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Jelan

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Posts posted by Jelan

  1. As someone who spent many-many hours playing shooters on mobile, I'd like to share my feedback on the controls and hope some much needed changes will be implemented soon.

    1. The game is entirely incompatible with control schemes using more than two fingers.

    It is not uncommon in shooters on mobile platforms to use one or two index fingers for extra inputs that are put on top of the screen. However, Warframe overrides already active commands when inputting a new one this way.

    For example, if a command (jump, shoot, etc.) is put on the upper left corner and activated will override all actions on the left side of the screen. Meaning the PC stops moving until a movement command is input again. This leads to janky gameplay and makes it extremely hard to navigate the environment in case movement abilities are on that part of the screen.

    I would consider this the number 1 issue currently.

    2. Auto-reload needs to be a toggle

    Please let us turn off the auto-reload function. It is annoying and unintended reloading slows the game significantly while also a cause for getting downed due to inopportune automated reloads.

    There is an option called 'Reload with Context Action Input' but that does not turn off auto reloads and does not make the context button a constant on the screen to be used as an actual reload button.

    3. Dedicated melee button

    For some reason there is no option to take a melee weapon out to be used as a primary weapon, or at least I haven't found a way to do so. The only way I've managed to block for example is to attack a chest or enemy and have the weapon in hand. Then the PC will automatically do so, but that's over once a shot is fired. Which is likely as auto fire is on by default and due to restrictions mentioned in point no. 1, it's likely to stay this way.

    4. Do not hide the shoot button when auto-fire is on

    For one, we should be able to fire our weapons without aiming down sight at any time.
    For two, this also has gameplay drawbacks. For example, the PC refuses to shoot at shields on their own, which makes dealing with nullifier type enemies.

    These were things that got my attention in about an hour of gameplay so far. The technical aspects of the game are pretty good, and I appreciate having the entirety of Warframe in my palm. But as long as controls are this janky it's really hard to get into the game.

     

  2. My syndicate are enemies with the Red Veil. Our weapons seem to be puncture based. Why? Because we must piece the veil. This of course brings us to the Telos Boltace. I know it seems obvious and DE will likely complete the set but why not a rapier? Rapiers are all stab no... slash? (I don't got a good joke there) Why do I have this suggestion? Because the logo of the Arbiters of Hexis is a sword, we use that sword to piece the Veils around us to find the truth.

    Pierce The Veil is the name of a decentish popish metalish band. If anyone is interested :v
  3. Primes:
    Frost Prime Helmet (x5) - 40pl, Chassis - 50pl, BP - 50pl
    Braton Prime Set - 30pl

    Reaper Prime Set (x3), + Reaper Prime BP (x2), Reaper Prime Handle (x2)

    Latron Prime Receiver (x7) - 15pl, Latron Prime Barrel (x6) - 15pl

    Rhino Prime Set - 70pl

     

    Mods + stances:
    Life Strike (x3) - 25pl

    Tranquil Cleave (x3) - 15pl

    Tempo Royale - 350pl

    Gleaming Talon - 20pl

    Decisive Judgment - 15pl

    Any mod from Meridian - Arbiter - Suda side - 5pl/each

     

    Write here or write a PM then add me in-game if something is on the list you fancy and we can talk through the details.

  4. Only thing I'd like to see is when shields are drained down from full to 0, the damage that puts the shield at 0 doesn't bleed over to health.

    This would only occur once per time the shield recharges to full -- like the effects on Nova shields in Borderlands 2.

    This gate would help stop OHK shots, but I disagree with the addition of most of the things you've suggested OP.

    Having shields drain a max % per hit is a cheap tactic that makes enemy scaling (currently our only source of challenge in the game) ineffective as a challenge.

    Invulnerability is bad. 3 seconds is a lot of time -- that's enough time for shields to start recharging, so you'd just be constantly getting the 3 seconds of invulnerability. Even if we make it once per shield recharge, the 3 seconds is a lot of time. If you're surrounded by a mob that are rapidly hitting you, you deserve to be downed. Gate at the shield break once per recharge is fair -- it prevents surprise OHKOs, but doesn't use cheap tactics to keep you alive.

