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Battle.Flag

Grand Master
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Posts posted by Battle.Flag

  1. I agree that the use of resources to craft the ammo looks tedious as hell. So I am with you on that.  Not to mention also using the same resources for ammo that you need to use for research? grind hell awaits

     

    But I like the engineering gameplay of fixing stuff, fighting off fires ( and hopefully boarding parties as well) and then archwing cannoning over to invade ships, coming back to fix ours. That looks more fun and engaging than just manning a turret or flying the ship around.

     

  2. 4 minutes ago, ashrah said:

    fresh start is pretty hard..not cz of moddding  or similar this cz i played lot rpg games and  this system is pretty basic.. but to lvl up gear for ranks and get better wepons is really hard grind

    No kidding. The grind is real.

  3. 2 minutes ago, (PS4)Elctrcstel said:

    I've actually been thinking of starting an alt account on my PS4 to see how new players are treated and such and to go through the whole "new player experience, because for me it was way before there was an actual mission and mission hints (roughly 3 yrs ago, i remember slotting WF ability mods in there). It was here's how to use your stuff, go forth and be merry.

    I know whenever I get a little bored, I sit in region or on the Strata relay and try and answer as many questions as I can or help new players run missions.

    I wonder how my experience will differ than you guys since your PC and I'm Console.

    I was going to try it on console, but after downloading and trying to play with the controller instead of m&k I stopped. It was an excercise in futility. My hats off to those of you that are successfull controller players. 

  4. So I thought it would be fun to make a new account and start from scratch this holiday season. I am hoping this will give me a better perspective on the state of the game, and maybe empathize with newer players. 

    Working through Venus, and throwing an entire MK-1 Braton clip into the head of a corpus, good times. Maybe should have picked the MK-1 Paris...

    I have run into a few of the higher MR folks that have been very cordial, and offering advice. A few have mentioned more than once I don't play like an MR 1 person (lol). All in all, the community has been very helpful, considerate, and fun to be around.

    The community is what makes this game great, and you are all still delivering it in spades. 

     

  5. On 6/10/2016 at 0:22 AM, (PS4)Rakiokon said:

    Oh, hey, I've been waiting for something like this. Was debating on posting up something similar, myself. So, I'll just drop a bit here, instead. Fair warning, I do type a lot, and I tend to ramble.  More than likely, this will turn into quite a wall of text, and there won't be a "tl;dr" thing at the end.  With formalities out of the way, I'll get into it.

    I am a console player, always have been, and always will be. While I have a PC that is capable of running most modern games (might need a few upgrades to run anything that came out/is coming out in a recent six months span, or so), I've never really been wild about keyboard and mouse controls, especially for action games.  Probably the only games I've ever preferred K/M over a controller, have been RTS games, for rather obvious reasons.

    Anyway, as a console player of many, many years, I've always felt that, with a controller, I could keep up with the K/M crowd, so long as I can completely rebind my controls. Generally speaking, if I find that a game doesn't allow a player to rebind their controls, and I don't like the default scheme/s, I usually pass it up. Most of the times, on console, a dev will allow for limited rebinding, which can alleviate the problem somewhat, but it's almost always the commands that can't be rebound that are the more annoying choices. (Dear, Activision and subsidiary developers therein: If you would have let me put the jetpack/boost-jump stuff from your more recent CoD games, onto one of the shoulder buttons, I might have played more than one game of the demo. Might have even been tempted to buy the games. Just saying...)

    As far as Warframe control bindings go, it would be nice to be able to bind any command to any interface. Right now, there are certain commands that aren't bind-able to certain buttons. Sure, it might be foolish to bind jump to swiping left of the touchpad, but there's no real reason why I shouldn't be able to, right? In addition, there are currently more commands than there are bindings available. One does not need every single command to play the game, but some things are rather convenient. Can't speak for Xbox One controllers, but PS4's touchpad does allow bindings to either side of the pad, as some have already stated. There's also the sixaxis nonsense that barely works, but could be fun to play with for something like gestures. It's difficult to think if simple solutions to the lack of real estate, but I'm sure there are some answers that a dev can brainstorm. (Food for thought, are the PS4 controller's buttons still pressure sensitive, like the PS3's? I actually don't know this. Not a big fan of the Dualshock4, all things considered.  Dualshock3 was/is superior, in my opinion.)

