Jump to content

(PSN)xX-SaBoTaGe-Xx-

PSN Member
  • Posts

    41
  • Joined

  • Last visited

Posts posted by (PSN)xX-SaBoTaGe-Xx-

  1. Description Say this:When they go high, go low. Powerful pneumatic grips and toecaps amplify every blow. Four ways to deal twice the pain.

    I have tried all the key combinations but it does not make me any particular type of animation.

  2. Thank you.
    As for the idea of a warframe that is based on the laser, I took a part of here and there (films and contents already present on the warframe).
    Passive (Let's make this warframe more unique) : This warframe will be accompanied by a sentinel who will help him during the battle by firing intermittent laser beams (like the Vaporize mod) that does - electric or radiation - and puncture damage.

    First ability has been taken a little from Iron Man:
    We keep in your configuration the fact that it chases the target directly but we make that the laser beam continues to hit and the ability does not have to be recast. (It consumes energy per second) 

    The sentinel will copy the warframe by targeting the target that the first ability is attacking

    Second ability:

    As for the second ability I was thinking of making it a real star wars lightsaber but obviously much more particular:
    The warframe sacrifices all its shields and is covered with lasers (graphic effect similar to the Spore ephemera)
    making himself immune to any attack and reflecting 15-20% of the hit received.
    Every time a part covered with laser is hit it begins to lose its effectiveness until the laser completely disappears in that area.
    When that area is released from the ability a portion of the shield is returned to the warframe.
    The ability cannot be re-cast if the warframe does not have at least 3 out of 5 zones without laser (indicated directly with a symbol in the upper right corner which specifies the areas covered by this effect).

    Second ability

    Third ability:

    Third ability I thought to create something that would make it useful even in the defenses (Taken from Atlas' skill, in fact I would say that it is practically that) .I write it the same so you will see what to do with it in the future.
    creates a laser barrier in which if the enemies pass us they are stunned and will be afflicted by radiation or electrical damage. Recasting the ability will allow you to launch it against the enemies making them suffer greater damage.
    eEch enemy that hits or is hit by this ability will be marked and will suffer an additional 10-15% damage from the sentinel and will automatically be targeted once it is within range

    For the last ability would say that yours is fine. It doesn't need changes.
    If you want to change it, tell me I have one in mind.

  3. I recommended changing the element because there is already a warframe that uses light when using skills.
    Unfortunately yes, I am advising you the complicated way that concerns both the total change of skills and the concept of your warframe (which you have already changed hoping you didn't waste time)
    Tell me if you want me to share what I have in my head for the design of a laser-based warframe ..

  4. I Got It. Thanks
    In my head I have three abilities in mind: two offensive and one defensive.
    One of the two offensive skills (hoping that there are no copyright infringements)
    I got it from Bloons tower defense 6.
    The other one I thought of a hi-tech defense skill since we are talking about a robotic warframe.

    The first skill is very simple:
     The reactor generates a constant circular wave of radiation from your warframe dealing damage and radiation effect

    Offensive ability 

    Cor the second offensive ability I was thinking of using something already present in the game.
    In the sortie when it says radiation hazard you can find in the mission light green bubbles that if you enter it you take damage and also you are dealt the radiation effect.It would be perfect if this warframe could create bubbles like these to be useful also in interception or excavation missions

    Offensive ability 2

     As already said before as far as a defensive ability was thinking about something hi-tech and that it is made for a target that moves without suffering too many hits and making it last a little longer in battle

    Defensive skill

    I Hope you like It.

    Thanks for listening to me

  5. Hey 

    As for your warframe try to change the element and use the laser element instead of light.
    Reading the skills, the warframe seems to take advantage of this science fiction element more than yours you mentioned.
    how about if we combine ideas to create a warframe that is based on damage (radiation / electric, puncture)? 

    I repeat as I said to another player I'm not here to steal the idea and steal the credit if this warframe ever comes out in the game.
     

  6. Hey uhm.. i don't know how to start but i try.
    I am new in this forum therefore if I am wrong to write don't report me but tell me thanks.
    I also had an idea in my head that I wanted to use a hi-tech warframe based on a nuclear reactor in the game.
    I'm not going to steal your idea and steal your credit if this warframe comes out in the game. I just want to help you secondarily.
    How about if I share what's on my mind so we can create an effective warframe?

