Jump to content

Famecans

PC Member
  • Posts

    1,697
  • Joined

  • Last visited

Posts posted by Famecans

  1. On 2023-11-22 at 5:11 PM, (XBOX)Rez090 said:

    😂, what is this "mess of logical gameplay"? It's not "logical" that a faction might develop a defense or two against void energies and other types of damage?

    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.

    pWiIjfW.png BJXpV3N.png

    • Like 2
  2. 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.

  3. 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!!!

    • Like 1
  4. 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)

     

  5. 55 minutes ago, SDGDen said:

    most of the mods i use on my taxon are "abilities" and would thus be affected by the change suggested in this topic. for example molecular conversion strips shields off of an enemy and gives you those shields, if i had to manually toggle that every time that'd make my experience with my sentinel worse than it currently is.

    hell, the way i have offensive capabilities in my build wouldnt work at all with your suggestion because i specifically rely on duplex bonds automatic attack feature while not running a weapon attack precept on my sentinel so that the vulnerable main body doesnt get attacked but the clones can deal significant damage (using verglas) 

    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

  6. 5 hours ago, Agall said:

    So you basically want WoW's companion controls in Warframe?

    I don't know what you're talking about.

     

    5 hours ago, SDGDen said:

    nothx, i'm very happy with the way my taxon works atm, he's a great addon to almost every single one of my loadouts (only exceptions are immortal frames and health-only frames)

    You are probably referring to the shield regeneration precept mods. The topic talks about action modes for AI and not mods for slots.

     

    5 hours ago, MBaldelli said:

    This caught my attention...  Just to make sure.  You are aware that pets do have precept order going on?  As this is from the Wiki

    latest.png?ex=65ba66c5&is=65a7f1c5&hm=56

    I can tell you from experience, putting aggressive/attack mods in the first 3 slots the pet will perform more aggressively doing as expected from the mods in those places (headbutting as Huras, Biting and disarming as Chesa, Howling/Scaring enemies as Raksa, etc).   This also applies as Hounds, MOAs and Sentinels.  

    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.

  7. 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:

    1. 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.
    2. 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.
    3. 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👍

  8. 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.

  9. 15 hours ago, Alphas said:

    I literally just got booted from SP Circuit 10 minutes ago.  I was in a full squad and a host migration kicked everyone out to solo play.  I'm now tasked with defending the objective from lv 2000 enemies and there's nothing I can do but watch the health bar just chunk down every second.

    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.

  10. On 2024-01-14 at 4:29 AM, Joezone619 said:

    Again, I encourage others to come up with mission suggestions, I'm interested to hear what others would like to see in railjack.
    (Mission Name):(Description)(side notes)

    • 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 👍

    • Like 1
  11. 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...

    • Like 2
  12. On 2024-01-03 at 7:23 PM, iPathos said:

    Now, if we come to why that's a concern? Probably because some of the incarnon weapons can charge in one or two shots, some take minutes at a time. This is where balancing the charge gained would be a better approach than otherwise - imo at least.

    On 2024-01-03 at 9:28 PM, Tiltskillet said:

    If we got this feature, maybe it should only apply to the headshot charge-dependent weapons though.

    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?

  13. 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.🤷‍♂️

  14. 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.

  15. On 2024-01-07 at 1:25 PM, Lancars said:

    Yea their balance pass was far to vaguely done as if they just moved some levers around and some of them shared levers. And then the nerf to that one arcane that increased ammo capacity in the pocket with it. They didn't have to remove that one cause i used it on other weapons besides launchers.

    Primary Mercile was useful, Primary Mercile was well designed but DE destroyed it to fix half a dozen weapons, this change chained dozens of weapons to a terrible update and nerfed several modifiers.

    I hate running out of ammo in Duviri Circuit, if these weapons were classy and had specific mods none of these problems would have affected the other weapons, the rework would be less problematic for the game.

×
×
  • Create New...