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Playford

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Posts posted by Playford

  1. Nice idea. The only problem I see is the AI. Mobs have problems navigating actual maps. When you turn the maps 90 or 180 degrees they will be completely lost. It will be like:

    - Hmm... is this corner good to hide?

    - Should I crouch in here?

    - Can I shot though this? No!? Let's try a few more shots. Still no? I have to try harder!!

    - I don't know what to do!? Wait.. They said running in circles always help!

    They act like that in normal gravity, it would be business as usual for them.

  2. While I would love non-euclidean stuff, implementation, testing, bugtesting woud be a nightmare and as seen by some of the responses in this thread, it's not everyone's cup of tea. Also the engine might not be suited for it.

    Variable/changing gravity is awesome and really should be in some tiles, maybe in secret tiles that you need to search for, rather than being regular tiles.

    One of my favourite segments Serious Sam: The Second Encounter:

    http://youtu.be/j3IYM6-jedc?t=3m5s

  3. I made a reply in your previous thread and I'm gonna repeat myself here. I noticed that attacks that ragdoll enemies on death (I used Dread and Despair) allow me to desecrate Broodmothers and Boilers, attacks that allow them to play their death animation (hitscan and melee weapons, guessing some WF powers) is what seems to be the problem, can't desecrate them if they play their death animation.

  4. Noticed that I can't desecrate Broodmothers and Boilers if they die from an attack that lets them play their death animation (so stuff like bullets), but if an attack ragdolls them, then I can, managed to desecrate one after it was pinned to the wall with a Dread arrow. I haven't had the chance to thoroughly test this so I don't know how reliable/consistent this is.

    Also - was not the host in the missions where I played Nekros.

     

    EDIT:

    Just played a mission solo, extermination on Earth. Confirming that ragdolling attacks (used Dread and Despair) will alow you to desecrate, when killed with a melee weapon, they would play their death animation and I couldn't desecrate them.

  5. Nicknames for gear.

     

    No opinion, I know TF2 has that, personally don't care for it. However, if the community wants it, have no problem with it.

     

     

    Shotguns

     

    When  it comes to mechanics there is a decent variety of shotguns, but I rarely use them because there are better weapons, and I dislike the falloff you have on them. I know you don't want people using them as snipers, but frankly, I don't care about what you think their inteded usage should be, we have tons of mods to make any weapon into anything, let us have our fun.

     

    As for new shotguns, some projectile based stuff would be nice, all but one (Drakgoon) are hitscan, no idea what the hell Phage is supposed to be. I'd also like for Strun to have a model redesign, it's aesthetics don't fit anywhere.

     

     

    Energy weapons and their ammo pools

     

    I think the current ammo system is kinda bad across the board. But focusing on energy weapons, I like the idea, would be a nice change.

     

     

    Rhino - is fine

     

     

    Fav frame - Excal, the mix of nerfs and buffs he got, has left me with mixed (though mostly positive) feelings.

     

     

    Fog on infested missions

     

    HELL YES!

    I remember the infested missions way back in closed beta, when they were pitch black, while the darkness had problems, it also gave their missions a completley different feel, almost horror-like. The decision to turn on the lights without attempts to make the darkness better was dissapointing.

     

    However, in the Halloween mission the fog was tied to DoF and some other intensive graphical effects which my outdated piece of [REDACTED] PC can barely run, I went from 60fps to 30 (scarier than the mission itself). I would love for the fog to be reimplemented but without ties to graphical effects so people with lower end machines don't have problems.

  6. @GhostZeroFour

     

    I'm not an idiot, I spent a lot of time in low level missions scanning enemies, levelling gear, collecting mods and so on. I also spent an unhealthy amount of time playing Freelancer/Starlancer/X, I have friggin flightstick too few games today give me an excuse to bring out (when I eventually upgrade from PotatoPC™ Star Citizen will be mine). I can solo Uranus until wave 4 with no problem.

     

    None of those things change the fact that enemies don't obey the rules set by the game.

  7. My OP has only been about things that are wrong, time to suggest fixes.

     

    The AI needs to cover a lot of ground in order to keep up with Tenno and them flying around at insane speeds is one way to do it, but the current implementation is clumsy and as said before clashes with established rules.

     

    The AI should obey similair speed restrictions to Tenno during normal flight, but to cover great distances (or try to escape) the AI uses a "cruise mode" which works kinda like this:

    The AI points their ship at the destination, and begins charging their engines (takes ~3 seconds) and then they blast off at ludicrous speed not even the Tenno can match, but with drawbacks.

    While charging their engines and during cruise mode, they can't fire their weapons and can only fly in a straight line. This should give them mobility while still being fair to players.

    If this sounds familiar it's because you played Freelancer (DE_Steve, if you are reading this, go play that game).

     

    When it comes to capturing points, I think it's fairly obvius the AI should stay within a certain distance of the tower much like Tenno.

