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thor_sten

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Everything posted by thor_sten

  1. That would be awesome. Also: Nakak could offer some Halloween themed Operator merch (and for the event, Operator only, trolling of the various bosses of the system).
  2. I love the Disruption game mode, the minor complaints I have, would be, would be the story "framing" the new missions and that finding the keys is a bit unintuitive/freewheeling. Framing: OK, Alad wants even more data than his first test runs, I get this, but why would the other factions agree to set up "security systems" that make the Tenno just yell "challenge accepted" and come even more often? Sounds counter-inuitive 🙂. Perhaps make the conduits put out farther token/keys that can be "exchanged" at a vault in the level? How did the Infested get their hands on it? When it comes to thievery Little Duck isn't my first thought, why use her and not Maroo or Davo as narrators for this mission? Finding keys: Perhaps let us hack terminals to get an idea in which direction the key bearer spawned?
  3. Not bad, but not convinced yet. Her new 1 (chargeable fireball) and 4 (big ass fireball) seem redundant. Would love to see her dealing proximity damage when she's on fire, perhaps with a bonus to Melee damage.
  4. Orthos Prime is amazing. The only downside is it's Riven-Rating. Tonbo is often overlooked (and can become godlike if you're in the business for Rivens)
  5. Things that helped me greatly were: A) Learn what Forma is good for: It let's you insert a mod at "half cost" into a slot, so for example Serration doesn't use up half of your weapon capacity (For the Start go for at least one Y-Formaed-Slot). The Downside would be, that it resets your Weapon to Rank 0 and you have to play it to 30 again (but it's worth it). (You can get Forma-Blueprints by opening relics, no plat involved). B) Mods! There are so many of them, but for the beginning; Use few mods, but level them up. Unranked mods have nearly no effect. so instead of five-seven Level 0 mods costing 2 capacity each, put in Serration for 10-14 capacity-cost. You can level Mods up, using Fusion in the Modding - Console on your ship. For the beginnig concentrate on pure damage mods (Serration for rifles, Hornet Strike for Pistols, Pressure Point for Melee). C) Do some Nightwave missions and get an Orokin Reactor for you favorite Frame and an Orokin Catalist for your favorite Weapon. Doubles your capacity and so you can put many more high leveled mods
  6. Launchers should allow us to rocket jump, negating damage (I guess it's not need thanks to bullet jumps, but it would be cool nontheless)
  7. I got one Key after playing 3 Infested Outbreak missions so I could go to the derelict once. Since than, I have done 5-6 Outbreak missions but my Inbox stays empty. Is there a daily cap or something?
  8. The operator in the Ropalyst boss fight is "unreliable". Sometimews I can't go into void mode. Sometimes I can, but then, the void dash isn't working and/or I drop like a stone and can't get back into the frame to get some air-manauver-ability. Sometimes when I try to dash through the ropalist the operator get's replaced by the frame. I don't know if this is a bug or expected behavior, but it's annoying.
  9. I think my biggest gripe with Arbritations was (and as it looks like will be) boredom. Always the same enemies for quite a long time, without many milestones in between and without interesting loot for the first 30 Minutes. I think I most often died because I just didn't pay attention to the game anymore, rather than the enemies being that overwhelming. Perhaps the faster leveling enemies will change that a bit, but I kinda doubt it. Elite Sanctuary Onslaught by camparison is way more fun, thanks to it's diverse enemies and shorter reward-cycle, but I guess coping things from it, will not make a unique thing out of Arbritations. What about making it some kind of endless chain of random missions, instead of just a "a little harder" endless Misson? You start as a spy mission, and thanks to the data you know: There's a cryo-captive you need to defrost/defend for X Minutes. Then while bringing the Capitve to the exit: Suddenly Infested Invasion, so bring the Captive to saftery and then better sabotage / blow up this ship. While the countdown lasts, head to the escape pod to board the infested Vessel that brought the invaders here...
  10. I don't like the alert removal, and don't see why it can't co-exist with Nightwave. Especially in the early stages of the game they are pretty exciting (An Orokin Cell or Argon Crystal? Niiiiice! A new helmet? Awesome!) and even later they were an endless supply of answers to the question "What to do next?". Most Nightwave-Missions, on the other hand are done quickly (or even casully along the way), being exhausted fast, leaving me with the rather tedious Invasions (tedious in the regard that I have to play three Missions to get a reward, instead of having the option to play a quick filler mission) or yet another relic to open. Nightwave in principle is fine, but except for a very few Challenges (Index without points for the enemy, One Hour Kuva Survival (with a friend)), most of them were quite bland (Kill X enemies, or Kill X enemies with Y damage) to the point where some became tedious work, rather than challenging ("Do 10 Nightmare missions").
  11. Allow the Operator to use K-Drive while keeping the abilty to void dash and they MIGHT have a little chance to be used more often, otherwise: flying over obstacles is always faster then driving around them, so unless they remove Archwings...
  12. I wont abbandon Archwings for K-Drives, because I just don't like the way their control scheme feels. Or let me stat it this way: Flying over obstacles is always faster than crashing into them. And for the open plains, Itzal will still be my mainstay, because, even if they cut Itzals Teleport, it's still the fastest Archwing and the only one with vaccuum, so it's still got the best utility for most missions. If they allow the operator to use a K-Drive, while keeping the ability to void-dash, I might be tempted to give them a try again, but until then, I'll perhaps grind for some Ventkids-Standing but otherwise it'll stay with Ordis.
  13. I have no cool pictures of my operator, but I'd really love to do an opeator-only sortie and thankfully Wally allowed me to take a shot at kinda-my-self...
  14. I like the new Orb-heist but I feel returning to Fortuna between every phase, breaks the flow and dimishes the urgency which is a big part of the heist-feel. Would it be possible to rework it into one big mission, that can be played like a extra single raid/extra long bounty?
  15. Is it possible to gift "wrong", i.e. can I gift a skin someone already has?
  16. Why? With dozens of cell carriers spawning, that bounty stage was already trivial. Now it's finally static and boring.
  17. I think Nyx' Absorb is innately bad, because you have to stand still and can't do anything. Pretty much no matter how much you buff it's current effects, using it would still feel like non-participation to me. In defense missions it feels like the old Resonating-Quake-Banshee (hit the button and grab a coffee) only less effective, because the other players nuke the room while you build up. In Excavation missions you can't do anything important like collecting energy cells, just bullet-sponging, and in more movement oriented missions, the other players just run by, taking the action somewhere else. It would be pretty cool if you could use your other powers while absorbing, so you would have something to do while waiting (mindcontrolling, sending out psychic bolts and waves of chaos from within your personal point of tranquility), but even that would make "standing still" a hard sell for me. (Not a big fan of Mesa in this regard as well, but hey, one problem at a time).
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