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AntLion

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Posts posted by AntLion

  1. I still think the same mods but at different levels are considered duplicates.  People cannot equip one level 1 mod and one level 2 with the same name on one warframe.  Also, the two different leveled mods may still be considered duplicates in the mod screen, but I haven't checked this.

    Double Omg. People, Do you even try to understand what others write? We're talking about display but not about ability to put similar mods with different levels into Warframe mod slots. You couldn't do this anyway. We're talking about convenience. If you have 10 Vitality mods with 0lvl, 5 Vitality mods with 2lvl and 1 maxed Vitality mod, then you would see only 1 Vitality mod with 0lvl, only 1 Vitality mod with 2lvl and only 1 maxed Vitality mod in mod customization window of your frame. But no all of them as now. So, you wouldn't have to thumb through dozens of pages and waste your priceless time to find mod with level that you need.

     

    This suggestion does not apply to the general window of modules where you can make fusion process or sell mods.

    This suggestion is only for mod customization window of frames and weapons.

  2. Ok. So you want to get prime and standard version for price of 1 while prime should also be straight upgrade + you want free slots for them.

    Its already too easy to get a frame and you want to make it even easier... 

    Is it easy to get Prime version? O_o   Okaaay.

    Maybe you have some problems with reading and I have to repeat special for you: when you craft prime version of warframe (and you don't have a standard one) than you would get standard frame (in your warframe inventory) + prime skin for it (in its customization inventory). You could switch this prime skin on/off depending on difficulty of mission. If you go on low/mid-level missions and don't want to feel yourself too overpowered then you choose standard version. If you go on hard mission then you choose your best equipment including prime skin that would give you some buffs.

     

    This idea could solve compatibility issue of this innovation for those who already have Frost Prime or Excalibur Prime but don't have standard versions of these frames. They would get standard frame + prime skin as switchable upgrade.

    Others who have only standard frame could farm prime, craft it and get prime skin as switchable upgrade without any compatibility issues as well.

     

    If you don't have any versions you would need to farm and craft just prime version to get standard frame + prime skin as switchable upgrade. Btw, you would have to buy one free slot if you don't have any in this case.

    I think it's fair because if you want prime version you have to make much more efforts to get it than for standard one. So, you could have a choice: farm standard frame now and maybe some day try to get its prime version if you would like this frame. Or go for a more sophisticated way and try to get prime version now which would include standard frame + prime skin as switchable upgrade.

     

    This idea would solve the problem with warframe slots. Just imagine that you must buy another 14 slots just for primes which differ almost only in appearance! I doubt you would sell your potatoed and polarized standard frames for primes. Maybe also you would like design of standard frame more than its prime version.

     

    So, my suggestion would solve the problem with warframe slots, compability issues and give players more variants of customization.

    I hope devs will read my suggestion and think about it.

  3. It is better this way. Those who put effort into getting them, get some reward WITHOUT obsoleting the original versions.

    Nope. This problem can be solved very easy: prime version should include normal version as well.

     

    While I find stupid the Prime "upgrades"(cause it's not really an upgrade regarding frames)

    Really? Do you want to buy new slots for primes?

  4.  I don't like the prime nor vandal idea. It renders the regular version totally useless.

     Unless at some point those versions become as an upgrade of the regular ones instead of a completely separate object / warframe, I am not eager to see them...

     That is at least my opinion.

    I totaly agree with you. Prime should be upgrade giving better stats or maybe even improving frames' abilities. You could craft it like alt helmets and add to your frame as prime skin with new great buffs. So, you could any time switch between normal and prime versions depending on where you want to go: on low-mid-level missions or high-level missions and orokin void.

    Damn, DE have lost such a great idea. -_-

  5. <---and why does it say I'm an initiate here? I'm rank 10. I'm a seeker.

    Spam more "Thanks DE! You are great!" posts like some others do. :P

     

    Btw, there is a problem with Saryn Chlora Helmet. I guess its "earrings" color should be the same as her energy color. But they are not paintable and always purple. I don't like this. It looks bad because I don't have this color on my Saryn now (I painted her in dark blue/green/white colors).

  6. I totally agree with the above. Lotus began to speak too much. It's annoying. Her portrait doesn't allow me to see chat window or my teammates's stats. Also It's not comfortable when I can't chat with people or use my inventory while my teammates's stats window is open.

