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SyberSmoke

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Posts posted by SyberSmoke

  1. 6 hours ago, Kimimoto said:

    Why not just make it when your shields get obliterated in less than a second, then you gain half a second of invulnerability? Then that goes on cooldown for 10-15 seconds. The numbers for that idea are rough, so give that a bit of a break.

    You could even give it a lore reason like "When you're shields explode the Void reacts and surrounds you absorbing all threats for an instant."

      Reveal hidden contents

    I doubt the man in the wall wants you to get one shot, you're his kiddo.

    I would personally say hat an invulnerability timer would not work well.  I mean the reason is it could be abused.  Even if it is a fraction of a second, low shield builds would allow almost constant use of it as a way to defend them selves.  Invulnerability is a crutch of bad game design.

     

    1 hour ago, SPARTAN-187.Thanatos said:

    I wonder if a damage reduction formula, as it works with Armor, could be a possibility with shields? It would be a separate aspect than tweaking resistances.

      Reveal hidden contents
    1. Improving IPS
    2. Standalone Elemental mods and tweaking values
    3. Adjusting Status Effects
    4. Changes to Multishot
    5. Damage from Elemental Sources and their Status Effects
    6. Warheads and adding extra sources of damage to Weapons.
    7. Damage Scaling - Bonus Staking
    8. Battle Leveling - Enemy Scaling

    Intro

    I enjoy doing research when I have free time on varying topics, when not playing video games or listening to music. Something that I have come across is reexamining Terminal Ballistics, Blast Waves and how they relate to Warframe. Specifically what's been nagging at me with how IPS is setup, at least for Ballistics, can be improved since Impact only really Staggered, Puncture has a Weaken effect (that's never made sense to me) and Slash has such a nice in-game proc in comparison. 

    So Warframe's Damage 2.0 foundation can better reflect how trauma would actually effect a target with possible status effects and boost up the existing IPS foundation some. With Impact and Puncture Trauma being quite significant in relation to Slash, Chemical and Energy based trauma in many RL cases, is what got me looking into this.

    The other detail is how Elemental Combos dominate builds and overshadow IPS; and with a Lore perspective, it feels inconsistent that the Orokin had to leave behind high tech and go old school simply to deal with the Sentient Threat, where in-game, chemical and energy sourced damage are so much more significant to dropping enemies over IPS as the going gets tougher.

    Improving IPS

    I felt that the first step was to reorganize how to think of the different damage types and research what actual effects they would have and then place them back in a Warframe context.

    LgWkmV6.png

     

    So I felt that Ballistics and Melee should be separated for their type of Damage and Status Effect they produce and grouped the other types between Chemical and Energy sourced damage.

    With Ballistics there are two general goals in mind with projectiles. The first is Maximum Penetration, the second category is Controlled Penetration. The first cares for punching through a target, the main goal being on the focus to generate the largest possible amount of momentum on the smallest possible area of the target for maximum penetration. So projectiles for maximum penetration are designed to resist deformation on impact in various ways and so current Warframe weapons would see little to no changes, the main thing would be to add a small base amount of punch through (that stacks with mods) and possibly a Bleed Out effect.

    The second category is Controlled Penetration, which wants to deal maximum damage to single target. These projectiles are often designed to increase their surface area on impact, thus creating greater drag and limiting the travel through the target. Another side effect is that the expanded bullet makes a larger hole, increasing tissue disruption and speeding incapacitation. With Slash from projectiles, it therefore shares more in common with Impact style damage and can be caused by the projectile tumbling or causing unusually shaped wounds on hitting different surfaces and materials.

    In comparison, a projectile that penetrates through-and-through tends to cause more profuse bleeding. On the other hand, a projectile that does not, can then continue on producing different sorts of damage, such as causing greater hydro-static shock or damaging internals from fragments and the larger initial wound, so chances of causing unintended damage or injury.

    Blast damage causes a pressure wave that can move at such high velocities, that targets should be torn apart by the force involved, with subsequent shock waves causing further damage before factoring the damage from fragments, and any high temperatures, so it felt better to have this as a property under Ballistics.

    With Melee, puncture and slash damage share more in common, with Impact causing damage in a different way. So both puncture and slash should cause Bleeding Wounds on a Status Hit. Impact should provide the force to cripple a target in some manner breaking bones, rupturing the internals of Robotics and so on. Finisher should represent the ability to play the special Finisher Animations available to Melee Weapons and be a greater factor for certain weapons like Daggers (and Covert Lethality will need to be tweaked if Finisher damage gets added directly to weapons), but at any rate I am simply listing it in the Melee category.

