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PhiThagRaid

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Posts posted by PhiThagRaid

  1. Others have probably mentioned the forced loading into main objective takes away from the RJ aspect of the missions.

    I have 5 changes I would like to see with this regard.

    1. No force loading, allow entrance with half a squad(perhaps less, links to point 4).

    2. Keep the railjack vulnerable, but operatable.

    3. Allow those staying on the railjack to still contribute to the events happening inside the main objective, something relevant to the objective. 

    4. Either allow an increased squad size or allow crew members to join on a full squad. This will stop the immersion breaking of having the ship randomly becoming invincible since something will be actively keeping it alive. 

    5. Allow entering and exiting main objective.

    Following are a bit unrelated to the previous. 

    6. Corpus ship defense should still be looked at, enemy spawns and pathing makes it the most tedious mission to complete.

    7. Mainly an artistic request, but having the points we have to blow up with the artillery cannon be 3D would look much cooler than the flat 2D target we currently get on the enemy ship.

    8. Portals/wormholes are a cool addition, would like them to have some gameplay added onto them outside of just traveling through them, somehow linking them to the objectives would be nice.

    9. Losing the arsenal inside the railjack is disappointing. Was hoping for that to eventually allow switching gear without returning to the dojo.

    Things I like:

    1. Side objectives are a great addition as it breaks up the monotony that can occur with regular missions and their singular targets.

    2. Objectives can be seen beforehand. Main objective is stated, with a list of requirements to start them, this is much better than bounties where everything is sequential and only the last objective and current objective is known.

    3. Levels look amazing, it's great that extra tiles were added onto the current corpus ship, including the new ice asteroid base.

    4. Wormholes/portals.

    5. Always great to get a new set of enemies to interact with.

    6. The window segments form the turret area to the pilot seat is a nice addition. 

  2. Greetings, thanks for considering the following points.

    1. Crew members seems bad at helping with RJ part of objectives. Sounds like a combination of bad piloting and in general not targeting the POIs. I have had my crew destroy 1 POI out of 2, so I am not too certain how effective they are. They did stay quite far away from the POI.

    2. Pilot crew seems quite bad. Maxed is still slow and does not contribute much to a mission. Gunners and engineers seem good, not sure about defenders, though, perhaps a bit ineffective. 

    3. On call crew members having a limited time seems a bit like a let down for a rank 9 Intrinsic. 

    4. All other Intrinsic trees have 2 tiers that help outside of RJ, could command also have a 2nd.

    5. Could competency points be more related to crew competency than your command Intrinsic, having a max crew member reach 11/13 points as soon as I hire them is not very engaging long term. My suggestion would be doubling all the competency tiers(0-10 just like Intrinsics) but allowing crew members to gain competency as they interact with those specific tasks.(this is how I first understood competency to work, so if this is somewhat still the case, I would be glad to be corrected)

    Crew could gain experience in the following ways:

    5.1 Piloting: Shooting down an enemy, flying a certain distance, destroying POIs.

    5.2 Gunnery: Shooting down enemies.

    5.3 Engineering: Fixing an event, forging an item.

    5.4 Damage: Killing a ground unit.

    5.5 Health: Taking a certain amount of damage without dying.

    It would be great if all of these were long term investments you could do into your crew members instead of just doing 3 points and then checking Ticker every now and then to see if there is a more specialized crew member to replace your own.(which is unlikely given how easy it is to max 1 stat with 3 competency points and how crew are only really doing only using 1 of the stats at a time excluding defenders/on call crew)

    6. Either make it more clear that crew copy our plexus or allow us to mod crew plexus.

    7. Minor detail, but different backgrounds for the crew members, all my arbiters have the exact same backstory. 

    8. In general I would like to see more complex character emerging from crew members, such as having specific roles they like that might give them a boost in competency gain from point 5 or a preference of weapons that they know how to wield better and thus increase accuracy/fire rate/reload speed.

    10. As many mention liches are underwhelming. Might just be the defender role, but they seem to be the worst choice, something that takes minimum of an hour to obtain should probably be better than cost a few insignificant resources. (50k credits or 1000 RJ resources are nothing in comparison)

    Things I like so far:

    1. Customizable crew outfits.

    2. Ability to have a crew member come to other missions .

    3. Syndicate discount interaction, great that syndicates have a role there.

    4. Customizable crew weapons.

    5. Crew still somewhat sticking around when playing with a half full squad.

    6. That crew members have dialogue based on their syndicate. 

  3. On 2021-02-19 at 3:29 AM, Asthir said:

    I know this is old, but it's still happening.

    https://imgur.com/y0tSdP3

    I wiped the map clean, that's the only spot I can't reach.