  7. 2OctoFrame:

    Yeah, you just haven't played Mag enough. This frame still shines (like any other frame) until Uranus. Then you begin to notice that she becomes weaker, weaker and weaker. Most of her abilities have a bad scaling with enemy level and needs in serious improvements (see my suggestions on the previous page). Pull becomes too risky and almost uncontrollable sometimes. Shield Polarize becomes not as effective as before because high-level enemies destroy your and teammates' shields very quickly. Bullet Attractor is very situational and expensive, therefore many players change this ability for something else (for example: Rush or Vitality mods). And Crush becomes very weak and ineffective especially if you compare it with some other ults. If you think you can spam Crush on high-level planets (Ceres and Pluto, for example) and kill almost everything or it can help you in a critical situation there, you're wrong, very wrong.

     

    PS: Don't get me wrong. Mag is not useless at all on high-level missions. In right hands she can successfully complete almost every mission solo (except defense and mobile defense) and help her team online. But it much more difficult, takes more efforts and her help is less effective than it should be (especially on high defense waves). That's why Mag's abilities need to be improved.

  8. I don't see any point in a crowd-control ability that only pulls away less threatening folders units while leaving all the heavies at the cryopot. There's actually a glitch caused by lag where pulled enemies don't travel all the way to your feet and it is one of the lag-related glitch that I hate the most. Toxic Ancient isn't really a problem if you jump-kick backward right after using Pull. You'll be off in a safe distance by the time Toxic Ancient's poison reaches where you were standing unless you were interrupted before jump kick is engaged.

    But I see. Isn't it enough if you knock down very heavies enemies every time when you use Pull? Heavies don't often get closer to cryopod if they aren't Infested Ancients. And what does prevent you to knock them down with Pull and kill them earlier (especially with improved Bullet Attractor)?

    Do you think it's cool when you collect everything in close range including stun-immune enemies and heavies that can easy knock Mag down and hurt her? It became too risky when you deal with high-level enemies (with high damage, health and good armor). Knock down effect is crowd control too. And it would be enough against very heavy enemies in many cases.

    And there are better powers to protect cryopod as Vauban's Bastille and Frost's Snow Globe. Pull will never be as effective in static defense as they but Pull has one feature: it's mobile crowd control ability. So, Pull is more effective when you move somewhere (with team or alone). That's why basic Mag's sprint speed should be increased. She looks very fast and agile on cinematic but not in game.

     

    Btw one of my suggestions is allow Pull to knock down and drag Ancient, Techs, Commanders, Napalms, Bombards and Heavy Gunners but not in close range to Mag as now. It should pull them at half distance than other enemies. This power shouldn't pull to Mag in close range more enemies than she is able to kill, enemies who are able to kill her easy. I don't want to use Pull and then run away for my life on high-level planets. I have experienced this myself many times during Fomorian Event on Ceres, Eris and Pluto. And I'm sick of it. Warframe powers should help their owners but not be too risky and become the reason of death.

     

    Toxic Ancients is a real problem. Maybe not for you but for others. Especially if Mag is surrounded by pulled enemies and can't run or jump (and all Infested Runners around Mag explode staggering or knocking her down).

     

    The problem I have with Shield Polarize is that when I think it is time to cast it it is already too late (doesn't take that long to lose a little bit of leftover shield and all the HP, especially when immobile). However its effect when spammed is life-saving.

    I think this problem can be solved the next way: Shield Polarize should not only restore allies shields (including Mag, teammates, hostage, sentinels and cryopod) but also boost them if they are already full giving extra amount of shields for a while (according to the level of this ability and power strength mods). But this extra amount should not be more than 40% of maximum ally shields amount. After SP have been casted this extra amount would decrease every second to a normal state.

    Yeah, Shield Polarize can save you, your teammates and cryopod but you can't spam it too long because of its not cheap price for Mag. 35 energy would be fair price.

     

    Yes Bullet Attractor needs some sort of improvement, but i find simply tweaking the damage multiplier to be a cheap solution (a waste of DE's brilliant minds).

    Really? I don't think so. Magnetic bullets + Increased damage done to bubbled enemy + Explosion stun-effect (if target dies before time of BA is over) + 50 energy as price (instead of 75) would make Bullet Attractor more multipurpose and useful ability than now. It would be helpful not only against single heavy targets and bosses (allowing to isolate and kill them faster) but also against group of enemies: if you need crowd control effect you could cast BA on light target, kill it in 1-2 shots (until time is not over) and stun surrounding enemies for a few seconds with bubble's explosion (like short electromagnetic pulse). Sounds great to me. But there shouldn't be more than one active BA bubble at the same time. No need to ask for more from devs in that case.

    Btw, Bullet Attractor with all these improvements could be renamed as Magnetic Trap.