    Standalone Elemental mods and tweaking values on Damage boosting mods.

    I am still of the opinion that combining Elemental mods (like Heat and Cold for Blast) should be retired and standalone mods be created. Then normalize the damage boosts and status chance between IPS mods and Elemental mods.

    I could live single stat be 90% and 11 drain, with dual stat at 60/60 at 9 or 7 drain.

      Reveal hidden contents

    GZBvLM3.png

    Adjusting Status Effects

    Going more in-depth with the above table on grouping damage types and assigning new Status Effects, there should also be a look at Red Status and individualizing the frequency of Status Effects.

    More below:

      Reveal hidden contents

    BALLISTICS DAMAGE:

    Puncture

    - Current Status Effect:       Penetration (Adds 0.4 Punch Through.)
    - RED Status Effect:            Exit Wound (Adds damage over time.)

    Impact/Slash

    - Current Status Effect:       Hydro-Static Shock (Inflicts damage over time.)
    - RED Status Effect:            Wound Channel (Increased damage and stagger.)

    Blast

    - Current Status Effect:       Pressure Wave (Stuns and throws target and nearby enemies within 5 meters to the ground.)
    - RED Status Effect:            Bulldoze (Knocks targets within 10 meters of the initial target to the ground)

    MELEE DAMAGE:

    Puncture/Slash

    - Current Status Effect:       Bleed Out (Inflicts Damage over time.)
    - RED Status Effect:            Bloody Mess (Bleeding Enemy has a small aura that can slow down and reduce ally LOS.)

    Impact

    - Current Status Effect:       Crush (Staggers a target momentarily.)
    - RED Status Effect:            Cripple (Staggered enemy takes longer to recover, decreasing an attribute.)

    ENERGY DAMAGE:

    Cold

    - Current Status Effect:       Snap-Freeze (Reduces movement speed, fire rate, and attack speed.)
    - RED Status Effect:            Sub Zero (Affected enemy has an aura that can proc Freeze and target's armor is weakened.)

    Electricity

    - Current Status Effect:       Chain Lightning (Deals damage to enemies within 5 meters of target, stunning them.)
    - RED Status Effect:            Lightning Conduit (Chain Lighting affects more enemies within 10 meters and affect lasts longer for Robotics.)

    Magnetic

    - Current Status Effect:       Disrupt (Reduces target’s current shields and maximum shield capacity.)
    - RED Status Effect:            Interference (Disrupted enemy attains a small 5 meter aura that can proc Disrupt on allies.)

    Radiation

    - Current Status Effect:       Weaken (Staggers and Reduces damage dealt by enemies.)
    - RED Status Effect:            Radioactive (Weakened Enemy has an aura that can proc Weaken on Allies.)

    Ultrasonic

    - Current Status Effect:       Confusion (Allows for wild shooting and Friendly Fire damage.)
    - RED Status Effect:            Hooliganism (Affected enemy can Proc Confusion on others.)

    CHEMICAL DAMAGE:

    Heat

    - Current Status Effect:       Ignite (Thermal Shock weakens materiel and burns Flesh.)
    - RED Status Effect:            Firestorm (The effected enemy can proc Ignite on allies.)

    Toxin

    - Current Status Effect:       Poison (DoT, bypasses shields.)
    - RED Status Effect:            Epidemic (Creates an aura on an enemy that has a chance to proc Poison on unaffected allies.)

    Corrosive

    - Current Status Effect:      Corrode (Permanently degrades a target’s armor and burns Flesh.)
    - RED Status Effect:           Corrosive Mist (Enemy, affected by Corrode, has reduced LOS.)

    Gas

    - Current Status Effect:       Poison Cloud (Chokes unmasked enemies and deals poison damage.)
    - RED Status Effect:            Poison Fog (Increases the size of Poison Clouds, with more opacity that reduces LOS for enemies inside it.)

    Viral
    - Current Status Effect:       Infect (Reduces a target’s current and maximum health.)
    - RED Status Effect:            Propagated Outbreak (Creates an aura that has a chance to proc Viral on allies.)