    With quite a bit of effort, I was able to get one of these even though the doors were closed.

    21 hours ago, Asthir said:

    Yup, and here's one of them: https://imgur.com/a/kQAlSRE

    Previous Corpus rescue missions had those side vents you could enter through, which used to be spawn locations for them.

    In that image I'm facing a medallion stuck behind a wall, since those entrances are gone.

    This one however just doesn't seem to be spawning in any logical location.(Doesn't even seem like there's a floor in that section of the rescue)

    Spy vaults can also bug out placing medallions in vents that are sometimes open, but then can also be closed with the unbreakable vent right allowing you to see what you cannot have. Thankfully there are still some work arounds currently. 

  4. 11 hours ago, BDMblue said:

    You’ll get this one just playing and it’s kinda lame.

    Yep, just kill a lot of bosses and he'll keep on spawning.(I think normal and SP bosses are counted as different bosses by stalker, I obtained a lot of marks from doing SP). I agree that the smoke is lame, I find Vengeful Flame to be a direct upgrade to this.

  5. 12 hours ago, (XBOX)Calliber said:

    Granted, these mods were made prior to the armor and enemy rebalancing so the sandbox was a little different, but I feel like the best way to make use of the full set and make it worth an aura slot would be to actually increase the damage resistance or overall HP of the marked target (instead of increasing damage against it) so you would be able to apply more status effects before killing them.  

    I think that idea wont really work, sure in low level missions you would want to be able to make use of the system, but at those levels it's faster to just kill all the enemies individually. I find this set is well suited to SP. Most if not all enemies have enough health for you to stack a few statuses on them. The set seems to be made to encourage using high status builds. One thing you can try is Condition Overload instead of damage mods, making you more likely to kill enemies only after they have statuses on them.

    On 2018-12-23 at 4:25 AM, Xaxma said:

    Why does the mark have to be so damn hard to find?! 

    Currently the mark (similar to Magus Lockdown) uses the enemy's energy colour, I believe just making it use the Kubrow's energy colour would help a lot.

    On 2018-12-23 at 4:25 AM, Xaxma said:

    Mecha Pulse

    Mecha Pulse

    I find this to be a great mod, the higher level the enemies the more enemies there are and the higher the effect of the buff. So, I think this one has nice scaling and for 9v it is quite nice +60% is higher than any other 9 drain mod, which makes sense given that it is active rather than passive armour. 1 enemy makes it better than passive 9 drain armour mods, but 2 or more makes it compare to some of the strongest armour mods. In close quarters such as Hydron it is easily possible to hit 10+ enemies providing more than 600% extra armour. With the max passive armour you can get when modding solo is 45+45+192.5+25.5=308%. So one active mod can compare to 4 passive mods with good enemy grouping.

    On 2018-12-23 at 4:25 AM, Xaxma said:

    Mecha Overdrive

    Mecha Overdrive

    This one is a weird one, but encourages the use of a status based primary, the status duration buff could be clarified, though. I think this is quite powerful, I run Zenith as my primary, so this mod gets the nice status chance of the primary fire. I think it not stacking with other kubrow status chance mods makes sense, since otherwise you can have some insane status chance percentages. 240% if you have all 4 dual stats on top of a linked effect. People mention the Kohm which can get the kubrow over 200% status chance, stacking 240% on top of that would be nearly 500% status chance which is a bit insane. Regardless, the status chance from something like the Zenith is enough to cause kubrows to proc quite often.

    On 2018-12-23 at 4:25 AM, Xaxma said:

    Mecha Recharge

    Mecha Recharge

    I agree that this mod does not fit with Pulse. Running Gauss, I find this quite useful, though. It is probably not the case, so if they made Pulse into armour that also affected shields, then this would add to the synergy. I would actually prefer this to have more of a synergy with the set as well. I would think another link effect would be the best, There is already a crit-chance link in the Hunter set, so perhaps a Crit-damage link(would also be nice if it could link to something other than primary weapons, then).

    On 2018-12-23 at 4:25 AM, Xaxma said:

    Mecha Empowered

    Mecha Empowered

    Somewhat said my part at the start, but I think this is a good addition to the set. I think a flat 2.5x multiplier on damage is quite powerful. I get 1-shotting not effecting this, but that is only in low level combat.

    On 2018-12-23 at 4:25 AM, Xaxma said:

    Perhaps the biggest sin of all in regards to the mod set is that if another player in your squad kills the marked enemy before you or your pet can, nothing happens! This is an ongoing issue in regards to player co-op and how it only reinforces a lack of build diversification because of a terrible oversight under the pretense of a mostly well-designed mod set established to alleviate said lack of build diversity. Oh, the irony.

