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Playford

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Posts posted by Playford

  1. All missions are hosted by other players. Your best bet is that you or your friend host a private game and then join via the friend list. My personal experience with hosting/joining is hit and miss. Sometimes I join a mission and lag is truly terrible, sometimes it is just fine.

    The other day I hosted a defence mission and even though im in Croatia (south-east Europe) two players from Thailand and Malasia joined and claimed they had almost no lag.

  2. According to the Wrecking Rhino pack in the market, signature weapon for the Rhino is the Boar shotgun, I honestly consider the Boar to be ugly beyond description, and thats why I don't use it. If it looked like the gun in the picture, it might have been my favourite weapon.

    (Yes, I'm kinda dumb that way)

  3. There was some trouble with the stat server recently, maybe that was the cause? I had a similair thing where my profile page listed several lvl30 weapons as 24~28, did a quick mission with them and when their stats were reuploaded the profile page listed them as lvl30.

  4. I've been playing since mid-february, and as far as I know, the weapon Rhino has in his market image not in the game. Can someone (founder/dev/older beta tester) clarify?

    I get the feeling it's some kind of leftover placeholder, which is a shame, because I think it looks cool.

     

    q8eHi9F.png?1

  5. Despide the devs best efforts, I still found one place where mods can get stuck

    This is the asteroid base tileset

    2d6oaxs.jpg

     

    EDIT: this is an older image, before the passive health buff. Forgot to post this back when I found it :P

  6. I havent had a chance to watch the streams yet, and I havent seen these types of mods discussed before. It is nice thatsomething like this will be implemented regardless.

     

     

    Omg i agree with this.

     

     I know for certain in the live stream they talked about this, as you can find extra abilitys for your warframes which would be legendary rarity, or something like that.

     

    There were also other weapon mods that were above rare, that were currently locked, but already in the game.  you just cant get them.

     

     

    I think i would like to come up with a few random mods for myself, i dont really like the weapon specific part though, you could not have too many of those.

     

     

     

     

     

    Here are some ideas.

     

    [ Bounce ]

     

    - Bullets have the ability to bounce to additional enemies once making contact.

     

    ( 1, 2, 3, 4, 5, 6 ) based on mod level.

     

     

    [ Shatter ]

     

    - A bullet has a small chance to explode in the barrel, creating a cluster of shrapnel.

     

    ( 3% , 7%, 12%, 15%, 20% ) per mod level.

     

    - Basically gives any weapon a chance to turn into a shotgun.

    - Turns shotguns into flak cannons.

     

    The idea here isnt to have the weapon do more damage, but to change the way a weapon acts. Basically Mods give advantages and disadvantages. what you listed are straight damage increases.

  7. Like the title suggests, it would be nice to see mods that change the mechanics of a weapon rather than just make the numbers slightly bigger.

     

    Each mod would be weapon specific, so a mod for the Braton can't be used on a Gorgon.

     

    Because these mods don't really make the weapon more powerful, they should get their own special slot that can't have other mods installed in it, they also cost no energy, and can't be upgraded.

     

    Examples follow, fell free to add you own.

     

    Weapon: Paris

    Name: Explosive Tip

    Description: Replaces standard arrows with explosive variants, these have lower damage on hit, but detonate after a 0.5s delay dealing damage and knockdown in a small AOE. Hitting the enviroment makes them act like proximity mines, self-destruct after 60s to prevent abuse.

     

    Weapon: Boltor (maybe rest of the bolt family?)

    Name: Homing bolt

    Effects: Bolts have a slight homing effect, making the weapon more effective at longer range, but bolts move slightly (5-10% maybe?) slower, and aim for center mass, so unless you fire at targets below you, headshots are unlikley.

     

    Weapon: Hek

    Name: Wall of pain

    Effects: Fires all shells at once. As you can imagine, this means massive damage per trigger pull but it also means lower ammo efficency with constant reloading.

     

    Weapon: Strun

    Name: Segmented barrel

    Effect: Single shells are fired in a burst. Basically, pull trigger once, weapon fires several times but ammo counter goes down by 1. The damage is spread out over a number of shots so it doesn't deal more damage. Benefits are lower recoil and better accuracy.

     

    Let me repeat that these are merely examples on how to change the mechanics of weapons, without making them better.

     

    How you aquire these mods is a different matter, should they drop like regular mods? Maybe they can be bought as blueprints? Or as rewards for special alerts?

    Discuss

  8. Been playing for two months, and so far have gotten 8 reactors and 10 catalysts, only ever bought one reactor. And I missed quite a few of those lucky alerts. Don't really see the problem with getting them other than some persistance.

  9. Like the title says, I'd like an option to toggle damage numbers on/off, preferably with a key on my keyboard so it can be done mid-combat without going to the options menu.