    Multishot Changes

    For Multishot, I feel that it should simply increase the projectiles fired for more status proc chances being possible, and would no longer raise damage (Damage per each projectile will actually decease as more projectiles are used, just like comparing a slug to birdshot). That way its all about more opportunities to proc a Status Effect on a target.

    Then if we can see tweaks to Status Chance mods (Rifle Aptitude, Shotgun Savvy, Sure Shot and Melee Prowess at least) and how multiple pellets/projectiles receive Status Chance, then such a change should keep Multishot a viable option for certain status weapons and builds and no longer be a mandatory mod.

    Damage from Elemental Sources and their Status Effects

    This is a separate category since it still needs some tweaking. One of the features of Damage 2.0 was the ability to combine effects for massive damage output, overshadowing IPS from Elemental Sources. With their greater innate boosts against specific targets, many builds focus on adding these, generally ignoring IPS in most cases and further skewing enemy leveling.

    Well, what if IPS damage is instant application of Force and damage, with Chemical and Energy sources as supplemental sources that proc status and damage overtime?

    The idea being that IPS regain the center of stopping power on weaponry and additional sources apply desired status effects. There are novelties that only deal a certain elemental damage, but I would hope to see changes here.

    So that, for example, the Ninkondi would become a primarily Impact damage weapon, but have the added ability to proc Electricity along with Impact procs. So the novelty of the Ninkondi is that Electric status effects can be achieved without adding additional Electricity mods.

    That same should work with other weapons, such as the Dark Dagger dealing mainly Puncture damage and the ability to proc Radiation along with Puncture procs.

    If something like this can be done, I'd certainly welcome the changes.

    Warheads and adding extra sources of damage to Weapons.

    The last idea I want to share is with having the above ideas for standalone Elemental Sources, that there be able to add a single additional damage type to certain weapons that would be able to accommodate the special payload.

    In this case Bows, Thrown Weapons, Launchers and maybe Shotguns would be able to use any of the available elemental mods in special warhead payloads. Other weapons would see common sense limits and restrictions as to what maybe loaded.

    A weapon like the Ignis, may have modified injectors and be able to add any of the Chemical type sources. The Amprex could have proper apertures for only Energy type sources and so on, on a case by case basis.

    Damage Scaling (Bonus Stacking)

    Look into how the formulas perform bonus stacking can be adjusted in how things multiply between multiple mod combos.

    As for large displayed numbers it can be a cosmetic aspect to allow large displayed values to remain, by changing the initial base values on items? This could simply be a UI tweak to what we see as we play.

    Floating Scaling

    The final topic that I feel the need to mention here, is that Enemy Scaling will need to be adjusted with the changes to the volume of damage output we can currently dish out. 

    So what this means in Warframe's context, is most likely in changing how we relate to the available content, while keeping what exists relevant for like going deep into Endless.

    The synopsis here is that in static non-endless missions, enemies scale to the strongest player out of four, and the other three players scale to the strongest. That way, a highly optimized build would be able to feel a challenge on Mercury and not negatively impact brand new players and still be rewarded for their investments of time and resources.

    On an endless mission, this would have a level playing field up to the first 5 min mark or first 5 waves, and scale beyond that as those missions currently do.

    The values used to scale need to consider installed mods on builds, focusing on key attributes. And we have examples of the faction damage mods that can be a conceptual basis for how such a system can be devised in Warframes' context.

    Now such an idea will still need to see changes to how enemy armor increases and reduces damage, nonetheless, maybe the devs have enough metrics behind the scenes to flesh out such an idea that go beyond what I'm thinking of.

    That way, Endo, Kuva and the current static mods remain in place, and allow content anywhere in the star chart to be a challenge and not harm new players still looking to figure things out. Then things like Raids, Sortie and Nightmare can be where players truly can find their endgame within this new context.

     

    Resistance in this case is not a single resistance to a damage type, but the shields general resistance to all damage.  I mean It could be named other things like hardening, Damage Deflection, Resilience, and so on.  But the idea is that yes, the shields would get a damage reduction effect like armor applies to health.  And warframes would get varying amounts of it so that squishy, but potentially shield tanky frames get more while health tanky frames get less to balance things.

    As for the rest of your post, sadly I have no comment as I just woke up and have not read it.  :-)

  2. 4 hours ago, blazinvire said:

    Solid points.

    But you unwittingly danced around the core of the problem and offered a bandaid.

    Damage on a whole needs an overhaul.  We need to stop getting friggin bandaids, and start getting actual progress on the REAL problem.

