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SangosTophat

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Posts posted by SangosTophat

  1. 1 hour ago, Xekrin said:

    Specificity helps in these situations.  You may not think the video card matters, but it is the graphics card that is doing all the work, not the mouse.  The mouse is just relaying your input to the screen.

    My advice would be to lower your settings, perhaps all of them to the lowest setting possible.  Restart and see if that cleared it, if so go one by one and raise settings until it happens again.

    If not, try googling mouse lag windows 8.1 I did a quick search earlier for your mouse brand and "lag" and found many results you should take a look at.

    card information: 

    Card name: NVIDIA GeForce GTX 770

    Display Memory: 12159 MB
    Dedicated Memory: 3994 MB
    Shared Memory: 8164 MB

    System:

    Memory: 16384MB RAM
    Available OS Memory: 16330MB RAM
    DirectX Version: DirectX 11
    DX Setup Parameters: Not found
    User DPI Setting: Using System DPI
    System DPI Setting: 96 DPI (100 percent)
    DWM DPI Scaling: Disabled
    DxDiag Version: 6.03.9600.17415 64bit Unicode

  2. 51 minutes ago, Railgun_Alter said:

    I got the Red Dragon mouse too, and I don't experience anything the sort of what you describe.

    In any case, you could just press the arrow button on top of it to increase its speed (I know there's a correct term for this but now it's late and I can't think straight)
     

    Yeah, it's set to max, as always.

  3. Just now, Neo_182 said:

    I have several computers and several mice.

    I've not encountered this issue at all. Maybe it's not the game but your mouse that is faulty?

    Considering it's not an issue with the other 10s of games I've played (let alone "general use")... I'm fairly sure it's a problem with the game. But I've got the Red Dragon mouse.

  4. OK. So, for several months now, there's been extreme mouse deceleration in menus for Warframe. This includes when selecting missions to play. It is such terrible deceleration that it makes the experience of even selecting missions exceedingly painful. I liked this game. I payed money for it. But I'm just straight up not being allowed to play. Please fix this. At the very least, add a mouse sensitivity slider for menus. 

  5. Oh my god. Thanks for having the option to balance lighting so you're not completely blind in infested areas. But holy @(*()$ hell. Why did you guys mess with mouse acceleration in your menus? Now I have to swipe my mouse across the room just to scroll down to the "quit game" button. This is honestly my most painful experience in Warframe so far.

    At least the shooting part isn't affected....but at least that part also has mouse sensitivity sliders... Menu mouse acceleration doesn't, as far as I can see....or can stomach to find.

  6. 4 hours ago, Murkar said:

    Oh and honestly I do not think there is enough enemies. I also want them to spawn closer by getting dropped off by aircraft or popping out of vents/bunker or hidden in underground cubby holes or in other words I think ambushes would be a nice way to spruce up the difficulty.

    An interesting thought, to be certain.

  7. 4 hours ago, Murkar said:

    Which ones? also they could limit what it works on.

    the punch through overhaul I was describing would allow for that it would just add a little leeway onto how enemy pathing has become... in the old days enemies walked a straight line and clumped up tight, nowadays they are usually too split up for it to benefit fully/consistently. It would either preserve height or body part and just veer to additional enemies within a reducing cone of each additional trajectory (curving bullets) or be a 1-2m line radius to anything behind the initial enemy (similar to Nidus virulence radius) bouncing to each enemy

    Well, Ignis for example, unless they coded it to not behave like a hitscan projectile. And generally, if you want a change to happen, it needs to take as little work as possible.They would then after need to remember that this mod exists when they make new weapons. Although, in general, I like the ideas you present. 

  8. Nullifiers suck because they counter buffs, some of which are nontrivial to renew, such as Inaros's scarabs. "OK, well...I could walk in there, and then spend a couple minutes restoring my buff...or I could spend a couple minutes shooting at it as the horde grows exponentially. Fun." 

    Now, back to the part from before you veered off to talk about irrelevant stuff on the forums instead of this thread. You might also want to learn capitalization and grammar. It would make your comments easier to read.

    And yeah. Most of the weapons (especially the non-prime ones) are mastery fodder, and nothing more, unless you have infinite potatoes, forma, and time to grind out 60+ levels. And even then, the majority of the weapons straight just under perform, because of their nature... Which is what I meant by "suboptimal." The only reason to switch to the single target weapons is from sheer boredom of the AoE ones. You're just straight up not helping anywhere near as much as someone who is using one, even just along the lines of kills, and not status-locking the entire mob. 

