hunter munitions or skill buttons. Make all companions completely obedient to companion mods makes them problematic especially for kavats and kubrows who need these free slots for those useless dual stat damage mods. new mods to manage attack/action mode on kubrows and kavats goes against the class description of precept mods that are intended for skills, this would also make the mod capacity even more reduced for elemental mods. for me the companion's modes of action are not related to the precept skill mods, the skill mods are associated with the RNG while the companion's mode of action is associated with the aggression/evasion/defense AI of which they are part of the fidelity that the companion has to the player.
  14. The companion's action should not be associated with attack mods as this wastes mod slots and is very limited to the diversity of warframe abilities and game strategies, meaning the action must be strategically triggered by the player in real time within the mission. In this case, the companion can have at least 3 modes of action: Evasive Mode: always stays close to the warframe; does not alert any enemy; becomes frightened or fierce when attacked but does not attack any enemy; evades and evades most enemy shots and attacks; does not make the companion immortal. Defensive Mode: Stays close to the warframe but will only attack when attacked; will also attack when attacking the warframe; the attack area is reduced(12 meters) so the companion will always be close to the warframe's line of sight; All companions must begin the mission in this mode. Aggressive Mode: Attacks any visible enemy within a maximum range(24 meters); he is never still and is always looking for a target; The warframe can change the target with the classic hunter mods, but the companion will immediately hunt a new target after the previous target dies. I have no idea how to associate these action modes with any button; perhaps it is possible to associate them with warframe skill buttons so the player can choose which skill will trigger one of the modes; perhaps these modes could be activated by a combination of two keys such as Ctrl + 1 2 3 4: logically this mechanic would be modular for the loadout, meaning the player should have the freedom to choose which skill will trigger one of the modes or simply not associate any; Maybe there are new ways of companion action mode, feel free to comment, criticize or refute anything I have written here. thanks for reading👍
  15. Descriptive mess: some skills remove armor from bosses while other skills that cost double energy do not remove armor from bosses; some abilities destroy nullifier bubbles while others cannot; some exalted skills can target specific bosses and enemies while other skills cannot hit them... the existence of eximus enemies is a bandaid for nuke abilities and this bandaid further nerfed all the clumsy warframes; The addition of green and orange shards was an improvement for clumsy warframes but this improved warframes with nuke abilities. In short: as long as the enemies don't have the AI reworked to hunt spam nuke players this game will continue to be a descriptive mess. As long as the nerfs and buffs are not aimed at classes that are the focus of the problem, this game will continue to be a descriptive mess; Until new classes and subcategories are created for weapon, damage, abilities, warframes, this game will continue to be a mess. thanks for reading.
  16. Tigris Incarnon: The king returns I want this ❤️
  17. This has happened to me some times, is a great example. now my personal rules for playing circuit mode: 1. Don't trust the team, always start the mode anticipating that the mission will fail as it was not designed to trust the team's connection. 2. After 15~20 minutes of mission it's time to get out, it's a long mission. 3. The time spent should reward you anyway so don't waste the time spent.
  18. Railjack is not friendly to all warframes/players, I am not a toxic player but it is predictable that the mission will be slow and difficult after joining players with warframes that are not Hildryn or Lavos. The Railjack must have the passive to regenerate energy when collecting resources, this will solve the problem mentioned in the previous paragraph, I think the DE knows what it is doing with the numbers but can I suggest that when collecting 1 type of resource a total of 200 energy will be regenerated, the cooldown will be 1 second avoiding spam and the user interface must show the player that resource collection is regenerating energy. Slingshot must work 360º XYZ, it's horrible trying to hit the target and the piloting player has no synergy with the slingshot player. Another situation is that the piloting NPCs also ignore the slingshot's target, so make the slingshot's aim 360º XYZ. The slingshot should automatically explode all shield nodes on enemy ships protected by nodes, this will make the slingshot more useful. An internal protection node on the enemy ship can make the slingshot even more useful as the enemy ship needs to be destroyed internally by an invading waframe. The piloting NPC must remain inoperative when the player is pressing the main cannon's button, it is horrible to leave the railjack in the target's sights and realize that the piloting NPC will interfere with the cannon's fire. Internal railjack repairs should be instantaneous and fast, remove that bizarre mining-like user interface. If you want to keep the theme pleasant, just place tertiary robots/drones interacting with the railjack's internal repair. The tactical menu open a mouse pointer action and this is horrible, I recommend that the tactical menu indicates buttons 1 2 3 4 and 5 for each desired location within the railjack. Increase the size of the teleport points/icons would also make mouse action easier, but associating each teleport with a button is faster, more pleasant and tactical for gameplay. The railjack's internal tactical teleport should teleport the player directly to the action station, that is, the teleport should teleport me directly to the piloting, weapons, cannons, forge menu, etc... this action is only ignored if the station is occupied by a player and any NPCs will be removed from the tactical post automatically. I wouldn't mind the lack of power if the artillery worked accurately. The automatic aiming of the artillery avionics is not working because there is no fun in killing enemies with common artillery, there is that feeling that the shots cannot hit the enemies with precision. The solution to this is to make the automatic aim completely magnetic to the target, similar to what we have in the Rockstar Games GTA-SA. I won't comment on new missions until the operation between warframe and railjack is actually enjoyable. good topic 👍
  19. My only criticism of circuit mode is that reward points must be deposited into the account with each change of scenery, reward points must be deposited into the account with failed mission. I have already lost thousands of points in missions longer than 40 minutes and the problems are known in warframe game: host migration, boss spawn freeze, game crash, mission failure due to team disappearance, incompatibility and incapacity of warframe / weapons with the different types of modes etc...
  20. Cool, this is much more interesting than adding half a dozen new weapons with different numbers than the current ones.
  21. As an example of the situation, I have Felarx with a full incarnon charge after hitting several precision hits and then I press mouse 3 to trigger the incarnon transformation, however at times this transformation is interrupted because I eagerly press the fire button, there are moments where I press the button of transformation twice to guarantee the transformation, however this error ends up wasting all the incarnon charge. Note that we have the infested faction where some enemies have oculted heads, the infested faction is also fast making precision hits even more difficult, the last update launched this new faction with abstract themed enemies, I don't know where the heads of the necramechs are but sometimes I get incarnon charges hitting them. so why should I be penalized by losing all my incarnon charge when pressing the transform button twice?
  22. The problem is not the the Forma's expenses, the problem is the forge time of Forma. I practically ignore all blueprints of forma mainly aura forma because the forge time is insanely expensive. I would recommend DE to reduce the forma forge time to 60 minutes, this means that in 3/4 hours of gameplay the player can build 3 formas. The DE should consider this because 3 hours of gameplay is a lot of time in the game as it is possible to acquire more forma packs on market trade, but the focus here is not the market but rather the simplification of the act of opening relics forge blueprints and put 3 Formas in less than 3/4 hours.🤷‍♂️
  23. I know extremely unique 3d objects in the game, some of them I would love to have in my orbiter as they are easy to recognize by old players. these 3d objects are parts of the tileset and are fixed on the map as they were made at a time when the DE did not work with game engine assets.
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