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knightinflames

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Posts posted by knightinflames

  1. Sentinels could be added survivability (which seem to be their greatest flaw) by having a mechanic or mod where they can "shrug off" area damage AND I would add that since they are robotic companions they should be able to evade attacks (because of how quick computer systems can calculate probabilities and trajectories).

  2. On 05/09/2017 at 1:19 AM, skeletonsWrath said:

    I think this is an interesting idea. Needs a bit of elaboration, but I'll definitely stand behind this.

    the concept can be further developped, this was a base idea i had. Will probably need help figuring out skills.

    as a passive i imagine it could work to mess with the bullet jump thing and add to it the web shooting mechanic for movement for example

  3. Here giving some feedback on the Zarr, specifically on the (short) range of the barrage mode. The Barrage mode is an excellent idea and makes up for the danger of self damage associated with most launcher type guns. Now the range on the barrage mode is somewhat short, which is understandable for balance purposes. Now what I don't agree with is sinister reach not being usable on this weapon. I believe this mod should be usable in this weapon to increase the range of the barrage mode (even if it might not affect cannon mode) so that there's more options while modding the Zarr for barrage. Ideally, an increase in range would also reduce (however slightly) the pellet spread. I believe this reduction to spread would make most sense if you take the current maximum spread (at 15m) and move it to the barrage mode's max range while modded with sinister reach.

    Sinister reach at max rank adds 12m to the weapon's range which for the Barrage mode would sum up to a total of 27m range

    If Sinister reach were to affect cannon mode as well it might possibly be in a different form than simply adding range. I think It might make sense to increase projectile speed on Cannon mode which consequently would make the projectile's arch wider effectively affecting Cannon mode range.

  4. 2 minutes ago, Gravefire said:

    Considering it has to be a male frame banshee is out of the question. Order always go 1 light 1 dark, 2 male and 2 female in the rotations. Considering how Vauban was lightish Nerkos/Oberon is more than likely happening.

    I forgot about Oberon... you remember which one was released first? Cause the first one released is probably the next prime! Either way, can't wait to see their new shiny look!

  5. Yeah I could settle for having 4 I wouldn't be super hyped about it but 4x4=16 and a 4 man Oberon squad sounds amazing haha.

    (Weapon swapping intensifies)

    I did have 4 Shield combo ideas so perhaps.. to make them more divine ... we could add elements to them!

    Mace and Shield - Fire

    Hammer and Shield - Ice

    Flail and Shield - Toxin

    Sword and Shield - Electricity

    And blocking with any of those shields could give a Guaranteed proc at the attacker or something :P 

     

    That's a good idea. Otherwise actually making oberon sheild focused could open up a good ammount of effects to interact with blocking. For example, one of the variants might have innate damage reflection on block, another one might have damage blocked received as life/energy, one might auto-knockback/knockdown of melee attackers, etc... This should allow oberon to better deal with a variety of situations just by swapping through this ability's variants... There are many possibilities ;)

  6. I see how you are trying to keep it true to the source (12 weaps) and I find it respectable, but I find this much variety tied to a randomized selection of the weapon might make the skill very hard to predict, which might in turn make it unreliable. Having it work somewhat like Ivara's 1 with less weapons might do it though, provided each weapon has its own effect (again, like Ivara's 1). With less weapons you could make their combos different.

  7.  

    With 'Echoes of the Sentient' out to Tenno on all Platforms, we've seen an amazing amount of feedback on Conclave changes! Conclave is a small piece of the Warframe world, but it's a place for pure fun and intensity. There is a small Conclave team of us working full time, and only a few things can be done at a time so I want to outline some of our short, mid, and long term plans for Warframe Conclave.
     
     
    Short Term:
     
    - Time to stomp bugs and QoL issues. For example, some upcoming fixes (all on PC):

    - Fix the freezes introduced with Loadout swapping - this is our #1 right now!

    - 6 daily Challenges is a bug and it should only be 3; one for each game mode. In reality 6 Challenges is way better,  so we're going to implement tracking multiple Challenges during a match.

     
    And some upcoming additions: 
    Mastery Rank 0-2 Tenno will be more likely to be matchmade together with a new weighting system. This is not a hard rule, all MR levels will be grouped together if not enough players are found.
     
    - Better team balancing at match countdown and during matches.

    - Add a 'Leave Conclave' option during the End of Mission summary. If the host leaves, all players move on to next map and not repeat the same one

    - This is by no means a complete list, bug fixes and smoothing out the experience is our biggest priority!