    The set should definitely be made to activate regardless of who killed the enemy. (Not tested much in groups, so not sure if that is currently not the case.) Pulse might be the exception, either applying to the person who performed the kill or to the owner of the kubrow that marked the target. The status spread should always trigger no matter how the enemy died, though.

    On 2018-12-23 at 4:25 AM, Xaxma said:

    Buff the Set Bonus numbers in the marked target itself to having the Kubrow mark every 40/30/20/10 seconds instead.

    Personally don't think this is needed, I find my kubrow marks enemies fast enough. If team mates also run the set, the amount of marked enemies also increases as well as the damage you do to those enemies. (Rarely seem to run into other players using this set, though)

     

    On 2018-12-23 at 4:25 AM, Xaxma said:

    Remove duration of mark entirely and have it remain on an enemy until killed or until player leaves the vicinity by some distance (30 m). 

    Perhaps, the mark system is still a bit buggy, having marks stay over dead enemies and such. 30m would be too low range IMO. I am not too bothered by the stay time of the mark, though. 15s to spawn a mark and 12s to despawn a mark makes sense to me.

    On 2018-12-23 at 4:25 AM, Xaxma said:

    Let other players pass status effects on enemies in the set bonus AoE on kill.

    Yep, if not the case, should be the case.

    On 2018-12-23 at 4:25 AM, Xaxma said:

    Improve marking AI to target big enemies first in the area.

    Meh, I don't really care about marking bigger enemies, would rather it mark enemies that have the most other enemies around it.

    On 2018-12-23 at 4:25 AM, Xaxma said:

    IMPROVE VISIBILITY OF THE MARK.

    As mentioned above, just fix energy colours. I also suggested the enemy be marked a different way on the minimap.(Perhaps this would be a good replacement for Recharge, similar to Saryn's augment it could highlight the marked enemy on the minimap.)

  6. At 51:22 they have a discussion about the kingpin{Lich} system.

    A friend of mine recently linked me this with regards to the Kuva Lich system. Back when this devstream happened I was not too interested in the kingpin system, since I had never heard about it at that time. I therefore do not have a big issue that the Lich system did not turn into the sprawling interconnected investigation mentioned here. It does sadden me that the Kuva Liches turned out exactly as Steve described the first draft here.

    There is no clan interaction or missions
    No real ranks among the liches, only the liches themselves and the thralls.
    The only dojo interaction is lich trading.
    "Kind of a random enemy lacked a bit of long term engagement"

    For what is missing, it does not seem like it would be too difficult to introduce something that addresses many of these issues. If the current Lich system was kept, but a boss above them were introduced that were tied to clans (and possibly a boss above that tied to alliances). Each lich taken down would then contribute toward progress in defeating the boss above it.

    With the above suggestion, clan missions could be introduced as the bosses of the liches would be clan based.
    The ranks among the liches would start to take form.
    The dojo will then become the interaction point when taking down the bosses (this could possibly interact with railjack, where normal liches can only be found on ground missions and the bosses in railjack missions).
    And finally the long term engagement will be set up due to multiple liches being taken out per lich boss. The normal lich count could scale with clan size to prevent large clans from defeating their bosses 100 times faster. (This scaling should be lower than the amount of people in the clan to still encourage clans to expand)

    As I said at the start, I'm not too bothered that the Lich system did not turn out as suggested, but I would still like to see it improve.

     

    • Like 1
  7. This is a very simple suggestion:

    Currently a thrall has to be downed and only afterwards can they be stabbed with the parazon. This means that finishers require you to finish a thrall twice.

    I'd suggest that if a thrall is open to a normal finisher that it can immediately go into a parazon kill.

    This would benefit stealth gameplay as well as warframes that open enemies up to finishers.

    • Like 1
  8. On 2020-05-16 at 12:37 AM, nslay said:

    Umbral, Sacrificial and Thermia Fracture mods from Simaris for 100,000+ standing a piece.

    EDIT: This is just an idea.

    Exactly this for Umbral and Sacrifice was just released, nice. Now only looking for the amalgam update somehow.

    • Like 1
  9. I would love to see this, mobility is what keeps me interested in Warframe. I've seen few to no other games that do it as well.

    Now that I think about it, something similar is what I thought they were going to do with ESO and SO. The initial description as I understood it was that you had to quickly complete an objective, which would open up the portal to the next objective. I was disappointed when it turned into a survival over multiple tiles.