  7. On 2019-05-24 at 10:58 PM, Yonaka4 said:

    • Ghost themed Warframe (codename Nina)
    -Nina is focused on stalling enemy movement and cruelly stripping them off of as much defense as possible. The inspiration of her role in game is from the phrase "Frozen in Fear"

    Base Energy: 170 (250 at rank 30)
    Base Health: 70 (200 at rank 30)
    Base Shields: 75 (175 at rank 30)
    Base Armor: 60

    To fit into the Warframe story, Nina would be a frame and it's operator who were taken by The Man in The Wall during the Ten Zero incident. The other tenno simply assumed she was still outside of quarantine with Rell and didn't survive.

    Centuries within the Void, trapped and unable to get out has corroded her mind and turned her insane. In the brief glimpses of clarity that she does have, she discovers a lone Tenno stopping by an Orokin structure in the void, and decides to reach out. Perhaps the Tenno she spotted can finally put her to sleep.

    (quest optional) 
    The quest (from here on out referred as "Nina's Lullaby") will be triggered after clearing The War Within, after you stop by The Void area in a mission. When you try to enter the personal quarters (the room on the right), a red wall with numerous pale hands grab the warframe and into Nina's prison. Nina's Lullaby should be a short story about freeing Nina, but has to reek with even more horror (and jumpscares!) than Chains of Harrow.

    -The Codename is chosen after the legend that inspired the concept: the Nina Bobo (Lit. "Sleep, Nina") lullaby. The story goes that a little girl, the titular Nina, needs to be sung to sleep every night. She dies from a sickness one day, and now whenever her lullaby is sung, she will come.

    -Design wise, Nina is sampled from common depictions of the Kuntilanak, but added with the usual Warframe flair. Her clothes are sampled from a common variation of the Kebaya, female clothing worn in Java. She's given a rugged or ravaged look befitting a frame kidnapped and held captive in the void for centuries, while also tying in with Nina's legend where she is, in one way to word it, ravaged by a sickness to her death. Tubes hang from her hair filled with energy, giving a nod to how important the face-obscuring-hair is towards the general design of the Kuntilanak, but also from the last sample for her visual look: The Sacred Riana, a horror-themed magic performer from Indonesia with a similar aesthetic.

    -Her head is hollow safe for a couple of plates here and there, one located at where the scalp should be and is where all of Nina's hair is attached to. Her Hollow Head symbolizes her purity, as she's still a child when she died and her head isn't filled with knowledge nor sin yet. The alternate helmet is based off another Indonesian ghost, the Pocong.

    -Nina holds weapons uniquely. They float just a bit out of reach from her hands when handling secondaries. Melee and primary weapons are held as usual. She also moves uniquely as she floats while walking and sprinting (less than 0.5 meters off the ground). The only time she shows her legs are during parkour.

    Abilities
    • Lullaby
    -Type: Chanelling, area debuff.
    -Cost: 15 Energy, during channelling drains 1 energy per second.
    -Range: 20/22/26/30 meters
    -Effect lasts 20/24/26/30 seconds after Lullaby ends.
    Hum Nina's Iconic Lullaby. Enemies who hear the Lullaby are Frightened, reducing defense(armor and shields). The amount of defense lowered adds up the longer the Lullaby is hummed. Sickened Enemies gain Paranoia when hearing the Lullaby, while Paranoid enemies gets their defenses lowered even further. (base amount of defense decrease and multiplier affected by ability strength.)

    • Sicken
    -Type: area debuff.
    -Cost: 25 Energy
    -Range: reaches up to 10/12/16/20 meters and the width of 5 meters.
    -Effect time: 10/12/14/16 seconds.
    Coming into contact with Nina is hazardous. Nina unleashes a blast to whichever way she's facing (blast radius affected by ability range, effects affected by duration). Frightened Enemies gain Paranoia and cower in fear, refusing to move and losing a bit of defense. Enemies who aren't frightened are instead Sickened, inflicted with 30% strength decrease and DoT.