     

    PS: These suggestions would allow Mag to become a strong and balanced warframe with safe, reliable and cheap crowd control ability (Pull); with mobile support ability (Shield Polarize); with multipurpose ability great against both single heavy target and group of enemies (Bullet Attractor); and with powerful damage ult (Crush). As strong as she should be from the outset.

  9. Why don't we pull a Rhino and combine Pull and Crush into one power?

    Good idea. I think the same thing. In my opinion Mag's new ult should look like this: Mag pulls ALL enemies in power range to her, rotate them in the air and then rip them apart with her deadly magnetic force. At least most of enemies should be dead after that (heavies could stay alive). It should be powerful damage ult. Much more powerful than now. Maybe it should deal armor piercing damage or ignore enemy armor or not be affected by it too much as now. Because Crush is only Mag's damage ability.

     

    But Pull should remain a crowd control ability (first Mag's ability). It just needs some improvements like I said above. I can repeat:

     

    Maybe it shouldn't pull to Mag in close range more than 5 enemies at once (especially if their level is too high). Other enemies in power range just should be knock downed. Maybe this power shouldn't pull to Mag very heavy enemies (Corpus Techs, Grineer Commanders, Bombards, Napalms, Heavy Gunners, Infested Ancients) but every time knock down them instead. Or drag them (especially Toxic Ancients) at less distance then other enemies.

    Also I think this ability shouldn't pull to Mag at all such stun-immune enemies as Rollers and Ospreys. For example, it would be great if Mag was able to pull group of Crewmen or MOA's in close range (and knock them down) and leave their Shield Osprey alone.

    Pull deals a little damage and it should remain as it is. It should be enough to destroy at least Corpus cameras on high-level missions. No need more damage because first of all Pull is crowd control ability.

     

    Bullet Attractor and Shield Polarize should be improved too. It would be better if Mag could keep moving when she casts Shield Polarize. It would be especially helpful when you rush with your team and don't have time to stop. It should restore/drain more shields than now (at least 70% without power strength mods if ability is maxed). Bullet Attractor should not only attract bullets but also increase damage done to bubbled enemy (1.5x damage to bosses; 2x damage to very heavies; 3x damage to others) and its explosion (if target dies before time of BA is over) should have stun-effect (like EMP effect) in explosion range for a few seconds.

    Maybe also these powers should be cheaper: 35 energy for SP and 50 energy for BA.

    The price of Pull should remain the same (25 energy) and New Improved Mag's Crush would be worth its 100 energy as many other ults.

  10. I've tried a lot of the Warframes (not all yet) and so far, my favorite is Mag. I'm tired of people always complaining about the Mag and her skills so I'd like to just put this out now to all current and future haters:

    If you don't like Mag, then don't play Mag. You have 13 other Warframes to choose from.

    For those of us who like Mag, and know how to use her, she is a terrific Warframe with massive control of the battlefield for both friend and foe.

    Who are you appealing to? To haters? Where? Now I see only players who want to make this frame better.

    And because of people like you who don't want to see the flaws in their favorites, Mag will never be strong enough and balanced as some other frames. I like Mag and I know how to use her. It is very interesting frame with unique powers. I love her design (I don't have enough not obscene words to describe how ugly and tasteless her coil helmet looks though). In my opinion it's one of the few frames who look like true space ninjas but not like humanoid insects or something else. But most of her abilities still should be polished and improve to be really effective. I often feel that Mag is not strong enough as she should be (especially after update 9).

    You described her abilities. Good. But have you read what I posted above? It's not as easy as it might seem at first glance.

     

    Pull: Frontal 180 degree AoE (best coupled with Coil Helmet). Most game breaking skill ever against bosses like Hyena, or or massive piles of enemies you want your Nova to nuke. (Support Role emphasis)

    See what I wrote about Toxic Acients. Yeah, you can try to use cryo bullets to freeze them (I noticed that frozen enemies can be pulled at less distance) or just run away from this place (but Mag's sprint speed is not very high without Rush mod - it needs to be increased a bit by devs). Honestly these tips won't always help you because sometimes you may not see or shoot all Toxic Acients behind other enemies or surrounding obstacles before you use Pull. Or you simply have no time for these actions.

     

    Anyway it's not always very good when strong enemies (a lot of them, who can kill you quickly if you don't finish them off faster) suddenly appear next to you. Especially heavies (as Grineer Commanders) or bosses (bosses can't be even knocked down or stunned). Warframe powers should help but Pull atm sometimes becomes the reason of death.

    Also using Pull I often notice that enemies can be knocked down just once. Next time when you pull them they will stay on their feet and immediately attack you. It's bad.

