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LifeNine

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Posts posted by LifeNine

  1. It's not just a LOS check. You have to physically see it in your screen to pull. I.e. even if it's behind you with LOS to it, you won't pull it.

     

    One of the main reasons I like Greedy Pull was that I can break void containers inside the walls and pull them out if the secret doors don't open. I'll probably end up taking this mod out now that I can't do that.

  2. I think if they make it more like the colour on the void turrets it will be better. I agree with you that it looks very bronze/copper like right now. It looks similar to those big copper balls in that one Grineer ship tile.

     

    The void turret's gold colour more accurately matches the void gold pre 17.5 if you do a side by side comparison with another picture.

     

    Picture of Void turret's gold colour:

    I6tZWqh.jpg

  3. When I read the title, I was interested a bit, since next to Warframe, the other bit of my gaming time is around fighting games.

    Though I'm not really interested in their theme (My Little Pony), but the gameplay definitely seems promising, especially for people who are interested in this game and fighters in general.

    It's also super cool the fact they got Lauren Faust to do a whole new cast of original characters and a bit of lore/story behind it, for this game specifically. I assumed the shutdown of their first game was due to copyright reasons and such lol. Still, pretty neat.

     

    I am going to pass on this though regardless my previous comment.

     

     

    Not to say I dislike the game or anything, it's just I'm a bit....specific in taste, as for an example; I'm not a fan at all/dislike of those yearly-typical super hero fighters via Marvel vs. Capcom series. Same applies to the ones I'm indifferent too via Mortal Combat, Street Fighter, King of Fighters, etc.

    In other words, the majority of 3D fighters I tend to pass on, as I'm generally not interested.

     

    The ones I mainly play currently are:

     

    Persona 4: The Ultimax Ultra Suplex Hold

     

    Under Night In-Birth Exe:Late

     

    BlazBlue: Chronophantasma Extend

     

    Guilty Gear Xrd

     

    Coincidentally, all  Arc System Works games hahah (Well, minus Under Night In-Birth Exe:Late, as that was co-developed by Ecole Software and French Bread respectively. ArcSys did publish it though but I digress). In other words, I suppose I'm just really into 2D fighters with similar mechanics that Arc System Works is very known for.

    I also did play alot of Skullgirls, the original and the more recent Skullgirls 2nd Encore, I just burnt myself from that series so I don't think I'll be going back to that for a while.

     

     

    Anyways, I'm sure some people here will find this game interesting as well to say the least, so hey, here's to hoping the campaign will be a successful one, and maybe for those here who aren't really exposed to 2D fighters, but interested in the My Little Pony cartoon show, will maybe spark some interest in fighters, as it may be a nice little entry for them to try out!

    And plus, the fighting community (well, more regarding the 2D fighters), has been pretty anemic for a very long time now (with minor exceptions with Guilty Gear and Persona 4), so the more the merrier I always say hehe C;

    I'm not a big fan of fighting games in general because I'm pretty terrible at them to be honest, but I think the music is what really sold this for me. I'm actually glad in a way that the devs had to stop using My Little Pony characters because I think it having a whole different set of characters in another world just works better. Plus they have a nice, solid engine (from what I've heard) to work with. I downloaded their previous game before it was C&D to try, but I stopped playing it after a little bit. It just didn't interest me that much. I think what they have now is much better than what they had before.

  4. Edit: The game has been funded and is ending soon, so if anyone is interested but didn't want to through money at something that may not get funded, now is your chance to get the game.

     

    Here's also the gameplay video from their indiegogo page.

     

    ___________________________________________________

     

    There's a 2D fighting game that's in the funding stages on Indiegogo right now. It's going to be using a modified version of the Z-Engine. Everything looks well planned out. They have their budget and other details in the link below.

     

    http://igg.me/at/ThemsFightinHerds/x/9684378

     

    The animation looks nice, the game play looks solid, they have dynamic music in the matches, and it's going to have a visual lobby. Check the link above for move details.

     

    It's only $15 for the digital copy of the game, so pledge however much you want or don't pledge at all if you don't want to.

     

    They also have a steam greenlight page for those interested.

     

    http://steamcommunity.com/sharedfiles/filedetails/?id=523129840

  5. This happens when your warframe slides under something that doesn't have enough room for it to stand. It gets stuck in a crouched state even after you get out from under that object, which I think is something that should be fix/changed to have the warframe stand up again after there is enough room to stand up.

     

    To fix the crouching problem, just stop moving and press the crouch key (ctrl) to make the warframe go from crouching to standing.

  6. Similarly to how jumping and holding forward and crouch lets you knock down enemies, I thought being able to slide into enemies to knock them down would be a nice addition.

     

    Basically, the warframe slides into an enemy and kicks their legs. The enemy falls and that opens them up for a ground finisher. I think it will work better that having to jump first because sometimes there's not enough room for the jump or I end up too high or hit the ground before I reach the enemy.

     

    There's no extra animation or anything required. Just make it do a little damage, like the air kick, and knock them over.