    Seems like every bandaid is just DE buying themselves enough time to apply another bandaid, and the process repeats itself indefinitely as it has already done so for YEARS.

    As I said it was one thought and I did also state that reexamining the damage curves would also be good.  But as it is now, shields are the lesser used method for dealing with damage because they do not have any mitigation.  They take all the damage one a one to one ratio.  So even if you alter the damage curves...you still have issues.  Offering added options for shields like damage resistance and giving it to frames that are squishy or have naturally high shields will have a benefit.  As those frames are also the ones that are often one shot kills any way.  This would augment re-balancing the damage curves to make those frames more rewarding.

    There is no one fix.  The fix is cumulative.

    @chainchompguy3 yeah...not sure that was the place for that post man.

  3. So...Gating gating gating...meh.  I have thought about this since it was originally talked about and never really saw it as viable.  And here is why!

    Sniper Situation: YES, in this case, it would work.  Assuming you stood still...let the sniper take their time, and the shot hit you...shield gating would save your tail.  BUT...only in this situation.  Why?

    Everything Else: It would only save you with the sniper, a single shot low RoF enemy, because everything else in the game fires more then one sot in a second.  Bombards fire a few missiles, Crewmen fire several rounds a minute, etc.  SO...you would be dead when they follow up and before your brain even registers your shield have fallen.  Wait...say what now?

    YOUR BRAIN!!!!  From input to action that bit of meat inside that skull of yours takes 250 to 500 milliseconds to process information and come up with a solution.  This lag time is natural for us all just as lag between servers happens.  Your brain has to process the sounds and images, translate them, define what just happened, define what that means, and then, act on that information...across a lot of various parts.

    So...assuming you are facing some thing that can shoot more then a round a second...if they are firing say....6 rounds a second...then you are talking one shot every 166.6 ms.  And given WE ALL know that mobs in Warframe can be stupid accurate.  Well the follow up shot to the one that dropped your gated shields will be in your meat bag of a character before you ever register the shields fell.  IF your brain is at the top of the speed chart...you MAY be able to act by the third shot.  BUT MOST will act by the fourth.

    So yeah...simple neuroscience shows that you were toast no matter what...gating or no gating.  SO WHAT THEN....PLEASE SAVE US!!!  Sure, why not...Off the top of my head I would put forward that the developers could make shield tougher.

    No, not add more shields...but instead do with shields as we have with health, GLORIOUS AND IMPENETRABLE (snicker) ARMOR!!!  Ok may be not that...but shields could be given a resistance value to all or specific types of damage.  THEN we could also have mods that bump up that resistance value much like Steel Fiber does to our meat bags outer layers.  THIS would make shields tougher because the resistance would negate an amount of damage before the shields take a hit.

    Additionally, it would be a defining element to specific frames.  The good old SHIELD TANKERS could also have higher resistances making them tougher one way but one shot wonders the other.  This also opens up a number of viable mod options for shield tanks like say a Life Steal for shields...where an amount of damage is converted to shields.  And really...is a tougher characters all that bad?

    No you will not be shield tanking a level 150 bombard...HAHAHA...no.  But you may live long enough after taking the hit to get your primary defense back after taking a hit.  And this was just one thought off the top of my head.  There are many more options available to the devs like say...NOT GIVING CREWMEN ORBITAL PARTICLE CANNONS!  Changing the scaling, Adjusting accuracy, Refining rules for high damage first shots, redoing missiles so after you dodge them they loose tracking.  Seriously...that last one...I mean I have had missiles circle me like a pack of sharks before...then they exploded...and I died...yeah...

    Any way, comment and be nice please.  Thanks.

  4. Scaling to could be altered.  But I think the scaling is the way it is due to power creep.  I personally am a fan of offering a way to make shields resistant to damage much like health.  Personal preference, but being able to take more damage with available shields with out needing to jack those shields into the tens of thousands would be nice.  A resistance or armor rating for them would be nice.

  5. 1 minute ago, Anonymous10081 said:

    I'm not implying that shield gates would solve all problems, but it would make shields more viable than they are at current. As they are shields are completely inferior to health and that needs to be addressed, this could make them a whole lot more useful. Can't see a reason not to implement shield gates honestly, it would be a step in the right direction. 

    There is not really a good or bad reason to do it.  I mean...yes, it would stop damage that blows through the shield from damaging the player.  But at the same time it does not stop the second round at all.  And making an immunity period is also not a solution.

