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-IX-

Grand Master
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Posts posted by -IX-

  1. Unless you are going to go the Damage 3.0 route, tweaking damage abilities as ults actually mean diddly against high end content.

     

    The way the game works right now warframes are separated in two.  

     

    1) Warframes with fixed number damage abilities (RJ, ash bladestorm, etc)

    2) Warframes with scaling abilities

     

    The first group tends to be ok for people running trash missions and mobs and since they never actually push into the challenging content they think the warframe is good.  (See: Iron Skin Rhino)

     

    However if you are pushing difficult content this means that warframes that are solely in the first group are useless.  This can be offset by building frames with their other powers (CC, team damage buff for rhino for example) and ignoring the non scaling powers.  Your iron skin will go from full to zero against that level 100 mob in a single hit, your CC will still be useful.

     

    If we look at excal currently, he has ONE ability that is useful in difficult content, and that is radial blind.  Without it, this warframe is truly a starters frame, and to be shelved asap when going into further content.  So we are moving into making this ONE ability less useful and tweaking the other abilities in what actually seems to be useless directions.

     

    Super jump, invis while in the air and small stun... this sounds like it means you get to live 2 count em 2 more seconds in a situation you would die immediately in.  There is no need to take this ability into your build over a mod that would improve RB.  The way RB is, with a duration and range, you actually need all the slots to make it good and useful well into hard content.  There is no way you are dropping that to add any mediocre ability.  Slash dash, useless, radial javelin, useless.  

     

    The latest 'revamps' have been messy.  Unfocused messy blob that feels like it was done with people that don't really play the difficult content in game.  These changes will only take away the single use excal has in any high content play and further push him to be used in bottom of the heap content.   Sure he will feel stronger for that content, but you know, it is filler content anyway, not like you needed any help in those areas.  There will always be the "I like iron skin so I can walk around lasers in corpus missions" players and they will think heaps and bounds about these changes.  But anyone pushing deep into endless will just think, oh there goes excal.

  2. I intermittently get this freezeup when BACKING OUT or when CONNECTING TO a mission.

     

    1) My client stops responding (locks up) half of the time when I back out of a mission.  This happens when having selected a planet (or an alert) and I decide not to do the mission and use ESC key to back out (or the on screen interface, does not matter) to the main revolving planet screen.

     

    2) My Client Stops responding sometimes when I am in a selected mission lobby, online, and looking for sessions.  It seems as soon as it finds a session, the same lockup as in scenario 1 happens, and I find myself in a "Play Now" situation without a connection to an existing game.

     

    3) Same thing happens sometimes when host migration occurs, and this makes me 'lose connection" and return to main menu.

     

     

    My NAT is ok according tot he in game check network thingy.  The lockups last for 30 seconds or a minute (roughly).

     

    I thought to have gotten rid of this by selecting 64 bit and/or multithreading on the launcher menu and stopped having them for the longest time.  Some recent update seems to have broken this as now switching back and forth doe not fix this problem.

     

    I have not installed/uninstalled anything on my computer recently to cause this problem to re-appear after its long absence.

     

    I tried to look at EE.log to see what was going on and found the following (dont know if it is relevant.

     

    THe difference between a succesfful back out of a mission screen and one with a lock up was the following:  The backup which had a lockup had the following extra lines in ee.log:

     

    1224.274 Snd [Error]: Buffer underrun streaming /Lotus/Sounds/Menu/MainMenuAmbienceLoop.wav (0 active streams)

     

    1224.292 Sys [info]: Handling size message with settings size: 1920 x 1080
    1224.292 Sys [info]: OnResize with rect: 1920 x 1080
     
    The lines between/before/after these incidents are identical to problem free backouts.
     
    Anyone?
  3. Thanks for the fix.

     

    I still don't see how you can consider a 2.5 or 5k credit reward for a survival tier anything but a slap in the face.  Credits are given out at mission and and in alerts in abundance.  We should not have them in survival tiers at all.

