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seventhwalker

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About seventhwalker

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  1. After seeing the latest devstream about the latest upcoming warframe Odalisk have most of her skills (trench shields, turrets, health/en/ammo recharge station ... except the tracer rewind) very, very similiar as the suggestions we posted here in the vauban feedback has left me with conflicting feelings. For one am happy that those ideas get implemented, but not exactly for the frame it was meant for. While I applaud the buffs to flechette, a lot of the problems such as survivability persist. Makes me wonder if DE was actually able to read our posts.
  2. 'Tap' mechanics for the boost button doesn't work with controllers. Which means the tap then drift speed boosts aren't available for controller users as well. Only the hold / off works. Tried assigning to a different controller button, tried switching the toggle sprint controls to no avail. Using an XB1 pad. Also, you can't assign the tactical menu under the railjack section of the controller configs, only on the 'regular' config. Which means you can't bind tactical menu for controllers when you're in the pilot's seat/ side gunner. Thanks for reading. It would help a lot for those playing with controllers.
  3. Please add the binding of the tactical menu to the railjack section of controller configs... as of now you can only bind it in the regular section of controller configs. Regular config is very full as it is with limited buttons on a controller, being able to at use the tactical menu while piloting/ in side guns (railjack controller config section of would help) For several cyles already, the sentient ship node in veil has been bugged, either it won't spawn of the node will result in infinite loading. Still invisible healing spheres in veil, and even it goes away and you lured an enemy far away, some of them would get bugged and never stop auto healing. Have to sometimes get lucky with multiple crit shots on a cryo mk3 to bring them down. Possible for the ones staying in the railjack auto share generic loot with the away team in the Galeon? It just feels getting the short end of the stick unless you parked the RJ far away to keep it safe, and by then the away team already cleaned up loot. Sometimes when tabbing from the RJ console from parts to avionics, avionics installed doesn't show on the grid. Have to exit the panel and activate it again for them to reappear. Earlier suggestion of having the host being able to assign roles/ restrictions to random crewmates. Like they can't use munitions / refine / tacticals / battle avionics / ect.
  4. more bugs: after host crashes + host migration on a railjack mission, several times the radiator or interior base would be invulnerable, leading to unfinishable missions, where the party can only abort and lose all the rewards/loots so far. lost a lot of mk3 parts that way. finally figured out Seeker Volley. for some reason, you can only equip it on the 3rd battle avionics slot. not the 1st nor the 2nd, just the 3rd slot. weird black shapes all over the side railjack guns when turning the camera around sometimes weird frame 'jumps' while using the side railjack guns as the pilot does drift maneuvers. its not on the FPS counter (its steady), even though it looks like drastic frame skips common crash to grey/black screens after exiting crewship / space base. can chat but there's no esc menu, can't /unstuck, can only alt-f4. and if that person is the host, the host migration will often lead to bug no.1, turning the mission unfinishable for the entire party by turning the radiator / internal part of the base invulnerable. infinite loading upon returning to drydock from a mission forge doesn't show progress circle
  5. after the latest hotfix: frequent black/grey screen after exiting a grineer crewship / base in railjack missions. can chat, no esc menu, unstuck doesnt work, can only alt-f4 the game dojo decor showing triangular flashes every now and then after the emperyan update railjack name floating around as you hover over the customization menus does the engineering intrinsic even work? have several upgrades that boost forge yeilds, yet creating revo always create 50 per batch / uses same resources / same refine yields can't map railjack tactical command (L on kb) on a controller
  6. after the hotfix: clanmates / friends appearing offline, can't invite them to a party even if they're chatting with me. several times upon exiting an enemy crew ship in a railjack mission, it suddenly goes to a blank screen, can chat, but can't abort, unstuck, ect. after finishing a railjack mission we had to abort / go to navigation zoom out just to exit and 'complete' the mission
  7. I prefer this tag then activate mode of Ash's Bladestorm and hope DE keeps it that way
  8. please fix the removal of free movement during combos of rapiers/ vulpine mask, they're not much used, its one of the unique features of rapiers. please fix the increased combo multipier of venka prime. please revert the old zenistar disc time not bound to combo counter, or increase its base time. thanks DE
  9. Not sure on a proper way to fix it, I myself do not kill my own litches when the murmur circle is past 3/4ths filled since it would take longer in the long run. Getting killed by the litch would reduce his 'annoyance' level from furious to 'uninterested', which causes him to appear anywhere from 3-4 missions after that one. Instead of just letting them be, fill up murmur by next map > do a proper sequence test the next. That's a difference of usually 3 missions longer. Would opt to go private, however litches seem to spawn more frequently in public even if you're the only one there.