    And of course it's very "funny" when you collect all Grineer Rollers and Infested Runners around you. They can't be knocked down at all and stun time is too short for them. So, they easily knock down or stagger Mag in the next second preventing her attacks (especially melee) on pulled enemies. Before Update 9, I could instantly destroy all Rollers and Shield Ospreys around me casting Pull 1-2 times until Ceres and Pluto. So, they couldn't stop me eviscerate enemies lying at my feet with my Dual Ethers. Now when all enemies have become stronger, it's possible (to destroy Rollers with Pull) only on low-level planets. It's bad too.

    Don't get me wrong, Pull should stay as AoE ability but it needs some tweaks considering different types of enemies. It needs to be more intellectual because now we almost aren't able to choose what enemies we want to drag in.

    Maybe it should not pull to Mag more than 5 enemies at once if their level is too high. Other enemies in power range just should be knock downed or stunned. Maybe this power shouldn't pull to Mag heavy enemies at all (Corpus Techs, Greener Commanders, Bombards, Napalms, Heavy Gunners, Infested Ancients) but knock down them instead.

    Toxic Ancients should be pulled at less distance than other Infested. Otherwise they can get hurt Mag badly and even kill her in a few seconds (Mag has a small basic amount of health and her armor is not very high as well).

    Also I think this ability should not pull such stun-immune enemies as Rollers or Ospreys (or they should be stunned by Pull for 3 sec) or deal them enough damage to destroy them before they get closer to Mag.

     

    S.P.: Heals allies' shields and damages/disables enemy shields in a AREA AROUND YOU. No targeting required. Very fast cast speed. (Healer/Support Role emphasis).

    As I said Shield Polarize is affected by too many random factors when you use it against enemies. I don't like when it's not clear. Also maxed SP should restore/drain more than 50% of shields. I guess it shoud be at least 70% (without any power strength mods). Because 50 energies is not cheap price for Mag (I use it very often if I run with team). And it's not very comfortable when Mag has to stop moving to cast this power.

     

    Bullet Attractor: Creates a massive bubble around the target that will pull in all projectiles fired into the bubble at the target. Can be used to hit targets even if you don't have line of sight since the bullets follow a curved arch upon entering the bubble (that means if you aim for the sides of the bubble, the bullets will curve a but before moving to the middle of the bubble). Destroy enemies from very far away even with S#&amp;amp;$ty machine guns and hit with godly accuracy. Sure, it's not a headshot machine, but it gives you 100% accuracy for everyone on your team. What more can you ask?

    Bullet Attractor is too expensive. I don't want to repeat. Just read what I wrote. One target. No any buffs to damage. Bubbled enemies don't kill themselves in most cases (they often stop shooting) even with "help" of their nearest buddies. So, you still have to spend your attention on them.

    One of the reasons to use BA is to prevent enemy attack, to isolate them. But It doesn't help against melee enemies (and even enemies with range attack if they are too close) because they can hurt Mag if she stay in the bubble (especially if BA is maxed and bubble is very big). And Its explosion looks cool but it's absolutely useless.

     

    Crush: Massive range, stable damage. Stuns enemies affected. (kills nearly all enemies lower than level 40-60 depending on unit type.

    Really?

    Why did I say that Crush is weak? Ok, let's look at similar abilities: Banshee Sound Quake and Rhino Stomp.

    Sound Quake deals more damage at greater distance for a longer time. Enemies that move in to the radius will be stunned and damaged as normal. Banshee is not so vulnerable during the animation as Mag because she bends down to the ground and doesn't stand to her full height.

    Rhino Stomp has a very short casting time. It deals huge damage at great range. And after that few enemies who are still alive would be lifted and then knocked down for 9 seconds! And Rhino can move and shoot at them during this time.

    And what's Crush? Mag casts it too long (if we define Crush as damage ult). At the same time, it is often not enough to properly hold the enemies and allow the team to regroup and finish them off (if we define Crush as crowd control ult). Mag can't move, can't shoot, she stands to her full height. She is very vulnerable for enemies with range attack and for those who were not in power range when Crush has began. Because enemies that walk into the AoE after the ability has been cast are not affected. They just can get closer and easy hurt her! And at last Crush doesn't deal acceptable damage against enemies with good armor (especially Grineers). It even doesn't kill Crewmen on high-level planets! This "ult" doesn't change the outcome of the battle (as every ult should do in a critical situation), doesn't even bring a significant advantage, it just looks like a helpless cry of despair. So, Mag uses "Crush", then enemies stand up and kill her. That's all.