    No comment on direct-to-health stuff. That's a whole 'nother thread and discussions.

    I don't feel we need faster shield recharge either. The 3 second recharge delay is fine -- gives you time to have your health hit (which is actually good for some frames and mods, such as Chroma and Rage). The Recharge rate can be increased with mods (Fast Deflection, Fortitude).

    I do not believe gating would nullify the challenge, simply because the sheer number of enemies, but yes it would make things a tad easier. Many times I was downed by enemies I had no way avoiding simply because they came up behind me and downed me with 1 or 2 attacks, this gating mechanic would allow for more leeway in situations like this mostly, jumping into crowds will decimate you either way. But yes I agree 3 seconds of invulnerability is too much and I wrote that numbers have to be tweaked a lot. I also adressed charge speedup mods saying they are insufficient.
  5. Things are about to change in Warframe it seems so I feel like throwing up a "new" idea into the air may see more discussion now than another time.

    So shields, as of now they are not very useful aside from a little buffer before health and frames based on it have it tougher than health based frames. Before dmg 2.0 shields were nice, procs and effects couldn't get through so it was rock solid defense and healing was a lot harder. It was either consumables or Trinity, red orbs barely if ever dropped and no lifestrike and such. It was shields or gtfo, now it's pretty much the other way around. What I want is for both of them to be more or less equally good, here are some suggestions, most, if not all, have been already brought up so it probably will seem familiar.

    Here we go:

    -Gate damage to not take off more than a set percent, 20% for example. Right now some enemies can blow right through shields with a single attack with this change you can endure at least 5 attacks before going into health damage territory and when shields are gone the hit that depleted it will not do health damage, even if you had 5 shield and got 300 damage. This alone would make shields much more worthwhile.

    -When shield runs out have a few seconds of invulnerability, like 3 at most, to fall back and recharge.

    -Faster recharge, at least for shield based frames. Right now it takes too long even with mods. What I suggest is that shields could get faster as they are charging. They begin as the are right now, at 100 points regenerated it speeds up to 5-10 points instead of 1 than at 250 it doubles previous number. When hit it will restart. This way you will be out of the fighting for quite a while but nowhere near as much as now, I feel currently the recharge rate slows down gameplay too much.

    -Don't let things get through so easily, bleed could proc shields first, all we need is a new animation of blue energy coming out of the frame instead of blood and it could block most, not all, of toxin damage as well.

    These changes would only apply to the tenno of course, if these were implemented to enemies low rof and semi auto weapons would be out of question in void and corpus missions, we don't want that, dealing with nullifiers is enough headache for those guns already.

    Numbers have to be tweaked a lot of course to make it good but not overpowered and render health useless once more.

    I hope we can have a decent discussion on this, so let's go!

    Sorry for typos and such, typed on a phone.

    Didn't notice the typo in title and can't change, at least from a phone. Credibility is the down the drain already.

  6. I am 100% in favor of either getting rid of multishot altogether or making it have some very high penalties. I never thought I'd bring up darkSector, because I think the game is abysmal and I don't like how people want to explain everything in Warframe using it, but the multishot mod for your gun was actually pretty good in terms of balance. When a gun was fired it always shot 2 rounds; however, the weapon's spread increased significantly making it so the gun is useless at farther than medium range. And it also used 2 ammo from the magazine, so you couldn't do more damage with one reload.

    tl;dr

    1. Remove multishot altogether

    2. Add penalties for it like: bigger spread and/or actually consuming multiple rounds from the magazine effectively increasing burst and decreasing continous dps.

  7. What's the issue with a D polarity, exactly? Don't many builds involve a Deep Freeze?

    I mean, seriously. Viral and Magnetic are very powerful combined elements. Blast has its uses as well, and, really, even just plain Cold is rather effective.

    Also, how is it worse than having no polarity at all? It at least gives earlier access to an elemental mod, and the whole slot can be skipped if it's that much of a burden.

    I'm all for adding in more mods with a D polarity to give builds some mover variety, but this is a severe overreaction to an actual nonissue.

    The issue with the D the is that it's nowhere near as flexible as the - , which it could have been, but it's the devs way of saying "f you lel" pretty much.
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