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(XBOX)Avant Solace

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Posts posted by (XBOX)Avant Solace

  1. I am once again asking for a change/update to the nikana animations. The fact that characters sheathe their nikana immediately after ending any attack is frustrating to see. It makes little sense and would be much better with a small change. Heck, we even have proof-of-concept built into the Dual Raza's "deploy" and "rest" animations. To go a step further, I even drew out a model to better explain the concept: nikana_animation_proposal_by_avantsolace

    Please DE. I am begging you guys.

  2. So I had a random thought. Are the Grineer clones of just two "ideal" soldiers, or did they originate from a much larger genetic pool?

    For the longest time I just passively assumed the Grineer were clones of just one male and one female template (think Jengo Fett and the clones in Star Wars), and their physical differences were simply the result of things like age, disease, and mechanical augments. But then I read up little snippets of lore. The Grineer have odd societal quirks such as notions of "nobility", as seen in the Harkonar executioner. Meanwhile Kahl mentions having particularly close kinship to Grineer from the adjacent growing tubes. Also if one looks closely, their faces and body proportions actually have a fair amount of variance even when factoring out disease and cybernetics. This is especially obvious with the Queens having appearances that do not resemble any other Grineer in the slightest.

    This makes me wonder if the original Grineer was not just one genetic template, but an army derived from a fairly large pool of original warriors. It would make sense logistically. Having only one clone template makes using precision biological weapons against them super easy. It would also slow the effects of biological degradation simply by not using the source genes quite as much. But unfortunately I can't seem to confirm or deny this idea. Unless their is definitive a lore snippet I missed, its all up to theory and discussion. It would be nice to see this formally addressed at some point.

    • Like 1
  3. 44 minutes ago, RobWasHere said:

    To make it distinct from Heat and Corrosive, it could be flat base reduction like Shattering Impact.

    Kinda what I was going for. The main problem with Shattering Impact is simply that it can strip armor outright with enough hits. That's a bit much for one damage type. Perhaps have the reduction cap be 75%? That way the armor left over is tiny and can be made almost nonexistent with either heat or corrosive.

  4. So I was watching ballistic demonstration videos (as one does) and noticed a reoccurring theme in the scientific explanations: Ammunition compromises armor. To be more specific; armor, metal plate or Kevlar fabric, rapidly lose their ability to stop ballistics with repeated hits. The force of the bullets compromise the structural integrity of any ballistic protection it strikes, with armor-piercing munitions especially degrading the integrity of armors. So that made me think: why doesn't that happen in Warframe?

    Puncture damage is somewhat of the black sheep among the three physical damage types. Where as Slash damage eats away enemy health and Impact opens up tough enemies to mercy kills (and can be modded to also proc Slash), Puncture is given the ability to reduce enemy damage output. This isn't a bad effect on paper, but in practice it is rather underwhelming. Enemies at especially high levels are not particularly phased by this reduction, and Warframes with exceptional survival options don't really see a point in hindering enemies when it is simply easier to kill them outright. Thus, the damage type as a whole is seen as only a modest benefit compared to other options. This can be changed, however, by changing the status effect to something more useful in eliminating enemies outright.

    Thus here is my proposal: Puncture damage procs should permanently reduce enemy armor by 5%, up to 50%

    Now I know what you're thinking: Why would we need this? We already have Corrosive and Heat to reduce armor! Well the trick here is that these procs need liberal application to be and stay in effect. Corrosive procs negate an initial 26% of armor, with the maximum reduction of 80% after 10 procs. Heat procs need a moment to ramp up to their temporary 50% reduction, initially starting at a 15% and ramping up to 50% after 2 seconds. That is precious time and ammo wasted waiting for either proc to go into full effect. Once both are in full effect, the target still has 10% of their armor. That may not sound like a lot, but to a level 150 Steel Path Grineer Lancer that is ~181AP, or an almost 38% average damage reduction. But if we slapped on an extra 50% armor reduction, we get only 5% Armor remaining; which is ~90AP, or ~23% average damage reduction.

    That all said, the grand total of armor reduction is not the main concern. The main goal here is to strip armor quickly and efficiently. By changing the Puncture status effect, we add another tool to our weapons' arsenal for effectively tackling armor without abilities. Not every Warframe can delete armor on a whim, making especially heavy units a chore to destroy at higher levels. Having a weapon that not only gets bonus damage against armor, but also eats away consistently at it without specific elements would be extraordinarily beneficial. Plus it gives more options to weapon crafting. Now you could forgo the Heat or Corrosive mods in favor of something else if the weapon has innately good Puncture. More options are always good.

    Either way, this was just a random idea. I'd love to see if anyone had a similar idea (or even thinks this is a good idea).