  10. @Acquire_Manatees Agree that his core issues weren't addressed much with the latest rework. For a large number of skills to be set into one slot, opted to go for simplicity and speed; hence the gear wheel. Tap it to show > point/scroll to select > hold selected skill to use. repeat when you want to change into another. Being able to manually re-position the skills in those slots would also make it a lot easier for controllers. Like having a players' most used toolbox skills to the up,down, left, right direction, and the diagonals for their lesser used ones. For a mode mechanic switch that has nine abilities: mode 1 (ability A, B, C), mode 2 (D, E, F). mode 3 (G, H, I). If you were using skill A, then would like to use skill I after: You'd need to cycle the mode switch button twice to get to mode 3 > cycle the 3rd skill twice to get to skill I > then hold the button use. Would imagine I'd also have a hard time remembering which skill is on which slot in the heat of a battle. With a wheel just appearing when changing the skills, can see at least an icon to help the player identify. It wasn't an issue with equinox since you only had to remember 2 different skills per slot, excluding the switch... graphically as well, its easy for the player to see which mode the frame is in right now. Just wanted Vauban to be straightforward as possible in execution while having versatility in his team utility. And yes hopefully DE reads all the different suggestions from all of us and not just with their partners.
  11. Thanks a lot for the kind words Manatees. Very happy to hear the you and Awazx liked the suggestions 🙂 This game has given me a lot of wonderful playing hours, and hope these feedback (even though it might sound coarse) are ultimately from a point of wanting DE and WF to succeed. Hopefully they will be able to read it. Oh nice, haven't thought about the orbital tesla drones be transferable to teammates. In order to use the full functionality of tap (spawn teslas for you) and hold (teslas for targeted ally), DE will have to agree to lose the 'charge' mechanic to spawn 4 drones though. Personally prefer if the number of tesla drones were just tied to something like his strength stat. As for the equinox type mechanic with Vauban having a combat / defense / support mode along with changing the skills, have actually thought about it. But it might be limited since I'll always want his vortex + bastille (his 'signature' skill) available, and the 1st 'skill' will become a mode toggle like equi's day/night form; leaving just two other skills per form. Am sure there's an elegant way to make it fluid that I just haven't figured out yet. Of course would love to hear more of your thoughts on how it can be even further refined. A secondary reason why I opted for a 'gear wheel' instead was that DE already have the similar code and assets to implement it. Giving forms to Vauban would mean slight model changes for his combat /defense /support form like equinox or khora for player clarity. Just wanted to make their lives a bit easier by suggesting something they already have in place to recycle. (Like the graphics for the said new skills as well)
  12. Thanks for leaving the rework open and up for changes. After a few more days of playing Vauban's rework: additional suggestions / thoughts and summarized version of previous post. As always this is just my personal two cents as a longtime Vauban player (used to be most used, now 2nd): Vauban's Areas of Improvement: Vauban just keeps getting left behind in point to point missions like exterminate. his 'ideally planned' combo makes you wait for a ridiculously long throw animation (bastille anim time wasn't lessened) > wait for ball to drop and turn into bastille > have tea while bastille strips armor away per tick > collapse to vortex while calling laser > wait for said laser (thankfully reduced) > wait for blast to get the loot. It becomes much more apparent the more you play with veteran high 20's. Damage wise, that's not as effective as just letting enemies stay in the bastille (to keep stripping defenses) and fire at them with a weapon instead, while bringing tesla bank to spread it. A lot in his kit feels designed to slow him down. At 100 str, it takes 10 whole seconds to strip away defenses, and that is an eternity in warframe combat. In fact, I only found his animation time for throwing bastille acceptable WITH natural talent, which shouldn't be a requirement; his mod slots are strained as it is needing range, strength to strip, and efficiency. Even WITH natural talent, you can't do a forward bullet jump and finish charging his tesla before coming down, making him stutter stop while your team ever gets further away. If the only way for Vauban to keep up with teammates is just to rely on throwing 1 ball every now and then and just shoot, then its such a waste of skills. His base stats are bad. Why? A lvl 80ish grineer (the type you regularly face in murmur grinds) can one-shot a Vauban Prime from full shield + full health. Try it, don't put any defensive mod/arcane that will add life/armor/shields/reduction and let the grineer sneeze on you. Why not add some defensive mods then? Vauban is already quite taxed in mods needing range, strength to strip, and efficiency to keep up with costs. Since Vauban was just relegated to CC before, he really didn't need str since his old skills weren't worth it to use as damage anyway. And now, with the very, very slow bastille; coupled