    It does make sense that this kind of mission would be dominated by frames that are more mobile, but that makes sense in other game modes there are also favourite frames. There can be a challenge between speed frames and mobility frames, though. eg. Guass vs Mirage.

    I think Gas City somewhat goes in the right direction since it has obstacles that can not be bypassed by purely walking.

  10. This is something I felt is missing especially for railjack missions:

    • In railjack all of the enemies fly more plane-like.
    • The railjack itself has 6DoF including the ability to control all 3 axis directly.
    • Yet, archwings have lost their 6DoF.

    This makes dogfighting really only possible with the railjack as the pilot. I would think this would be the best place to use archwing 6DoF, as to me the railjack feels more like a boat given the scale-to-movement-speed ratio and the archwings feel like fighter jets (with 6DoF). So having 6DoF back for archwing can make the combat more dogfighty.

    As an option I would really prefer it back.

    One thing I saw mentioned in another thread is the ability to fly at any angle in openworld areas, I thoroughly enjoyed doing that in the Plains as flying upside down is added some complexity and fun to traveling from location to location.

    • Like 1
  11. Is this not the exact reason they are adding hard mode?

    You want to test your weapons against high level enemies, so they add a way to instantly jump into a mission with high level enemies. In these missions you will see how your weapon truly deals with enemies instead of your own scripted setup.

    And from what I've seen before some of the Devs believe it is better that you run your missions, playing the actual game, than sit for hours tweaking your setup to be most effective in a situation that would most likely never occur in the rest of the game.

    Sure, running missions might take longer than killing the 20 enemies you spawned, but there's always capture mission that are fairly quick.

    Let's say you get all the testing in the simulacrum, then you have an optimized build after spending time not playing the main game, whereas if you did your testing with real missions you would take more time to test your weapon and after each mission you might tweak the build a bit. This would encourage actually interacting more with your modding rather than just once when you tested it in the simulacrum.

    TL;DR: Missions are more representative of actual encounters and will encourage more methodical long term experimentation.

    • Like 1
  12. 16 hours ago, Reifnir said:

    Now I feel bad that challenges cannot be backdated, because back when Leverian first released I donated 10 mil+1  credits just to see if he would react differently than to 1 mil credits. (hint: It didn't).

    I too donated a lot to the Leverian just to see his reaction, but there are different lines. When you give a low amount he will be disappointed, whereas when you donate a larger amount he will be shocked and amazed at your contribution.

    • Like 1
  13. Just an idea I came up regarding how they can be obtained:

    Given that all these one time mods so far have been variations on other mods, a sacrifice of the base version could be used to create the special ones.

    The Umbral and Sacrifical mods could have some interaction with Umbra or Starchild version of Ordis.

    Amalgam mods could be a trade we do with Alad V, or some interaction with those combination-door rooms in the Gas City tileset, now that amalgam experimentation is going on there.

  14. Running through Corpus missions, we all would've encountered elevators at some point.

    What are your opinions on them?

    Personally, I find that skippable elevators are the best kind, such as:

    • The slanted elevators found in Grineer Asteroid and Corpus Ice Planet
    • Corpus Ship Rooms with 2 or 4 elevators which allow you to jump to the higher level in between
    • Corpus Ship elevators that have a drop shaft to the side
    • Most if not all Corpus Gas City elevators
    • Orokin Tower elevator that has a hidden room in it
    • Orokin Tower room with 4 elevators
    • Any open air elevators (Mainly seen on Corpus Outpost)

    But I dislike elevators that are purely wait time, such as:

    • Many elevators on Corpus Ice Planet, especially the room that has 2 unskippable elevators on either side
    • Many Corpus Ship elevators, mainly due to only the level the elevator is on having its door open
    • All other Orokin Tower elevators

    Given all my examples, the main difference between likable and unlikable elevators to me is the ability to bypass the waiting in some way.

    • Like 3
  15. There are some mods that players can currently only get one of unless they buy them from another player. Mods such as the Umbral and Sacrifice mods aswell as the Amalgam mods from Thermia Fractures.

    A while back they introduced the ability to buy quest warframe parts from Simaris, this allowed getting multiple of quest frames which was impossible before.

    Would it make sense to allow multiple of these currently one time mods?

    One example of where I'd find such an addition useful can be seen with the Umbral set, I have never upgraded my Umbral Intensify as with it unupgraded I can run all 3 Umbral mods and thus get the best set bonus. If we were able to have multiple Umbral mods I would be able to have one stock version and one upgraded version which would work better for different builds.

    • Like 5
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