    My biggest reason (among others) is that with multishot and elemental mods, the screen can get covered in numbers and hitting anything more than 10m away is a matter of blind fire and luck.

     

  10. If I understand correctly, elemental damage is applied seperatly from regular attack damage, if the attack itself doesn't kill but additional elemental damage does, them enemies freeze/burn/whatever depending which got the last hit.

    The only exception to this is armor piercing, which seem to mess up everything and gibbing stops working completley.

  11. Thats why I suggested combining this with of the current system, 'f' switches back and forth between last used weapons, and melee is still always at the ready. And this would add variety to combat by having more control options.

  12. Being an 'old school gamer' I prefer wielding melee weapons rather than the current single key system.

    Problem is that cycling through three weapons with a single key is clumsy.

    Solution is simple: cycle through weapons with the mouse wheel, but keep 'f' for last weapon switch, in other words, like TF2.

    MW is already used for slecting powers, but I found that number keys work much better, and I don't really hear other people using MW over number keys, I think it's safe to assume that noone would mind.

    Controls with the new system:

    normal attack - LMB

    charge attack - LMB (hold)

    block - RMB (people might even use it that way)

    But I would keep the current melee key for two things:

    Pistol whipping/rifle bash. Seriously, the Gorgon is a giant metal baseball bat (that shoots bullets), you really should be able to slap someone silly with it.

    Sync-kills. If an enemy is below a certain amount of hp (specific number or percentage), and you have a melee weapon equipped, you are given a prompt for an execution style kill, similair to God of War's circle button (I believe Yahtzee calls it the f***-you button).

    Stealth sync-kills are fine as they are, you shouldn't have a melee weapon equipped to get the prompt.

    Problem remains for people that use a controller. Simplest solution I can come up with is that controllers get their own radial menu that is used for weapon selection and consumables (ammo boxes and stuff).

  13. What if once you reach max rank with a piece of gear, extra xp goes to a common "pool" that you can use to lvl up other gear? The conversion could cost a little to prevent abuse.

    Example: With a maxed Gorgon kill mobs and get 5k xp, trade that xp for "free xp" at a 10:1 rate, and then you have 500 xp to put on any piece of gear.

    You still have wasted xp when you max out all available gear but... I have no suggestions on that.

  14. I'm using a Rhino with all skills maxed with maxed duration, power, and efficency mods.

    Charge isn't supposed to do massive damage, it's supposed to knock down enemies, but I find it more useful for movement or 'screw this im outta here' moments.

    Roflstomp fully leveled with mods does decent damage, on Callisto and Io up until wave 10 it instakills all thrash mobs within a decent radius, and has a pretty useful knockdown effect for higher level mobs when you want to buy yourself or others a few seconds to revive teammates or something like that.

    Roflstomp extreme on the other hand does little damage but it has a far longer disabling effect on all enemies so you and your teammates can easily shred them with guns/melee/powers.

  15. ^what he said

    Also, regarding leveling the same weapon several times, if you level up a weapon to rank 16, sell it, then get it new and unranked, you are not going to get any mastery points until it reaches rank 17.

  16. Running the game on a AMD machine myself,

    Phenom II X4 965

    ATi Radeon HD 2600 XT - in case you haven't heard of it it's a 'meh' 5-year old card

    8 gigs of RAM

    Win 7 64-bit

    In 180+hrs of play, game crashed around 3 times, once during host migration, which was a few patches before the migration bugs were sorted out.

    I have no idea what stability problems people are talking about.

  17. I

    pretty sure it's client side already. but i had Saturn cutting Neptune(?) with it's ring. The system is accerated but not properly simulated.

    I meant that the positions of planets reflect their current real life position, so those real life positions need to be calculated, currently the menu is not a simulation, it's just an animation.

  18. I agree that planet specific skyboxes would be awesome.

    But on the subject of astrophysics I have an idea that is completley pointless, but would be friggin' awesome to see in-game, and that is that the solar system hologram in the main menu is accurate to the real-time positions of planets in the solar system.

    Note that I'm not talking about scale of planets or their distance from the sun. That would make the menu... unwieldly, to say the least.

    I'm just talking about their orbits and relative angular positions be accurate.

    While niether a programmer nor a physicst, as an engineering student with a backgound in computer science, I have enough experience with both to know that done properly this would be really simple to do. Here are two options

    First is that the login server is running a simulation of the solar system and every time you log in, along with the standard login data exchange, it also sends you the current postions of the planets. To keep the load on the server to a minimum, planetary positions are recalculated every hour.

    Second option is the client running on your pc uses date/time to calulate the positions of planets. This would take the load away from the server but there is the possibility that every time you log in your frame rate drops until the calculations are complete.

    This game is not an astrophysics simulation engine, and it shouldn't be, but having semi-accurate solar system would be one of those little details that just puts a smile on your face.

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