    Now, onto matters of control:  While K/M players do have certain advantages over controller players, simply because they can do things that a controller simply cannot, due to binding limitations, and a limited number of buttons, I still don't think that the gap between the two, in terms of capability, is nearly as vast as some would believe.  The key is movement.  Everyone knows that K/M allows for more precise aiming (Though I do get a kick out of PC people complaining about controller users getting aim assist. I understand the complaints, and they're legit, because aim assist is borderline aimbot on a lot of games, but doesn't stop me from laughing about it.),  but I, personally, feel that the analog sticks of a controller allow for much smoother movement than K/M alternative.  (Disclaimer: I may be wrong about that. I've seen some pretty wicked stuff from some PC action gamers.)  Now, a lot of people might think that the more complex a game is, the more advantage K/M has over a controller.  While that's technically not untrue, it's not exactly true, either.

    I've spent years upon years (way more time than anyone should devote to gaming, really) playing a game series that is incredibly complex, and only available on console (emulation aside).  This series is titled Armored Core.  (Warning: This bit may get a little evangelistic...)  For those who don't know, which is probably most, Armored Core is the other big thing that FromSouls did that wasn't Dark Souls.  It's not very well known in the west, because of horrible localization, and more recently, because Bandai Namco intentionally tried to bury the series, so From would feel more obligated to make more Souls games.  Anyway, the basic point of the series is pretty simple:  Build a giant robot, and go blow things up with it, including, but not limited to, other giant robots.  Past the concept, though, it becomes a very complex game, especially with each progressive title (That's 15 titles, by the way, even if 2 of them aren't actually real games...).  In fact, the most recent four titles, while the best selling, (due to the advances of mass media that don't rely on publishers spending more than $20 on a bad trailer that only aired for 3 days...) were also very, very difficult for newcomers to get into, due to a vertical learning curve, as far as movement goes.  And in these games, if you can't move, you die...  Hard...

    Allow me to share some examples, via Youtube videos:

    These are videos from For Answer, or 4th gen AC (4 and For Answer being the first two titles, of four titles total, on PS3/360). I do not know this player, but these videos are re-uploads by someone who I am acquainted with.  While I'm not a big fan of 4th gen, myself, I can't deny the amount of skill it takes to pull off some of the maneuvers that the top players can.
     

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    This next one is from ACV (Armored Core V/5).  5th gen changed a whole lot, in terms of movement.  Took away flight, added in more ground-based maneuvers, as well as wall-jumping, among a vast number of other things.  This video is from a teammate (clanmate) of mine.
     

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    And finally, the most recent title: Verdict Day (the successor to ACV, and the most recent title in the series, likely to be the final entry, sadly).  These are just a few sharings from my own channel, showcasing different styles of movement.  (If you'll excuse the blatant self-whoring a moment, I do have many, many videos of 5th gen AC on my channel, in case this post happens to pique anyone's interest.)
     

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    Now, you may ask, 'Why are you going on and on about a game series that's totally unrelated, and that no one cares about?'

    Well, first off, the movement mechanics, especially in ACV/D, are actually pretty similar to those in Warframe, with Parkour 2.0.  But mostly, because this game is played entirely on controller, stock controllers, pulling of some insane maneuvers.  Granted, some players use things like Scuff pads, and other controller modifications, but that's usually because they lack practice, or they don't realize they can completely rebind their configuration, and the default control schemes for these games is pretty crap-tastic.  (Though, I guess, maybe most people won't understand just how ridiculous some of the things in these games are, without having played it for themselves...)  But that's as far as I'll go on AC.  (Though, seriously, if anyone ever wants to talk about the series, hit me up.  I'd be more than happy to discuss things, and even get some fresh blood into a series that could definitely use it.)