  11. The level of your enemies, how many are being shielded and their proximity to each other play a large role in whether it will kills the Osprey or not. It is rarely brought up and the only other proponent I see for it on the boards who seemed to notice is hiryu.

    Too many random factors. I don't like this. I want to know effect before I spend my energy for it. It would be better if Shield Polarize always destroyed Shield Ospreys in power range. Btw it's not so rare to me especially on low-mid level missions.

     

    A lot of the people posting either don't really play Mag [spreading misinformation about how she works from her unupdated wiki page, see people complaining about SP restoring a flat amount a couple pages back] or don't play her enough to notice a lot of the new caveats to her skills. Correcting them on it became not worth my time half the thread back, it has become obvious that a lot of people aren't actually reading through the entire thread or they would know these things!

    I hope this part of your post is not about me. I'm new on these forums but I'm not new on the game. Anyway there is no FAQ and it's too hard to read all 25 pages to find something useful. Btw I play as Mag more often than other frames (I have them all except Excalibur Prime). But there is not enough adequate information about her abilities. It makes Mag is not popular frame. And of course her abilities need to be buffed. Again. Because update 9 made this frame weaker.

     

    Pull is good now. But there is a one big stinky problem: Toxic Ancients. They are able to kill Mag very quickly in close range. So Pull became too risky against Infested (especially on high defense waves). It would be better if these creature could be pulled at less distance (half, for example) than other enemies.

     

    Shield Polarize. As I said above it's good ability for defense. But so random effect against Shield Ospreys and shielded enemies makes it not very good as offensive skill. It would be better if Shield Polarize always destroyed Shield Ospreys in power range. Also I think maxed SP should restore/drain 75% shields (and about 97% with maxed Focus). Otherwise this ability is not worth more than 35 energy.

     

    Bullet Attractor costs too much for single target ability that doesn't even kill enemy without your help. 50 energies. No more. Mag has not so much energy to waste it on expensive and ineffective abilities. BA needs to be improved. I think it also should increase the damage done to bubbled enemy (triple damage to common; double damage to heavy; 1.5x to bosses). Devs added explosion effect but it's absolutely useless against mid-high level enemies. It would be good if maxed BA's explosion would stun enemies in explosion range for about 5 sec instead of dealing current insignificant damage. And you could increase only power range (and maybe stun effect time) leveling up this ability. Only after these improvements BA will be worth 75 energies.

     

    Crush is very weak now. It doesn't kill most enemies after 35+ levels (especially grineers). It doesn't even make them weaker.

    Cast time is too long and Mag is very vulnerable during it. This ability costs 100 energies like more powerful ults. It does not seem fair.

    I read the offer on the previous page:

    "Crush deals 50 damage 16 times over 16 seconds (or 100 damage 8 times over 8 seconds). During this time, the enemies are magnetized to the ground and are consistently forced down, unable to get up until the duration ends. Any enemy that steps in the AOE will be forced down the same way. Mag will have to channel this ability and  it will end if mag is knocked down."

    Not bad. But what if Mag goes Solo? Who will kill the enemies while Mag is busy casting this ult? I can agree only if it would be armor ignore damage and it would be enough to kill the enemies in the end. Anyway it looks too much like impaired version of Banshee's Soundquake.

    In my opinion Crush should deal a big damage. Ortherwise it would be useless against strongest enemies you always can find on Pluto/Ceres/Eris.

    I'm not against stun effect but Crush is only Mag's damage ability and don't want to lose it. But it should not be overpowered. My offer: Maxed Crush with current cast animation and stun/knockdown effect deals huge damage (1500, for example) by 5 meters around Mag and it descreases with distance to 500 by 15 meters (without Focus and Stretch mods). So, you should use nice combination Pull'n'Crush for best effect.

     

    Also now Mag should run faster around the map to stay alive and be effective (especially with her Pull). I'd like if devs improved her sprint speed a bit (like Nyx).

     

    PS: Sorry for grammar.

  12. How, is this possible?

    Shield Polarize (3lvl) can restore 50% Cryopod's shields (and yourth and your teammates as well) in power range. And now it's better than before because this ability has AoE effect and you don't even have to target cryopod. You didn't know this, do you?

  13. Shield Polarize is good enough even after update 9. But it's the most misterious Mag's ability to me. Sometimes it instantly destroys every Corpus Shield Osprey in power range and deals a big damage to enemies who were covered under shields (even kills some of them), sometimes it doesn't. Does anyone know why? Also I have maxed Stretch mod but I'm not sure if Shield Polarize affected by it or not.
    PS: More information from devs would be helpful.

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