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-Basic-

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Posts posted by -Basic-

  1. Hoenstly right now alerts are just about as interesting as a normal mission, which is to say not any more interesting at all. So to spice things up with an alert I propose this:

    Make alerts have either special rules for the level or a unique boss

    What I mean by this it along the lines of an ice level or something. Maybe al the enemies in this level are faster than you, or only grineer melee units spawn and they are all tougher than normal requiring a susbstantial amount of blowing to snuff out rather than a sneeze.

    And if it's an assassination mission I don't want to fight something I can fight normally- I want to fight an alert only boss. Maybe like a giant moa that has a rhino stomp like effect, sending everyone into the air (retaining mobility and shooting power though) while it tries to shoot aerial rockets at you?

    Just something that would make ANY alert more appealing for the chance of unique enemies and situations occuring.

  2. I like your way of improving electric shield. Not letting enemies pass through it would put it on par with frosts invincibility bubble.Maybe it could also be broken sooner by melee attacks though so it wouldnt be OP againt huge mobs of infested? It would take no damage from bullets though because then it'd go down too fast.

  3. In a mission today when I'd shoot through the shield at enemies it did no damage to them. I tested it many times and nada. Zilch. The previous mission I played had it work perfectly, so I'm not sure if the issue was the host had bad latency or something.

    I was using the vandal by the way. I already know that bolt weapons cant gop through the shield, which is something that I think needs to be addressed as well.

  4. To flesh out the melee combat a bit more, we need more things we can do with it. I've got a couple ideas;

    Sprint+melee:

    could have a kind of tackling effect on enemies that would knock them over or stagger them, like with the jump attack.

    Aim+melee:

    Since we can backflip with shift and backwards while aiming, why nto allow another unique melee attack while doing so? Maybe a launcher that would send the enemy in the direction you're aiming, sort of like an uppercut or forceful blow to scatter foes nearby you.

    Ariel Slide+melee:

    It already looks pretty cool, but it also looks kind of glitchy since its the same animation that plays forthe ground variant. I'd like a new one even if it still functions the same overall.

  5. "pvpve"

    Oh god that would be amazing. Seriously, the last game I can think of that did this was Star Wars Battlefront 1, with the Tuskan Raiders as a loose cannon faction that both player's 1 and 2 had to fight while also going at it against eachother.Something like that with a rogue Tenno, a common enemy like the infestation, and a Tenno working with Lotus al duking it out would be sweet.

    As for the actual thread, yeah this would be pretty cool. First though I hope they improve the parkour system, since its stil got its quirks. I know a lot of people stick around TF2 just because of how fun it is to rocket jump really fast around the maps, and this could harbor a similar skill based community.

  6. There are obvious issues with the cooldown approach, because people have been trained to inherently hate cooldowns because it is immediately perceived as a restriction. Energy is also a restriction, but it is an easily removable restriction by picking up something that is fairly common. Thus, it is not concidered as large of a threat as something that is replenishable only by time.

    What did you think of my suggestion about stacked cooldowns? Not sure how much excal players spam slash dash in a row, but that system or Taudizer's cooldown with energy as backup emergency use idea would solve the excal's problem in your example.

    Edit: The combat based energy regen seems interesting, but runs into a similar problem with needing orbs- you need to fight to get energy back. That means you can still run out of juice in the middle of a boss fight and end up not differentiating yourself from the rest of the pack. What if the combat energy system gave energy for damage dealt, as opposed to for each kill? Then you could avoid people wanting to hide while skills cooldown (which honestly isnt that much different from people waiting to reload,depending on the frame in question)

    It also still leaves the problem of lesser skills never seeing any use because activating any of them would take away the energy you needed for a better skill.

  7. Can't you get them for free? (Week Login? Alert Blueprint? luck based, but free). Haven't really read through this post, but why not instead just have the ability to remove ones you already installed using the foundry, credits, materials, time and maybe a special sort of blueprint. You lose access to whatever stuff you are reclaiming until it is done and given a basic warframe & weapons if you don't have any other stuff (Lol) for as long as it takes to complete, lose half the item's affinity level and the cost would be 150% - 200% it's respec value.