    So, I guess, what I'm really trying to say is this: Controller play can be just as complex as K/M play, as long as the player takes the time to learn it through and through.  As I've always said to new players in the AC community, "Make sure you learn how to use the controls. If you can't figure them out, then change them to make them work for you."

    And, I guess that brings me to my closing statements, the 'tl;dr' of sorts that I claimed wasn't going to be there.  Warframe controls, with a controller, are completely fine.  In fact, they're pretty good, as far as controller adaptations go.  However, more freedom in bindings would be very welcome.  As much as I would love to see crouch/slide and roll separated, I am a bit worried that it would screw my control scheme, due to lack of real estate.

    Currently, my control scheme is as follows:
    Powers - D-Pad
    Moving/Looking - Sticks
    Aim/Block - L1
    Fire/Channel - R1
    Alt-Fire - R3
    Sprint - L3
    Crouch/Slide & Roll - L2
    Quick Melee/Melee - R2
    Weapon Swap - Triangle
    Context Action - O
    Reload - Square
    Jump/Parkour Stuff - X
    Focus Power - Swipe Left
    Gear 1/2/3 - Swipe Up/Right/Down
    Marker - Touchpad

    Now, if I could bind anything to anything, I would replace one of the Gear swipes to just open the consumables/gestures menu (as a toggle), which would open up two more bindings for me, which I could maybe assign to other things, like Alt-Fire, or other toggles, thus opening those bindings up for other things not currently bound, such as changing shoulders.  It might not be an overly complex solution, but it is a little idea, that would open up a ton of doors.

    Also, there's still this issue, at least on PS4, where Left on the D-pad unbinds itself upon first logging in.  Currently, upon first logging in, it will replace my binding (Currently Power B) with 'swap to melee weapon.'  It will fix itself, without fail, after one mission.  Or, I can open the menu in-mission, and 're-bind' it, for an immediate fix.  But, if I'm not playing solo, this generally leads to people having to wait a couple seconds, while I navigate the menus.  Re-binding on the Liset before beginning a mission does not fix the issue.  Just throwing this out there, in the hopes that it gets fixed, as the Archwing control issue I was having got fixed.  Except, this one's been there ever since I started playing on PS4.

    Anyway, I'm done rambling.  Hopefully, that all makes sense.  If not, or if portions of this post are deemed completely irrelevant, mods let me know, and I'll cut stuff out.

    Honestly, I just wanted to say thank you for this post, and the fact that AC will always be Armored Core.

     

     

     

  6. 11 hours ago, Etharien said:

    The weapon idea is fine, but does it really need a new stance? 

    Well..yes. A rare stance.  Something focused on area control. Maybe not every combo strike is damage related. Maybe they end in a roar, or banging the shield with your hammer.  Something we could plant our feet in a hallway and break the waves of infested against our shield and hammer. The other stances offer so much movement, at higher levels of play you can find yourself neck deep in mobs before you know it.  

    I realize it might not sound great if you are grinding in Venus and mobs die if you look at them.  I also know this may be counter to the DE "Warframe vision". However, we did just get that new "taunt" mod that moves the vision in a different direction than "jumpy shooty space ninjas". 

  7. 38 minutes ago, (PS4)robotwars7 said:

    ^this, so much this! the Dual Ether Swords were the very first weapon that I built and have been in my arsenal longer than any other weapon I own. I got them because of how amazing they looked, which was the only thing I had to go on as I was a newbie who didn't understand stats at the time. they've served me very well, and I recommend them to any new players out there. if Dual Ethers got Primed, I'd be super stoked.

     

    I agree, but I'm willing to cope with Swirling Tiger. it's Crossing Snakes that I can't stand.

    Right there with you on all that. 

     

    i don't post much, but this is worth it!

  8. More

    Rhino

     

    Ability 1: Pull

    Ability 2: Bounce

    Ability 3: Super jump

    Ability 4: Rhino Stomp

     

    Perfect.

    Nice. Although people keep picking rhino... I get that he is slow and all, but that's easier to overcome than the lack of armor on other frames..

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