    And I don't believe anyone even said the non-aoe weapons are "unviable", so not sure who you're quoting. Unless you're talking about where I said "You can still be a horde based shooter while still letting non-AoE weapons be viable". That could probably be construed as implying that this is entirely the case with Warframe. I'll make note of that. 

    And no one's asking for things to "take skill", but for single target to be comparable in impact to AoE.

  9. 1 minute ago, (PS4)RenovaKunumaru said:

    I think the best thing DE can do to fix this issue is for enemy units to have a redesign and for them to have better AI. 

    For example:

    Instead of Grineer having armor applied to their skin, when you go higher into level, give Grineer actual physical armor that they wear. Make the armor imperfect, showing parts of their vulnerable skin at perhaps the eyes or an arm. 

    The current armor scaling we have should apply to only the Grineer armor, granting corrosive proc to rupture the armor and eventually break it. Players with precision may choose not to run corrosive and attempt to challenge their Grineer by shooting their open areas while Tenno of distinction can aimlessly shoot and wear the enemy armor down.

    Corpus should be cowardly and tactical applying Reinhart esque shields in front of them when they fight and holding choke points. Magnetic proc should disrupt them. Enemy health should scale in both cases so the enemies aren't too squishy.

    That's what I'd do. That way corrosive wouldn't rule and weapon viability should increase in regards to precision weapons. We wouldn't need a massive amount of enemies on the field at once if every firefight has a bit of thinking involved. Then there's melee but nobody wants to hear me go on I'm sure.

    That might be a way of solving a different problem (although it would certainly be much more work), but it doesn't have much relevance towards this thread.The problem with precision weapons is by no means their damage. It's their lack of ability to keep up with the numbers in the hordes.

  10. 1 hour ago, (PS4)robotwars7 said:

    this^ there are two approaches with games like Warframe:

    - a horde-based shooter, where enemies can only use their numbers and whatever weapons they have to swarm your position, but you are a god-like Space Ninja with magic powers who can destroy armies with ease. Dynasty Warriors is supposedly in this vain.

    - a tactical game, where you have to work for every single kill against fewer but tougher enemies that actively fight back, and even the smallest unit can potentially kill you. games like Dark Souls and Nioh work like this.

    DE haven't yet decided what they wan this to be, though personally I think it should play as advertised, and it so happens it's advertised as the former: you are a badass Space Ninja with crazy powers, futuristic guns and a mastery of all known forms of Martial Arts, and everything else is just cannon fodder with varying degrees of resistance. so technically in this way, tougher units like Bursas and Bombards, as well as power-nullifying units (which btw, aren't in ANY of the trailers) go against what the game is supposed to be about. DE have tried adding in both to try and please everyone and "balance" the game, but it's simply not enough.

    perhaps they should have based the game on a system where enemies scale based on the player's Mastery Rank, so higher MR players who have a more diverse and effective arsenal (and arguably more experience and skill) have to face off against tougher mobs to make the game feel more challenging, while lower MR's get lower levels so they can better learn the game and make the initial grind for gear a bit easier until they "git gud", so to speak.

    another option could be to give each mission an optional difficulty setting: newer players just looking to complete nodes, do alerts etc. can pick the easier difficulty without being punished unfairly, and the more experienced veterans can pick harder versions of that mission with greater rewards. people who want a challenge have the option to take it, if they want.

    it never hurts to have options available.

    You propose a false dichotomy - that there is no in between. You can still be a horde based shooter while still letting non-AoE weapons be viable. It's been done many, many times. You also seem to completely miss the premise of the thread.

    Also, god no. Don't scale enemies on Mastery Rank. Why would you want to scale the shooty part of the game off of the "platforming" part? Especially when the game's movement controls are more like suggestions than anything that has any right to have a "platforming" section. But this is off topic anyway.

    New players already get lower level missions....they are literally marked with their levels. And new players must unlock the planets to even see the alerts. 

  11. 1 hour ago, (Xbox One)ALG Minuscule36 said:

    Isn't this a hoarde game though?

    Yes. Being a horde game, however, does not mean having so many that it makes single target weapons pointless.