    I would could the below more as solutions:

    1. Shields have their own resistances we can spec for.
    2. Shields are made larger to handle more damage.
    3. Enemies are not laser accurate at range.
    4. Better notification that there is an enemy taking aim at you from behind.
    5. A mod that allows us to steal shields from kills much like life from kills.

    And that is just off the top of my head.  I mean just shield resistances (armor) and num 5 would be a start.  But there is also far more that needs to be done for this.  People are looking for a silver bullet and think that shield gating is that glorious Red Crit to the problem.  But it is not...and the developers have said as much today.

    I mean really...you have to consider a lot.  Even just that the human brain has a delay of .3-.5 seconds to process information.  You shields are gone, you hear a sound, you process that sound, you settle on an action .4 seconds later.  But then your dead because of the RoF of the enemy you do not see.  Shield gating will not help for that .4 seconds.  And I am not a fan of magic immunity after the shield fails also...who would be.  So other fixes are needed.

  6. 1 minute ago, Anonymous10081 said:

    Then why not add a short invulnerability period when shields break to give the player the oppurtunity to react? Even say 400ms of invulnerability would allow you to swap to more defensive movement after you realize your shields have been broken, and that'll make the enemies much less accurate + you can get into cover/use a defensive ability

    Because that is not a fix, it is just a patch on a problem.  The fix is harder and takes more time.  Enemies that are less accurate, Enemies that miss on purpose (Like the given example where a sniper in other games will miss so the player can react to the first shot), Things that are not patch but genuine fixes to the issues that power creep have created.  I mean really...the main problem is that warframes do not keep up with enemies when it comes to health.  If they did it would be to easy.  But as it is now...there is a problem.

    I mean...I do not think any one is cool that a Grenier trooper can be laser accurate using a Grakata at 300m.  That is just not cool. But it is a complex problem that needs a complex fix.  There is no silver bullet to this one.

  7. 32 minutes ago, Neightrix said:

    Considering the normal pickup range was 3m before it became a vacuum, I don't see how it's any step at all. Why should pickup up loot have any emphasis when it could be fighting unique and challenging enemies, and when 95% of players use Vacuum anyway? This has been dicusssed into the ground, and if they want to say "no" that's fine, but acting like 3m is something, and acting like there was any reason for anyone to use kavat/kurbrows when you're trying to collect all the new recourses is insulting.

    Again, what is argument against shield gates? They, and health gates, make a difference in numous other games (Borderlands, Mass Effect, etc) and let dangerous enemies be a threat without outright killing players. They are effective at doing what they do. What other method is there other than letting players take one hit? Please do elaborate, because it seems like you're playing the devil's advocate. Bombalists effectively have a shield gate that prevents them befom being 1 shotted, sometimes a health gate also, and it prevents them from being 1 shot fodder. The concept obviously works.

    Univac: The point is to get people to use other things than carrier.  The major downside right now to Kavats and Kubrows is that the player previously needed to run over the drops.  Carrier is also another hot topic as it is still very useful because of ammo box.  So Univac + ammobox makes carrier the go to sentinel.  So the reason people want Univac is so we have the convenience to collect the loot with out being tied to a sentinel and so we can use our companions with out having to run over all the loot.  This is a step in the right direction as missing rare things like mutagen samples because w did not run on them is annoying.

    As for Shield Gates...thing is unlike those games the enemies in this games are very very accurate.  Those games have an amount of built in spread that if your not point blank, you can wander some and not take hits.  Their shields and health pools also scale with the level of the character and the enemies also scale.  So you are always pretty tanky and have a fair amount of health and shields for the enemies you are facing.  Warframe does not do this, Our health pool and shield pool does not scale when we say fight sortie level enemies.  This plus their accuracy means even if there were gating, sure that 1200 damage shot may be gated by a 300 damage shield.  But their follow up shot a split second after nails your health any way.  So...yeah I can see why it does not do anything.  Versus a sniper...sure.  Versus a heavy gunner...hahahahaha....still mince meat.  So they are looking at other options.

  8. It appears in one of the spy chambers for the Frozen Corpus (Neptune) tile set that the collision mesh is out of place.  Attached are images of the outer corners of the collision mesh.