  4. Great Thread

     

    I think the biggest problem in warframe is that the game, and controls feel like a chain of animations.  This is the problem of parkour and melee.  It is expected for fps games but highly unusual for third person action games.  I do not know much about this but it feels like warframe is an FPS game based on a fps engine, with some animations thrown into it to make it feel like a  third person melee/platform/action game.

     

    The problem is the game feels very artificial.  Melee swings, jumps wall runs are a series of preset animations that play one an event occurs (contact with a surface or the click of a button/key).  It is not dynamically generated from a physics engine.  Your swings will be the same thing weather you are running forward, walking sideways or backwards.  Your body momentum, direction does not affect anything.  The set swing animation plays, thats it.   Same for wall runs.  The example images show games which the animation played is determined through the physics/momentum of the character model.  I'm not sure the warframe engine is capable of assigning animations based on physical status/events.   

  5. I only noticed this when comparing your spreadsheet to dpsframe.com  since most other things lined up.  When I read your post I actually tried to contact Gogge who maintains the site to tell him of the potential error on crit numbers and how most of the crit based weapons would be wrongly calculated in this case.

     

    Glad to see it helped in some way.

  6. Just stick a puncture mod on it and it works a-okay. Serration and Heavy Caliber will boost up puncture damage as well.

     

     

    IPS mods are completely pointless (unless you want them for novelty reasons).  Piercing hit will add a GINORMOUS 30% damage of the base 1.5 puncture damage.  So roughly .45 to bring the total damage to the magnificent 2 piercing damage.  Irony aside, even if you have both max serration and heavy caliber, the mod will add 2 puncture damage total.  You don't even want to use the slashing dmaage mod on the slashing base weapon as it does not benefit the wepon as much as say, any other mod you could use in it's place.

     

    Unless they change the IPS damage mods numbers/mechanics, SOMETHING.  You should completely ignore their existence and focus on adding elemental damage mods (such as corrosive for armor) speed trigger, bane, reload speed, etc etc, anything but the ips damage mods.

     

    The REAL problem with the Flux is that it's numbers are just bad.  For a rank 6 weapon it is outperformed in every aspect by the dera, hind, braton, grakata and burstron (not even talking about the soma/supra/synapse/gorgon/boar prime/ etc).  The only reason why you would use it is because you like the way it feels/looks.  It is basically a novelty weapon currently.

  7. Absolutely dismal barely covers how underwhelming the torid is right now.  Abysmal would be a generous desciption.

     

    Torid is on the long list of weapons that require mastery/clantech/high resources to craft and is out performed by just about anything out there, making the process of getting one built, completely pointless.

     

    The only reason you would use it currently is because you want to play with a grenade launcher that has a unicorn fart sound effect. :P

  8. Thanks for the info.

     

    Guess crit damage being wrongly displayed should be added to another thing that is wrong with the in game information displayed in the arsenal for weapons.  

     

    I would have thought that crit damage would have been displayed correctly at the very least in the arsenal.

  9. It's correct for the spreadsheet.  The value you see is how far above 100% the crit does.  So a weapon that does 200% crits (10 base damage crits for 20 damage) would be entered as 100% because 200%-100%=100%.

     

     

    Thanks for the clarification, bout would that not cause problems with mods?

     

    Soma does 300% damage on crit.  With Crit damage mods that increase the damage, this goes up to 660% (afaik) not 440%.  This can also be seen in the in-game display.  Soma with vital sense has 6.6x damage multiplier not 4..4

  10.  

    • Fixed:  The effect of puncture damage mods being inconsistent:
      • The dual stat mod now increases existing puncture damage, as intended
      • Reworded the text for damage increasing mods to possibly make it clearer

     

     

     

    It should be the other way around.

     

    Mods shoud add ips damage like elementals do. 

     

    NOT as a percentage of the already weak ips innate damage.