    Re-using old reactors for a large cost like that would be pretty cool, I mean we can replace old mods for a price between frames and weapons for a fee right? So it's the same concept.

  8. I'd love it. Frankly it still feels a bit stiff between the different motions, which is more than noticeable when using volt's speed.

    You've just got those blur lines everywhere and you feel super fast with the icnreased FoV but then you have to climb something and you become a tortoise. A shiny tortoise.

  9. This totally needs to be a feature. I honestly wouldn't mind also being able to scrap old items for mats (or maybe even a bp?) instead of having to sell them for some measly credits.

  10. I like the artifact tier idea- it would give you usomething t odo with extra artifacts. Theres a lot that can be doen with this idea, and we need a way to get rid of junk artifacts as well, but am not as crazy about self artifacts. I like the planet screen where you see what everyone is contributing to the community pot of powerups, and if one guy just had one for himself, I don't know what that would look like.

    The way your thinking of artifacts in this sense wouldnt hapen to be similar to the wasy they had class mods in borderlands woudl it? Because those also had group effects or simply higher solo abilities. I guess that could be interesting as well fro ma gameplay perspective, like a light respec for different roles depending on what artifact you chose. Could be cool.

  11. How would cooldows limit the effectiveness of casters? It would if anything make them more viable! 99% of the time a caster wil be waiting for a time to pop an ult, not using any of their other skills at all, so this system would allow them to use more skills more of the time. Also, having to search for energy spheres slows down gameplay mroe if anyhthing. Backtracking to find energy or having to run over to a distant enemy you've killed to get that energy sphere hamper gameplay speed far more than waiting 10 seconds while moving towards your goal.

    Another possibly cool thing we could do is have item cooldowns stack like how Path of Exile handles certain skills. For example, the bear trap gem starts at 0 uses, but every 5-10 or so seconds coolsdown and gains one use, stacking up to 5 uses total. This could allow spamming of saved up skills in certain situations, and a slower stream of skill usage in situations where you've run out of uses.

    Also why are you people not even providing arguments for your positions? It's like you're simplifying your arguments to YES/NO because you can't be arsed to bother defending your opinions.

  12. I've experienced this LOS wierdnesss too, on a corpus maps of all things.

    Also the way the animation plays it seems like a radius of constant damage, but enemies can just waltz up to you and hit you once, making you repeat the same animation for the same length of time. This obviously leads to you getting hit again, and etc. until you die.

    No idea how people are killing chargers with overload, whenever I use it on a group of them they just kind of wreck my S#&$.

    I've got 2 ranks in it since it only affects range, and the storm helmet. Needing to have power mods for a skill to be effective at all seems extreme.

  13. Topic is stated in the title of the post. But what do you guys think? For caster frames with their very low armor stat, this could give them something when they're cornered, whereas other frames have either really high armor or a mix of higher armor and better move speed.

    Examples;

    -X skill could have a ten second cooldown to use for free, but to use it during the cooldown would cost 25 energy.

    -OR

    -Natural energy regen that would provide about 50 (value's up for discussion) energy per minute. Not enough to rely on when you're cornered so you'd still need orbs, but it would build up over time, allowing your caster to always be able to help in a fight with a shield or whatnot.

  14. BALANCE:

    Frames ought to be balanced to be more cooperative. Currently we have faster frames and frames with dash abilities charging through the content/ being able to rush past mobs while slower casting/support frames get left behind in online games. A rebalancing is in order to influence players to want to stick together as a badass posse of space ninja. How do we accomplish this? Start by setting the frames to be far more similar in speed, if not equal. Remove or edit utility skils that have no purpose other than going faster than other players like volt's speed, since he won't need it with everyone moving together as a squad. Either introduce anti-griefing methods for frames with the ability to move other players (I realize they can be useful to get a downed person out of a pinch).

    I understand that its harder to design cooperative abilities when you have all these guys wanting to do backflips off walls and fight different enemies, but painting specific targets for different effects with Trinity was a step in the right direction. The only problem with a these status effect skills though is that its hardly ever worth it to use them on single targets for how quickly the Tenno rip through enemies. If they could be changed to AoE status bombs that affect multiple foes at once, or in Well of Life's case leaves a ring of healing the Tenno can regenerate in, I feel Trinity would become a more viable choice.