    AD0C0FBE042816BB26584E31F4BEE987D08ECD4F4380F991FA7457B59CF65E9DC7F96871CE25E0EF

    Note: Derp me, Sick and late at night I placed this in the wrong spot.  It should be in Bug reports.  If some one could kindly move it I would appreciate it...thanks.

  9. 3 hours ago, BrazilianJoe said:

    Perfectly serviceable, even if boring.

    I'd rather have an involved quest with the defunct Captain Vor research to be dug out by someone - anyone - and have it be developed and become more mainstream. 

    Not everything can be exciting.  And some times for lore it is better to have some banality as it adds to the overall flavor.  To much over the top and all you have is a Michael Bay movie...all explosions and no character.

  10. 2 hours ago, Firetempest said:

    DE can retcon and BS any item in the game if they feel like it.

    Does not take much in the way of mental gymnastics to say that old 'whatever' weapon was based on some ancient orokin desk stapler. And here it is.

    Twin Gremlin Prime: These ancient nail guns were some of the first weapons to be picked up the the Grenier in their revolt.  Simple to manufacture, the Twin Gremlin have not changed much over the years.

    Sheev Prime: Originally used by the Grenier in the maintenance of flesh technology, the Sheev Prime could cut away and cauterize decaying flesh so it could later regrow.  Many Orokin lost their lives to these weapons and it has remained part of the Grenier arsenal ever since.

    There...enjoy.

  11. I would not want a system where people can pay to catch up.

    That said, I would not mind a system where if you are offline for an extended period, your returning is granted some loyalty.  As such may be when you return, you get one out of every three days you were absent.  So if life took a toll and you were off for two months, when you return you would get 10 days plus the current day.

    I think this is pretty fair.  Sure people may never come back.  But I am not sure how people can complain when it is fair for any that are offline due to unforeseen circumstances.  At least then you get something.

  12. 16 minutes ago, Mr._Clean said:

    Maybe if the Riven system wasn't such a huge RNG grind fest and poorly implemented to put the most powerful mods in the game behind a near-impossible RNG wall or money wall for those who pay plat (which DE gets money from which is why they won't change the system), people wouldn't complain as much.

     

    The root problem is not how little Kuva you get, but how much you have to sink into the pile of trash that is the Riven system to get something worthwhile out of it after doing sorties for weeks before finally getting something for a weapon worth using.

     

    We need to look at what is causing the complaints, not always just directly address the complaints themselves.

    Oh that is easy, the root of the problem is the thing the loath the most...RNG.  Since the Ambulas event when they showed that instead of having to grind for RNGesus to grant us the mod we desired, we could just get tokens and pay.  I have had the thought to so the same with Sorties.

    Each Sortie run earns the player an amount of tokens.  Each day, a list of rewards rotates kind of like Baro Ki'Teer.  Save your points, then buy what you please.  This way there is no RNG, you get what you want when you get a chance to buy it and the rotation can include things like...vaulted relics, rare mods, etc.  I get the idea behind using RNG...but you can make a fair system that rewards doing sorties with out it also and do it in a way that promotes play over time just as RNG does.

  13. On 8/24/2017 at 1:16 PM, -skimmer- said:

    All I keep hearing is "give us more kuva so we can roll those rivens faster"

    Seriously, not even a single comment is actually suggesting alternate options of gaining kuva. They are all focused on just stuffing it into reward rotations and resource drops of regular missions so you can get lucky and get more kuva passively while you farm other stuff.

    That said, perhaps some degree of variety to kuva missions is indeed in order. Perhaps different kinds of siphons, requiring you to destroy each one different way? Maybe alternate setups of the kuva guard so you dont face the same enemies on each siphon? It is pretty much the endgame now and I understand that it can become monotonous task after a while.

    Just keep in mind the hunting for kuva must be a deliberate decision and there is only so much kuva DE wants you to be able to acquire in a certain timeframe in predictable manner. DE will not change these rules. Doing so would only diminish the value of it.

    I could see a couple of methods to get Kuva and using current mechanisms.

    1. Kuva Extraction: Like mobile defense, the players guard a terminal in the Kuva fortress in an effort to change the flow of raw kuva.  After a certain time the players could get a Kuva reward and then go to the next terminal in the fortress.  To make sure that there is enough reward, rotation C could offer a large 1000+ kuva drop.

    2. Kuva Hijack:  A large shipment of raw Kuva has just come in and it is the Teno's mission to hijack it.  Pretty standard Hijack mission, but getting the Hijack target to extraction means the players get Kuva.