     

    This not only makes mods useless unless your weapon has already a good corresponding ips damage (think weapons without one of the three types, do not benefit AT ALL from the missing damage type mod)  but also weapons with weak sides cannot be played/improved upon.

     

    Mods are there for variety and this change shoehorns us rather than enabling us.  Bad design choice imho.

  11. While trying to make a better damage system to fix the problem with armor and damage in the old system, I think we went a few steps out of the way.

     

    Damage 2.0 puts in I/P/S damage into every weapon.  Some are evened out, some excel in one/two types.

     

    Now on paper it seems to make sense.  You know, add variety to the game, do something new.  Sounds exciting.  It's pretty bad when you play with it though.

     

    There are quite a few problems with the new system (namely the mods and i/p/s damage) that can be locked at at the countless feedback threads.  But there is something bigger which I think the development team is missing:

     

    It is NOT fun to change weapons for different enemy types between missions.  It is NOT nice to have a weapon that is a KILLER for one type of an enemy but completely ineffective for others.

     

    If you ABSOLUTELY want to have different damage types be more effective agains different enemies, if you think it is absolutely necessary to add challenge and variety then please, oh please, separate the damage type from base weapon stats and mods.

     

    What am I saying?  Well... think mass effect.  They have different ammo that work better for different protections  X ammo for shield damage, Y ammo for Armor,  Z ammo for Barriers, etc etc.   But you know what?  You're not LOCKED in to the ammo type at the start of the level and stuck with it.  YOU CAN CHANGE IT WHILE PLAYING THE GAME.

     

    You want B damage type to be great for light infested but Terrible for coprus?  OK.  You want C damage type to strip shields of shielded enemies real fast but be weak on HP damage?  Fine.  Have it be ammo/power/something that can be switched around in game.

     

    It would also make for much better gameplay.  And in missions where you fight more than one type of enemy, it would be quite fun.   Even inter-class you can have type 1 Corpus enemy be heavily armored but Type 2 corpus be heavily shielded.

     

    It's all fine if we can switch the damage type of weapons while playing to adapt at what the game throws at us.

     

    Being locked in is not fun.  Changing mods/weapons before missions is not fun. 

  12. This was outlandish...

     

    I was leveling up my ember prime on the mercury defense mission.  You could say I was solo as I was with two level 0 excel's that were just lost and dying all the time to level 1 enemies.

     

    My ember prime was level 9 at the time.

     

    So during the 4th wave of defense, suddenly there is something weird happening;  my ember prime is constantly staggering, falling down acting all weird, weird colors on screen.  I'm like... wth?

     

    It turns out it's Mr Stalker, a level 27 Mr Stalker out to get a level 9 ember prime.  The two other friendly excalibros try to get in on the action, and they die IMMEDIATELY.  I mean this thing wasn't even aiming for them but hey... I envy them.  

     

    Why? Because you see, I have just a few mods in the level 9 frame, but they are max rage, quick thinking, vigor and overheat.  So basically, I'm not dying.  I mean I am but my health goes back up to full from zero and my energy goes to almost full from rage, yada yada.  But I'm basically stun/stagger locked.  I cant even just die to get this thing over with.

     

    I manage to slide away a little and try to fight it... no way.  Level 27, and this is the NEU 27 complete with the damage 2.0 improvements. I'm not even denting it with my weapons (they are low level weapons with not many mods in them).  The pod is at 20%, so I run around and clear the wave, Stalker poofs right up next to me, back into stagger lock for a few more Rage/Quick thinking cycles.... aaaaand.... wave 5 begins.  All I can do is run/slide really fast out of stagger lock to kill those pesky clowns attacking my pod.

     

    A few secodns of cleairng around the pod... poof... back into stun stagger lock.... pod is down to 40% again... somehow break free, clear pod from the Grineer....   Select reward or keep fighting!  I'll take that crappy electric mod any-day and get out of here instead of having more infinite staggerlock fiesta with your neighborhood friendly stalker.