     

    55 minutes ago, Murkar said:

    How about better punch through range on all mods and punchthrough actively seeks closest targets in a cone behind the target from initial trajectory and or a mod that ricochets bullet off enemies into nearby enemies instead of less enemies oh and more native punch through on certain weapons

    I personally like Punch Through as it is. It's quite satisfying to double/triple headshot some fools. Although, perhaps have overkill damage give innate punchthrough? A mod that gives ricochet/arcing damage probably would be nice, though it would just make some AoE weapons better which probably wasn't the goal.

    23 minutes ago, Azamagon said:

    This is another way, yes.

    You can either make the enemies more "quality over quantity" (as per the op's suggestion), or you can make the weapons better at taking out many enemies at once (Snipers, in particular, we are looking at you!). Either one is a good idea. Considering how this game has developed though, I guess the latter (improving weapons to be better against hordes) is a more viable route.

    I'm glad someone understood my stream of consciousness :)

    1 hour ago, Doomerang said:

    DE should listen to this, its a good advice

    Thanks

    1 hour ago, Azamagon said:

    This is a big general problem with Warframe in general, and I feel it is kinda hard to point a finger at the main issue. Maybe because it has many issues? A lack of overarcing direction in regards to the combat balance? I mean, look at these:
    1) The RPG nature of having scaling levels
    2) The enemy design.
    3) Weapon and ammo design.
    4) Warframe abilities

    The fact that scaling levels exist means that you can't balance anything correctly. On low levels, something like an ignis can destroy EVERYTHING, even the heavy units. So, already there you notice a glaring issue.

    Then, the difference in enemies (as in heavy vs light) feels like it's too reliant on elemental damage modding, and they don't feel anywhere near different enough. Why bring a single target focused weapon (like a Sniper), when you can so easily spray it with an assault rifle using the right mods?

    Add to the fact that the game is either far to scarce in regards to number of heavy units on the field, or they are completely SWARMING. It has no fine balance whatosever.

    Then look at the weapons themselves weapons.
    Submachine guns, great for hordes, but with abysmal amounts ammo. So they lose their anti-weakling point and are looked upon as "mastery fodder".
    Then you have the snipers, with limitted ammo and very slow to use. Why use them when a DMR, or even just an assault rifle, does just fine against heavies (or better), while also being good against hordes?
    Then you have other superpowerful oneshotting weaponry, like Opticor and Ferrox etc, with near unlimited ammo. Since they are so ammo efficient, you can spam them nonstop. But, due to there being so many enemies, it is useless anyway, because you can't kill quickly enough.

    Then you get to the AoE weapons, especially weapons like Synoid Simulor: Easy to restore ammo. Huge AoE with no need to really aim. Damage is more than good enough to take care of heavies, not mention that it can permastagger them. Why use anything else (aside from not wanting to fall asleep from boredom)?

    The weapon balance in this game is one of the worst I've seen many shooters.

    Add in the horrible Warframe balancing and no wonder the game is considered impossible to balance. It's a surprise the game hasn't crumbled upon itself yet.

    I... actually have no idea where I'm going with this. Just throwing out things that bother me I guess? I'm tired :P

    Only last thing I'd like to say is: Look at games like Killing Floor and Brutal Doom. Those are good games. No need for scaling levels. Just awesome fun, with generally balanced weaponry. Meh. Good night xD

    A lot of good points. Although levels, I feel, don't really take away from the game. As some MMO players like to say, "It's nice to go back to some guy who was kicking your ***, and just do the same to them but 5x worse." I think they are just taking out RL frustrations though, lol. Also, their business model is "Pay us money to skip the grind for the most powerful gear," and levels facilitate that. Killing Floor is a Buy to Play game, so they don't need to keep you playing after you've bought it. They got their money. Also, some people like the grind (not me, but the gameplay, when I'm not sick and tired of the Ignis, keeps me engaged). 

    So long as there's still a challenge somewhere when you reach max level, and it actually gives a decent reward for the effort, what's it matter? 

  12. 47 minutes ago, --Q--Voltage said:

    "tougher" in DE terms means BS like nullifiers. I welcome mini bosses that are actually challenging on top of the hoards, but we do not need less enemies but mostly corpus techs + nullifiers.

    I agree, Nullifiers are really just not fun, especially for warframes that rely on self buffs, because shields don't seem to care about damage taken or speed of attacks, just the amount of time it's being attacked, and gets buggy when it's nearly run out (an assertion based on nothing but personal experience, and having no in-game feedback about it).

    But what you're saying is not what's being proposed.

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