with the long charge to tesla, you're making Natural Talent an almost mandatory mod for him to carry. And if you want to be at least decent at damage, you'll have to carry Tesla Bank as well ... that's two mod slots already. Even a frame like Khora can at least survive a shot. Vauban is extremely flawed in static missions like defense. Main reason? Auto collapsing of bastille to vortex, instead of just separating the two with a tap and a hold. Vortex's mechanics are quite situational, and there are times where you would want to keep enemies just far away instead with bastille. When you place a bastille and vortex on the same spot, the vortex would win over and suck up the ones in bastille. What if you just want to wail on enemies stuck in the vortex, while the ones in stuck in bastille are being stripped of defenses ... well sure, you have to place the bastille a little bit further out then, which leads to an ever-furthering line of vortexes and bastilles, which leads to visual diarrhea/ terrorism. Vortex makes long defense/ survival resource farming runs longer and inefficient since enemies often get caught up in railings, walls, elevation differences, boxes and just be stuck there instead getting to the farming group quickly, hence the preference for a speedva. Nidus' larva grab also works a lot better since it can be cast a little off the floor to get some elevation, along with it being non-continuous. Bastille is overshadowed by newer frames which can CC much more enemies like Khora's strangledome, (not even counting how well it synergizes with dmg from her 1, and how it has a wonderful pilfer augment). Bastille raising a paltry 10 enemies just seems left behind along with coptering. A lot of frames that can remove enemy defenses can do so either instantly with a high str or in two taps. waiting for bastille to 'tick' them down, 10 whole seconds at 100 str feels just like an insult in comparison. So even If you're in a situation where you would want a vortex instead, you're forced to wait on bastille for the strip. Insistence on grenade 'balls' leads to poor skill performance & bugs. Tesla balls when fully charged spread out in a line, and when used in stages with lots of railings/ tight corridors/ narrow ledges oftentimes spawns less than 4. Other times they get caught up in elevation differences, railings, leading to quite a delay before they teleport beside you again and be actually useful. Overdriver balls tend to not activate when thrown at a flat angle (at your feet, to make sure you're the one getting the buff). The throw animation itself with these grenades just adds clunkiness and only makes Vauban slower than the rest. Lackluster minelayer tools. Flechette is too weak, not worth stopping your firing to throw it out. Overdriver is too much of a hassle to apply to teammates which are constantly moving, and again, having bugs with the grenade design. Boost pad is bad. Tether coil has a redundant function to vortex. Suggestions: This will be VERY controversial and polarizing, but its time to let go of the "grenade and balls" design. Yes, I understand that was Vauban's thing, but it only hinders his rework to be up to par with other frames. Throw animations only serve to slow down his skill activation, and the ground-based balls following Vauban have lots of faults and bugs. Perhaps something like the laser-pointer mechanic someone suggested beforehand. Have teslas surround Vauban as flying drones like sentinels. This will solve several issues: less than four of them spawning in tight railings/ ledges/ complicated map structures. (i.e. kuva fortress); frequently getting stuck in map elements - taking time before they can teleport near you; and them zapping enemies far away from vauban, which doesn't help his survivability. Speed up the full charge time, you should be able to do a full charge while doing a forward bullet jump in the air before landing. Replace Flechette / Vector pad with a deployable Holographic Manned Turret. We all know DE said they don't like automatic sentry turrets, so as a compromise let Vauban create a manned turret, like the one you see in maps where any player can get in and fire. Damage and duration based on Vauban's mods. It will also give whoever is manning the turret some frontal protection. No need to create new assets, just take the regular map turrets and cover them in holographic effects. Make it pass through for teammates, else it can be used for griefing/ blocking. Replace Tether coil / Vector pad with a 'Slow / Speed beacon' (Oil Slick Beacon / Tar Beacon). Removes the duplicate function of tether / gimmick of boost pad. Makes Vauban a viable party member for a long defense/ survival resource farming run by either speeding up or slowing down enemies, which can be cycled to (slow) or (speed). Movement speed of enemies affected by Vauban's strength and range mods. EVEN MORE IDEAS. Replace Flechette / Tether Coil / Vector pad with a deployable Med Tower / Ammo refill Station / Radar Station. Gives Vauban a true support engineer / field medic action like in the military. Bastille will be the 'wire fencing' / trenching, while the deployable turrets will be the manned 'fortifications'. Deployable Med / Energy Tower: will just like be the ones used for defection/ air support: healing or energizing the team in relation to Vauban's range/ strength mods. Deployable Ammo Refill Station: could just recycle the ones found in PoE. Have use limits / cooldowns to stay