  14. On 6/2/2017 at 2:13 PM, (Xbox One)x Varda x said:

    This is kinda moot now as you can use the non prime skin on the prime. Go to Appearance > Nekros Prime Skin > select Nekros skin.

    Assuming you can still do this if you don't own the non prime.

    I do not really consider this to be moot because of that.  I mean Nek Prime has a lot of details that the original does not.  and some people are interested in our Nek Primes looking like Nek Primes and not base Nekros.  It would still be very nice of the wings could be lopped off and turned into another item that we can choose to have or to not have.  It is just that simple to me and I would suppose many others.

  15. Just now, Xekrin said:

    My apologies, I was not aware I was speaking to the president and CEO of Digital Extremes.  Perhaps changing your name to [DE]ListensToMeOnly that would help when you make 100% certainty facts of written in stone truths that will never ever ever be refuted ever.

    Its like speaking to royalty, I swear, I'm honored.

    Hey hey there, Keep it civil.

    @peterc3Yes, Viral halves health.  Yes, Corrosive strips armor...eventually.  But they are not the be all and end all.  I mean Blast makes sure enemies never get up, Radiation turns enemies against each other.  Magnetic halves shields...etc etc.  Just because it is optimal for a single type of enemy...may be, does not mean there are not other paths people would take.

    And if my memory is not completely gone yet, corrosive really is not that effective in many cases as it takes a ton of procs to really get armor off of many heavily armored enemies.  In those cases it is far better to just bypass it all and go to slash and bleed effects then to try and strip the armor any way.  So no, it is not 100% guaranteed.  It could become a thing, and then it would have to be balanced assuming the suggestion does come to be (even I am not hopeful of that one).

    But in the end...people will choose what they think works best.  Like say a Blast/Corrosive mix so they can keep the enemies on the ground and unable to do damage while they strip off the armor.  Because a stunned enemy is an enemy that is not killing you.  Just sayin... :-D 

  16. 1 minute ago, Glitch_Kitten said:

    Why add more variables for DE to consider? they've already stated that their goal for damage 3.0 is instead enemy 2.0, more intelligent enemies, keeping the rifraf trashmobs and adding more elite units to spice up gameplay.

    I understand where you're coming from but a change like this I feel is unnecessary and would only complicate the steps needed to be taken with DE's proposed enemy solution. Corrosive and viral is a very, very powerful combination, which is why only 3 (correct me if im wrong) weapons are capable of achieving such a feat and as such deal relatively low damage

    Fair points really.  But in the grand scheme it would not matter.  I mean any player with a year or two under their belt and a good amount of effort can make a god weapon out of anything...even the arguably piss poor Lato.  Yeah it got a buff, but it is still bad.  This is both a wonderful thing and bad thing to this game.

    I mean then there is the opposite side, power creep for both players and mobs is a thing we all know to be true.  So while DE is now making a concerted effort to work on that...it also depends on where they go.

    Personally I could see the above suggestion, but also revisions to enemies.  Things where an enemy like...say the Nox, is immune to viral, and buffs nearby allies to be the same.  I can see remaking a number of enemies in the game like the Bombard, Heavy Gunner, Technician, and others to use some of the ideas that the new Ambulas employed.  Where instead of relying on sheer armor value and immunity, they are given armor pieces you have to shoot through.  AND while they are "Sealed" they are resistant to some types of damage (like wearing a hazmat suit).

    Any way in the end I believe that given the right player, any combination of damage would be OP in the right situation.  But even now it behooves DE to make sure each mission is not something we need a single damage set to play through.  Where there could be times we need one on our main, others where another is better (secondary) and we plan for those contingencies instead.

  17. Why not?  I mean really...why not?  If it is a possibility then why couldn't it also be a possibility that tanky (spongy) enemies could also have new protections to defeat such combinations?  For every sword there is a new defense.  For every new defense, there is a new perfect sword.

  18. For a long while now there has been talk of a Damage 3.0.  And idea have been bantered around and the devs have thought about it, tested it (I did like the idea of ditching Serration and other base must haves frankly), and are still ponder with their lemon powered thinking caps on.  But why do we need to go to an entirely new and drastic system when may be we can just evolve the system we have right now.

    Below is an example of what we have now.  The pips indicating how the game connects like damage types limiting the potential combinations.