     

    Long story short.  New stalker is annoying.  Not dying thanks to quick thinking and rage ONLY drags out the TERRIBLE experience.

     

    I'm all for a slightly tougher stalker but this is just bleeeeh. And we want this thing to 'take a pause' ?  We should NOT have him spawn in defense/survival missions where he can cause mission failures.

  13. Another thing is the stupid decision to make all the status chance increasing mods NOT additive meaning slotting a shotgun savvy (+30% status chance) on your Sweeper Sentinel Shotgun (with 2,5% base status chance) gives you only a 0,75 status chance increase which is USELESS. And, of course, the number in the UI does not update so you won't see that it is bullS#&$.

     

    Before Damage 2.0 most weapons had a low crit chance, in the 5-2% range.  This in turn made those weapons pretty underpowered when in the old system.  It also made the +%chance to crit and +crit damage mods worthless on 90% of the weapons.

     

    Now not only are those mods STILL useless (ie damage 2.0 did nothing to improve this lackluster aspect) but now also status effects from elemental mods are pretty useless or +% chance to proc mods are also rendered into the useless for the majority of weapons heap.

     

    If you add that onto the +puncture/slash/impact mods for already low i/p/s weapons you basically have the majority of mods that are now useless for most of your weapons.

     

    Unless the weapon is very well balanced out to begin with, meaning its innate stats are well balanced, you are left with focusing on one single method to actually improve your weapon:

     

    Add overall damage (serration/heavy cal/Bane) Add multishot.  Since we do not know how the new elemental and combined elemental damages fare against scaling enemy armor (and we believe they are mitigated like all non puncture damage)  we are back to the same problem we had 1.0 in the first place.  Elemental damage becoming useless when facing high end enemies, and having only few viable useful weapons remaining, and only a few viable cookie cutter build effective.

  14. So yes it is very early stil to give feedback as a lot of things have changed but there is something that leaps out immediately in this new system.

     

     

    In general I think this move was in the wrong direction, adding general complexity to something that should have been simpler, more intuitive.  But we are going to have damage split into multiple subcategories and damage mods also split into further categories, there should be some corrections.

     

    Maybe I am wrong but the whole point of the damage revamp was to fix the broken effectiveness of wepaons and render weapons useful.

     

    The current system changes everything, making it seem at first like weapons are effective but totally misses the mark.

     

    If you have a weapon with:

     

    3 impact

    3 puncture

    20 slash damage

     

    That 60% (nerfed percentage) mod is literally USELESS.  9 mod points for 1.5 extra damage?  Oh wow thanks.

     

    So int he new system, not only is your weapon even more specialized and even more useless unless the mob is particularly weak against slash but you actually HAVE NO WAY of balancing the weapon out to make it more effective in more circumstances.

     

    The mods should add 60% of TOTAL damage to that particular category.  so in the case above 60% of 26, making for 15.6 added puncture damage for a total of 18.6.  Now THAT is worth 9 mod points, and it actually makes your weapon more useful in a range of circumstances.

     

    Give us the OPTION to balance out the weaknesses in our weapons or to play to their strengths.  Currently we are locked into the base stats of the weapons, making the system actually worse than what came before it.

     

  15. The codex is a nice idea as it adds depth and lore to the game, but I found a few big shortcomings in the way it is implemented currently.  I'll to to sum these up in some categories.

     

     

    1)  The actual value of information in the codex

    The whole point of participating in the codex 'thing' is tied to value of the information it provides the player.  Information, more than the affinity you get from scans, is the incentive to actually bother with the codex.

     

    The information contained currently in the codex is lacking in some very important categories.  The enemies, give some basic, scratch that, VERY basic info.  If we're going to bother with the codex system, buying, equiping, scanning etc, the information we unlock on the enemies should be a lot more extensive.

