Gentleman_Bird
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Posts posted by Gentleman_Bird
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Trying to kill a crew ship using an archgun results in the crewship just sitting at zero health for a few seconds, followed by it healing back to half health.
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The "Tether" avionic seems to works pretty well, except loot dropped from enemies seems to scatter all over the place when they die to it. In fact, I can't seem to keep track of where the loot even goes.
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There is a door I am unable to open in Saturn's Pulse Turbine structure. However, other people in my squad were able to go through. Enemies behind the door were observed to phase through it. This issue persisted across different missions and squads.
If I were to take a guess, I'd say that it's a host/client issue, with hosts being able to open the door, and clients being unable.
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Rare crates usually have SOMETHING in them, the one I found in a railjack mission didn’t trip anything a normal crate wouldn’t drop.
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I found a rare container, but there was nothing in it.
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The revive system needs to be changed in railjack. Running out of revives out in space means your entire crew is stuck.
Either restore any used revives upon mission completion, or replace revives with a timed respawn system.
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A few things:
- Crew ships are way too tanky, even at low level. The starting guns and ordinance barely makes a dent in them on the lowest difficulty missions. This makes boarding them, destroying the core, and leaving the only realistic way of killing them.
- Archwings die instantly. This makes Amesha the only real option to stay alive from going from point A to point B
- Please increase the archwing projectile speed. I feel like I need to blink right up to an enemy's face just to hit them.
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Please let us adjust our railjack arsenal from inside the railjack. Having to go all the way back to the dry dock, exiting the railjack, moving over to the console, and walking back to the railjack just to put in the new avionic we got during a mission really breaks the flow.
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Clients can be unable to leave a crew ship. Destroying the crew ship results in the player falling through the map. Sometimes /unstuck helps, sometimes it doesn't especially since you can't use /unstuck more than once.
One time I boarded a ship, and I think the mods on my primary weapon got disabled?? I assumed that's what happened since my gun suddenly did much less damage and fired slowly.
Getting in the 3D side guns just before the railjack warped to another area resulted in all the railjack walls becoming invisible.
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22 hours ago, FLSH_BNG said:
I'd guess that resources picked up in the mission got into a resource pool for the ship that everyone has access to. At the end of the mission, everyone would each get the full amount of the unspent resources in a similar manner to how everyone can pick the same reward from a void relic and get a copy of it.
As I understood the resource stockpiling, we started the mission only with the components that we built and brought along before starting the mission, and if that effort wasn't put in, then there wouldn't be any consumables to use until the resources were collected in-mission.
One interesting thing if that's how it's gonna work
If you're doing railjack with your clan to collect research resources, it'll be much more optimal to build the munitions ahead of time with your personal resources rather than the resource pool. That way everyone else on your team will be able to take home the whole haul.
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Maybe you were chat banned?
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I thought Stadia was dead on arrival. I don't think DE will put resources and manpower into supporting a platform that won't do well in the long term.
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When they show up to support you, they don't attack enemies. They kinda just follow your around. Even if you direct them within melee range of an enemy, they still don't attack.
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27 minutes ago, Katinka said:
If they are personal supplies then I wouldn't see it any different from having to build air support charges, team restores or ciphers.
If you can keep the leftover armaments you craft, then yes, it's the same concept, but there are a few concerns:
1. Will other players be able to spend your resources? It's one thing to choose to spend resources on ciphers, it's another thing to let another player spend all your resources to build 50,000 ciphers.
2. Does the resource crafting come out of a shared resource pool? If so, what happens to the leftover armaments? Do they go to the host? Does everyone get a copy of the armaments? We could have a situation where clients won't want to craft at all because they'll be spending their resources for no gain.
I think this system can work, but there needs to be some sort of protection against griefers.
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Trying to walk the line between co-op and solo play results in something that detracts from both styles of play. I'm glad they picked a side and stuck with it.
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5 hours ago, NigglesAU said:
Bit worried about this as primarily a solo player and pubber occasionally (im in a casual clan for drydock purposes/building railjack however im not active otherwise in clan)
If you intend to go solo, then you'll need to build a railjack. However, there is gonna be a matchmaking for pubbing
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I remember buying the rug from Baro thinking it would cover most of the floor of my orbiter. Turns out it was the size of a doormat.
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2 minutes ago, Skaleek said:
Yeah i see what you're saying. I think high risk/reward missions are a good idea, limited time missions that randomly pop up. If you click the "intel missions" tab, there are some neat ideas for missions, but i havent actually been able to execute any of those missions. Perhaps I don't full understand the Author's system, or its not yet implemented.
You execute the missions directly from the "intel missions" tab
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1 minute ago, Sitchrea said:
Did you play the game referenced in the OP?
Yeah, I did. I was saying that you can just do recon missions over and over again to get all the intel you could ever need. That'll just end up in the trap of doing the same missions over and over again.
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The biggest complaint I have so far is that the optimal way to play is to just grind recon missions over and over.
Maybe introduce special Lich missions through timed alerts instead?
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I think this needs more attention
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I used my Warframe account across 2 different steam accounts so my steam achievements are pretty borked
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On 2019-11-25 at 2:05 AM, (PS4)Stealth_Cobra said:
My two cents.
One , I feel like the build requirements for the railjack are way too expensive for newcomers, especially when it comes to credits. Granted, there's ways to make money fast like index, but still , requiring six million credits is alot of work, and if there's one thing that's a constant struggle for newer players, it's amassing credits ,as pretty much every single item you craft in your foundry costs like 25000+ credits and most mission pays like 1k credits. For other ressources it's not such a big deal, altough when you're starting out you don't have huge stockpiles of 30+ neural sensors and Orokin Cells, cryotics , etc.
In the end , I think it's a bad decision to put such high requirements for two reasons.
1 - If you're a vet, you already have stockpiles of everything anyways, so it's inconsequential and will barely break the bank for you.
2 - If you're a new or relatively new player, this makes building a railjack appear inaccessible , or a huge tedious grind, which is NOT what you want when you intend to market your game to a broader market and get new players into Railjack to experience the new Warframe.
I really don't get the point of having such requirements. If your goal is to promote your game to a broader audience by introducing a cool new space flying gamemode, why put it behind a ridiculous grindwall that requires having unlocked the whole starchart, done the war within etc. At some point someone at DE should realize that you keep making cool new content that requires players to invest 100+ hours before they get to play it is dumb. Trophy and achievement data show only a fraction of 26 millions registered losers are at that point when they can afford to build such a ship, so why again are you putting those high requirements ? People should log in , get pretty much a free archwing and railjack and be told "Go experience the cool new content with your friends".
Destiny 2 understood this , and they made it so that new players now start with pretty much access to all activities right from the start because nothing sucks more than having to grind hundred if not thousands of hours to reach the ability to interact with all the content and not being able to play with your friends because you haven't cleared the whole starchart and completed every cryptic hidden quest and quest steps, plus amassed a gazillion resources.
But hey , it's your game, and if you want to keep making content for 0.02% of your fanbase, you do you !
On one hand, I agree that the 6 million credits is pretty steep, I wouldn't complain if they cut that down a bit. On the other hand, I like the idea of Warframe unfolding into new mechanics when you're already so deep into the game. For a newer player, it seems the Railjacks should be a long-term goal rather than a hurdle to grind through.
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I'm really hoping we'll get more Kuva Lich mechanics with Empyrean. I'm bored of the current system. I'm also hoping Squad Link will actually be worth doing.
(PC) Empyrean: Bug Report Megathread
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My omni tool is gone. Starting a new game doesn't bring it back.