    • Like 2
  5. So several weeks ago (not entirely sure when), controls for the gear wheel got an overhaul. Specifically tools for fishing and conservation were reworked so they had a variety of new button controls to select and activate tools like dye, bait, and animal calls. The main problem comes with the fact that these buttons are tied to a "hold (Ability Menu) button" to be of any use. Any controller scheme that does not have (Ability menu) bound to anything (like me because it interferes with charge abilities), then they effectively cannot use use any of these tools.

    Suggestion for a super simple fix: Allow (activate selected power) to work as well. Either command needs to be bound in order to use abilities effectively, so it just makes sense.

  6. Excalibur's passive is a simple yet very useful one: All swords get a 10% damage and speed boost. The only problem is Warframe's description of "sword" is a bit wack. Things that clearly aren't swords, like the Dual Raza and Twin Basolk, benefit from the passive buff; however things that clearly are swords, like the Galatine, Nami Solo, and Pennant, do not benefit at all. This may have made sense in earlier builds of Warframe, but as weaponry has progressed, this mechanic is really starting to show its age.

    Now I'm not an expert at programming, but shouldn't this be a fairly easy thing to sort out? Anything that has long blade, relatively short handle, and maybe a sort of guard gets a little "sword" flag placed on them to notify that they get the buff. Everything without the flag doesn't get the buff. Again I'm not an expert and this could be a whole heck of a lot more complicated. This is just my ignorant presumption of how it works.

    Thoughts?

  7. Not sure if anyone has brought this up, but has anyone found it weird how Warframes store their weapons every time they perform a bullet jump? I'm not an animation expert, but from what little I do know about 3D animating it seems rather odd for this to be a thing. Wouldn't it be easier to just "glue" a weapon to the hand while jumping, instead of scripting a holster and unholster animation to the bullet jump animation? Only validation I can think of is if there was some sort of glitch that could only get fixed with the additional animation scripts. I dunno.

    Any reason for this? Anyone else find it weird?

  8. So I finally got my hands on a Shedu, a new type of "arm cannon" primary. Frankly it looks awesome, like a badass extension of the Warframe. There is one slight visual issue however: The pose a Warframe takes when firing. Basically its just the typical single-secondary pose slightly modified to accommodate the thing's massiveness; which honestly looks kinda derpy. The left arm basically just hangs there while the Warframe itself is slinking forward to aim the gun. For reference:

    736be211-8a88-49a9-8bd6-05c56b4fc857.png

    Personally, it'd make more sense if the Warframe supported its elbow area with its left hand. That way its not just dangling there while the other half of the body is trying to remain stable.

  9. Yep, was just about to post the same. Cannot click on gamertags or linked items. Scroll bar isn't there either, so you have no idea where you are in the chat queue.

    • Like 4
  10. Adding on to the archwing bit specifically: Archwings are Orokin tech designed specifically for Warframes. They should be hitting speeds that would liquefy normal pilots, not struggle to chase down a single fighter. Their size should be small enough that most mounted weapons (fighter or point-defense) should have extreme difficulty hitting them, and in the instance they do get hit, they should be durable enough to handle a few shots. On top of that Archguns are practically as big as actual mounted weapons, yet they deal much less damage and have a lower bullet velocity. I understand a degree of inaccuracy (because no gravity), but most guns spray wherever they darn well want. Basically Archwings should be these hyperlethal units who's only true drawback should be no normal person could ever pilot one.

  11. So after playing some Empyrean I have come to a sound conclusion: It is really hard to hit things in archwing; especially on controller. Between archweapons no longer being hitscan, enemy fighters becoming dots past 100 meters, and both enemy fighters and the archwing itself frequently going mach 5+, it becomes really hard to land successive hits. The railjack however effectively removes this problem by giving an aim guide, a secondary reticle that predicts where to fire based on a target's trajectory. This aim guide is exceptional as it bumps up accuracy from ~10% to about 80%. So really it'd be great if archwing users could have similar help.

    Thoughts?

    • Like 1
  12. a3b37db3-dae1-407f-9186-2e73277626a3.png

    Case 1: When the Daikyu is first drawn. Particles based on its energy color start firing out. They only hover on the arrow itself when idle, but start blasting out at random while moving.

    a5acf100-23bd-4158-879f-ddda1852e0cf.png

    Case 2: After an arrow is shot. The particle fx keep playing, originating where the arrow meets the bow.

    b81295d2-d642-4282-8b06-70ba2fdd985f.png

    Case 3: Even when holstered, the particles still fire out from the bow/arrow.

    • Like 1
  13. So I've been getting a visual bug on my Daikyu since Rising Tide launched on XB1. Basically light particles will fire out of the arrow shaft like a machine gun, even when holstered. It doesn't seem to be related to any mods or skins, nor is it affecting any other weapon that I've seen. As soon as I get the chance I'll upload a clip of it.