balanced. Deployable Radar Station: would give every ally in its range the ability to see enemies through walls and obstacles similar to zenith. Affected by vauban's range and duration mods. Range has to be quite wide and much, much larger than bastille to be of practical use. For the station's graphics, could just recycle a hacking terminal with a Cephalon Simaris floating on top of it. ( HUNTER! ) Like the deployable manned turrets, DE could just recycle the assets and cover them in a holographic effect to make it clear its a player creation. And as before, make it pass-through so it can't be used for griefing. Make Overdriver a stickable beacon to a spot or any warframe. Removes the slow and clunky way of buffing your constantly moving team. Stick it to a spot during defense/ mobile def, everyone in range would get the buff. Stick it to yourself or teammates during point-to-point missions, allies near them get the buff. Radius affected by Vauban's range mods. If you truly want to make Vauban a swiss-knife team utility engineer, a tap of skill two (Renamed to something like Engineer's Toolbox) would reveal something similar to the gear wheel to accommodate 1. Holographic Manned Turret, 2. Slow Beacon, 3. Speed Beacon, 4. Med Tower, 5. Energy Tower, 6. Ammo Refill Station, 7. Radar Station and 8. Overdriver to select. Then hold button to use the currently selected skill from the toolbox. Have a limit of only two max deployables at a time, and the creation of another will destroy the oldest one. Include of course the usual times used limitations and duration based on his mods. His healing and energy regen for the team could be a little weaker than Trinity, and his enemy movement speed effects could be a little less than a Slowva/ Speedva, to compensate for his Jack of all trades engineer versatility. Photon Strike is in a good spot, especially with the sped up animations. Thanks DE[Scott] (?). If you really want to make Vauban the master adaptable engineer, would also have switchable damage types you can cycle through ala minelayer or quiver: since blast isn't exactly great against all factions and enemy types. Call in a heat satellite laser against infested, call in an electric satellite laser instead for corpus. Either keep the armor strip along with vortex/ have it actually do meaningful damage like strong slashes or make those bastille strip MUCH faster / instant based on str. That way you're not forced to wait for a long time for bastille to do its thing, or can go straight to vortex if the situation calls for it. Seperate the two with a tap (bastille) and hold (vortex) and not auto-collapse. Speed up Bastilles' activation time and increase the enemies captured cap. Bring it up to par with newer warframe abilities. Fix Vortex's characteristic of getting enemies stuck in walls/ railings/ elevation differences/ boxes/ ect. Which as outlined before hinders your party in static missions like resource farming defense / camped survival. This may be done in several ways, will leave up to DE which is the simplest and less buggy to code for. - Line of sight pull - Let enemies keep moving along their intended path every time they get a 'not moving' check while under the effects of vortex - Convert vortex pull to short 'pulses' rather then continuous for those still not inside the vortex point. That way, enemies will have time to move forward their intended path a bit before being pulled again. Keep the ones already inside the vortex in a continuous pull state, so they can't fire/ attack. - OP option: turn it into an inter-dimensional vortex that will make enemies being pulled pass through walls and objects. That's what I got for now. Thanks for reading, hopefully it can help or bring about discussion on how to improve Vauban. This rework could be truly something special yet 🙂
  13. just to clarify: If I just want to complete all the weapons, from now on I should just convert all the litches I'll get with duplicate weapons? In order to be able to trade it for another, different litch with another weapon right? Sound great! 🙂 Keeping the trade locked to just litches for litches would mean that you still had to work for it, yet not punished by RNG. (having 9 dupes have already sapped my enthusiasm to play). It will also keep it away from the platinum market. Please do not make the system between clanmates only, as it will alienate a lot of the smaller clans/ smaller groups of players.
  14. Thanks for the continuous hotfixes DE, its nice to know that you are listening and taking into consideration player feedback: Feedback for 26.06.1 MELEE Like in my previous feedback. the removal of Rapiers' free movement was a big disappointment. They were already a niche used by few players. Weak range offset by being allowed to move freely mid-combo, and being being able to do hold down the button combos. It was elegant, graceful, and most of all fun ... embodiment of of the quick hit and run tactics of fencers. Now, its just stuck to a predetermined movement on the combo, killing any difference or niche it previously had. Zenistar disc right now is more of a hassle to keep flying / raising the combo bar to make it worthwhile using. Thrown melee is now way more clunkier and longer to use, especially with a controller. With heavy attack now switched to the old channeling button, you have to go to 'melee mode' first, THEN push the old channeling button. Am definitely in the camp that the previous button implementation made more sense.