  7. In the most recent alert for the Enigma Loki Helmet and many other archwing alerts, the enemies don't all spawn in properly. Before the required enemies are killed, the map tells you to go to extraction. You have to go back through the map to get the enemies to spawn in.

     

    In this most recent alert, I was at 36/85 enemies killed before it told me to go to extraction. I went to the extraction point, then I went backwards to get a few enemies to spawn in. I had to repeat this five or six times to get the required 85 enemies.

     

    I'm not sure if this spawning problem is exclusive to alerts since I haven't played archwing exterminate missions outside of alerts for a long time.

  8. The flowing part of the syandana is not showing up in the Liset. Image below.

    dNpnLVs.jpg

     

    Also, the syandana doesn't pulse (glow brighter) when I use 3/4 of my abilities on Mag. It only pulses when I use my fourth ability, Crush.

     

    After using my abilities many times, it only gets this bright. I'm assuming this is the maximum brightness even though it doesn't look much different from when I started the mission.

    WLajWrM.jpg

    Only when I use Crush does it glow brighter to the point where the middle of the stream is white. After the Crush animation is over, it will return to this state. I don't see it glow when using other abilities.

  9. just a strange idea i had during playing warframe

     

    http://orig06.deviantart.net/45c2/f/2015/268/e/9/warframe_potatoe_by_terribilisscriptor-d9aurpw.png

     

    (i don't know how to make this a viewable image instead of a linke (sorry))

    Eh, I have too many potatoes, so it's more like shoot lasers and watch stuff blow up.

     

    Also, here's a forum post by [DE]Danielle with a bunch of links to different guides and sites: https://forums.warframe.com/index.php?/topic/525874-player-guides-tips-apps-useful-websites-20/

     

    Go to the forums guides sections and look at the first link for posting pictures. Look at the second for more stuff you can do to format posts.

  10. I have all the regular and small Corpus containers scanned (they flash green when I look at them with the scanner in game) before there was an objects subsection in the Codex, but they are still showing up with a question mark and a shadow in the Codex.

     

    I've also scanned a Reinforced Container once, but it's still showing up as a mystery item in the Codex.

     

    I'm not sure about the Rare Corpus Containers because I haven't found one in a long time. I do have 3/5 scans for this however.

  11. Currently speaking we're limited to the lowest max cap of a given ammunition's pool when two guns which are equipped utilize the same pool.  Trying to apply real world analogies to this won't ever cause a lick of sense, since real world doesn't have game rule logic.  To make it fit what you're trying so oddly to tie it to, we'd need to apply an arbitrary rule to the scenario.

    Actually, I did some testing, and from what I found, it's not limited to the lowest max cap of either weapon. It seems to be capped to the secondary's maximum ammo cap, which for the ones using special ammo: the Kulstar, the Castanas, and the Angstrum, are all 30.

     

    In other words, using a bow with a maximum ammo of 72 and a special ammo secondary with a maximum ammo of 30 with only grant you 30 ammo for the mission. However, if you use the Penta, which has a maximum ammo of 20 and a special ammo secondary with a maximum ammo of 30, then you will have 30 ammo for the mission.

     

    I haven't tried it with the other launchers (Ogris, Tonkor, and Torid) that has an odd number (not 72 or 30) maximum ammo cap, but I assume it will work the same way and use the secondaries maximum ammo cap. I'm currently building these weapons and I will update this when I tried it out.

     

    Edit:

    I checked the maximum ammo for the Ogris, Tonkor, and Torid. With a special ammo secondary equipped, they all go down to 30 maximum ammo. With the secondary, the Ogris has a maximum ammo of 20, Tonkor has a maximum ammo of 40, and the Torid has a maximum ammo of 60.

     

    I.e. you might consider using a special ammo secondary if you are using the Ogris or the regular Penta. You can also equipped Trick Mag on you secondary to get 57 ammo for your gun.

  12. That's an interesting idea for Pull. It makes it like a gravity gun. I would like to try that out if possible.

     

    I've posted before about Mag's Bullet Attractor (BA). Basically it has very limited use and people don't know to play with it in some circumstances. Example: I cast BA on enemies, so I can stop the bullets while revive someone, and they just pop the bubble and let all the bullets hit me instead.

     

    If BA remains a single target cast, I think it will still see very limited use because 75 energy per enemy is a lot. Especially since they will die almost instantly when you shoot them. It's not until you get into high boss level armour and health before you start seeing uses for BA. With the slow cast time, you can never get multiple bubbles out if you were playing with other people. In public matches, I sometimes cast BA, but it appears on the enemy after it died, so all I get for 75 energy is a small explosion that does not scale with range and does very little or no damage because most enemy run away after the enemy with BA cast on them dies. Even when playing solo, the Corpus can shoot me down from the other side of the hallway before BA can finish casting on them.

     

    I was thinking of making BA explode instantly or with a short delay (not like how long it is right now), and enemies in the blast radius with have BA cast on them for the remaining duration instead of taking damage. The explosion never really did any damage or hit anyone anyways, so removing the damage is fine in my opinion.

     

    75 energy for a one person buff that last 15 seconds might be a bit expensive. If numbers are tweaked, then it may be pretty good for team play.

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