    • Like 1
  14. 1 hour ago, MysticDragonMage said:

    i like the general idea to replace radial Javelin with a defensive ability. Excallibur as a close-range warframe needs it. however, i think what is suggested seems too practical.

    radial scabard should be focused on defense, as you have said. but it would be an ability with invulnerability, damage absorbtion, buffed armor based on the damage absorbed, and healing based on the damage absorbed, plus you cant cast it again until the buff ends. seems like it would be too OP without the cast restrictions, but place players in awkward situations if they cant cast the same ability again.

    personally, i think the ability should focus entirely on status resistance and healing, which is even more accurate to the lore of the scabbard. its was hardly told that the scabbard could physically heal its bearer, but in most legends of king Arthur, the scabbard prevented its bearer from bleeding or succumbing to illnesses.

    my suggestion is to make the ability a damage trade-off. casting the ability would cause Excalibur to enter a passive state, consuming energy over time. Excalibur would be healed over time and become resistant to status effects as well as removing any status effects. the ability would also increase melee parry angle by 30 and give Excalibur knockdown resistance. the trade-off is that if Excalibur casts another ability or attacks with any weapon, the ability will end.

    I get there needs to be a balance, but there also needs to be some synergy as well. Excal's whole deal is that he rushes in swords swinging. He's basically a multi-purpose berserker type.The trade-off should be along the lines of ensuring he can't be perpetually immortal like more dedicated tanks  such as Valkyr, Rhino, and Chroma. I personally thought giving it a cooldown was ideal as it requires players to actually pay attention to avoid sudden death. After all, King Arthur died after being reckless and having his scabbard stolen (and also being stabbed by his illegitimate son/nephew, but that's not relevant here). Also the invincible portion of the effect would have to be fairly short, like Rhino's Iron Skin absorption phase. On top of that, healing and armor can only go so far against level 100+ enemies.

  15. Excalibur has always been one of my favorite Warframes. He's a simple effective allrounder-frame with just a touch of berserker in him. Unfortunately his skills are starting lag behind as Warframe itself keeps evolving. Either he gets outclassed by more specialized Warframes, or enemies have developed some sort of resistance to him. Even with the introduction of Excalibur Umbra, he still falters in endgame content. That said, he's still in a decent position overall. All Excalibur really needs is a couple adjustments to get back up to full strength. So here are my suggestions for an update to his abilities:

    • Slash Dash: Its an okay ability. What holds it back is the fact it lacks any sort of utility beyond dealing moderate damage and knocking enemies over. Yeah it makes you invincible for a second, but that's conditional at best. My suggestion: Give it the Rhino Charge/landslide treatment. Basically using it repeatedly will increase damage while reducing energy cost.
    • Radial Blind: A beautiful ability. Doesn't really need to be changed. The only issue I've noticed with it is a sort of "meat shield" dilemma, as I call it. Basically when enemy density gets really high the sheer amount of units in front of each other get cause Radial Blind to miss; blinding the closest enemies but not anyone hiding right behind them. It'd be nice if enemies couldn't use their buddies as sunglasses.
    • Radial Javelin: Really the first ability to fail. It doesn't do too much damage plus its stun effect is weaker than Radial Blind, on top of the fact it costs 75 energy to use. Suggestion: A complete redesign. Currently Excalibur lacks a genuine defensive ability; so, drawing from the myth of Excalibur's scabbard, I thought of something that would complement Excalibur's swordsmanship. Radial Scabbard. Somewhere between Harrow's Covenant and Rhino's Iron Skin; this skill temporarily makes Excalibur invulnerable, soaking up damage from enemy fire. After the timer ends Excalibur gains bonus armor and healing based on how much damage was received, with minimum and maximum caps. For balance, this skill cannot be recast until the buff ends.
    • Exalted Blade: This skill is mostly doing fine, its just acting kinda oddly since the new melee system came out. Its main problems are that it can't collect combo count from its energy waves (which contradicts its usage as a close-mid range weapon) and that it has no real use for a heavy attack (losing what little combo bonus it gains for one slightly beefier attack). Suggestion: Allow Exalted Blade's wave attacks to collect combo. Also grant Exalted Blade a new heavy attack: A large and violent frontal energy wave that gets longer and stronger the higher EB's combo counter is.

    And those are my suggestions to bump Excalibur up to par. Thoughts?

