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main_antagonist

Grand Master
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Posts posted by main_antagonist

  1. 7 hours ago, EiriMatsu said:

    How about a compromise?  Make a toggle for swapping the functions.  That way you can enjoy your easier bullet jumping and those of us that use normal jumps too don't have to deal with with a counter intuitive control scheme.

    Legitimate question, as I won't be able to get onto Warframe myself for several hours, but is multiple button mapping not possible in Warframe's configurations?  If not, I feel like allowing that would solve a lot of Warframe's control debates.

    Pretty sure it warns you when it's in use by another function and that compromise is fine with me being able to opt-in for it.
    However ...

     

    7 hours ago, EiriMatsu said:

    don't have to deal with with a counter intuitive control scheme.

    I'd say bullet jumps the way they are right now is very counter intuitive. If people are bullet jumping more than regular jumps and they have to press extra keys for something they do more often seems silly when regular jumps are mostly redundant.

    I'm actually SUPER curious what the statistics on bullet jumps are, specifically how many bullet jumps have been executed in comparison to normal jumps since the mechanic was added to the game. But I'm dreaming if I was to hope to get my hands on that, the devs have more important things to do than dig up statistics right now and I'm happy that some of the lingering problems are being looked at with a magnifying glass.

    Why is why it's important to address bullet jumps if we're being told to be more mobile than ever before.

  2. Quoted some feedback below and I think I've got a good idea for a solution, take it or leave it because I don't think DE will remove the mechanic entirely but they may be willing to compromise how it works instead.

    Keep the snare these enemies have but change how we get it works entirely.
    As it is right now being hooked is like being shot with a speargun and reeled in very fast which is the problem because it's like aimbot.
    Instead of a snipe hook animation something along the lines of a whip that wraps around us to pull us in.
    An animation which has a clear warning/tell so that we can dodge the attack.
    images?q=tbn:ANd9GcQHXy_Vv3wdyRUQtMxXYGS

    5 hours ago, angrykenji said:

    please remove or at least look at the hook mechanic ancients (and butchers) use. this has remained unlooked at for years and they are incredibly annoying, instant, aim-bot and will grab you from anywhere and even behind objects. yes, rolling will counter it but you have no notice or reaction in any game mode with effects and dozens of enemies flying around.

     

    2 hours ago, BlueSabre said:

    Can you do something about infested ancients scorpion hooking you constantly? This works for grineer scorpions because they are not as common as ancients, but it is very annoying especially in endless missions as they start to spawn more and more frequently. That combined with toxic ancients giving a toxic damage buff to their allies means that you dodge one of their hooks only to be instantly caught up by another and with them dealing toxic damage along side their overall increase in damage this is only going to exacerbate the one shots regardless of shield gating.

     

    10 minutes ago, 501VandheerLorde said:

    My main piece of feedback would be to change the infested ancients from using their grapple as soon as the first thing they do when you enter their range. Even on regular damage it was easy to die when a bunch of ancients were in play launching grapples at you from on and off screen.

    Example of how oscillating movement would snare instead of the Linear sniping that Ancients have at the moment.
    This type of attack would be much more predictable.

     

    • Like 1
  3. 3 minutes ago, 501VandheerLorde said:

    My main piece of feedback would be to change the infested ancients from using their grapple as soon as the first thing they do when you enter their range. Even on regular damage it was easy to die when a bunch of ancients were in play launching grapples at you from on and off screen.

    Yeah a behaviour mechanic change would be good, perhaps using their hook on a player after we leave their melee range.
    I usually use primed sure footed to negate hooks and knockdowns because I feel like it's cheap artificial difficulty.
    When primed sure footed negates the hook or knockdown there is a forced animation where you stop moving and have a 1 second guard pose which seems kinda pointless.

  4. 2 hours ago, GKP_light said:

    have slide on "CTRL" is the less ergonomic things of the game.

    the slide (for bulet jump, or slide attack) is the 2nd key that i use the most, after "go forward"

    i changed this to "F".

     

    I wouldn't do that personally because if I was to strafe right with 'D' and then press F it would stop my strafe I try to always have my index, middle and ring finger over WASD for mobility.
    Typically I use pinky or thumb for jump and crouch since bullet jumps were added to the game regular jumps are hardly used.
    I think normal jumps should be still possible to execute but it should be done differently. (see below)

    We have to Press 2 keys crouch + jump for a proper jump? When regular jumps aren't really needed and only need 1 key press...
    If people want fine control to jump small distances I feel like crouching should accomplish that but it's up to the devs honestly I just thought this was an appropriate time to bring it up if they're encouraging mobility gameplay with the infested damage buff.

  5. 1 minute ago, angrykenji said:

    please remove or at least look at the hook mechanic ancients (and butchers) use. this has remained unlooked at for years and they are incredibly annoying, instant, aim-bot and will grab you from anywhere and even behind objects. yes, rolling will counter it but you have no notice or reaction in any game mode with effects and dozens of enemies flying around.

    Yeah I agree with this 100%
    The new equivalent of this problem is when a Nox unit is knocked over they can charge at you while laying down/recovering from knockdown.

    • Like 6
  6. Minelayer feedback.
    Tether Coil:
    Strength to increase max targets.
    Flechette Orb: Radiation proc is a better choice than puncture procs. / Or swap this ability out for a shield.
    Vector Pad: Enemies should be disarmed after being thrown that fast across the room.
    Overdriver: Pretty good as it is.

    The reason I'd swap out Flechette is because;
    1) It doesn't do the best damage compared to his other abilities
    2) It doesn't have radiation and if I really needed radiation I could always put it on a status weapon
    3) Most people I've spoken with would prefer a shield of some sort or a drone that follows you granting damage resistance in some form.

    • Like 1
  7. Ground slam FX added.
    Visuals Fixed to match thumbnail.

    The update to melee changed my keybindings disregard the bottom text.
    Melee changes have made it so I can't detonate my Wolf Sledge mid flight now, if anybody knows how please post below.

  8. Please add any bugs you've observed about the 'Wolf Sledge' in the comments below;

    Bug 1: Ground Slam has no visual effects.

    Bug 2: Wolf Sledge can only be detonated when thrown and travelling away from you, it can't be detonated on return flight path.

    Bug 3: Visuals do not match the thumbnail given in the game Arsenal. 

    Bug 4: Wolf Sledge throw attack doesn't hit enemies sometimes.

     

     

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