     

    Colliding with terrain should also destroy them. This is not just for consistency of mechanics but also as a form bug prevention (atleast temporary until it's properly fixed). Several times I had to abort my mission because an enemy got stuck on an asteroid 3000m away and trying to get close to destroy it would result in forced extraction.

    I also noticed that sometimes when an enemy gets stuck on level geometry it causes ridicoulus framedrops, I go from a solid 60 down to 18 fps (my guess is the constant collisions, could be pathing attempts, maybe both). Destroying the stuck enemy fixes my framerate, but either way that shouldn't happen.

     

    Hellions... either put a cap on how many can be present in a level at one time, or nerf their damage output to the ground.

  8. I'm enjoying archwing and am looking forward to it being fixed and improved.

     

    But it has some problems, and they are most evident in the open space missions. Interception especially.

     

    For me the #1 problem is this: enemies don't obey rules and gameplay conventions set in the regular missions.

     

    We are fast and mobile, our enemies aren't.

    It's such a simple thing, yet archwing ignores it completely. Enemies move at whatever speed they want to move, disregarding any speed limits Tenno are seemingly honorbound to follow. Not only that, but when I'm flying away at maximum speed I'm capable, not only can they keep up, they can actually fire at me.

    I am not allowed to use my guns when I'm sprinting/boosting, but they are? What the hell?

     

    When capturing interception towers enemies move freely. I'm not sure if this is a bug or intended behaviour but I found it to be both a blessing and a curse. An enemy starts capturing a tower, and instead of staying near it it just flies off wherever it pleases. Sometimes it decides to fly towards me, and I can't complain there, makes it easier to destroy and to stop it from capping a tower. But sometimes it decides to fly away, far away where my Imperator autocannon does 0 damage.

    I'm not kidding, on one occasion an enemy that was capturing a tower decided to go for a joyride and buggered off at a ludicrous speed and was 2000m before I could blink. I couldn't catch up because Tenno obey traffic laws apparently. I actually managed to hit it while at that distance and my hits showed up as blue zeroes.

     

    Tenno take damage from impacting things, and on a few occasions I almost killed myself because I managed to get in a tight spot where I was constantly bouncing back and forth between some surfaces, my shields and health vanished almost insantly. Enemies can bounce all they please and hump asteroids all day without a care in the world.

     

    One other major problem I encountered are the Hellion variants of Dargyns, and while some complain about the damage and stunlocking they can cause, I don't see that as the problem, the problem is their numbers, as long as there are 2-3 they nicely complement the other units, but when there are 5+ they are a nightmare.

     

    The second problem I have is navigation and minimap, but I already made a thread about that a few days ago.

  9. That one wasn't even that bad.

    The one we have on Earth, with all them waterstreams is a lot more complicated.

     

    I wish I could switch to the old marking system, which simply showed you where the door is to the next room.

    Rather than what we have now, which pinpoints you to the stairs that you need to take to reach the elevator which connects to a hallway and leads you to the door that ultimately leads you to the next room.

     

    Come on, Mr. Marker, simply show me where the door is and I'll ninja my way up/down there in no time! è_é

     

    Agreed completley. If we have wallrunning, coptering and the newly added aerial moves for even more mobility, why should we be guided like children? Give the waypoint to the door, and we can figure out our own way.

  10. Tha pathfinding for the waypoint is a bit... off. Normally it works fine but on some tiles it gets very confused, I remember that there was a Grineer asteroid tile which was a long vertical shaft with platforms connected with staircases, conveyor belts and an elevator that would cause the waypoint to freak out, that tile was removed some time ago precisely because of that (atleast that's what I heard).

     

    I'm thinking that it would be better if the pathing algorithm was completley removed and that the waypoints simply show the door to the next tile and let the players pathfind themselves.

  11. I am playing on a fairly low end machine, and am sure others are too, hence the explanation and why I am asking in advance.

    For some reason the fog is tied to Depth of Field effects and going into that mission turns DoF on even if you have it off in the options menu, switching the effect off in mission causes the fog effect to dissapear for a second only to switch itself back on.

     

    The most horryfing aspect of this mission is my framerate dropping down to 30 fps while normally I have 50-60 in the Earth tileset.

  12. There are also bows, sniper rifles and launchers. I don't think it would help much just making a whole bunch more categories.

    Snipers, bows and launchers use rifle mods with a few special mods exclusive to them.

    Not a single shotgun mod can be used with rifles and not a single rifle mod can be on shotguns.

  13. I have noticed that sometimes an enemy gets stuck on an asteroid and I don't know if it's the constant collisions or pathing attempts but it causes severe frame drops, I go from a solid 60 to ~25. Destroying the enemy fixes my framerate. I am playing on an older PC though at 720p with evey setting turned down.

     

    EDIT: You didn't specifiy, but I'm talking about archwing missions.

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