     

    Scanned that leaper fifty or so times?  Why not tell me how the actual mob scales with level, how much armor does it get as it levels?  How does it react to the new damage 2.0 ssytem?  Is puncture good against it?  Does corrosion even do anything to it?  How does your current loadout look like if you are going to fight level 50 mobs of this type?  Should you switch out the slashing damage heavy loadout to an elemental loadout?

     

    2)  The scanner

    I have a recurring theme in my feedbacks where I say navigating menus and repeadedly performing the same tasks in menus is not improvement of gameplay.  Actual time spent playing is better than menu wrestling.  While warframe seems to want to have us bogged down in menus going form menu to menu more and more (craft keys, equip keys, etc etc) I think the emphasis should be on MINIMIZING time spent in menus, allowing for more time spent playing.

     

    So the scanner has charges, which cost almost insignificant amounts of credits.  Clicking purchase, confirm, purchase confirm, purchase, confirm over and over again to stock up on scans makes me ask the question... why?  Do we want to have the scanner tied to some sort of effort?  Why not have it tied to some effort/time spent IN GAME and not in menus.  Charges running out?  Maybe it can refill with drops/items in chests/lockers.  

     

    Having to re-purchase through the gear menu is a waste of time, and time/fun taken away from playing

     

     

    3) The scanning itself

    So basically you have to put your weapons away to scan things.  This means you are pretty useless to your team when participaitng in the codex.  I either had to go solo to scan, or was just standing there scanning things as the rest of the team actually played the mission.

     

    The scanner should not get in the way of gameplay or hinder your contribution to the team.  

     

     

    Those are my 2 cents for now

     

  16. This has happened twice to me today during 30 minute survivals.

     

    When I get a Host migration, I lose EVERYTHING.  XP, items, materials, mods, you name it.  It is as if the game reverts to the beginning of the mission.  This happens even without having a death (as stated in the wiki).

     

    Twice today my weapons lost 4 levels, I lost dozens of mods, hundreds of mats.

  17. We love warframe.  We love shooting the space herpes, pulling/miasmaing/stomping/burning/freezing them with abilities.

     

    We also love to melee the crap out of them.  Especially since we have a whole buckload of melee weapons in game.

     

    The issue?  Melee is very simple and limited.  It's basically an animation, range and damage.  There is no depth to it. 

     

    Depending on the animation, it can feel awkward and clumsy (hello ether daggers).

     

    But we love the ninja and melee side of things.

     

    So why not add some serious depth to this?  What you say?  Melee Mode

     

    What is Melee Mode you ask?  It's simple, but quite complex.  Ok ok i'm getting to it.  It doesn't replace the current melee function at all.  It adds to it.

     

    So you press this assigned melee mode button, and your warframe goes into... well duh... melee mode.

     

    It puts it's guns away, takes out it's melee weapon.  Now until you put your melee weapon away, you are in melee mode.

     

    Aim button and aiming direction now blocks in that direction, and your fire button swings your weapon depending on walking/strafing/crouching etc direction.  If you've played games like Jedi Outcast, you can imagine how sweet it can be to combine walking direction and fire button actions to adjust swing direction or to adjust swing speed and strength.

     

    Currently there is more or less one basic melee animation, and sometimes it completely missed the low crawling enemies or the ones hovering above.  All it is really is a quick slash.

     

    In melee mode you can add more complexities to the melee fighting, such as adding grapples, human or infested human shields, combos, riposte, bullet deflection (already a mod, getting to that) etc etc.  

     

    Imagine if you had an extra set of mod slots just for melee mode.  All those nice melee/block/reflect focused mods could go into that area and you can actually deck out your frame to be fun and deadly in melee.

     

    The current, fast slash with your melee weapon while in guns mode should stay.  It has it's uses, for that quick strike o the old faithful while keeping pew-pew-pewing.  But when you really want to go ninja on that  toxic ancient (bad choice man) you go into melee mode and truly go space ninja on his butt.

     

    Melee Mode, you know you want it.  :D

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