  15. Thanks for the continuous hotfixes DE, its nice to know that you are listening and taking into consideration player feedback: Feedback for 26.06.1 VAUBAN, THE TRAIN MAN First of all, thank you for listening to feedback, and in reducing Vauban's tesla charge time and orbital laser animation time, it gives us hope to Vauban players that his rework is still in progress. For the longest time he was my most used frame, now 2nd. When playing with veteran players (high 20's -28's), Vauban just keeps getting left behind in point to point missions like exterminate. There's something wrong with him if his 'ideally planned' combo makes you wait for a ridiculously long throw animation (bastille anim time wasn't lessened) > wait for ball to drop and turn into bastille > have tea while bastille strips armor away per tick > collapse to vortex while calling laser > wait for said laser (thankfully animation times here was reduced) > wait for blast to get the loot. Even then, damage wise, that's not as effective as just letting enemies stay in the bastille (to keep stripping defenses) and fire at them with a weapon instead, while bringing tesla bank to spread it. At 100 str, it takes 10 whole seconds to strip away defenses, and that is an eternity in warframe combat. In fact, I only found his animation time for throwing bastille acceptable WITH natural talent, which shouldn't be a requirement; his mod slots are strained as it is needing range, strength to strip, and efficiency. Heck, even WITH natural talent, you can't do a bullet jump and finish charging his 1 before coming down, making him stutter stop while your team ever gets further away. If the only way for Vauban to keep up with teammates is just to rely on throwing 1 ball every now and then and just shoot, then its such a waste of skills. In relation to modding. Vauban's base stats should be altered. Why? a lvl 80ish grineer (you know, the one you face in kuva litch grinds) can one-shot a Vauban Prime from full shield + full health. Try it, don't put any defensive mod that will add life/armor/shields/reduction and let the grineer sneeze on you. Silly you, why not add some defensive mods then? Like I said before, Vauban is already quite taxed in mods needing range, strength to strip, and efficiency to keep up with costs. Since Vauban was just relegated to CC before, he really didn't need str since his old skills weren't worth it to use as damage anyway. And now, with the very, very slow bastille; coupled with the long charge to tesla, you're making Natural Talent an almost mandatory mod for him to carry. And if you want to be at least decent at damage, you'll have to carry Tesla Bank as well ... that's two mod slots already. Even a frame like Khora can at least take a shot. But hey, Vauban wasn't meant to be used for point to point missions right? Right now, Vauban is extremely flawed in static missions like defense. Main reason? auto collapsing of bastille to vortex, instead of just separating the two with a tap and a hold. Why is that? Vortex's mechanics are quite situational, and there are times where you would want to keep enemies just far away instead with bastille. When you place a bastille and vortex on the same spot, the vortex would win over and suck up the ones in bastille. But hey, I just want to wail on enemies stuck in the vortex, while the ones in stuck in bastille are being stripped of defenses ... well sure, you have to place the bastille a little bit further out then, which leads to an ever-furthering line of vortexes and bastilles, which leads to visual diarrhea/ terrorism. Even then, Vauban's vortex makes him a terrible choice for veteran groups doing long resource farming defense / survival runs, even casually. There's a reason why people look for a speedva during those runs, and wisps there shouldn't put down long range shock motes. Make enemies get to you quicker = more loot / more life support. Vortex actually make those runs longer and inefficient since enemies often get caught up in railings, walls, elevation differences, boxes and just be stuck there instead getting to the group quickly. Nidus' larva grab works a lot better since it can be cast a little off the floor to get some elevation, along with it being non-continuous. While making vortex grab thru walls like an inter-dimensional vortex can be OP; perhaps something like the enemy AI will keep along their pre-determined path every time they make a 'not moving' check until they finally reach the vortex. Bastille while indeed buffed with its armor strip is not exactly up to par either. Its a relic of the past overshadowed by newer frames which can CC much more enemies like Khora's strangledome, (not even counting how well it synergizes with dmg from her 1, and how it has a wonderful pilfer augment). Bastille raising a paltry 10 enemies just seems left behind along with coptering. A lot of frames that can remove enemy defenses can do so either instantly with a high str or in two taps. waiting for bastille to 'tick' them down, 10 whole seconds at 100 str feels just like an insult in comparison. So even If you're in a situation where you would want a vortex instead, you're forced to wait on bastille for the strip. Either keep the strip along with vortex/ have it actually do meaningful damage like strong slashes or make those bastille strip MUCH faster / instant based on str.
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