    Spoiler

    Q8pcFrA.png

    But the thing is, is why does it need to be like this?  Why shouldn't the player be allowed to do something more like this:

    Spoiler

    rrStUZH.png

    My thought is simple.  Allow the player to choose when damage mods link to one another.  This way we can better refine our damage types into more combinations.  Now there would be rules, you can not say, tell the game to not combine Thermite Rounds with Cryo Rounds...so you will always get blast instead of Fire and Cold damage individually.  But I think it could be reasonable to divorce Hellfire from Thermite rounds (in the above example) so the player can have a Radiation/Blast build.

    This would necessitate either and interface, or some rules we would need to use to determine how the mods interact.  Buttons could work, the player would be presented with links showing what moss are combining.  Then clicking on the link would divorce that mod as long as they follow a set of rules.

    Another option would be to have placement order determine connection.  In the images above, by not placing the two fire mode adjacent to one another, the link will be broken when the Cryo Rounds is added next to the Thermite Rounds mod.  This may not be as obvious for new players though as they would not have as many mods to combine early on and could spark confusion when their damage types change unexpectedly.

    Any way this is my thought on what could be a small change that would have a large effect to how we apply damage to our weapons right now.  Thank you for reading this far and have a good day.

  19. 1 minute ago, (PS4)Heads_Cutter said:

    1. Need my Tigris P 

    2. Waste too much time, powers gone.

    3. Considering this.

    4. What drones?

     

    Now that I think about it, a primed reach Orthos prime would be perfect! 

    4. The nullifiers have a drone that comes out of their backpack (at least on PC).  It is at the top of the bubble and keeps the bubble from clipping through the ceiling.  You can shoot it, and with a high enough damage, kill it popping the bubble instantly.

  20. Nullifiers are annoying, but if you see them coming they are not that much of an issue.  The bubbles retract per bullet, so if your using a slow firing primary, then either aim for the drone (attached by lightning) or have a rapid fire secondary.  A couple bursts and the bubbles are gone, then pop the guy in the head and move on.

    Alternatively, if your fast and have good health, you can charge into the bubble, shoot, slash, slam, punch, or what ever the guy then re-spam your powers.  But this is best on the move where you may turn a corner and there he is right in front of yah.

    Once you get used to them, you will know how to deal with them.  Just takes time and practice.

  21. Host, Solo play.

    Nope, no migration.

    Pluto, Survival: The map had the defense objective partly in a structure/ship wreck.

    First time, but with a little building I can test again.  Sadly this happened with a Four Star Specter.

  22. After building a Specter for fun using Hydriod and a Ferrox, I deployed it in a mission.  The specter will wander around and looks like it is firing.  But no particle effects occure and enemies do not take any damage.  The Specter will reload the Ferrox, But they will not use it's primary fire.

  23. Sentinel survivability is something of a hot button topic.  But I believe I have found a bug with sentinels and how they take damage.  The situation was this, I was doing an invasion defense mission on Regna.  The defense objective was on the platform with the bridge and stairs up.  I was running Carrier Prime and Nezha.

    After Carrier died a couple times I started to wonder why, enemies were not making it up to the platform, and he was taking damage when I was not (had warding halo off).  What I saw surprised me.  The Grineer Napalms were damaging Carrier Prime with out damaging me or even landing a round.  They were firing long rang at me, on the platform.  But because of the arc of their rounds they did not get onto the platform, instead impacting under the platform.

    In this position, my warframe did not take any damage as the platform was between me and the Napalms shot.  But when I approached the area where the napalms fireball was, carrier would start to take damage.

    The best I can surmise is that there is a part of carriers hit box that is lower than the warframes feet.  Or that carrier was some how taking damage through a "wall" when the warframe was not.  As such this is kind of an issue for the survival of Sentinels in general as they are already pretty squishy vs everything.  I hope that this will be properly investigated.  Thank you for your time.

    * Note: If necessary I can provide some drawings to better describe the situation.

  24. I would say as a living program she is and can be where ever she can manifest an avatar.  I mean the Sentients are not set to any one given form, instead they can create forms.  Kind of handy really.  Any way I would personally guess that with the latest changes and the new star map that she may just be in an incorporeal form flitting through the system using the junctions.

    I mean really...she doesn't need to remain manifested as a humanoid, just send out a signal to us looking like one.  Geeze, you meat bags are just so limited in your thinking...Oh...ahem...said to much...

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