     
     
    Mid Term: 
     
    Balancing Warframe abilities and weapons is an ongoing process based on my experience playing on public, community feedback and statistics. Seeing a roughly even spread of automatics, semi-autos, bows/snipers, burst and melee weapons in the top 20 makes me very happy. There is a lack of shotguns though, so that's something to look at. 
     
    Beam weapons have been noticeably absent and I want to bring a few into Conclave. Their functionality is different, more damage each tick the longer the beam is on target. This will be interesting to fit into Conclave gameplay favoring the ability to put as much damage into a target during the small windows of opportunity between parkour moves. Your feedback on them will be invaluable.
     
    As for what Warframes are up next: 
    Trinity, Loki and Nova will be coming soon! 
     
     
    Long Term:
     
    PvP in any game is competitive by nature, so there will be a Tournament game mode with specific rewards. Statistics will be expanded and recorded in your Player Profile along with Leaderboards. I have the basic design laid out but it will be awhile before we sit down and start work. 
     
    Attack/Defend mode - There are a number of Warframe abilities that don’t really have a place in game modes with no focused location to attack or defend, not to mention it's a total blast to hold or attack a specific point in any PvP game!
    Private matches - Friends/Invite only Conclave with no XP and End of Mission rewards is fairly simple to implement but I want to put the power in your hands. The ability to set what map, game mode, allowed frames/weapons, energy economy, ability and weapon damage etc. is way better. Give us the time to do it right.
     
    As I said before, this is nowhere near a complete list of bugs to fix and features we are implementing. Conclave will be a very different place in 6 months and a year from now who knows, we may all be flying around in space!

     

     

    This idea has likely been shared by some other tenno before, but here I am reinforcing it:

    I have "imagined" a conclave mode that would be somewhat similar to what we see in most MOBA games (such as SMITE). It is possible that DE has considered this and for some reason decided it would not be viable, in which case I would respect said decision. Otherwise having two teams of 4 players aid 2 other factions (let's say grineer and corpus) in capturing or destroying some enemy asset while fending off incoming assaults from enemy NPCs and players alike, sounds exilerating in my mind! It would be almost like a mix of def/mdef and sabotage. 

    Jungles could be like successions of small rooms with multiple doors separating the lanes from each other so that it would be hard to spot an enemy and easy to hide in.

     

    I think this has some potential, though there's likely a lot of specific stuff to figure out in order to make it work the best way possible with warframe.

  8. I got this idea that I would love to see in warframe, and could easily fit the lore and gameplay mechanics, would add an element of surprise and challenge and variety

     

    I envision a group of tenno on a (random) mission while suddenly a lotus communication comes in stating that unidentified hostiles approach at high speed. The tenno can feel a collision not far from them, and the whole place shakes, as critical alert state is engaged. As the tenno get closer to the source of all this they start coming across some ruthless and rugged warriors, veterans of many battles, not to be trifled with! These are raiders who steal from grineer and corpus alike, and sometimes even from the ancient orokin derelicts. They are hostile to all factions but their own, and seem to live in groups or packs, scouring the system for riches and booty. I envision them riding some sort of speeder vehicles looking somewhat like bikes, but not limited to this, some of this raiders would be on foot, ofc. I see a pirate-ish feel within the warframe visual language would fit them, mostly if it's leaning to death imagery, like skulls and bony pieces (but not in an exaggerated way, of course).

    With each raid there would have to be a boss or mini-boss at the end, which would drop blueprints/rare resources/rare mods/loadsa credits or maybe something better... honestly I haven't thought too much about the rewards. If they were to get weapons of their own then blueprints for those would probably make the most sense... I envision their gear to have a worn out look, to reinforce the idea that they've been fighting for a long time, throughout the system. 

    These raiders are supposed to be challenging opponents so, they should be a bit stronger than regular units, and some of them should have special abilities, and some should even be able to do some acrobatic moves.

    None of this is particularly new or original, it's really just something I think would help make the warframe universe a bit more alive...

  9. Capture mission targets are often described, in briefings as a multitude of diferent things, they are sometimes fugitives, other times assassins or something else. there is a fairly large variety of descriptions to what the targets are, but when we get to them we always find the corpus tech without the helmet, and all he does is run and get invisible. Are you guys thinking of reworking this aspect of capture missions in order to differentiate capture targets, giving them different abilities and fighting power, as well as different looks depending on what they are?

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