  16. This is something that I have found odd ever since starting Warframe: There is no real tactical distinction between your average grunt, its Elite variant, and a Heavy Unit. When one is mowing through a crowd of enemies, all the different types seem to blur together, with the only obvious difference being their time to kill. Example:

    • Grineer tileset mobs level 20:
      • Grineer Lancer: 641.50 Cloned Flesh Health. 186.45 Ferrite Armor. 1040.20 EH
      • Elite Lancer:      206.25 Cloned Flesh Health. 216.72 Alloy Armor.     355.24 EH
      • Heavy Gunner:  948     Cloned Flesh Health. 693.42 Ferrite Armor. 3139.22 EH

    As one can see, these numbers have terrible consistency. The Elite variant of a Lancer has higher armor, but lower health overall. That said, Lancers and Elite Lancers can't even spawn in the same mission (level cutoff at 15), so really they're more of a side grade to each other than anything. But that is just one issue. Another more nuanced issue here is how the Heavy Gunner is basically just a bigger variant of the Lancer. Their A.I. is practically identical, with the Gunner having only one new trick (proximity slam), and appears as merely an uncommon enemy. Because they all have similar attacks and intelligence, they're is really no diversity when it comes to fighting them.

    So simple proposition: For common "mob" units, like the Lancer and Elite Lancer, simply make them more consistent. Allow them to readily appear in the same level with each other and have similar health/armor values, with their main distinction being their armor type (and weaponry). For the less common "Heavy" units, improve their A.I.. Make them tactical beasts that will try to stay at optimal range. Make them command the battlefield (like telling Lancers to throw a grenade volley). Make them a priority to kill while also being harder to reach. But to be fair, keep their spawn rate consistent. Having multiples of these units should be somewhat of a rarity that adds into the challenge instead of simply being a nuisance. Really I think if simple changes like this were made, Warframe itself would be more interesting and engaging.

    Thoughts?

    • Like 1
  17. I personally think it should be some sort of healing/armor ability. Excalibur (the sword)  possessed a scabbard that made owner nearly immortal. It was only after the scabbard was stolen that its wielder, King Arthur, could be killed. Giving Excalibur (the warframe) something similar to this power would be appropriate, especially seeing as he already has 2 other offensive powers and a form of crowd control with Radial Blind.

    My idea is that it would act somewhat like Harrow's Covenant ability: Excalibur gains momentary invincibility, turning all incoming damage into bonus armor (like armor stat, not iron skin) while also giving a small amount of health regen. The ability remains active until a timer ends, which will then allow recasting.

  18. Probably got mentioned multiple times already, but the combo drain of heavy attacks really needs to change. Instead of draining ALL of the combo counter (220 hits) for a single heavy melee, it'd be better if it just drained a flat 2x (20 hits) instead per heavy. As it stands now, its actually harmful to use heavy attacks as it severely reduces linear DPS.

    Personal idea: A heavy attack drains 20 hits, but also puts a 5 second freeze on gaining more combo. That way players can't infinitely loop heavy but can still use it frequently. On top of that, it'd be great is we could chain heavy hits. Basically the first heavy needs a second to charge, but all consecutive heavies are near-instant. This gives players a means to dish out extremely high burst damage at the cost of high drain. Just my 2 cents.

  19. Don't blame DE, blame Nintendo. They tend to get a bit (read: EXTREMELY) antsy when new software gets uploaded into their stuff. Pretty much anything that isn't a finished hard copy or major 1-time DLC is treated like potential malware by them.

    My 2 cents is that Warframe shouldn't have even bothered with Nintendo, simply because of how nonsupporting they are of frequent updates.

  20. I know this is a bit of a dead horse, and I know DE mentioned they were looking into it, but I'm just wondering if there was much priority into this and/or an ETA.

    With the Kuva Lich system, players are now consistently fighting Grineer from levels 60 to 100 on a daily basis. While not terrible, its still a bit of a drag considering that corrosion/slash builds are still reigning supreme when it comes to fighting them. There isn't much real incentive to use any other builds, simply because corrosion/slash is still the best time to kill for heavily armored enemies. I mean a lvl 100 Grineer unit stripped of their armor is basically wet tissue compared to their armored allies, so all the incentive is going to removing armor instead of matching damage types. Even with the updated effects of heat damage, its still faster to just outright bypass the armor instead of merely reduce it at higher levels.

    So yeah, if there is any mention to changing this up soon, that'd be great.

    • Like 3
  21. Oh good, I'm not the only one with this issue.

    Yeah, ephemera sounds need a toggle of some sort. Maybe in the options menu? Anyway it does put a damper on an otherwise amazing design. Its particularly bad when you've worked with electricity IRL, in which case this sound is one of the last things you want to be hearing.Also the sound loop has a bad habit of getting stuck, so you just keep hearing it until you reset your game.

    Overall nice idea, bad implementation.

  22. Not sure if anyone mentioned this yet: Kuva Liches with a Tonkor are far deadlier than most other variants. The Tonkor's explosion is practically a one-hit kill, and hard to avoid as the grenade itself is hard to see. This is kinda troubling as the fight automatically ends if you get downed.

    Another minor issue: There is no way to despawn Liches aside from dying or killing them. Solo this is fine, but in a group this can be annoying as teammates will wait for you to mercy your lich before advancing. It'd be nice if they just fled after getting downed a few times without getting mercied.

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