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NominusAbdominus

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Posts posted by NominusAbdominus

  1. Tyl Regor no doubt, no cheesy invincibility phases or "hit here only" gimmicks just a nice multi-staged boss with lots of personality and even makes use of the environment around him to a degree that seems refreshing plus his voice is as smooth as peanut butter (I need more Regor in my life). People always complain about Equinox being a pain to farm but at least you Regor's voice to keep you company.

  2. Many people have complained about Archwing's controls and lack of diversity among missions, but here I want to address another problem I've seen in Archwing that many people don't seem to address, the lack of mission nodes and scaling difficulty levels. Both of these problems go hand in hand but lets start with the first one.

    Fewer Missions

    I understand that Archwing is supposed to be a "side" thing to the main combat of Warframe. Like a minigame it functions as a pallet cleanser to your gameplay and though many people detest Archwing for good reason I personally like the idea, gameplay mechanics aside. The problem with this is that unlike the main game my Archwing gear still feel like they're at the same level as when I did the Earth missions so long ago when I'm already at Ceres. This is mainly due to the lack of mission nodes that we can get Affinity and Mods from, both of which go hand in hand in serving that we are ready for when we make it to stronger mission nodes. So when I go through a planet with 6 regular missions in my Warframe I get 2 in my Archwing and since there is very little reason to replay Archwing missions that I can't do in regular Warframe missions then the result is my rank and mods will not be ready for the tasks that are ahead of me...

    which leads to the next problem

    Mission Scaling

    The levels for regular Warframe missions is all in all fine, there's about a 4+/- difference between missions barring Dark Sectors which are placed at the ends of the chart of that given planet anyway and the higher ranking missions are usually placed farther than the junction you first access the planet to. The problem with Archwing missions on the other hand is that it follows the average level in that given planet which wouldn't be bad if like above there were more missions in between. So instead of the regular (1 - 2), (4 - 6) , (8 - 10) increasing enemy levels in missions we go from (1 - 2) , (8 - 10) , (14 - 17) which are quite noticeable jumps. And given how as I said before you gain less mods and affinity due to there being fewer missions then you'll definitely hit a point where you just won't be ready *cough* Pandora *cough*

    Solution

    I propose that we simply add more missions in between so that we can naturally bridge that gap between levels. The thing is many new players won't like it if there were suddenly some Archwing missions required to get to the boss of the planet that wasn't there before. I feel like the inclusion of a new area in the Star Chart for these new Archwing missions are needed. I would like to purpose the usage of the Asteroid Belt and/or Kuiper Belt as an added area on to the Warframe Star Chart. This new area would function similarly to the Void in where no junction is required to access it, only needing the completion of a mission node, the various missions are divided up into various "tiers" with each new string of missions unlocked by another pathway from another planet and also like the Void its completion is not required in unlocking other areas in the Star Chart.

    These missions will showcase the standard fair of Archwing missions and maybe adding versions of Spy and Excavation  and even need mission types as well. There will also be few segments where the player would need to switch from Archwing to Warframe similarly to Uranus and how players switch from Warframe to Sharkwing, difference being Archwing will be the game style most used, with the standard Warframe as more of a side addition to various parts of the tile set. To add incentive for players to run these missions the drop table of these Belts would be materials highly coveted and scarce to newer and even older players alike. Having the drop rate of Telerium, Oxium, Plastids and Orokin Cells for players to get while on their journey.

    The mission tileset would be unique possessing wide open fields of combat like Grineer Archwing missions but also broken and/or inactive ships that allow players to go inside them to take cover and loot for supplies capable of finding rarer mods or Ayatan Sculptures within. Alternatively this could also house many Infested who have managed to spread allowing access to Infested missions outside of The Jordas Verdict showcasing new infested that are capable of flying through space or attaching themselves to walls acting as makeshift turrets and taking control over leftover Grineer/Corpus tech to fight the Tenno in their own Infested space vessel. The Infested could hide in small chunks of rock waiting for our unassuming Operator to fly by only to explode like a toxic landmine or ambush Tenno who land in these abandoned vessels in hopes of loot needing to fight them in standard Warframe mode.

    Perhaps disturbing the wrong aimless ship or failing to fully purge this tiny colony that lives within could risk angering the Infested in your space battle against the Corpus? This would mean that the Infested would be joining the fight in battling you in that Exterminate mission...but also making them fight the Corpus, turning the mission in a three way battle, weather this proves beneficial to you or not depends on how you manipulate the situation and if you're willing to risk turning the mission even harder. 

    This is all I have to offer in regards to this so what are your thoughts? 

  3. As a somewhat new player into the game Archwing has to be one of my favorite additions in terms of awesomeness, after all flying through space and shooting down enemy ships in dogfights is a vital ingredient in any Sci-Fi recipe. But how it executes this as a whole just feels so bad that it makes the entire mission type endless frustration, and I'm not only talking about the inertia that screws everybody over, but it does play a part. 

    But to get things out of the way, yes the inertia needs to go. I don't want to be boosting through a Corpus Sabotage mission trying to beat the time-limit and smacking my shield on every part of the tileset wherever I go. But I hear you say, just don't press shift! Much better control, and that I will agree but as I said time limit. There are also many times when I want to get to revive my teammate who's a fairly long distance from me, I can't just fly there casually now can I? But I always overshoot them as I fly by which eats up my time as I have to turn around and fly back. I heard the original Archwing didn't have this inertia? If so, please DE can we have it back, or at least a brake option on our Archwing if you really wanted to balance out the speed that much?

    The other problems are with the mission themselves, they scale way to fast. Once I hit Jupiter all Archwing missions were way over my head as a humble Odanata owner I was getting creamed left and right. The thing with the Archwing missions is that you can't scale them the same rate as normal missions, why? Because there are simply less Archwing missions, and even then an Archwing mission has less enemies in them than a regular mission most of the time. What this means is that I get less affinity and less mods to boost my Archwing overall which leads to a weak Archwing falling behind in the missions.

    It doesn't also help that the starting Archwing gear you get are really sub-par compared to anything else you can get. Thankfully you can get all of the Archwings but one (and it's vaulted anyway) in the Clan lab even if the resources to make them are rare as hell. But a lot of the weapons, especially the melee are locked behind Faction rewards, their parts that is. Can we please have some more non-faction weapons? Even if they're all Clan lab and rare at least the majority can have access to them, anything to get away from the starting gear. 

    And for a mode that has existed for quite awhile I really hope DE comes back and fixes at least some of the problems with the Archwing. It's not bad in concept, not at all. But right now all it is is a broken, unbalanced mess that feels all flavor but no substance. 

     

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