    • Haunt
    -Type: Travel
    -Cost: 25 Energy
    -Range: 25/50/75/100 meters
    -base damage: 5/7/9/10% of targets healths.
    Teleport Nina to a safer location (while triggering the skill, a circle with a line that connects it to Nina will appear. Haunt range affected by ability range. Goes through walls and other obstacles). Using Haunt on enemies instead teleports Nina to them and deal damage. Teleporting into Sickened enemies reduces their health and gives them Paranoia, Teleporting to Frightened and Paranoid enemies reduces their health and defenses. (health, armor and shield reduction affected by ability strength)

    • Eternal Sleep
    -Type: Ult
    -cost: 75 Energy
    -Duration: 20/25/30/35 seconds.
    -health drain per second: 5/7/9/10%
    When Eternal Sleep is activated, Nina opens rifts to the netherworld (or void) where countless pale and bloodied hands try and grab enemies. Enemies continuously lose health while grabbed, and when they die the hands tear them apart.

    (This is the only ability not based on the Nina Bobo urban legend, rather from a horror trope.)

    • Spooky
    Type: Passive
    Nina has a passive field around her that gives the chance for any enemies to go into Paranoia at random. Works only once per enemy.

    Nina's visuals, front and back

    I'd love to hear advice and criticism about my concept.

    Thank you in advance.

    I have only thought about it now. The drawing of the face is missing. When you make the bullet jump or simply run your hair they move and make you discover the face of your warframe .

  8. 3 hours ago, Warhydra said:

    Best tank is someone who does something other than being a bullet sponge. 

    And before you say "But endgame..." Wukong made top 5 worst endgame frame in Life of Rio's video last year. 

    That's why have iron jab(sonicor effect) and primal fury.Perfect combo with damage from execution(more damage with naramon route).

  9. Isn't a bug.Only shop platinum can be used for trade.Every platinum you gained from free packet that you could download thanks to the subscription (In the Xbox I don't know what it's called but in the PS4 it would be the playstation plus) cannot be used for exchanges.In a nutshell, free platinums cannot be exchanged.

  10. 20 minutes ago, (PS4)LoisGordils said:

    He has been dead for years, Sherlock. This rework will bring new life to him.

    Yeah i know.It was rarely on matchmaking but all used for defy not for  other reasons.So you think they play this warframe because have a bad rework?C'mon Watson.

  11. 5 minutes ago, inappropriatename5877 said:

    DE: New frame, reworked planet, new game mode, new lore stuff, new mods, new eidolon fight, new weapons

    Also DE: "Fixed Chesa/Desecrate double dipping with Hydroid/Khora"
    "Fixed"? Really? Is that what you call it? I understand your reasoning behind it, (in case people don't know, there was an exploit about the Silver Grove spectres that enabled players to get "too much" loot [which is stupid, since farming those spectres is one of the most tedious tasks but ok] ) but removing something players used to make grinding at least a bit bearable and not horrifically time consuming because of an isolated issue is like taking your whole house off the power grid to close the lights in one room. 

    Please, reconsider reverting that "fix". Warframe is grindy enough as it is, and not all of us use resource boosters all the time. Either that, or increase the drop chances of loot, especially the rare resources. Players have relied on the Nekros/Pilfdroid setup for ages, and Khora is a great addition to that. Farming teams is the most efficient way to gather resources, especially the rare ones.

    This was not a bug you 'fixed', this was a thing players were allowed to do for like 3-4 years, then you suddenly realize that it should not happen? Why? Your reasoning behind all this is weak, and you should make a post with an official statement as to why you though that this would be a good idea. Let me remind you once more that Warframe is a grindy game. There is no inherent problem with grinding, and we all do it. But you have straight up devalued the time and effort players put in this game by eliminating the only thing that makes the grind a bit more bearable.

    Do not sweep this under the rug.

    We need talk about wukong?Now is more useless than before Ahah

  12. 1 minute ago, gabriouchka said:

    Well yeah i'm talking for myself, i'm not gonna put words on others people mouth, and of course people will probably not be happy, but having only rhino, volt, saryn, mesa, chroma, excalibur umbra, nova being used when there is literally 40 warframes in the game  is just ridicule 

    Confirm

  13. I noticed that if you shoot too close to my Warframe subisco damage. At first I said, "OK fine weapon must be strong so I guess it's normal," but then after it boosted mod for the harm I suffer more damage than before. Everything is fine but you can not use a weapon that if the increase in order to kill enemies of the highest level I have to kill myself !!!I think is a bug.

×
×
  • Create New...