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2ndPersonPlural

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  1. BIG props to DE for taking a new post and changing it to a reply five pages into a kind of related but quite different thread.
  2. If there was an auction system where you could put an item up with a starting bid and a buy-out price, it would make it much easier for new players to get into the trading game, let them buy a few inventory slots to make the game less intimidating, and also give veteran players more motivation to buy plat because it's less of a hassle to spend plat. It could even work for trades — the person initiating the trade could put up the item they have, select the item they want to trade for, and other players could search for trades they're interested in. I almost stopped playing Warframe in the first week because the weapon and frame slot limitations were stifling. A lot of the people I talk to who bounced off Warframe said that was the reason. I know DE has to make money, and I know you don't have to get super far into the game before you can make plat by trading prime parts or ayatan statues, but the mechanics of how trading works creates a huge barrier for new players.
  3. I LOVE these changes. I also love what hasn't changed. Be careful not to overcorrect.
  4. If you bind aim to mouse wheel up, then try to do a flip in k-drive, you will do a spin instead. I confirmed this on multiple computers, but only on my own account.
  5. After some back-of-the-envelope math — I can't do anything exact without actually trying a bunch of different engines, because the stats on paper clearly have issues — it seems that the normal speed and while boosting of a perfect Lavan engine with + 0.6 boost multiplier will always be lower than the normal speed and speed while boosting of a perfect Vidar engine with "+60km/h". The actual total speed you get from an engine with +60 km/h on the listed stats seems to be ~600 of whatever made-up units the UI calls "m/s", and the highest boost multiplier increase you can get with vidar engines is +0.2 afaik. Lavan engines have the highest boost at +0.6 multiplier, and have a maximum speed increase of about 30 km/h. I can't tell what the actual speed you will get from "+30 km/h" is, but interpolating between ~300 m/s with +0 km/h from no engines equipped and ~600 m/s with +60 km/h from perfect vidar engines suggests engines with +30 km/h should give ~450 m/s. Base boost is 2.0. 600 * 2.2 = 1320, and 450 * 2.6 = 1170. This means that the best Vidar engine has higher speed and higher boost speed than the best Lavan engine. I hope I'm wrong; can someone correct me?
  6. I'm not sure if this is a UI bug, or something wrong behind the scenes that effects actual gameplay. The way engine speed works doesn't seem to add up. You can see in this picture that the total speed is 591 m/s. The engines equipped have +56.9 km/h. The base speed is 307 m/s, and 56.9 km/h = 15.8 m/s, so the total speed should be 322.8 m/s — but it isn't, it's much higher than that. Even if the game were ignoring the km/h - m/s conversion, and just adding 56.9 to the speed, it should only total 363.9, still much less than the actual result. So then I thought, maybe they're doing the conversion backward? If we assume that, then 56.9 km/h becomes 204.8 m/s instead of 15.8 m/s. That still only comes to a total of 511.8 m/s, closer to the stats in the picture, but still not the same. What is going on with these calculations? What is our actual speed? Is this just a UI glitch?
  7. Posted in the wrong place; moving, sorry
  8. The way engine speed works doesn't seem to add up. You can see in this picture that the total speed is 591 m/s. The engines equipped have +56.9 k/h. The base speed is 307 m/s, and 56.9 k/h = 15.8 m/s, so the total speed should be 322.8 m/s — but it isn't, it's much higher than that. Even if the game were ignoring the k/h - m/s conversion, and just adding 56.9 to the speed, it should only total 363.9, still much less than the actual result. So then I thought, maybe they're doing the conversion backward? If we assume that, then 56.9 becomes 204.8 instead of 15.8. That still only comes to a total of 511.8, closer to the stats in the picture, but still not the same. What is going on with these calculations? What is our actual speed? Is this just a UI glitch?
  9. This update may finally teach Warframe players a truth that so many other gamers already know: public matchmaking will get you bad groups. Imo, we've avoided this so far because Warframe missions are generally straightforward and pretty much unsabotagable. If you remember raids, you'll know public groups were garbage for those, too. Trying to design levels that are interesting, challenging, and also play well with public matchmaking is incredibly difficult. I, for one, am happy just going with premade groups and spending a minute or two before we start figuring out a game plan. I don't think there's a need to overhaul missions to prevent random joins acting badly — especially if the solution is linearizing the mission.
  10. This is not really the relevant thread for this sort of discussion, but... upgrading your intrinsics and components make it much easier to avoid being boarded and make you take much less damage. When those things do happen, you can warp to the spot, quickly take care of it, and warp back to pilot seat — if your loadout is good enough. Additionally, there are avionics like void cloak, intruder stasis, etc. That can help a lot with soloing.
  11. You spend a lot less time overheated if you don't let the guns get to max heat — you skip the beeping and the delay. This is not communicated to players at all, and the only way to know is to be told or to just notice on your own. People are constantly complaining about my zetki guns until I explain how overheat works. Railjack needs a proper tutorial.
  12. First, it would be great if the fast-travel points throughout the ship in the tactical menu had corresponding hotkeys. It takes too long to press the button, mouse to the one I want, and click it. Just pressing "L U" or "L J" would be better. They could even overlap with other keybinds, because they only work when the tactical screen is open. Maybe they're just linked to the number keys 1-8. Second, I want to be able to see someone's intrinsic ranks in their profile.
  13. This is getting a little off topic, but I don't pass up a chance to show off my Mag.
  14. I would love the option to use two different guns for the left and right side gunners. Maybe leave the option in to have them use the same gun so people don't need to farm an extra weapon if they don't want to. It would just increase flexibility and give us more granular builds.
  15. I liked archwing before railjack. Before open worlds. I have leveled hyperion thrusters, I have every archwing and archweapon, I have formad and catalysted builds that shred absolutely anything that came before railjack. Any halfway decent railjack will at least come near my speed (even using blink), any halfway decent railjack weapon will out-DPS me, and, of course, the railjack is tanky in a way that archwings aren't. Archwing combat outperforms railjack combat when you: have a bad railjack use the railjack poorly and in no other circumstances. Yes, you need to use archwing to boards other ships, but I don't see a problem with that. There are some issues with getting hit while boarding or disembarking, but those aren't balance issues.
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