    The tricky part with the balancing of group speed is that there are still speed mods. Either remove them from being mods and introduce a speed artifact (so that it would affect everyone), or let it go. It just breaks the cooperative possibilities, and screws over slow frames.

    We are already aquainted with the issues of trinity, mag an rhino with this concerning speed, and I feel like this rebalance would be a good step in the right direction.

    As for base armor, I don't feel that the speed correlates well with it in most cases along with the role. Let me explain. Volt and Ember have a base 10 armor, medium speed, and the caster role, Meanwhile, faster frames Loki and Ash have more armor and speed, while having invisibility which allows more dps on a single target.

    Now, arguing from the layman's standpoint, shouldn't the faster character be less tanky than a slower one? Not to forget mentioning that after both frame types have run out of energy (which is very frequent with the current system) the assassin type frames will have a huge advantage being nearly twice as fast with nearly twice as much armor.

    I am not crazy about speed being that different to begin with, but it just bugs me that the casters are slower and don't have the safety nets that Loki and Ash do, but don't have more armor to compensate. They really need rebalancing in general for most of their skills overall as well.

    NEW TILESETS:

    As we are all painfully aware, there are only two types of location- moonbase and space station. I guess you could count infected space station, but whatever. If we are stuck orbiting these moons or whatever though, I'd love to play on either a landed spacestation, or just have a tile where we can see out the window whatever planetoid we are orbiting, be it one of jupiter's moons or the ring of saturn. Just being able to see the sheer size of the actual planets from the space stations would be awesome- though it would be cooler if we could view it from the surface of these moons.

    Overall I've put about 34 hours into Warframe so far and I really enjoyed it, but I am worried that the devs will just release strong things and then nerf them cyclically, not going back and fixing old damage done. If patch 7 addresses some of the many issues present at the moment, than I may feel more inclined to purchase platinum from the store. Now though, I don't want to put money into something for it to only dissapoint me by announcing it's going open beta for example when it's clearly not even close to being as polished as it shoudl be.

    *EDITS GALORE- typos hopefully gone.

  15. complaining about any bugs is a bit redundant

    How is complaining about bugs redundant at all? That's what we're here for. If we don't complain the devs won't prioritize the issues we want fixed.

    No one's doing anything wrong, we just want the game to become a diamond instead of leaving it in the rough.

  16. Volt's shield also seems to stop bolto projectiles, which kind of sucks when you want to use that weapon. As for overload, once I got to ceres I found the grineer weren't even killed by it anymore, so I'm stuck floating in the air like a nancy with 4 guys around me firing their clips into my arse. The ult animations need some sort of invinicbility frames imo.

    If I had a damage mod that supposedly wouldnt be an issue, but that still leaves me with a useless ult for the entirety of my time until I get those mods. Also none of volt's skills are useful against infested at all. Speed helps at running away, but if I could at least stun enemies for a useful amount of time with his skills or something of merit that would be awesome, even if damage didn't come with it.

  17. I was wondering if the devs were planning o nadding the ability to see how many of one blueprint are currently in you're possesion, since I have way more than 1 of each rhino part from alloy farming, but I don't want to sell all of them accidently.

    Like, a little number or something next to the bp's would be really cool.

  18. If the devs really need money badly, why don't they just make a kickstarter for it? I'd rather fund them with that then buying power ingame which is something I don't agree with.

    If they need funds to make the content I'd like to pay for down the line, then that fine. But being forced to pay for full access to a weapon is silly. Having another way to get reactors other than the very rare alerts would be great, no matter what the decided upon price in credits.

  19. I personally would rather spend money on cosmetic items over buying power. I'm absolutely fine with convenience charges like the foundry rush, and the color palletes are fine too.

    The issue is that there's not much in the store at the moment I even want to get. I don't see many cosmetic things asides from the helmets, but some of those have big game changing features that I'm not necessarily crazy about.

    That being said, a kind of lotteryesque system might be cool. Like, open it up and you get a random item, ranging from a strong level 30 mod, to credits or even weapons themselves. (Hey, it worked for other ftp games)

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