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Gullim92

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About Gullim92

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  1. The visual effects need to be toned down. I usually play with particles at max settings without being too bothered but void storms are a bit much in their current iteration Void sinks, as they are now, are needlessly frustrating. Not challenging or fun, just frustrating. They often spawn directly on top of the player, blowing up instantly without a chance to dissipate them. They're also near constant, to the point where I'm not sure it's even worth shooting them since another 3 or 4 void sinks will replace the one I just shot. They could use some considerable tweaking. As for rewa
  2. With a fair amount of playtime in both Corpus and Grineer Proximas over the weekend, I've gathered what is likely my final round of feedback. Missions and Points of Interest is probably the area I have the most feedback on, so in the interest of not giving the dev team a headache, I'll give a TL:DR first here and go into detail further below: TL;DR: UPDATE GOOD!, VERY GOOD. PLEASE MAKE MORE New Points of Interest are excellent in a lot of ways, visual design, audio, variety, immersion, gameplay effects, etc. Please continue iterating on this and adding more of them, bot
  3. With a fair amount of playtime in both Corpus and Grineer Proximas over the weekend, I've gathered what is likely my final round of feedback. While I don't have a lot of feedback regarding armaments, since I haven't personally built any of the new ones, I do have other suggestions I haven't seen posted so far. I don't know if this is working as intended or if it's bugged, but please consider reverting the changes to the forge and the payloads of revolite, dome charges, etc. Currently, the Railjack enters every mission with a very low maximum payload of revolite and dome charges, b
  4. With a fair amount of playtime in both Corpus and Grineer Proximas over the weekend, I've gathered what is likely my final round of feedback. While most of the changes to Intrisics 2.0 are great, there are a few outliers that I'll point out below, with any suggested changes I can come up with: IN GENERAL Reduced intrinsic costs are greatly appreciated, I actually feel like I can reach 10/10/10/10/10 without losing my sanity now! Consider allowing players to disable individual intrinsic effects such as the infamous Gunnery R10 intrinsic, as many people (including me) act
  5. With a fair amount of playtime in both Corpus and Grineer Proximas over the weekend, I've gathered what is likely my final round of feedback. First off, amazing job on the initial release of the Command intrinsic, I wasn't expecting it to be this good in its initial release. The AI has personality, they fulfill their roles almost perfectly, its quite amazing! Onto the feedback, these are some tweaks I believe would greatly benefit Command in the short term: Please allow AI pilots and gunners to target certain objectives, such as pulse turbine and missile silo radiators from
  6. Very much enjoying the Corpus Proxima regions so far, good job on the update! After another lengthy session and beating Venus, Neptune and Pluto so far, here is some feedback I've gathered: While the visual variety of Points of Interest is great, most of them actually end up with the exact same hacking a console (and chasing interference drones) mode. Please consider adding other modes to these POIs, for example having to capture a target, rescue a prisoner, sabotage a reactor (like in normal starchart reactor sabotage missions), or even a single conduit long Disruption game. Basica
  7. In regards to Gunnery rank 10 and Command: Consider swapping Gunnery rank 10 for the suggestion of allowing the use of forward artillery from the pilot seat. This is one of the most suggested changes and it not only solves the Gunnery rank 10 issue, it also helps alleviate one of the main problems people have with the Command intrinsic, being that forward artillery is not well-integrated into the AI crew (pilot won't point towards targets, gunner AI cannot use forward artillery) Alternatively, consider allowing the use of both forward artillery and the archwing slingshot in 360 deg
  8. In regards to Gunnery rank 10 and Command: Consider swapping Gunnery rank 10 for the suggestion of allowing the use of forward artillery from the pilot seat. This is one of the most suggested changes and it not only solves the Gunnery rank 10 issue, it also helps alleviate one of the main problems people have with the Command intrinsic, being that forward artillery is not well-integrated into the AI crew (pilot won't point towards targets, gunner AI cannot use forward artillery) Alternatively, consider allowing the use of both forward artillery and the archwing slingshot in 360 deg
  9. Since I didn't see (or just missed) a feedback thread specifically for the railjack layout changes I'll dump them here: I'm having a hard time understanding the reason for reducing the size of the railjack interior. Don't get me wrong, I don't HATE it, but since we can teleport inside the ship, making it smaller doesn't really mean much. If anything, it takes away from the "wow factor" of having this hulking battleship. Please consider somehow bringing the old layout back into the game at some point, either as a skin, another railjack, etc. Also the turrets outside the railjack are still
  10. After a lengthy, sweaty session I'm glad to report the command intrinsic is surprisingly great! On to the feedback: Please allow players to take over turrets without having to re-assign the gunner NPCs, similar to how players can take over the pilot seat without having to re-assign the pilot NPC Please consider allowing pilot/gunner NPCs to target mission objectives like reactors and such, mainly the ones that require an away crew (ie: Grineer missile silo). This would be a great improvement for solo players Consider making it so pilot NPCs will focus on maintaining th
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